User prompt
make dont put much station, only add 2 station firstly. We take travellers in first station, and we need go to other station. Add meter bar how many meter left for other station. And when we drop the traveller spawn new station with travellers and refresh the meter bar. And do it always βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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still traveller bug fix it
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make only we can drop travellers in empty stations and fix some stations have traveller but we cant take βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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fix when click drop traveller nothing happened, add animation like take traveller βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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make only if we can take traveller or drop traveller the buttons available
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make manual back add drop traveller animation βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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fix drop traveller button, make drop travellers automation
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make dropping off travellers manual too add drop traveller button
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fix take traveller button
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'waitingTravelers.length')' in or related to this line: 'for (var w = 0; w < waitingTravelers.length; w++) {' Line Number: 318
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fix we cant take some travellers
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fix we cant take some travellers
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make take travellers manual. Put take travellers button back with assets
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make travellers not stay like a line stay down of down
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make bus and station bigger
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fix the game i want be bus driver, take travellers and make leave in other bus station
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fix we dont take travellers and fix now every station had traveller
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fix no travellers every station
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make always 1 station some travellers stay in other station space. When we go to travellers stay station automatic we take them. And traveller assets gone. When we go to next space station, we put them to there. And every traveller give us 1 point
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make automatic we take travellers and make leave in next station
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fix take travellers button dont work
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make travellers bigger
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make assets for take traveller button and fix when i click it bus move
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put take traveller button to left side
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put take travel button more upper and fix the we dont take travellers and fix travellers disapper byself
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bus (player) class var Bus = Container.expand(function () { var self = Container.call(this); var busAsset = self.attachAsset('bus', { anchorX: 0.5, anchorY: 1 }); // For touch drag self.dragging = false; self.dragOffsetY = 0; // Called every tick self.update = function () { // Clamp bus to road (vertical bounds) if (self.y < 400) self.y = 400; if (self.y > 2200) self.y = 2200; }; // Touch down on bus self.down = function (x, y, obj) { self.dragging = true; self.dragOffsetY = y - self.y; }; // Touch up on bus self.up = function (x, y, obj) { self.dragging = false; }; return self; }); // Bus Station class var BusStation = Container.expand(function () { var self = Container.call(this); var stationAsset = self.attachAsset('station', { anchorX: 0.5, anchorY: 1 }); // List of travelers at this station self.travelers = []; // Generate random