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in swipeAnim, separate the target setting and the asset movement
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in swipeAnim, update the rotation of the asset toward the target
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in swipeAnim, alternate the targetX each time between these values: 1*game.width *0.25 2*game.width *0.25 3*game.width *0.25
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implement swipeAnim, bt adding the swipe asset and make it move infinetly from ball to the center of the screen
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implement animateScore with wdith and height grow and restore of scoreTxt
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animate scoreTxt when player scores
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add a little label "Score" above the scoreTxt
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in animateTimer make size bump
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in animateTimer make size increase then decrease each sec
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in handleTimer , when time is under 5, animate timerTxt width and height
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Please fix the bug: 'Timeout.tick error: timerInterval is not defined' in or related to this line: 'LK.clearInterval(timerInterval); // Stop the timer when it reaches 0' Line Number: 321
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in handleTimer , when timer is < 5,, change text fill to red
===================================================================
--- original.js
+++ change.js
@@ -413,9 +413,25 @@
confetti.animate(); // Animate confetti
});
}
function animateScore() {
- // animate score text
+ var scoreSizeDirection = 1;
+ var originalScoreWidth = scoreTxt.width;
+ var originalScoreHeight = scoreTxt.height;
+ var maxScoreSize = 200; // Maximum size to grow to
+ var minScoreSize = 150; // Minimum size to shrink to
+ var scoreAnimationInterval = LK.setInterval(function () {
+ scoreTxt.width += scoreSizeDirection * 5; // Adjust width by 5 pixels per frame
+ scoreTxt.height += scoreSizeDirection * 5; // Adjust height by 5 pixels per frame
+ // Reverse direction if the score text reaches max or min size
+ if (scoreTxt.width >= maxScoreSize || scoreTxt.height >= maxScoreSize || scoreTxt.width <= minScoreSize || scoreTxt.height <= minScoreSize) {
+ scoreSizeDirection *= -1;
+ }
+ // Restore original size and clear interval when animation is done
+ if (scoreTxt.width === originalScoreWidth && scoreTxt.height === originalScoreHeight) {
+ LK.clearInterval(scoreAnimationInterval);
+ }
+ }, 16); // Run every 16ms (~60FPS)
}
function moveHoop() {
//console.log("moveHoop...");
// Initiate gradual movement of the hoop to a new random position within the game boundaries