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Если игрок пересек объект prep или pref, то game over
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Если игрок пересек объекты prep и prepf, то game over
Code edit (1 edits merged)
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Если игрок пересекается с prep1 gameover
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как изменить высоту прыжка, сейчас по X улетает высоко, нужно ниже
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как изменить высоту прыжка, сейчас по X улетает высоко, нужно ниже
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исправь это
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уменьшить высоту прыжка
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Уменьшить высоту прыжка
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Please fix the bug: 'Script error.' in or related to this line: 'tween(player, {' Line Number: 78 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Timeout.tick error: Can't find variable: tween' in or related to this line: 'tween(ball, {' Line Number: 564 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Сделай свои рекомендации
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Проверять пересечения child и prep
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Проверять столкновения в радиусе объекта character и prep
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При столкновении characterи prep game over
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Please fix the bug: 'Script error.' in or related to this line: 'if (!player.inAir && !player.doubleJump) {' Line Number: 98
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Please fix the bug: 'Script error.' in or related to this line: 'if (!player.inAir && !player.doubleJump) {' Line Number: 60
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Please fix the bug: 'Script error.' in or related to this line: 'if (!player.doubleJump || player.inAir && !player.doubleJump) {' Line Number: 122
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Please fix the bug: 'Timeout.tick error: Can't find variable: player' in or related to this line: 'game.setChildIndex(player, game.children.length - 1); // Move player to the top' Line Number: 376
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Please fix the bug: 'Timeout.tick error: Can't find variable: player' in or related to this line: 'game.setChildIndex(player, game.children.length - 1); // Move player to the top' Line Number: 376
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Сделать объект character основным игроком, с которым в будущем будем сравнивать столкновения с другими объектами
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Усложни игру еще
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Усложни игру
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Сделать проверку на столкновения объекта character и prep
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Сделать проверку на столкновения объекта character и prep
===================================================================
--- original.js
+++ change.js
@@ -90,9 +90,9 @@
self.scale.set(0.9); // Add press effect by scaling down
if (!player.doubleJump || player.inAir && !player.doubleJump) {
if (player.inAir) {
player.doubleJump = true;
- var doubleJumpDuration = 150;
+ var doubleJumpDuration = 100; // Reduced duration for lower double jump height
var doubleJumpStartTime = Date.now();
var doubleJumpInterval = LK.setInterval(function () {
var elapsed = Date.now() - doubleJumpStartTime;
var progress = elapsed / doubleJumpDuration;
@@ -100,9 +100,9 @@
player.y = player.y - 300;
player.rotation -= Math.PI * 2;
player.inAir = true;
LK.clearInterval(doubleJumpInterval);
- var fallDuration = 600;
+ var fallDuration = 400; // Reduced duration for quicker fall
var fallStartTime = Date.now();
var fallInterval = LK.setInterval(function () {
var fallElapsed = Date.now() - fallStartTime;
var fallProgress = fallElapsed / fallDuration;
@@ -126,18 +126,18 @@
player.lastY = player.y; // Update lastY immediately after jump initiation
player.lastX = player.x; // Update lastX immediately after jump initiation
player.lastY = player.y; // Update lastY immediately after jump initiation
player.lastX = player.x; // Update lastX immediately after jump initiation
- var initialJumpDuration = 70;
+ var initialJumpDuration = 50; // Reduced duration for lower jump height
var initialJumpStartTime = Date.now();
var initialJumpInterval = LK.setInterval(function () {
var elapsed = Date.now() - initialJumpStartTime;
var progress = elapsed / initialJumpDuration;
if (progress >= 1) {
player.y = player.y - 300;
player.inAir = true;
LK.clearInterval(initialJumpInterval);
- var fallDuration = 600;
+ var fallDuration = 400; // Reduced duration for quicker fall after double jump
var fallStartTime = Date.now();
var fallInterval = LK.setInterval(function () {
var fallElapsed = Date.now() - fallStartTime;
var fallProgress = fallElapsed / fallDuration;
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