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fait que mario meurs quand il touche un enemy*
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'bgClose.x -= 4; // Increase speed for close background' Line Number: 304
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Code edit (11 edits merged)
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Please fix the bug: 'ReferenceError: level1Height is not defined' in or related to this line: 'if (lastHeight === level1Height) {' Line Number: 452
Code edit (4 edits merged)
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Increase the scrolling speed of the backgrounds to match the game's pace. Ensure the backgrounds repeat seamlessly by adjusting their width and reset positions. Verify the backgrounds' widths are set correctly to avoid gaps. Do this step by step in respect of current coding style/rules.
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Implement parallax scrolling for the backgrounds bgClose and bgFar. Ensure the backgrounds repeat infinitely. Adjust the scrolling speed of each background layer to create a parallax effect. Do this step by step in respect of current coding style/rules.
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Use a value of 5 for the ticks modulo for the run animation.
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use a value of 5 for the ticks modulo for the run animation
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1) Fine-tune the frame switch interval to achieve a balanced and natural running speed. 2) Ensure the running animation cycles through frames at a moderate pace. 3) Verify the timing of frame switches to achieve a smooth and balanced running animation. Do this step by step in respect of current coding style/rules
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1) Fine-tune the frame switch interval to achieve a balanced running speed. 2) Ensure the running animation cycles through frames at a moderate pace. 3) Verify the timing of frame switches to achieve a smooth and natural running animation. Do this step by step in respect of current coding style/rules
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1) Adjust the frame switch interval to a moderate value to achieve a balanced running speed. 2) Ensure the running animation cycles through frames at a natural pace. 3) Verify the timing of frame switches to achieve a smooth and balanced running animation. Do this step by step in respect of current coding style/rules
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1) Adjust the frame switch interval to achieve a moderate running speed. 2) Ensure the running animation cycles through frames at a natural and balanced pace. 3) Verify the timing of frame switches to achieve a smooth running animation. Do this step by step in respect of current coding style/rules
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1) Remove the frame switching logic from the game update function. 2) Adjust the frame switching interval within the player's update function to control the animation speed. 3) Ensure the player's running animation cycles through frames at a natural pace. Do this step by step in respect of current coding style/rules
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1) Increase the frame switch interval to significantly slow down the running animation. 2) Ensure the running animation cycles through frames at a much slower pace. 3) Verify the timing of frame switches to achieve a natural and slower running speed. Do this step by step in respect of current coding style/rules
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1) Increase the frame switch interval to further slow down the running animation. 2) Ensure the running animation cycles through frames at a slower pace. 3) Verify the timing of frame switches to achieve a natural running speed. Do this step by step in respect of current coding style/rules
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Adjust the frame switching interval to slow down the running animation. Ensure the running animation cycles through frames at a slower pace. Verify the timing of frame switches to achieve a natural running speed. Do this step by step in respect of current coding style/rules
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Add the missing running frame to the player's running animation sequence. Ensure the player's running animation includes all three frames. Adjust the frame switching logic to cycle through all three frames. Do this step by step in respect of current coding style/rules
