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Please fix the bug: 'Script error.' in or related to this line: 'ButtonTop.prototype.down.call(this, x, y, obj);' Line Number: 556
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Please fix the bug: 'Script error.' in or related to this line: 'setTimeout(function () {' Line Number: 553
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Проверить и исправить ошибки с быстрым нажатие клавиш top и bot
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При нажатии на иконка, меняются положение кнопок top и bot влево на 100, про повторном нажатии кнопки возвращаются на место
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При нажатии на кнопку иконка, она становится прозрачной на 50 процентов, при повторном нажатии прозрачности нет
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Подвинь иконка вправо влево и вниз на 100 пикселей
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Сделай это: To make the ikonka static, it should be added to a separate layer or container that is not affected by the game world's transformations. In the context of LK, this would typically mean adding it to the GUI overlay layer, which is designed for static interface elements like buttons and score displays. This way, the ikonka will remain fixed in the top-right corner of the screen, regardless of any movements or transformations applied to the game world.
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Ikonka остается на одном месте в правом верхнем углу и
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Добавить в игру кнопку ikonka в правый верхний угол
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Добавить статичное не движущее изображение на экран ikonka
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Вытащить иконка из game code и переместить выше
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Иконка остается на одном сесте
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Иконка статичное изображение
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Добавить статичное изображение иконка в правый верхний укол
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При быстром нажатии на кнопку top происходит вращение на 360 градусов, но расстояние двойного прыжка не преодолевает
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Не помогло, все равно при быстром нажатии на кнопку top игрок не преодолевает расстояние двойного прыжка
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Попробуй сделать это, для исправления ошибки быстрого нажатия : **Ensure State Updates**: Make sure that the `player.inAir` and `player.doubleJump` flags are updated immediately after the first jump is initiated, allowing the second press to be recognized as a double jump. - **Optimize Timing**: Adjust the timing of the animations and state transitions to ensure they can accommodate quick successive inputs. This might involve reducing the duration of the first jump or allowing the second jump to interrupt the first. - **Improve Event Handling**: Review the event handling logic to ensure it can process rapid inputs effectively. This might involve debouncing the input or ensuring the logic can handle multiple state changes in quick succession.
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Flag in air = true, когда игрок отдалился от текущего положения и до минус 400
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Исправить ошибку, когда во время набора высоты от прыжка сделать двойной прыжок, то игрок не прыгает выше
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Исправить ошибку, когда двойной прыжок не подбрасывает на на нужную высоту
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Удалить разворот на 360 градусов в двойном прыжке
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/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// test
var ButtonBot = Container.expand(function () {
var self = Container.call(this);
var buttonBotGraphics = self.attachAsset('BUTTON_BOT', {
anchorX: 0.5,
anchorY: 0.5
});
// Add down event to set landing duration to 100 during jump or double jump
self.down = function (x, y, obj) {
self.scale.set(0.9); // Add press effect by scaling down
if (!player.inAir && !player.doubleJump) {
player.rotation -= Math.PI / 2.25; // Rotate 80 degrees counter-clockwise
} else if (player.inAir || player.doubleJump) {
tween(player, {
y: 2732 / 2 - 250
}, {
duration: 100,
onFinish: function onFinish() {
player.inAir = false;
player.doubleJump = false;
player.y = 2732 / 2 - 250;