number of travelers (1-10) var numTravelers = 1 + Math.floor(Math.random() * 10); // Place travelers in a row directly above (for above street) or below (for below street) the station var travelerYOffset = self.y < streetBgY ? -140 : 140; for (var i = 0; i < numTravelers; i++) { var traveler = new Traveler(); traveler.station = self; // Random leave time: 2-6 seconds from now traveler.leaveTick = LK.ticks + 120 + Math.floor(Math.random() * 240); // Position travelers spaced out in a straight line traveler.x = (i - (numTravelers - 1) / 2) * 140; traveler.y = travelerYOffset; self.addChild(traveler); self.travelers.push(traveler); } // Remove traveler from this station self.removeTraveler = function (traveler) { for (var i = 0; i < self.travelers.length; i++) { if (self.travelers[i] === traveler) { self.travelers.splice(i, 1); break; } } }; // Called every tick self.update = function () { // Remove station if no travelers left and bus has passed if (self.travelers.length === 0 && self.x + self.width / 2 < bus.x - 200) { self.destroy(); for (var i = 0; i < stations.length; i++) { if (stations[i] === self) { stations.splice(i, 1); break; } } } }; return self; }); // Traveler class var Traveler = Container.expand(function () { var self = Container.call(this); var travelerAsset = self.attachAsset('traveler', { anchorX: 0.5, anchorY: 1 }); // Reference to the station this traveler belongs to self.station = null; // Whether this traveler is still waiting at the station self.waiting = true; // Time (in ticks) until this traveler leaves self.leaveTick = 0; // Called every tick self.update = function () { // If not waiting, do nothing if (!self.waiting) return; // Travelers no longer leave by themselves // Remove the leave-tick logic entirely }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Draw street background as a wide gray rectangle (repeatable) var streetBgWidth = 900; var streetBgHeight = 400; var streetBgY = 1500; var streetBgs = []; for (var i = 0; i < 3; i++) { var streetBg = LK.getAsset('streetBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + (i - 1) * streetBgWidth, y: streetBgY }); game.addChild(streetBg); streetBgs.push(streetBg); } // Traveler // Bus station // Bus (player vehicle) // Game world scroll variables var scrollX = 0; // How far the world has scrolled right var scrollSpeed = 10; // Pixels per tick // Bus (player) var bus = new Bus(); game.addChild(bus); bus.x = 400; bus.y = 1500; // List of stations in the world var stations = []; // GUI: Score (number of travelers picked up) var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // For dragging bus var dragBus = false; // Generate the first station function spawnStation(minX) { // Alternate station placement: above or below the street, always aligned horizontally var station = new BusStation(); var streetCenterY = streetBgY; var offsetY = 260; // distance from street center to place stations // Alternate up/down for each station if (stations.length % 2 === 0) { station.y = streetCenterY - streetBgHeight / 2 - 40; // above street } else { station.y = streetCenterY + streetBgHeight / 2 + 40; // below street } // Place station at minX + random offset (900-1400 px ahead) for more space station.x = minX + 900 + Math.floor(Math.random() * 500); game.addChild(station); stations.push(station); } // Initial stations var lastStationX = 1200; for (var i = 0; i < 3; i++) { spawnStation(lastStationX); lastStationX = stations[stations.length - 1].x; } // Move handler for dragging bus function handleMove(x, y, obj) { // Only drag if started on bus if (bus.dragging) { bus.y = y - bus.dragOffsetY; } } game.move = handleMove; // Down handler: start drag if on bus, or start holding for rightward movement var holdingRight = false; game.down = function (x, y, obj) { // Convert to bus local coordinates var local = bus.toLocal(game.toGlobal({ x: x, y: y })); // If within bus bounds, start drag if (local.x > -bus.width / 2 && local.x < bus.width / 2 && local.y > -bus.height && local.y < 0) { bus.dragging = true; bus.dragOffsetY = y - bus.y; } else { // Start holding for rightward movement holdingRight = true; } }; // Up handler: stop drag and stop holding rightward movement game.up = function (x, y, obj) { bus.dragging = false; holdingRight = false; }; // Main game update loop game.update = function () { // Move bus/world right if holding if (typeof holdingRight !