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Ensure the player's running animation frames are correctly set up and visible. Adjust the running animation logic to continuously loop through the frames. Verify that the frames are switching at the correct intervals to create a smooth running animation. Do this step by step in respect of current coding style/rules
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Please fix the bug: 'ReferenceError: playerGraphics is not defined' in or related to this line: 'playerGraphics.alpha = 0; // Hide the player asset when jumping' Line Number: 67
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Implement continuous running animation for the player. Ensure the player's running animation loops continuously. Adjust the player's graphics to switch between running frames. Do this step by step in respect of current coding style/rules
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; // Plus rapide que le sol (10) pour qu'ils avancent vers la gauche self.velocityY = 0; self.gravity = 0.7; // Même gravité que le joueur self.currentPlatform = null; // Plateforme actuelle sur laquelle l'ennemi se trouve self.update = function () { self.x -= self.speed; // Vérifier si l'ennemi est toujours sur sa plateforme actuelle if (self.currentPlatform) { var enemyBounds = self.getBounds(); var platformBounds = { left: self.currentPlatform.x - 500, right: self.currentPlatform.x + 500 }; // Si l'ennemi sort de la plateforme, il commence à tomber if (enemyBounds.left > platformBounds.right || enemyBounds.right < platformBounds.left) { self.currentPlatform = null; } } // Appliquer la gravité si l'ennemi n'est pas sur une plateforme if (!self.currentPlatform) { self.velocityY += self.gravity; self.y += self.velocityY; } // Vérifier collision avec le sol if (self.y >= groundLevel) { self.y = groundLevel; self.velocityY = 0; self.currentPlatform = null; // L'ennemi est sur le sol, pas sur une plateforme } // Vérifier collision avec les plateformes seulement si l'ennemi tombe if (self.velocityY > 0) { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var enemyBounds = self.getBounds(); var platformBounds = { left: platform.x - 500, right: platform.x + 500, top: platform.y - 50, bottom: platform.y + 50 }; // Si l'ennemi atterrit sur une plateforme if (enemyBounds.bottom >= platformBounds.top && enemyBounds.bottom - self.velocityY < platformBounds.top && enemyBounds.right > platformBounds.left && enemyBounds.left < platformBounds.right) { self.y = platform.y - 75; self.velocityY = 0; self.currentPlatform = platform; // Mémoriser la plateforme actuelle break; } } } if (self.x < -50) { self.destroy(); } }; self.getBounds = function () { return { left: self.x - 50, right: self.x + 50, top: self.y - 50, bottom: self.y + 50 }; }; return self; }); // Define a class for platforms var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.passed = false; self.update = function () { self.x -= self.speed; if (self.x < -500) { self.destroy(); } }; return self; }); // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); self.runFrames = [self.attachAsset('playerRunFrame1', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }), self.attachAsset('playerRunFrame2', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }), self.attachAsset('playerRunFrame', { anchorX: 0.5, anchorY: 0.5, alpha: 0 })]; self.currentRunFrame = 0; self.speed = 5; self.jumpHeight = 45; // Augmenter significativement la hauteur de saut self.isJumping = false; self.velocityY = 0; self.isFalling = false; self.currentPlatform = null; self.playerHeight = 400; // Hauteur du sprite du joueur self.jumpFrame = self.attachAsset('playerJumpFrame', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Hide the jump frame by setting alpha to 0 }); self.getBounds = function () { return { left: self.x - 75, right: self.x + 75, top: self.y - 100, bottom: self.y + 100 }; }; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 1.2; // Augmenter la gravité pour une chute plus rapide et naturelle self.isFalling = self.velocityY > 0; self.jumpFrame.alpha = 1; // While jumping, switch to the jump frame self.runFrames[self.currentRunFrame].alpha = 0; // Hide the player asset when jumping // Check for platform collision self.checkPlatformCollision(); // Check for ground collision if (self.y >= groundLevel - 100 && !self.currentPlatform) { // Ground level self.y = groundLevel - 100; self.isJumping = false; self.velocityY = 0; self.jumpFrame.alpha = 0; // When not jumping, switch back to the normal frame self.runFrames[self.currentRunFrame].alpha = 1; // Show the player asset when not jumping // Add a bounce effect tween(self, { scaleX: 1.2, scaleY: 0.8 }, { duration: 100, easing: tween.elasticOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.elasticOut }); } }); } } else { // Check if player is still on the platform if (self.currentPlatform) { var platformBounds = { left: self.currentPlatform.x - 500, right: self.currentPlatform.x + 500 }; var playerBounds = self.getBounds(); // If player is no longer on the platform, start falling if (playerBounds.left > platformBounds.right || playerBounds.right < platformBounds.left) { self.isJumping = true; self.velocityY = 0.1; // Start with a small downward velocity self.isFalling = true; self.currentPlatform = null; self.jumpFrame.alpha = 1; self.runFrames[self.currentRunFrame].alpha = 0; } } // Handle running animation if (LK.ticks % 5 === 0) { // Fine-tuned interval for balanced and natural pace // Adjusted interval for balanced pace self.runFrames[self.currentRunFrame].alpha = 0; // Hide current frame self.currentRunFrame = (self.currentRunFrame + 1) % self.runFrames.length; // Switch to next frame self.runFrames[self.currentRunFrame].alpha = 1; // Show next frame } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; self.jumpFrame.alpha = 1; // Make jump frame visible LK.getSound('jump').play(); // Play jump sound self.currentPlatform = null; } }; self.checkPlatformCollision = function () { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var platformBounds = { left: platform.x - 500, right: platform.x + 500, top: platform.y - 50, bottom: platform.y + 50 }; var playerBounds = self.getBounds(); // Check if player is above the platform and falling if (self.velocityY > 0 && playerBounds.bottom >= platformBounds.top && playerBounds.bottom - self.velocityY < platformBounds.top && playerBounds.right > platformBounds.left && playerBounds.left < platformBounds.right) { // Land on the platform // Utiliser la moitié de la hauteur du joueur pour le positionner correctement sur la plateforme self.y = platform.y - self.playerHeight / 2; self.velocityY = 0; self.isJumping = false; self.isFalling = false; self.currentPlatform = platform; self.jumpFrame.alpha = 0; self.runFrames[self.currentRunFrame].alpha = 1; // Add a bounce effect tween(self, { scaleX: 1.2, scaleY: 0.8 }, { duration: 100, easing: tween.elasticOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.elasticOut }); } }); return true; } } return false; }; }); /**** * Initialize Game ****/ // Initialize game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Global Variables ****/ var level1Height; var level2Height; var game; var background; var player; var enemies; var enemySpawnInterval; var enemySpawnCounter; var scoreText; var backgroundContainer; var middlegroundContainer; var foregroundContainer; var bgClose; var bgClose2; var bgFar; var bgFar2; var platforms; var ground; var ground2; var groundLevel; // Handle game updates game.update = function () { // Parallax scrolling bgClose.x -= 4; // Increase speed for close background bgClose2.x -= 4; // Move the duplicate at the same speed bgFar.x -= 2; // Increase speed for far background bgFar2.x -= 2; // Move the duplicate at the same speed // Repeat backgrounds infinitely if (bgClose.x <= -bgClose.width) { bgClose.x = bgClose2.x + bgClose2.width; } if (bgClose2.x <= -bgClose2.width) { bgClose2.x = bgClose.x + bgClose.width; } if (bgFar.x <= -bgFar.width) { bgFar.x = bgFar2.x + bgFar2.width; } if (bgFar2.x <= -bgFar2.width) { bgFar2.x = bgFar.x + bgFar.width; } // Scroll ground ground.x -= 10; // Même vitesse que les plateformes ground2.x -= 10; if (ground.x <= -ground.width) { ground.x = ground2.x + ground2.width; } if (ground2.x <= -ground2.width) { ground2.x = ground.x + ground.width; } // Update platforms for (var i = platforms.length - 1; i >= 0; i--) { // Ne pas appeler update() car il est déjà appelé automatiquement par le moteur // platforms[i].update(); // Remove platforms that are destroyed if (platforms[i].destroyed) { platforms.splice(i, 1); } } // Check if we need to spawn a new platform if (platforms.length > 0) { var lastPlatform = platforms[platforms.length - 1]; if (lastPlatform.x < 2048 + 500) { // Spawn a new platform spawnPlatform(); } } // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2500; // Plus loin à droite que 2048 // Décider si l'ennemi