}
});
}
if (player.inAir || player.doubleJump) {
player.rotation -= Math.PI / 2.25; // Rotate 80 degrees counter-clockwise
tween(player, {
y: 2732 / 2 - 250
}, {
duration: 100,
onFinish: function onFinish() {
player.inAir = false;
player.doubleJump = false;
player.y = 2732 / 2 - 250;
}
});
}
};
// Add up event to reset rotation
self.up = function (x, y, obj) {
self.scale.set(1); // Reset scale to original size
if (!player.inAir && !player.doubleJump) {
player.rotation += Math.PI / 2.25; // Rotate back 80 degrees clockwise
} else if (player.inAir || player.doubleJump) {
player.rotation += Math.PI / 2.25; // Rotate back 80 degrees clockwise
}
};
});
// Create a button top class
var ButtonTop = Container.expand(function () {
var self = Container.call(this);
var buttonTopGraphics = self.attachAsset('BUTTON_TOP', {
anchorX: 0.5,
anchorY: 0.5
});
// Add down event to trigger jump
self.down = function (x, y, obj) {
self.scale.set(0.9); // Add press effect by scaling down
if (!player.doubleJump) {
if (player.inAir) {
player.doubleJump = true;
tween(player, {
y: player.y - 400,
rotation: player.rotation - Math.PI * 2
}, {
duration: 230,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(player, {
y: 2732 / 2 - 250
}, {
duration: 800,
onFinish: function onFinish() {
player.inAir = false;
player.doubleJump = false;
player.y = 2732 / 2 - 250;
}
});
}
});
return;
}
player.inAir = true;
tween(player, {
y: player.y - 400
}, {
duration: 100,
onFinish: function onFinish() {
tween(player, {
y: 2732 / 2 - 250
}, {
duration: 800,
onFinish: function onFinish() {
player.inAir = false;
}
});
}
});
}
};
// Add up event to reset scale
self.up = function (x, y, obj) {
self.scale.set(1); // Reset scale to original size
};
});
// Create a player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize the inAir flag
self.inAir = false;
self.doubleJump = false;
// Initialize lastY and lastX for tracking changes
self.lastY = self.y;
self.lastX = self.x;
});
/****
* Initialize Game
****/
// Add player to the game
var game = new LK.Game({
backgroundColor: 0x12243b
});
/****
* Game Code
****/
var oblako = game.addChild(LK.getAsset('Oblako', {
anchorX: 0.5,
anchorY: 0.5
}));
oblako.x = 2248; // Position 'Oblako' in the middle of the right side of the screen
oblako.y = Math.floor(Math.random() * (901 - 400)) + 400; // Random height between 200 and 700
oblako.rotation = Math.PI / 9; // Rotate 'Oblako' by 20 degrees clockwise
oblako.alpha = 0.3; // Set transparency to 50%
var otherImageSpeed = 20; // Initial speed for other images
var speedIncreaseTimer = LK.setInterval(function () {
otherImageSpeed += 0.2; // Increase speed by 1 every 5 seconds
}, 7000);
var oblakoInstances = []; // Array to track oblako instances
var oblakoTimer = LK.setInterval(function () {
var newOblako = game.addChild(LK.getAsset('Oblako', {
anchorX: 0.5,
anchorY: 0.5
}));
var scaleFactor = Math.random() * (1 - 0.33) + 0.33; // Random scale factor between 0.33 and 1
newOblako.scale.set(scaleFactor); // Apply random scale
newOblako.x = 2248; // Position 'Oblako' in the middle of the right side of the screen
newOblako.y = Math.floor(Math.random() * (901 - 400)) + 400; // Random height between 200 and 700
newOblako.rotation = Math.PI / 9; // Rotate 'Oblako' by 20 degrees clockwise
newOblako.alpha = 0.3; // Set transparency to 50%
oblakoInstances.push(newOblako); // Add new oblako to the array
}, 18000);
// Create an array to store 'Dom' images
// Define BLEND_MODES to fix the undefined variable error
var BLEND_MODES = {
NORMAL: 0
};
var domImages = [];
// Create the first 'Dom' image after 2 seconds
LK.setTimeout(function () {
var newDom = game.addChild(LK.getAsset('Dom', {
anchorX: 0.5,
anchorY: 0.5
}));
newDom.x = 2048 / 2 + 2170; // Center image horizontally
newDom.y = 2732 / 2 + 450; // Center image vertically
newDom.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise
newDom.alpha = 0.2; // Set transparency to 20%
newDom.blendMode = BLEND_MODES.NORMAL; // Ensure transparency does not sum up
domImages.push(newDom);
// Create subsequent 'Dom' images every 3 seconds
var domTimer = LK.setInterval(function () {
var newDom = game.addChild(LK.getAsset('Dom', {
anchorX: 0.5,
anchorY: 0.5
}));
newDom.x = 2048 / 2 + 2170; // Center image horizontally
newDom.y = 2732 / 2 + 450; // Center image vertically
newDom.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise
newDom.alpha = 0.2; // Set transparency to 20%
newDom.blendMode = BLEND_MODES.NORMAL; // Ensure transparency does not sum up
domImages.push(newDom);
}, 12500);