== "undefined" && holdingRight) { var moveAmount = scrollSpeed; // Instead of moving the bus, move the world and keep bus centered scrollX += moveAmount; for (var i = 0; i < stations.length; i++) { stations[i].x -= moveAmount; } // Move and repeat street backgrounds for (var i = 0; i < streetBgs.length; i++) { streetBgs[i].x -= moveAmount; // If streetBg is fully off the left, move it to the right end if (streetBgs[i].x < -streetBgWidth / 2) { // Find the rightmost streetBg var maxX = streetBgs[0].x; for (var j = 1; j < streetBgs.length; j++) { if (streetBgs[j].x > maxX) maxX = streetBgs[j].x; } streetBgs[i].x = maxX + streetBgWidth; } } } // Always keep bus in the center of the screen horizontally bus.x = 2048 / 2; // Move all stations and their travelers (no auto scroll) for (var i = 0; i < stations.length; i++) { var station = stations[i]; // No station.x -= scrollSpeed; station.update(); for (var j = 0; j < station.travelers.length; j++) { station.travelers[j].update(); } } // Update bus bus.update(); // Spawn new station if needed (always keep at least 3 ahead) if (stations.length === 0 || stations[stations.length - 1].x < 2048 + 600) { var minX = stations.length === 0 ? bus.x + 800 : stations[stations.length - 1].x; spawnStation(minX); } // --- Automatic pickup and drop-off logic --- // Track travelers currently on the bus if (typeof bus.travelersOnBoard === "undefined") { bus.travelersOnBoard = []; bus.lastPickupStationIndex = -1; } // Automatic pickup: if bus is close to a station with waiting travelers, pick them up for (var i = 0; i < stations.length; i++) { var station = stations[i]; // Only pick up if bus is close to station and this is a new station (not the last one we picked up from) if (Math.abs(station.x - bus.x) < 180 && bus.lastPickupStationIndex !== i) { var pickedUp = false; for (var j = station.travelers.length - 1; j >= 0; j--) { var traveler = station.travelers[j]; if (traveler.waiting && Math.abs(traveler.y + station.y - bus.y) < 80) { traveler.waiting = false; station.removeTraveler(traveler); // Animate pickup (move to bus, fade out) tween(traveler, { x: bus.x - station.x, y: bus.y - station.y - 40, alpha: 0 }, { duration: 400, easing: tween.easeIn, onFinish: function (trav) { return function () { trav.destroy(); }; }(traveler) }); // Add to bus bus.travelersOnBoard.push({ traveler: traveler, pickedUpAt: i }); pickedUp = true; // Update score for pickup score += 1; scoreTxt.setText(score); } } if (pickedUp) { bus.lastPickupStationIndex = i; } } } // Automatic drop-off: if bus is close to the next station after pickup, drop off all travelers picked up at previous station if (bus.travelersOnBoard.length > 0) { // Find the next station after the pickup station var dropIndex = bus.lastPickupStationIndex + 1; if (dropIndex < stations.length) { var dropStation = stations[dropIndex]; if (Math.abs(dropStation.x - bus.x) < 180) { // Drop off all travelers picked up at previous station for (var k = bus.travelersOnBoard.length - 1; k >= 0; k--) { var onboard = bus.travelersOnBoard[k]; if (onboard.pickedUpAt === bus.lastPickupStationIndex) { // Animate drop-off (fade out, then destroy) var t = onboard.traveler; tween(t, { x: dropStation.x - bus.x, y: dropStation.y - bus.y + 40, alpha: 0 }, { duration: 400, easing: tween.easeIn, onFinish: function (trav) { return function () { trav.destroy(); }; }(t) }); bus.travelersOnBoard.splice(k, 1); } } // Advance lastPickupStationIndex so we don't drop off again bus.lastPickupStationIndex = dropIndex; } } } };
===================================================================
--- original.js
+++ change.js
@@ -246,90 +246,86 @@
if (stations.length === 0 || stations[stations.length - 1].x < 2048 + 600) {
var minX = stations.length === 0 ? bus.x + 800 : stations[stations.length - 1].x;
spawnStation(minX);
}
- // Check for bus-traveler interaction (pickup)
- var showTakeBtn = false;
- var takeBtnStation = null;
+ // --- Automatic pickup and drop-off logic ---
+ // Track travelers currently on the bus
+ if (typeof bus.travelersOnBoard === "undefined") {
+ bus.travelersOnBoard = [];
+ bus.lastPickupStationIndex = -1;
+ }
+ // Automatic pickup: if bus is close to a station with waiting travelers, pick them up
for (var i = 0; i < stations.length; i++) {
var station = stations[i];
- // Only check if station is close to bus
- if (Math.abs(station.x - bus.x) < 180) {
- // If there are waiting travelers, show the button
- var hasWaiting = false;
- for (var j = 0; j < station.travelers.length; j++) {
- if (station.travelers[j].waiting) {
- hasWaiting = true;
- break;
+ // Only pick up if bus is close to station and this is a new station (not the last one we picked up from)
+ if (Math.abs(station.x - bus.x) < 180 && bus.lastPickupStationIndex !== i) {
+ var pickedUp = false;
+ for (var j = station.travelers.length - 1; j >= 0; j--) {
+ var traveler = station.travelers[j];
+ if (traveler.waiting && Math.abs(traveler.y + station.y - bus.y) < 80) {
+ traveler.waiting = false;
+ station.removeTraveler(traveler);
+ // Animate pickup (move to bus, fade out)
+ tween(traveler, {
+ x: bus.x - station.x,
+ y: bus.y - station.y - 40,
+ alpha: 0
+ }, {
+ duration: 400,
+ easing: tween.easeIn,
+ onFinish: function (trav) {
+ return function () {
+ trav.destroy();
+ };
+ }(traveler)
+ });
+ // Add to bus
+ bus.travelersOnBoard.push({
+ traveler: traveler,
+ pickedUpAt: i
+ });
+ pickedUp = true;
+ // Update score for pickup
+ score += 1;
+ scoreTxt.setText(score);
}
}
- if (hasWaiting) {
- showTakeBtn = true;
- takeBtnStation = station;
+ if (pickedUp) {
+ bus.lastPickupStationIndex = i;
}
}
}
- // Handle Take Travelers button
- if (!game.takeBtn) {
- // Create button container with background asset and label
- var btnContainer = new Container();
- var btnBg = LK.getAsset('takeBtnBg', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- btnContainer.addChild(btnBg);
- var btnLabel = new Text2("Take Travelers", {
- size: 90,
- fill: 0xFFFFFF
- });
- btnLabel.anchor.set(0.5, 0.5);
- btnContainer.addChild(btnLabel);
- btnContainer.visible = false;
- btnContainer.interactive = true;
- btnContainer.buttonMode = true;
- // Prevent bus from moving when clicking the button
- btnContainer.on('down', function (ev) {
- // Prevent propagation to game.down
- if (ev && ev.event && typeof ev.event.stopPropagation === "function") {
- ev.event.stopPropagation();
- }
- if (takeBtnStation) {
- // Pick up all waiting travelers at this station
- var station = takeBtnStation;
- for (var j = station.travelers.length - 1; j >= 0; j--) {
- var traveler = station.travelers[j];
- if (traveler.waiting && Math.abs(traveler.y + station.y - bus.y) < 80) {
- traveler.waiting = false;
- station.removeTraveler(traveler);
- // Animate pickup (move to bus, fade out)
- tween(traveler, {
- x: bus.x - station.x,
- y: bus.y - station.y - 40,
+ // Automatic drop-off: if bus is close to the next station after pickup, drop off all travelers picked up at previous station
+ if (bus.travelersOnBoard.length > 0) {
+ // Find the next station after the pickup station
+ var dropIndex = bus.lastPickupStationIndex + 1;
+ if (dropIndex < stations.length) {
+ var dropStation = stations[dropIndex];
+ if (Math.abs(dropStation.x - bus.x) < 180) {
+ // Drop off all travelers picked up at previous station
+ for (var k = bus.travelersOnBoard.length - 1; k >= 0; k--) {
+ var onboard = bus.travelersOnBoard[k];
+ if (onboard.pickedUpAt === bus.lastPickupStationIndex) {
+ // Animate drop-off (fade out, then destroy)
+ var t = onboard.traveler;
+ tween(t, {
+ x: dropStation.x - bus.x,
+ y: dropStation.y - bus.y + 40,
alpha: 0
}, {
duration: 400,
easing: tween.easeIn,
- onFinish: function onFinish() {
- traveler.destroy();
- }
+ onFinish: function (trav) {
+ return function () {
+ trav.destroy();
+ };
+ }(t)
});
- // Update score
- score += 1;
- scoreTxt.setText(score);
+ bus.travelersOnBoard.splice(k, 1);
}
}
+ // Advance lastPickupStationIndex so we don't drop off again
+ bus.lastPickupStationIndex = dropIndex;
}
- });
- game.takeBtn = btnContainer;
- LK.gui.bottom.addChild(game.takeBtn);
+ }
}
- if (showTakeBtn && takeBtnStation) {
- game.takeBtn.visible = true;
- game.takeBtnStation = takeBtnStation;
- // Place button at bottom left, but higher up (e.g. 250px from bottom), and avoid top left 100x100 reserved area
- game.takeBtn.x = 200;
- game.takeBtn.y = -250;
- } else {
- game.takeBtn.visible = false;
- game.takeBtnStation = null;
- }
};
\ No newline at end of file