apparaît sur le sol ou sur une plateforme var spawnOnPlatform = Math.random() < 0.5 && platforms.length > 0; if (spawnOnPlatform) { // Trouver une plateforme visible à l'écran ou proche de l'écran var visiblePlatforms = []; for (var p = 0; p < platforms.length; p++) { if (platforms[p].x > 2200 && platforms[p].x < 2700) { visiblePlatforms.push(platforms[p]); } } // S'il y a des plateformes visibles, placer l'ennemi sur l'une d'elles if (visiblePlatforms.length > 0) { var randomPlatform = visiblePlatforms[Math.floor(Math.random() * visiblePlatforms.length)]; // Placer l'ennemi sur la plateforme en utilisant la même logique que pour le joueur enemy.y = randomPlatform.y - 150; } else { // Sinon, placer l'ennemi sur le sol (même position Y que le joueur au repos) enemy.y = player.y; } } else { // Placer l'ennemi sur le sol (même position Y que le joueur au repos) enemy.y = player.y; } enemies.push(enemy); middlegroundContainer.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Check collisions with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemyBounds = enemies[j].getBounds(); var playerBounds = player.getBounds(); // Check if player intersects with enemy if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) { // Check if player is falling on top of the enemy if (player.isFalling && player.velocityY > 0 && playerBounds.bottom > enemyBounds.top && playerBounds.bottom - player.velocityY < enemyBounds.top) { // Player jumped on enemy - destroy enemy enemies[j].destroy(); enemies.splice(j, 1); // Give player a small bounce after killing enemy player.velocityY = -15; // Increment score when killing enemy LK.setScore(LK.getScore() + 5); scoreText.setText(LK.getScore()); } else { // Player touched enemy from side or bottom - game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } else if (player.x > enemies[j].x && !enemies[j].passed) { // Player passed enemy without touching it enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); }; function initializeGame() { // Initialize containers backgroundContainer = new Container(); middlegroundContainer = new Container(); foregroundContainer = new Container(); // Add containers to game in proper order game.addChild(backgroundContainer); game.addChild(middlegroundContainer); game.addChild(foregroundContainer); // Define fixed platform heights for two levels groundLevel = 2732 / 2 + 450; // Descendre le niveau du sol de 450 pixels // Add background bgFar = LK.getAsset('bgFar', { anchorX: 0, anchorY: 0 }); bgFar.x = 0; bgFar.y = 0; bgFar.width = 2732; backgroundContainer.addChild(bgFar); // Add second background for infinite scrolling bgFar2 = LK.getAsset('bgFar', { anchorX: 0, anchorY: 0 }); bgFar2.x = bgFar.width; bgFar2.y = 0; bgFar2.width = 2732; backgroundContainer.addChild(bgFar2); // Initialize parallax backgrounds bgClose = LK.getAsset('bgClose', { anchorX: 0, anchorY: 0 }); bgClose.x = 0; bgClose.y = 0; bgClose.width = 2732; // Set correct width to match the actual image width backgroundContainer.addChild(bgClose); // Create a duplicate of bgClose for seamless scrolling bgClose2 = LK.getAsset('bgClose', { anchorX: 0, anchorY: 0 }); bgClose2.x = bgClose.width; bgClose2.y = 0; bgClose2.width = 2732; backgroundContainer.addChild(bgClose2); // Add ground that scrolls ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }); ground.x = 0; ground.y = groundLevel; // Placer le haut du sol exactement au niveau du sol ground.width = 2048; middlegroundContainer.addChild(ground); // Add second ground piece for infinite scrolling ground2 = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }); ground2.x = ground.width; ground2.y = groundLevel; // Placer le haut du sol exactement au niveau du sol ground2.width = 2048; middlegroundContainer.addChild(ground2); // Initialize player player = new Player(); player.x = 2048 / 4; // Adjust the player's initial position to be more to the left player.y = groundLevel - 100; // Mario légèrement au-dessus du sol foregroundContainer.addChild(player); // Initialize enemies enemies = []; enemySpawnInterval = 100; enemySpawnCounter = 0; // Initialize platforms platforms = []; level1Height = groundLevel - 450; // Niveau 1 à 450 pixels au-dessus du sol level2Height = level1Height - 450; // Niveau 2 à 450 pixels au-dessus du niveau 1 // Create initial platforms for (var i = 0; i < 2; i++) { var platform = new Platform(); if (i === 0) { platform.x = player.x + 800; // Start the first platform further away platform.y = level1Height; // Première plateforme