}, 2220);
// Set a random interval between 4 to 8 seconds to create SUNDUK
function randomSundukCreation() {
var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000;
LK.setTimeout(function () {
createSunduk();
randomSundukCreation(); // Call again for continuous random creation
}, randomTime);
}
// Start the random SUNDUK creation
randomSundukCreation();
// Function to create SUNDUK image
function createSunduk() {
var sunduk = game.addChild(LK.getAsset('Sunduk', {
anchorX: 0.5,
anchorY: 0.5
}));
sunduk.x = 2090; // Center image horizontally
sunduk.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732
sunduk.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise
sunduk.alpha = 0.5; // Set transparency to 50%
}
// Function to create UFO image
function createUfo() {
var ufo = game.addChild(LK.getAsset('Ufo', {
anchorX: 0.5,
anchorY: 0.5
}));
ufo.x = 2090; // Center image horizontally
ufo.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732
ufo.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise
ufo.alpha = 0.5; // Set transparency to 50%
}
// Create a new image 123 every 3 seconds on the right side of the screen
var image123Timer = LK.setInterval(function () {
var newImage123 = game.addChild(LK.getAsset('123', {
anchorX: 0.5,
anchorY: 0.5
}));
newImage123.x = 2048 + newImage123.width / 2; // Position on the right side of the screen
newImage123.y = 2732 / 2 + 1290; // Move image down by 600 pixels
newImage123.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise
}, 1400);
LK.setTimeout(function () {
vzriv = game.addChild(LK.getAsset('Vzriv', {
anchorX: 0.5,
anchorY: 0.5
}));
vzriv.x = vzriv.width / 2 + 90; // Position Vzriv at the left center of the screen
vzriv.y = 2732 / 2 - 280; // Center Vzriv vertically
game.setChildIndex(player, game.children.length - 1); // Move player to the top
game.setChildIndex(buttonBot, game.children.length - 1); // Ensure buttonBot is on top
game.setChildIndex(buttonTop, game.children.length - 1); // Ensure buttonTop is on top
// Remove Vzriv 2.1 seconds after the game starts
LK.setTimeout(function () {
vzriv.destroy();
}, 2100);
}, 1860);
// Add image 123 to the center of the screen
var image123 = game.addChild(LK.getAsset('123', {
anchorX: 0.5,
anchorY: 0.5
}));
image123.x = 2048 / 2; // Center image horizontally
image123.y = 2732 / 2 + 280; // Move image 123 down by 280 pixels
image123.rotation = Math.PI / 9; // Rotate image 123 by 20 degrees clockwise
// Function to randomly display one of the Prep images, PrepF1, or PrepF2 every 5 seconds
var prepImages = ['Prep1', 'Prep2', 'Prep3', 'Prep4', 'Prep5', 'Prep6'];
var prepFImages = ['PrepF1', 'PrepF2', 'Prepf3'];
var prepInterval = 2500;
var prepCounter = 0; // Counter to track the number of images displayed
var prepRandomTimer = LK.setInterval(function () {
var allImages;
if (prepCounter < 5) {
allImages = prepImages; // First 5 images are always from prepImages
} else {
allImages = Math.random() < 0.5 ? prepImages : prepFImages;
}
var randomIndex = Math.floor(Math.random() * allImages.length);
var prep = game.addChild(LK.getAsset(allImages[randomIndex], {
anchorX: 0.5,
anchorY: 0.5
}));
if (prepFImages.includes(allImages[randomIndex])) {
// Set specific positions for PrepF1 and PrepF2
prep.x = 2048 + 100; // Original position for PrepF images
prep.y = 2732 / 2 + 105; // Original position for PrepF images
} else {
// Set positions for other Prep images
prep.x = 2048 + 100; // Center image horizontally
prep.y = 2732 / 2 + 430; // Center image vertically
}
prep.rotation = Math.PI / 9;
prepCounter++; // Increment the counter after each image is displayed
}, prepInterval);
var prepIntervalDecreaseTimer = LK.setInterval(function () {
prepInterval = Math.max(800, prepInterval - 200);
LK.clearInterval(prepRandomTimer);
prepRandomTimer = LK.setInterval(function () {
var allImages = Math.random() < 0.5 ? prepImages : prepFImages;
var randomIndex = Math.floor(Math.random() * allImages.length);
var prep = game.addChild(LK.getAsset(allImages[randomIndex], {
anchorX: 0.5,
anchorY: 0.5
}));
if (prepFImages.includes(allImages[randomIndex])) {
prep.x = 2048 + 100;
prep.y = 2732 / 2 + 105;
} else {
prep.x = 2048 + 100;
prep.y = 2732 / 2 + 430;
}
prep.rotation = Math.PI / 9;
}, prepInterval);
}, 5000);
// Add 'Dom' image to the center of the screen
var domImage = game.addChild(LK.getAsset('Dom', {
anchorX: 0.5,
anchorY: 0.5
}));
domImage.x = 2048 / 2 + 70; // Center image horizontally
domImage.y = 2732 / 2 - 305; // Center image vertically
domImage.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise
