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Ajout un ombre sur la map qui disparait uniquement dans la zone d'éclairage de la lampe
Code edit (2 edits merged)
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Fait en sorte que la texture occupe toute la map
Code edit (1 edits merged)
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Fix Bug: 'Uncaught TypeError: earthTexture.clone is not a function' in this line: 'var textureClone = earthTexture.clone();' Line Number: 90
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Reduit la taille de la texture et créer une grille et remplit ensuite la map avec la texture
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Créer une texture de terre et definie la comme l'arriere plan de la map
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Remplace le sol par une texture de terre
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L'arriere plan de la map doit être de la terre, la zone d'eclairage de la lampe doit être representé visuelement
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Ajoute un sol en terre
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Le sol doit être de la terre
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'updateVisibility')' in this line: 'self.torchLight.updateVisibility(false);' Line Number: 12
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La zone d'eclairage de la torche n'est pas visible, il doit y avoir un probleme de gestion des elements au premier ou à l'arriere plan
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Non je pense que c'est une erreur de gestion des arriere plan qui pose probleme
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La couleur de la zone d'eclairage de la torche n'est pas visible sur le sol
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Le hero doit pouvoir aussi etre deplacer avec zqsd
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La zone d'eclairage de la lampe torche doit être representé par une zone jaune au sol
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Affiche en jaune style "lampe de poche" la zone d'eclairage de la lampe
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Fait une animation realiste à la lampe de poche
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Le hero doit pouvoir ce déplacer avec les flèches sur le clavier
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Le hero doit pouvoir ce deplacer avec les fleches sur le clavier
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Fix Bug: 'ReferenceError: torchGraphics is not defined' in this line: 'torchGraphics.visible = true;' Line Number: 13
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Fix Bug: 'ReferenceError: torchGraphics is not defined' in this line: 'torchGraphics.rotation = angle;' Line Number: 12
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in this line: 'var angleToZombie = Math.atan2(self.y - torchPos.y, self.x - torchPos.x);' Line Number: 44
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'rotation')' in this line: 'var torchAngle = hero.torchGraphics.rotation;' Line Number: 119
/**** 
* Classes
****/
// Define the Hero class
var Hero = Container.expand(function () {
	var self = Container.call(this);
	var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5);
	self.torchGraphics = self.createAsset('torch', 'Hero torch', 0.5, 0);
	// Instantiate TorchLight and add to game
	// TorchLight instantiation and addition to game is moved to the game initialization
	self.torchGraphics.visible = false;
	self.torchLight.updateVisibility(false);
	self.setTorchLight = function (torchLightInstance) {
		self.torchLight = torchLightInstance;
	};
	self.orientTorch = function (mousePos) {
		var angle = Math.atan2(mousePos.y - self.y, mousePos.x - self.x);
		self.torchGraphics.rotation = angle;
		// Update torch light position and visibility
		self.torchLight.updatePosition(self.x, self.y, angle);
		self.torchLight.updateVisibility(true);
		// Flickering effect
		var flickerIntensity = Math.random() * 0.2 + 0.9;
		self.torchGraphics.alpha = flickerIntensity;
		self.torchLight.alpha = flickerIntensity;
	};
	self.speed = 5;
	self.shoot = function () {
		var bullet = new HeroBullet();
		bullet.x = self.x;
		bullet.y = self.y;
		game.addChild(bullet);
		bullets.push(bullet);
	};
	self.move = function (direction) {
		self.x += direction.x * self.speed;
		self.y += direction.y * self.speed;
	};
});
// Define the HeroBullet class
var HeroBullet = Container.expand(function () {
