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убери фризы в игре
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Change the collision detection from object intersection to radius-based
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первые 2 obstucles всегда появляются obstucle1 или obstucle2, затем рандом
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первые 2 obstucles всегда появляются obstucle1 или obstucle2
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оптимизируй игру, удаляй лишние объекты
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исправить ошибку, что при пересечении с монеткой, она не уничтожается и SCORE не прибавляется
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отследи последнюю игру, посмотри, что игра проиграна, когда игрок не коснулся изображения
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Please fix the bug: 'TypeError: player.getBounds(...).intersects is not a function' in or related to this line: 'if (child === monetka && player.getBounds().intersects(monetka.getBounds())) {' Line Number: 646
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Please fix the bug: 'TypeError: player.getBounds(...).intersects is not a function' in or related to this line: 'child.lastWasIntersecting = player.getBounds().intersects(child.getBounds());' Line Number: 657
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проверять пересечения только по отображаемому изображению, а не по размерам изображения
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исправить ошибку, когда изображения еще не пересеклись, но произошел game over
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Please fix the bug: 'Cannot set properties of undefined (setting 'lastWasIntersecting')' in or related to this line: 'monetka.lastWasIntersecting = false; // Initialize last intersection state' Line Number: 271
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сделай свои рекомендации
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увеличить высоту прыжка на 100
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исправь ошибку, когда между появлением 2 и 3 Obstucle проходит длительное время
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var lastObstacleX = player.x; // Track the last X position where an obstacle was created' Line Number: 202
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The third obstacle appears with a significant delay rather than at a distance of 300 units due to the way the obstacle creation logic is structured. The code uses a timer to create obstacles at regular intervals, and the initial delay for the first obstacle is set to 3 seconds. This delay affects the timing of subsequent obstacles, causing them to appear based on the timer's interval rather than a specific distance from one another. The obstacle creation is not directly tied to the player's position or a fixed distance on the screen, but rather to the passage of time as dictated by the timer. исправь это
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Code edit (3 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -87,9 +87,9 @@
if (!player.doubleJump || player.inAir && !player.doubleJump) {
if (player.inAir) {
player.doubleJump = true;
tween(player, {
- y: player.y - 400,
+ y: player.y - 500,
rotation: player.rotation - Math.PI * 2
}, {
duration: 230,
easing: tween.easeInOut,
@@ -115,9 +115,9 @@
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
tween(player, {
- y: player.y - 400
+ y: player.y - 500
}, {
duration: 100,
// Reduced duration to allow quicker second jump
onFinish: function onFinish() {
@@ -167,11 +167,11 @@
/****
* Game Code
****/
var obstacles = [];
-var obstacleInterval = 300; // Initial interval for obstacle creation
+var obstacleInterval = 220; // Initial interval for obstacle creation
var intervalDecreaseTimer = LK.setInterval(function () {
- if (obstacleInterval > 100) {
+ if (obstacleInterval > 70) {
obstacleInterval -= 30; // Decrease interval by 50 every 10 seconds
}
}, 10000);
function createObstacle(assetId, x, y, rotation) {
@@ -220,24 +220,23 @@
y: 2732 / 2 + 100,
rotation: Math.PI / 9
}, {
assetId: 'obstacle8',
- x: 2140,
+ x: 2160,
y: 2732 / 2 + 100,
rotation: Math.PI / 9
}, {
assetId: 'obstacle9',
- x: 2140,
+ x: 2160,
y: 2732 / 2 + 100,
rotation: Math.PI / 9
}];
function createRandomObstacle() {
var randomIndex = Math.floor(Math.random() * obstaclePositions.length);
var selectedObstacle = obstaclePositions[randomIndex];
createObstacle(selectedObstacle.assetId, selectedObstacle.x, selectedObstacle.y, selectedObstacle.rotation);
}
-LK.setTimeout(createRandomObstacle, 2000); // Delay first obstacle creation by 2 seconds
-LK.setInterval(createRandomObstacle, obstacleInterval); // Create obstacles at consistent intervals
+LK.setTimeout(createRandomObstacle, 2000); // Delay first obstacle creation by 2,1 seconds
var monetka; // Declare monetka variable
// Function to create Monetka image at a random height
function createMonetka() {
monetka = game.addChild(LK.getAsset('Monetka', {
@@ -568,9 +567,9 @@
}));
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
- }, 2000);
+ }, 1400);
} else if (backgroundCounter === 2) {
LK.clearInterval(backgroundTimer);
backgroundTimer = LK.setInterval(function () {
var newBackground = game.addChild(LK.getAsset('background_1', {
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text: New Record! Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows