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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
@@ -581,15 +581,18 @@
var normalizedDirectionX = directionX / magnitude;
var normalizedDirectionY = directionY / magnitude;
// Calculate angle towards the target and update rotation of the swipe asset
var angle = Math.atan2(normalizedDirectionY, normalizedDirectionX);
+ angle = Math.atan2(directionY, directionX * 0.5);
swipeAsset.rotation = angle;
// Move the swipe asset towards the center
swipeAsset.x += normalizedDirectionX * 10; // Adjust speed as necessary
swipeAsset.y += normalizedDirectionY * 10;
// Reset position to ball's position if it reaches or overshoots the center
if (Math.abs(swipeAsset.x - targetX) < 5 && Math.abs(swipeAsset.y - targetY) < 5) {
- swipeAsset.x = startX;
+ targetXIndex = (targetXIndex + 1) % targetXValues.length;
+ targetX = targetXValues[targetXIndex];
+ swipeAsset.x = startX + (targetX - game.width * 0.5) / 2;
swipeAsset.y = startY;
}
});
}