domImage.alpha = 0.2; // Set transparency to 50%
domImage.blendMode = BLEND_MODES.NORMAL; // Ensure transparency does not sum up
// Add a glow effect to the 'Dom' image
tween(domImage, {
alpha: 0.2
}, {
duration: 1000,
yoyo: true,
repeat: Infinity
});
// Add image 'niz' to the bottom of the screen
var niz = game.addChild(LK.getAsset('NIZ', {
anchorX: 0.5,
// Center horizontally
anchorY: 0.5 // Align to the bottom
}));
niz.x = 2048 / 2 - 150; // Center image horizontally
niz.y = 2732 - 200; // Position image at the bottom of the screen
niz.rotation = Math.PI / 9;
game.setChildIndex(niz, 0); // Move 'niz' to the back layer
// Function to create ALMAZ image
function createAlmaz() {
var almaz = game.addChild(LK.getAsset('almaz', {
anchorX: 0.5,
anchorY: 0.5
}));
almaz.x = 2090; // Center image horizontally
almaz.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732
almaz.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise
almaz.alpha = 0.7; // Set transparency to 70%
}
// Function to create SKELET image
function createSkelet() {
var skelet = game.addChild(LK.getAsset('Skelet', {
anchorX: 0.5,
anchorY: 0.5
}));
skelet.x = 2090; // Center image horizontally
skelet.y = Math.floor(Math.random() * (2732 - 2332 + 1)) + 2332; // Random height between 2332 and 2732
skelet.rotation = Math.PI / 9; // Rotate image by 20 degrees clockwise
skelet.alpha = 0.5; // Set transparency to 50%
}
// Set a random interval between 4 to 8 seconds to create ALMAZ
function randomAlmazCreation() {
var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000;
LK.setTimeout(function () {
createAlmaz();
randomAlmazCreation(); // Call again for continuous random creation
}, randomTime);
}
// Start the random ALMAZ creation
randomAlmazCreation();
// Set a random interval between 4 to 8 seconds to create SKELET
function randomSkeletCreation() {
var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000;
LK.setTimeout(function () {
createSkelet();
randomSkeletCreation(); // Call again for continuous random creation
}, randomTime);
}
// Start the random SKELET creation
randomSkeletCreation();
// Set a random interval between 4 to 8 seconds to create UFO
function randomUfoCreation() {
var randomTime = Math.floor(Math.random() * (10000 - 4000 + 1)) + 4000;
LK.setTimeout(function () {
createUfo();
randomUfoCreation(); // Call again for continuous random creation
}, randomTime);
}
// Start the random UFO creation
randomUfoCreation();
// Create 'niz' every 2 seconds, except for the first instance
var nizTimer = LK.setInterval(function () {
var newNiz = game.addChild(LK.getAsset('NIZ', {
anchorX: 0.5,
anchorY: 0.5
}));
newNiz.x = 2048 / 2 + 2000;
newNiz.y = 2732 + 580;
newNiz.rotation = Math.PI / 9;
game.setChildIndex(newNiz, 0);
}, 2005);
// Add player to the game
var ball = game.addChild(LK.getAsset('Ball', {
anchorX: 0.5,
anchorY: 0.5
}));
var uskorenie = game.addChild(LK.getAsset('Uskorenie', {
anchorX: 0.5,
anchorY: 0.5
}));
ball.x = ball.width / 2 - 100; // Shift ball 100 pixels to the left
ball.y = 2732 / 2 - 300; // Center ball vertically
LK.setTimeout(function () {
tween(ball, {
x: ball.x + 400
}, {
duration: 360,
// Reduced duration to double the speed
easing: tween.linear,
onFinish: function onFinish() {
ball.destroy(); // Remove the ball after it moves 200 pixels
}
});
}, 1500);
game.down = function (x, y, obj) {};
var player = game.addChild(new Player());
player.x = player.width / 2 + 200; // Position player 200 units to the right of the center left of the screen
player.y = 2732 / 2 - 250; // Move player 150 units down
player.rotation = Math.PI / 12; // Set initial rotation to 15 degrees clockwise
// Add background to the game
var background = game.addChild(LK.getAsset('background_1', {
anchorX: 0.5,
anchorY: 0.5
}));
game.setChildIndex(background, 0); // Move background to the bottom
background.x = 2048 / 2; // Center background horizontally
background.y = 2732 / 2 + 150; // Move background down by 550 pixels
background.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise
// Move background_1 towards its left side
var backgroundCounter = 0;
var backgroundTimer = LK.setInterval(function () {
var newBackground = game.addChild(LK.getAsset('background_1', {
anchorX: 0.5,
anchorY: 0.5
}));
newBackground.x = 2048 / 2 + 2500; // Move background 2048 pixels to the right
newBackground.y = 2732 / 2 + 1060; // Move background down by 1100 pixels
newBackground.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise
backgroundCounter++;
if (backgroundCounter === 1) {