	var self = Container.call(this);
	var bulletGraphics = self.createAsset('heroBullet', 'Hero bullet', 0.5, 1);
	self.speed = -10;
	self.move = function () {
		self.y += self.speed;
	};
});
// Define the Zombie class
var Zombie = Container.expand(function () {
	var self = Container.call(this);
	var zombieGraphics = self.createAsset('zombie', 'Zombie enemy', 0.5, 0.5);
	self.speed = 1;
	self.move = function (torchPos, torchAngle) {
		self.y += self.speed;
		if (torchPos) {
			var angleToZombie = Math.atan2(self.y - torchPos.y, self.x - torchPos.x);
			var angleDifference = Math.abs(torchAngle - angleToZombie);
			if (angleDifference < 0.5) {
				// Assuming torch has a cone of visibility of 0.5 radians
				self.visible = true;
			} else {
				self.visible = false;
			}
		}
	};
});
// Define the TorchLight class
var TorchLight = Container.expand(function () {
	var self = Container.call(this);
	var lightGraphics = self.createAsset('torchLightGround', 'Torch light ground area', 0.5, 1);
	lightGraphics.tint = 0xFFA500; // Orange color to represent the ground area illuminated by the torch
	self.updatePosition = function (x, y, rotation) {
		self.x = x;
		self.y = y;
		self.rotation = rotation;
	};
	self.updateVisibility = function (visible) {
		self.visible = visible;
	};
});
/**** 
* Initialize Game
****/
var game = new LK.Game({
	backgroundColor: 0x000000 // Init game with black background
});
/**** 
* Game Code
****/
// Initialize important asset arrays
var bullets = [];
var zombies = [];
var hero;
var isGameOver = false;
// Instantiate TorchLight and add to game
var torchLight = new TorchLight();
game.addChild(torchLight);
// Create the hero
hero = game.addChild(new Hero());
// Set the torchLight reference in Hero
torchLight.updateVisibility(false);
hero.setTorchLight(torchLight);
hero.x = 2048 / 2;
hero.y = 2732 - 100; // Position hero near the bottom of the screen
// Game logic and event handlers
LK.on('tick', function () {
	if (isGameOver) {
		LK.showGameOver();
		return;
	}
	// Move bullets and check for off-screen
	for (var i = bullets.length - 1; i >= 0; i--) {
		bullets[i].move();
		if (bullets[i].y < 0) {
			bullets[i].destroy();
			bullets.splice(i, 1);
		}
	}
	// Handle torch orientation and make zombies visible if illuminated
	var torchPos = {
		x: hero.x,
		y: hero.y
	};
	var torchAngle = hero.torchGraphics.rotation;
	// Move zombies and check for collision with hero
	for (var j = zombies.length - 1; j >= 0; j--) {
		zombies[j].move(torchPos, torchAngle);
		if (zombies[j].y > 2732) {
			zombies[j].destroy();
			zombies.splice(j, 1);
		} else if (zombies[j].intersects(hero) && zombies[j].visible) {
			isGameOver = true;
		}
	}
	game.on('move', function (obj) {
		var mousePos = obj.event.getLocalPosition(game);
		hero.orientTorch(mousePos);
	});
	// Spawn zombies
	if (LK.ticks % 120 == 0) {
		// Spawn a zombie every 2 seconds
		var zombie = new Zombie();
		zombie.x = Math.random() * 2048;
		zombie.y = -50; // Start off-screen
		zombies.push(zombie);
		game.addChild(zombie);
	}
}); ===================================================================
--- original.js
+++ change.js
@@ -6,12 +6,14 @@
 	var self = Container.call(this);
 	var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5);
 	self.torchGraphics = self.createAsset('torch', 'Hero torch', 0.5, 0);
 	// Instantiate TorchLight and add to game
-	self.torchLight = new TorchLight();
-	game.addChild(self.torchLight);
+	// TorchLight instantiation and addition to game is moved to the game initialization
 	self.torchGraphics.visible = false;
 	self.torchLight.updateVisibility(false);
+	self.setTorchLight = function (torchLightInstance) {
+		self.torchLight = torchLightInstance;
+	};
 	self.orientTorch = function (mousePos) {
 		var angle = Math.atan2(mousePos.y - self.y, mousePos.x - self.x);
 		self.torchGraphics.rotation = angle;
 		// Update torch light position and visibility
@@ -92,10 +94,16 @@
 var bullets = [];
 var zombies = [];
 var hero;
 var isGameOver = false;
+// Instantiate TorchLight and add to game
+var torchLight = new TorchLight();
+game.addChild(torchLight);
 // Create the hero
 hero = game.addChild(new Hero());
+// Set the torchLight reference in Hero
+torchLight.updateVisibility(false);
+hero.setTorchLight(torchLight);
 hero.x = 2048 / 2;
 hero.y = 2732 - 100; // Position hero near the bottom of the screen
 // Game logic and event handlers
 LK.on('tick', function () {
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