there’s some random platforms got generated from right-to-left. I want to generate an addidition single ground platform at the bottom that should be constantly generated with some ability to make it dashed, as in Mario platformer game. but it generates the grnd platform but the random platform generation is lost? wtf?: class Platform {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
collidesWith(obj) {
if (obj.y + obj.h <= this.y) return false;
if (obj.y >= this.y + this.h) return false;
if (obj.x + obj.w <= this.x) return false;
if (obj.x >= this.x + this.w) return false;
const objAbove = obj.y + obj.h - obj.vy <= this.y;
const objBelow = obj.y - obj.vy >= this.y + this.h;
const objLeft = obj.x + obj.w - obj.vx <= this.x;
const objRight = obj.x - obj.vx >= this.x + this.w;
if (obj.vy > 0 && objAbove && !objBelow) {
obj.y = this.y - obj.h;
obj.vy = 0;
obj.jumping = false;
return true;
}
if (obj.vy < 0 && !objAbove && objBelow) {
obj.y = this.y + this.h;
obj.vy = 0;
return true;
}
if (obj.vx < 0 && objRight) {
obj.x = this.x + this.w;
obj.vx = 0;
return true;
}
if (obj.vx > 0 && objLeft) {
obj.x = this.x - obj.w;
obj.vx = 0;
return true;
}
return false;
}
}
class Player {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.vx = 0;
this.vy = 0;
this.jumping = false;
}
move(keys) {
const friction = .8;
const gty = 0.8;
if (keys[87] && !this.jumping) {
this.vy -= 10;
this.jumping = true;
}
if (keys[68]) {
this.vx += 0.8;
}
if (keys[65]) {
this.vx -= 0.8;
}
this.vx *= friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;
if (this.x < 0) {
this.x = 0;
}
if (this.y < 0) {
this.y = 0;
}
if (this.x + this.w > canvas.width) {
this.x = canvas.width - this.w;
this.vx = 0;
}
if (this.y + this.h > canvas.height) {
this.y = canvas.height - this.h;
this.vy = 0;
this.jumping = false;
}
}
}

class Projectile {
constructor(x, y, vx, vy) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.radius = 3;
this.color = "red";
}
update() {
this.x += this.vx;
this.y += this.vy;
}
draw(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
}
}
class GroundPlatform extends Platform {
  constructor(x, y, w, h, dashRate = 0.05) {
    super(x, y, w, h);
    this.dashRate = dashRate;
    this.dashPattern = this.generateDashPattern();
  }

  generateDashPattern() {
    const pattern = [];

    let sumWidth = 0;

    while (sumWidth < this.w) {
      const dashWidth = Math.random() < this.dashRate ? 0 : 10;
      sumWidth += dashWidth;

      if (sumWidth > this.w) {
        break;
      }

      pattern.push({ x: sumWidth, w: dashWidth });
      sumWidth += 10; // Add spacing between dashes
    }
    return pattern;
  }

  draw(ctx) {
    ctx.fillStyle = "#000000";

    for (let dash of this.dashPattern) {
      ctx.fillRect(this.x + dash.x, this.y, dash.w, this.h);
    }
  }
}


class Entity {
constructor() {
this.x = canvas.width;
this.y = Math.random() * canvas.height;
this.w = 10;
this.h = 10;  

this.vy = 0;
this.jumping = false;
this.projectiles = [];
this.color = "blue";