LK.clearInterval(backgroundTimer);
backgroundTimer = LK.setInterval(function () {
var newBackground = game.addChild(LK.getAsset('background_1', {
anchorX: 0.5,
anchorY: 0.5
}));
newBackground.x = 2048 / 2 + 2500; // Move background 2048 pixels to the right
newBackground.y = 2732 / 2 + 1060; // Move background down by 1100 pixels
newBackground.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise
}, 2400);
} else if (backgroundCounter === 2) {
LK.clearInterval(backgroundTimer);
backgroundTimer = LK.setInterval(function () {
var newBackground = game.addChild(LK.getAsset('background_1', {
anchorX: 0.5,
anchorY: 0.5
}));
newBackground.x = 2048 / 2 + 2500; // Move background 2048 pixels to the right
newBackground.y = 2732 / 2 + 1060; // Move background down by 1100 pixels
newBackground.rotation = Math.PI / 9; // Rotate background by 20 degrees clockwise
}, 800);
}
}, 400);
var gameStarted = false;
var gameStartTimer = LK.setTimeout(function () {
gameStarted = true;
}, 2000);
// Add BUTTON_TOP to the game
var buttonTop = game.addChild(new ButtonTop());
buttonTop.x = 2048 - buttonTop.width / 2 - 50; // Position buttonTop 50 units to the left of the right edge of the screen
buttonTop.y = 2732 - buttonTop.height / 2 - 350; // Position buttonTop 370 units above the bottom edge of the screen
// Add BUTTON_BOT to the game
var buttonBot = game.addChild(new ButtonBot());
buttonBot.x = 2048 - buttonBot.width / 2 - 50; // Position buttonBot 50 units to the left of the right edge of the screen
buttonBot.y = 2732 - buttonBot.height / 2 - 20; // Position buttonBot 20 units above the bottom edge of the screen
game.update = function () {
if (!gameStarted) {
buttonTop.interactive = false;
buttonBot.interactive = false;
return;
}
buttonTop.interactive = true;
buttonBot.interactive = true;
// Update lastY and lastX for player
player.lastY = player.y;
player.lastX = player.x;
game.children.forEach(function (child) {
if (child !== player && child !== buttonTop && child !== buttonBot && child !== uskorenie) {
if (child === domImage) {
if (child.lastX === undefined) {
child.lastX = child.x;
}
if (child.lastY === undefined) {
child.lastY = child.y;
}
child.x -= 3 * Math.cos(child.rotation); // Set speed for domImage
child.y -= 3 * Math.sin(child.rotation); // Set speed for domImage
child.lastX = child.x;
child.lastY = child.y;
} else if (domImages.includes(child)) {
child.x -= 3 * Math.cos(child.rotation); // Set speed for newDom images
child.y -= 3 * Math.sin(child.rotation); // Set speed for newDom images
} else {
if (child === oblako || oblakoInstances.includes(child)) {
child.x -= 1 * Math.cos(child.rotation); // Set speed for 'Oblako'
child.y -= 1 * Math.sin(child.rotation); // Set speed for 'Oblako'
} else {
child.x -= otherImageSpeed * Math.cos(child.rotation); // Apply increased speed for other images
child.y -= otherImageSpeed * Math.sin(child.rotation); // Apply increased speed for other images
}
}
if (child.y + child.height / 2 < 0 || child.x - child.width / 2 > 2048 || child.y - child.height / 2 > 2732) {
// If the image is completely off the screen
child.destroy(); // Remove the image
}
}
game.setChildIndex(player, game.children.length - 1); // Move player to the top
game.setChildIndex(buttonBot, game.children.length - 1); // Ensure buttonBot is on top
game.setChildIndex(buttonTop, game.children.length - 1); // Ensure buttonTop is on top
});
// Add shaking effect to the player
if (gameStarted) {
if (LK.ticks < 130) {
// Strong shake for the first second (assuming 60 FPS)
player.x = player.lastX + Math.sin(LK.ticks / 0.5) * 10;
player.y = player.lastY + Math.cos(LK.ticks / 0.5) * 10;
} else {
player.x = player.lastX + Math.sin(LK.ticks / 0.5) * 3;
player.y = player.lastY + Math.cos(LK.ticks / 0.5) * 3;
}
if (vzriv && vzriv.parent) {
vzriv.destroy();
}
}
};
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Пингвин в снегу. Мультяшный. Головой в снегу. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Мультяшный рыбак зимой сидит рыбачит. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Человек летит на параплане. Мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Куст в снегу мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Дирижабль, мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Рука белая. Иконка. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Монетка золотая мультяшная. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
снежинка. мультяшная. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
text: New Record! Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows