User prompt
do not send obstacles in group
User prompt
circle shap group rotates circular
User prompt
and also add group free obstacles
User prompt
make three groups of obstacle in circle,diamond and javelin shape
User prompt
save me fro hitting
User prompt
car can also shoot lazer to destroy obstacle
User prompt
lazer shoot at car
User prompt
also give a big group of lazer shooting obstacle at 2500 score
User prompt
ALSO ADD A BOSS
User prompt
INCREASE SPEED OF LAZERS AS SCORE INCRESES
User prompt
ALSO ADD ZIG ZAG MOVING LAZER SHOOTERS
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'detail')' in or related to this line: 'if (obj.event.detail === 2) {' Line Number: 238
User prompt
ALSO GIVE SPECIAL ABILITY TO CAR
User prompt
THOSE WHO WIN SHOW YOU WIN POP UP
User prompt
DETECT THE MOTION AND LAUNCH OBSTACLE THERE
User prompt
ADD 1000 OF OBSTACLE
User prompt
ADD A GROUP OF LAZER SHOOTING OBSTACLE
User prompt
ADD MORE OBSTACLES AND MANY SHAPES
User prompt
ADD MAXIMUM SCORE AT 5000
User prompt
DONT SHOW TO MANY NUMBERS IN SCORE
User prompt
SET SCORE INCREASING SPEED AT SLOW
User prompt
SLOW DOWN SCORE INCREASING SPEED
User prompt
ADD MAXIMUM SCORE AT 2999
User prompt
SET MAXIMUM SCORE AT 500
User prompt
SLOW DOWN SPEED
/**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('obstacle3', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.health = 100; // Boss health self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.destroy(); score += 1000; // Increase score when boss is defeated scoreTxt.setText('Score: ' + Math.floor(score)); } }; }); var CircleObstacleGroup = Container.expand(function () { var self = Container.call(this); var radius = 150; var numObstacles = 8; for (var i = 0; i < numObstacles; i++) { var angle = i / numObstacles * Math.PI * 2; var obstacle = new Obstacle(); obstacle.x = Math.cos(angle) * radius; obstacle.y = Math.sin(angle) * radius; self.addChild(obstacle); } self.update = function () { self.y += 5; self.rotation += 0.05; // Rotate the group if (self.y > 2732) { self.destroy(); } }; }); var DiamondObstacleGroup = Container.expand(function () { var self = Container.call(this); var size = 100; var positions = [{ x: 0, y: -size }, { x: -size, y: 0 }, { x: size, y: 0 }, { x: 0, y: size }]; positions.forEach(function (pos) { var obstacle = new Obstacle2(); obstacle.x = pos.x; obstacle.y = pos.y; self.addChild(obstacle); }); self.update = function () { self.y += 5; if (self.y > 2732) { self.destroy(); } }; }); var FreeObstacleGroup = Container.expand(function () { var self = Container.call(this); var numObstacles = 5 + Math.floor(Math.random() * 5); // Random number of obstacles between 5 and 10 for (var i = 0; i < numObstacles; i++) { var obstacle = new Obstacle(); obstacle.x = Math.random() * 2048; // Random x position obstacle.y = Math.random() * 500 - 500; // Random y position above the screen self.addChild(obstacle); } self.update = function () { self.y += 5; if (self.y > 2732) { self.destroy(); } }; }); var JavelinObstacleGroup = Container.expand(function () { var self = Container.call(this); var length = 200; for (var i = 0; i < 5; i++) { var obstacle = new Obstacle3(); obstacle.x = 0; obstacle.y = i * length / 5 - length / 2; self.addChild(obstacle); } self.update = function () { self.y += 5; if (self.y > 2732) { self.destroy(); } }; }); var Lazer = Container.expand(function () { var self = Container.call(this); var lazerGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed + Math.floor(score / 100); if (self.y > 2732) { self.destroy(); } }; }); var LazerShootingObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.shootInterval = 100; // Interval for shooting lazers self.shootTimer = 0; self.update = function () { self.y += self.speed + Math.floor(score / 100); self.x += Math.sin(self.y / 100) * 5; // Zig-zag movement self.shootTimer++; if (self.shootTimer >= self.shootInterval) { self.shootLazer(); self.shootTimer = 0; } if (self.y > 2732) { self.destroy(); } }; self.shootLazer = function () { var lazer = new Lazer(); lazer.x = self.x; lazer.y = self.y; game.addChild(lazer); }; }); // Define a class for obstacles var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); var Obstacle2 = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); var Obstacle3 = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle3', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Define a class for the player's car var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.specialAbilityActive = false; self.specialAbilityDuration = 300; // Duration in frames self.specialAbilityCooldown = 600; // Cooldown in frames self.specialAbilityTimer = 0; self.activateSpecialAbility = function () { if (!self.specialAbilityActive && self.specialAbilityTimer <= 0) { self.specialAbilityActive = true; self.specialAbilityTimer = self.specialAbilityDuration; // Visual effect for special ability activation LK.effects.flashObject(self, 0x00ff00, self.specialAbilityDuration * 16.67); } }; self.update = function () { if (self.specialAbilityActive) { // Special ability logic, e.g., temporary invincibility self.specialAbilityTimer--; if (self.specialAbilityTimer <= 0) { self.specialAbilityActive = false; self.specialAbilityTimer = -self.specialAbilityCooldown; } } else if (self.specialAbilityTimer < 0) { self.specialAbilityTimer++; } self.shootLazer = function () { var lazer = new PlayerLazer(); lazer.x = self.x; lazer.y = self.y - 50; // Position lazer in front of the car game.addChild(lazer); }; }; }); var PlayerLazer = Container.expand(function () { var self = Container.call(this); var lazerGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; // Move upwards self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize game variables var playerCar; var obstacles = []; var score = 0; var scoreTxt; var bossSpawned = false; // Track if boss has been spawned var difficulty = 'Medium'; // Default difficulty // Add event listeners for difficulty buttons LK.gui.topLeft.addChild(new Text2('Easy', { size: 50, fill: "#ffffff" }).on('down', function () { difficulty = 'Easy'; })); LK.gui.top.addChild(new Text2('Medium', { size: 50, fill: "#ffffff" }).on('down', function () { difficulty = 'Medium'; })); LK.gui.topRight.addChild(new Text2('Hard', { size: 50, fill: "#ffffff" }).on('down', function () { difficulty = 'Hard'; })); // Function to handle game updates game.update = function () { // Update player car playerCar.update(); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { // Adjust speed increment based on score and difficulty var baseSpeed = 3; if (difficulty === 'Easy') { baseSpeed = 2; } else if (difficulty === 'Hard') { baseSpeed = 5; } obstacles[i].speed = baseSpeed + Math.floor(score / 20); obstacles[i].update(); if (playerCar.intersects(obstacles[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; // Stop further processing if collision occurs } else { if (obstacles[i] instanceof LazerShootingObstacle || obstacles[i] instanceof Boss) { var playerLazers = game.children.filter(function (child) { return child instanceof PlayerLazer; }); for (var j = playerLazers.length - 1; j >= 0; j--) { playerLazers[j].update(); if (obstacles[i].intersects(playerLazers[j])) { obstacles[i].takeDamage(10); // Reduce obstacle health playerLazers[j].destroy(); // Destroy the lazer after collision } } } if (obstacles[i] instanceof LazerShootingObstacle) { var lazers = game.children.filter(function (child) { return child instanceof Lazer; }); for (var j = lazers.length - 1; j >= 0; j--) { lazers[j].update(); if (playerCar.intersects(lazers[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); lazers[j].destroy(); // Destroy the lazer after collision return; // Stop further processing if collision occurs } } } if (score < 5000) { score += 0.2; // Increase score at a slower rate scoreTxt.setText('Score: ' + Math.floor(score)); // Update score display with whole numbers if (score >= 2500 && score < 3000 && !bossSpawned) { for (var i = 0; i < 5; i++) { // Spawn a group of 5 LazerShootingObstacles var groupObstacle = new LazerShootingObstacle(); groupObstacle.x = i * 400 + 200; // Spread them out horizontally groupObstacle.y = -100; game.addChild(groupObstacle); obstacles.push(groupObstacle); } } else if (score >= 3000 && !bossSpawned) { var boss = new Boss(); boss.x = 2048 / 2; boss.y = -100; game.addChild(boss); obstacles.push(boss); bossSpawned = true; } } else { LK.showPopup('You Win!'); // Show 'You Win' pop-up when score reaches 5000 } } } // Spawn new obstacles // Adjust spawn frequency based on difficulty var spawnInterval = Math.max(20, 50 - Math.floor(score / 15)); if (difficulty === 'Easy') { spawnInterval += 10; } else if (difficulty === 'Hard') { spawnInterval -= 10; } if (LK.ticks % spawnInterval == 0 && obstacles.length < 1000) { // Decrease interval based on score var newObstacle; var randomValue = Math.random(); if (randomValue > 0.5) { newObstacle = new LazerShootingObstacle(); } else { newObstacle = new Obstacle(); } newObstacle.x = Math.random() * 2048; // Random initial x position newObstacle.x = playerCar.x; newObstacle.y = -50; obstacles.push(newObstacle); game.addChild(newObstacle); } }; // Function to handle player car movement game.move = function (x, y, obj) { playerCar.x = x; playerCar.y = y; // Activate special ability on double-tap if (obj.event && obj.event.detail === 2) { playerCar.activateSpecialAbility(); playerCar.shootLazer(); // Shoot lazer on tap } }; // Initialize player car playerCar = new PlayerCar(); playerCar.x = 2048 / 2; playerCar.y = 2732 - 200; game.addChild(playerCar); // Initialize score text scoreTxt = new Text2('Score: 0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt);
===================================================================
--- original.js
+++ change.js
@@ -362,20 +362,14 @@
if (LK.ticks % spawnInterval == 0 && obstacles.length < 1000) {
// Decrease interval based on score
var newObstacle;
var randomValue = Math.random();
- if (randomValue > 0.8) {
- newObstacle = new CircleObstacleGroup();
- } else if (randomValue > 0.6) {
- newObstacle = new DiamondObstacleGroup();
- } else if (randomValue > 0.4) {
- newObstacle = new JavelinObstacleGroup();
- } else if (randomValue > 0.2) {
- newObstacle = new FreeObstacleGroup();
- } else {
+ if (randomValue > 0.5) {
newObstacle = new LazerShootingObstacle();
- newObstacle.x = Math.random() * 2048; // Random initial x position
+ } else {
+ newObstacle = new Obstacle();
}
+ newObstacle.x = Math.random() * 2048; // Random initial x position
newObstacle.x = playerCar.x;
newObstacle.y = -50;
obstacles.push(newObstacle);
game.addChild(newObstacle);