}
jump() {
if (!this.jumping) {
this.vy -= 25 - Math.random() * 25;
this.jumping = true;
}
}
update(platforms) {
for (let i = 0; i < platforms.length; i++) {
platforms[i].collidesWith(this);
}
const friction = .99;
const gty = 1;
this.vx = friction;
this.vy += gty;
this.x += this.vx;
this.y += this.vy;this.period = Math.PI;
this.minVx = -2 + Math.sin(Math.random() * 2 * Math.PI) * 2;
this.maxVx = -5 + Math.cos(Math.random() * 2 * Math.PI) * -10;
  this.vx = this.vxForce = randomRange(this.minVx, this.maxVx);
    const t = performance.now() / 1000;
    const wave = Math.sin(t * Math.PI / this.period);
  this.vxForce = lerp(this.maxVx, this.minVx, (wave + 5) / 200, 10); 
  this.x += this.vxForce;      
if (Math.random() < .01) {
this.projectiles.push(new Projectile(this.x, this.y, -2 - Math.random() * 6, -2 + Math.random() * 8));
}
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].update();
if (this.projectiles[i].x < 0 || this.projectiles[i].y < 0 || this.projectiles[i].x > canvas.width || this.projectiles[i].y > canvas.height) {
this.projectiles.splice(i, 1);
i;
}
}
if (Math.random() < .01) {
this.jump();
}
}
draw(ctx) {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
for (let i = 0; i < this.projectiles.length; i++) {
this.projectiles[i].draw(ctx);
}
}
}

function randomRange(min, max) {
return Math.random() * (max - min) + min;
}

function lerp(a, b, t, d) {
  return a * (1 - t / d) + b * t / d;
}

class Game {
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.platforms = [];
this.player = new Player(10, 10, 10, 10);
this.scrollSpeed = 0.5;
this.entities = [];
this.entitySpawnRate = .1;
this.entitySpawnTimer = 1;
this.entityIncreaseFactor = .1;
this.keys = {};
  for (let i = 0; i < 10; i++) {
this.createRandomPlatform();
}
document.addEventListener("keydown", evt => {
this.keys[evt.keyCode] = true;
});
document.addEventListener("keyup", evt => {
delete this.keys[evt.keyCode];
});
requestAnimationFrame(this.update.bind(this));
}
createRandomPlatform() {
const x = this.canvas.width;
const y = Math.random() * this.canvas.height;
const w = 20 + Math.random() * 50;
const h = 5;
this.platforms.push(new Platform(x, y, w, h));
}
  createGroundPlatform() {
    const x = this.canvas.width;
    const y = this.canvas.height - 10;
    const w = this.canvas.width;
    const h = 10;
    this.platforms.push(new GroundPlatform(x, y, w, h));
  }
update() {
this.player.move(this.keys);
for (let i = 0; i < this.platforms.length; i++) {
this.platforms[i].collidesWith(this.player);
this.platforms[i].x -= this.scrollSpeed;
}
    this.createGroundPlatform();
for (let i = 0; i < this.entities.length; i++) {
if (this.entities[i]) {
this.entities[i].update(this.platforms);
if (this.entities[i].x < 0) {
this.entities.splice(i, 1);
i;
for (let j = 0; j < this.entityIncreaseFactor; j++) {
this.entities.push(new Entity());
}
} else {
for (let j = 0; j < this.entities[i].projectiles.length; j++) {
if (this.entities[i].projectiles[j].x > this.player.x && this.entities[i].projectiles[j].x < this.player.x + this.player.w && this.entities[i].projectiles[j].y > this.player.y && this.entities[i].projectiles[j].y < this.player.y + this.player.h) {
this.player.vy -= 20;
this.player.jumping = true;
this.entities[i].projectiles.splice(j, 1);
j;
}
}
this.entities[i].draw(this.ctx);
}
}
}
this.player.x -= this.scrollSpeed;
if (this.platforms[this.platforms.length - 1].x < this.canvas.width - 20) {
this.createRandomPlatform();
}
this.entitySpawnTimer++;
if (this.entitySpawnTimer >= 60 / this.entitySpawnRate) {
this.entitySpawnTimer = 0;
this.entities.push(new Entity());
this.entitySpawnRate += .001;
this.entityIncreaseFactor = Math.min(this.entityIncreaseFactor + .001, .001);
}
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (let i = 0; i < this.platforms.length; i++) {
let p = this.platforms[i];
this.ctx.fillRect(p.x, p.y, p.w, p.h);
}
for (let i = 0; i < this.entities.length; i++) {
this.entities[i].draw(this.ctx);
}
this.ctx.fillRect(this.player.x, this.player.y, this.player.w, this.player.h);
requestAnimationFrame(this.update.bind(this));
}
}

let canvas = document.createElement("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
document.body.appendChild(canvas);
new Game(canvas);