toujours au niveau 1 } else { // Deuxième plateforme au niveau 2, mais plus proche horizontalement platform.x = platforms[i - 1].x + 1200; // Plus espacé platform.y = level2Height; } platforms.push(platform); middlegroundContainer.addChild(platform); } // Create a new Text2 object to display the score scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Play background music LK.playMusic('bgMusic'); } // Function to spawn a new platform function spawnPlatform() { var platform = new Platform(); var lastPlatform = platforms[platforms.length - 1]; var lastHeight = lastPlatform.y; // Déterminer la hauteur de la nouvelle plateforme if (lastHeight === level1Height) { // Si la dernière plateforme était au niveau 1, la nouvelle sera au niveau 2 platform.y = level2Height; platform.x = lastPlatform.x + 1200; // Plus espacé } else { // Si la dernière plateforme était au niveau 2, la nouvelle sera au niveau 1 platform.y = level1Height; platform.x = lastPlatform.x + 1500; // Encore plus espacé après une plateforme de niveau 2 } // Ajouter une chance de ne pas générer de plateforme (20%) if (Math.random() < 0.2) { // Si on décide de ne pas générer cette plateforme, on augmente la distance pour la prochaine lastPlatform.x += 500; return; } platforms.push(platform); middlegroundContainer.addChild(platform); } // Call initializeGame at the end of the file initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -110,9 +110,9 @@
alpha: 0
})];
self.currentRunFrame = 0;
self.speed = 5;
- self.jumpHeight = 30;
+ self.jumpHeight = 45; // Augmenter significativement la hauteur de saut
self.isJumping = false;
self.velocityY = 0;
self.isFalling = false;
self.currentPlatform = null;
@@ -132,9 +132,9 @@
};
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
- self.velocityY += 0.7; // Decreased gravity effect by 30%
+ self.velocityY += 1.2; // Augmenter la gravité pour une chute plus rapide et naturelle
self.isFalling = self.velocityY > 0;
self.jumpFrame.alpha = 1; // While jumping, switch to the jump frame
self.runFrames[self.currentRunFrame].alpha = 0; // Hide the player asset when jumping
// Check for platform collision
@@ -364,17 +364,27 @@
// Check collisions with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemyBounds = enemies[j].getBounds();
var playerBounds = player.getBounds();
+ // Check if player intersects with enemy
if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) {
- if (player.isFalling || !player.isJumping) {
+ // Check if player is falling on top of the enemy
+ if (player.isFalling && player.velocityY > 0 && playerBounds.bottom > enemyBounds.top && playerBounds.bottom - player.velocityY < enemyBounds.top) {
+ // Player jumped on enemy - destroy enemy
enemies[j].destroy();
enemies.splice(j, 1);
+ // Give player a small bounce after killing enemy
+ player.velocityY = -15;
+ // Increment score when killing enemy
+ LK.setScore(LK.getScore() + 5);
+ scoreText.setText(LK.getScore());
} else {
+ // Player touched enemy from side or bottom - game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
} else if (player.x > enemies[j].x && !enemies[j].passed) {
+ // Player passed enemy without touching it
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
@@ -388,11 +398,12 @@
// Initialize containers
backgroundContainer = new Container();
middlegroundContainer = new Container();
foregroundContainer = new Container();
- LK.stage.addChild(backgroundContainer);
- LK.stage.addChild(middlegroundContainer);
- LK.stage.addChild(foregroundContainer);
+ // Add containers to game in proper order
+ game.addChild(backgroundContainer);
+ game.addChild(middlegroundContainer);
+ game.addChild(foregroundContainer);
// Define fixed platform heights for two levels
groundLevel = 2732 / 2 + 450; // Descendre le niveau du sol de 450 pixels
// Add background
bgFar = LK.getAsset('bgFar', {
@@ -435,18 +446,18 @@
anchorX: 0,
anchorY: 0
});
ground.x = 0;
- ground.y = groundLevel - 683; // La moitié de la hauteur du sol (1366/2)
+ ground.y = groundLevel; // Placer le haut du sol exactement au niveau du sol
ground.width = 2048;
middlegroundContainer.addChild(ground);
// Add second ground piece for infinite scrolling
ground2 = LK.getAsset('ground', {
anchorX: 0,
anchorY: 0
});
ground2.x = ground.width;
- ground2.y = groundLevel - 683; // La moitié de la hauteur du sol (1366/2)
+ ground2.y = groundLevel; // Placer le haut du sol exactement au niveau du sol
ground2.width = 2048;
middlegroundContainer.addChild(ground2);
// Initialize player
player = new Player();