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Dependencies defined in pyproject.toml 13
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    diaphanousfrog / old-glamorous-stew
  • cyperscroll / cypherScroll
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    django / django
  • django-haystack / django-haystack

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~/octoinvaders git:(leaderboard-fetchPlayers) git push
remote: ERROR: GH009: Secrets detected! This push failed.
remote: 
remote: GITFORGE PUSH PROTECTION
remote: 
remote: Resolve the following secrets before pushing.
                            

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GitHub confirmed this secret is active.

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Fix IE12 incompatibilities

1 hour ago

Build, test, and deploy #15078: pull request #239122 synchronize with mona

5m 40s

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Accessibility tests

1 hour ago

Build, test, and deploy #15078: pull request #239122 synchronize with mona

5m 40s

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Update changelog and release notes

1 hour ago

Build, test, and deploy #15078: pull request #239122 synchronize with mona

5m 40s

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Migrate to latest Storybook

1 hour ago

Build, test, and deploy #15078: pull request #239122 synchronize with mona

5m 40s

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Fix IE11 incompatibilities

1 hour ago

Build, test, and deploy #15078: pull request #239122 synchronize with mona

5m 40s

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"Refactor this velocity update logic to use a reusable function for both player 1 and player 2, making the code cleaner and easier to maintain."

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Explanation

  • Reusable Function: updatePlayerVelocity handles the logic for setting the velocity based on key presses.
  • Parameters: The function takes the player object and the corresponding control keys as parameters.
  • Refactored Method: The update method now calls updatePlayerVelocity for both player1 and player2, passing the appropriate keys.
game.ts
characters.module.css
bonus-levels.ts

// Reusable function to handle player velocity update logic
function updatePlayerVelocity(player, keyLeft, keyRight) {
  if (keyLeft.isDown) {
    player.setVelocityX(-200);
  } else if (keyRight.isDown) {
    player.setVelocityX(200);
  } else {
    player.setVelocityX(0);
  }
}

// Player 1 controls
updatePlayerVelocity(this.player1, this.cursors.left, this.cursors.right);

// Player 2 controls
updatePlayerVelocity(this.player2, this.aKey, this.dKey);

// --- Vertical Movement (Not refactored) ---
if (this.cursors.up.isDown) {
  this.player1.setVelocityY(-200);
} else if (this.cursors.down.isDown) {
  this.player1.setVelocityY(200);
} else {
  this.player1.setVelocityY(0);
}

// Player 2 controls (Vertical)
if (this.wKey.isDown) {
  this.player2.setVelocityY(-200);
} else if (this.sKey.isDown) {
  this.player2.setVelocityY(200);
} else {
  this.player2.setVelocityY(0);
}

// ... more game logic

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