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change 1.15x to 1.22x
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change 1.5x to 1.15x
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not that fast only faster from the previous code
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increase the AI runners speeds by x2
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decrease the AI runners speed so that player can win
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adjust the AI runners to have different base speeds and randomization in each round, so the fastest AI runner in the first round may be different in other rounds
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and make the AI runners speeds randomly
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adjust the AI runners speed differently
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explaning how running and jumping works before the first round
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there shouldnt be 2 obstacles in the same line for a player
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tap to continue text is now in the background make in the front
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can you make the background image like we are in the olympic stadium with people watching and cheering
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decrease the jumpıng tıme by 50% and jumpıng shouldnt ıncrease the speed ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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adjust the winning algorithm to if the player is in its maximum speed and jumping over the obstacles, the player should win. In the current algorithm it is not possible to win after certain rounds.
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i cannot see clearly the other runners and the objects and the race lines adjust them for a better seeing
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when runners jump let them be in the field again in 1 second, correct jumping mechanism ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Olympic Sprint Champion
Initial prompt
a running race in the olympics where the player taps his finger to speed and race against 4 other racers which are computers and if the player wins the race, next round race will start, if looses it will be game over and start from the first round. in the upcoming rounds there will be objects where the player needs to jump over them
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Obstacle = Container.expand(function (lane, distance) { var self = Container.call(this); var graphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1 }); self.lane = lane; self.distance = distance; self.update = function () { self.x = 100 + self.distance / raceDistance * 1800; }; return self; }); var Runner = Container.expand(function (color, lane) { var self = Container.call(this); var graphics = self.attachAsset(color, { anchorX: 0.5, anchorY: 1 }); self.speed = 0; self.maxSpeed = self.isPlayer ? 14 : 12; // Higher max speed for player self.lane = lane; self.distance = 0; self.isJumping = false; self.jumpHeight = 0; self.isPlayer = false; self.update = function () { if (gameState !== 'racing') return; // Handle jumping - graphics position updated by jumpHeight if (self.isJumping) { graphics.y = -self.jumpHeight; } // Move forward self.distance += self.speed; self.x = 100 + self.distance / raceDistance * 1800; // Check for obstacles if (!self.isJumping && self.jumpHeight === 0) { for (var i = 0; i < obstacles.length; i++) { var obs = obstacles[i]; if (obs.lane === self.lane && Math.abs(self.distance - obs.distance) < 50) { // Hit obstacle self.speed *= 0.3; break; } } } }; self.jump = function () { if (!self.isJumping && self.jumpHeight === 0) { self.isJumping = true; self.jumpHeight = 0; LK.getSound('jump').play(); // Use tween to animate jump - go up then down over 0.5 seconds total tween(self, { jumpHeight: 100 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { // After reaching peak, tween back down tween(self, { jumpHeight: 0 }, { duration: 250, easing: tween.easeIn, onFinish: function onFinish() { self.isJumping = false; } }); } }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game variables var gameState = 'tutorial'; // tutorial, ready, racing, finished var currentRound = 1; var raceDistance = 2000; var runners = []; var obstacles = []; var playerRunner; var tapCount = 0; var lastTapTime = 0; var raceStartTime = 0; // UI Elements var roundText = new Text2('Round 1', { size: 80, fill: 0x000000 }); roundText.anchor.set(0.5, 0); LK.gui.top.addChild(roundText); roundText.y = 100; var speedText = new Text2('Speed: 0', { size: 60, fill: 0x000000 }); speedText.anchor.set(0, 0); LK.gui.left.addChild(speedText); speedText.x = 20; speedText.y = -300; var instructionText = new Text2('TAP TO SPRINT!', { size: 100, fill: 0xFF0000 }); instructionText.anchor.set(0.5, 0.5); LK.gui.center.addChild(instructionText); instructionText.x = 0; instructionText.y = 200; // Tutorial text explaining controls var tutorialText = new Text2('TAP SCREEN TO RUN FASTER\nTAP UPPER AREA TO JUMP OVER OBSTACLES', { size: 60, fill: 0x000000 }); tutorialText.anchor.set(0.5, 0.5); LK.gui.center.addChild(tutorialText); tutorialText.x = 0; tutorialText.y = -100; // Continue text var continueText = new Text2('TAP TO CONTINUE', { size: 50, fill: 0x666666 }); continueText.anchor.set(0.5, 0.5); LK.gui.center.addChild(continueText); continueText.x = 0; continueText.y = 400; var positionText = new Text2('Position: 5/5', { size: 60, fill: 0x000000 }); positionText.anchor.set(1, 0); LK.gui.topRight.addChild(positionText); positionText.x = -20; positionText.y = 150; // Create stadium background var stadium = game.addChild(LK.getAsset('stadium', { anchorX: 0, anchorY: 0 })); stadium.x = 0; stadium.y = 0; // Create track var trackY = 1500; var track = game.addChild(LK.getAsset('track', { anchorX: 0, anchorY: 0.5 })); track.x = 0; track.y = trackY; // Create lane lines for (var i = 1; i < 5; i++) { var lane = game.addChild(LK.getAsset('lane', { anchorX: 0, anchorY: 0.5 })); lane.x = 0; lane.y = trackY - 150 + i * 60; } // Create finish line var finishLine = game.addChild(LK.getAsset('finish', { anchorX: 0.5, anchorY: 0.5 })); finishLine.x = 1950; finishLine.y = trackY; function initializeRace() { // Clear previous runners and obstacles for (var i = 0; i < runners.length; i++) { runners[i].destroy(); } for (var j = 0; j < obstacles.length; j++) { obstacles[j].destroy(); } runners = []; obstacles = []; // Create runners var colors = ['player', 'ai1', 'ai2', 'ai3', 'ai4']; for (var k = 0; k < 5; k++) { var runner = new Runner(colors[k], k); runner.x = 100; runner.y = trackY - 120 + k * 60; if (k === 0) { runner.isPlayer = true; runner.maxSpeed = 14; // Set higher max speed for player playerRunner = runner; } else { // Set random base speed for each AI runner that will persist this round runner.baseSpeed = (3 + Math.random() * 2) * 1.22; // Random base speed between 3.66-6.1 (1.22x faster) runner.maxSpeed = (runner.baseSpeed + 1 + Math.random() * 1) * 1.22; // Max speed based on base speed (1.22x faster) } runners.push(runner); game.addChild(runner); } // Create obstacles for rounds 2+ if (currentRound >= 2) { var obstacleCount = Math.min(currentRound, 5); var usedLanes = []; for (var l = 0; l < obstacleCount; l++) { var obsLane; // Keep trying random lanes until we find one that's not used do { obsLane = Math.floor(Math.random() * 5); } while (usedLanes.indexOf(obsLane) !== -1); usedLanes.push(obsLane); var obsDistance = 800 + Math.random() * 800; var obstacle = new Obstacle(obsLane, obsDistance); obstacle.y = trackY - 120 + obsLane * 60; obstacles.push(obstacle); game.addChild(obstacle); } } if (currentRound === 1) { gameState = 'tutorial'; tutorialText.visible = true; continueText.visible = true; instructionText.visible = false; } else { gameState = 'ready'; tutorialText.visible = false; continueText.visible = false; instructionText.visible = true; } tapCount = 0; roundText.setText('Round ' + currentRound); } function startRace() { gameState = 'racing'; raceStartTime = LK.ticks; instructionText.visible = false; } function updatePlayerSpeed() { var currentTime = LK.ticks; var timeSinceLastTap = currentTime - lastTapTime; if (timeSinceLastTap > 30) { // Decrease speed if not tapping playerRunner.speed *= 0.95; } if (playerRunner.speed > playerRunner.maxSpeed) { playerRunner.speed = playerRunner.maxSpeed; } speedText.setText('Speed: ' + Math.floor(playerRunner.speed)); } function updateAI() { for (var i = 1; i < runners.length; i++) { var aiRunner = runners[i]; // Use consistent base speed for this round with small random variations var roundBonus = currentRound * 0.2; var targetSpeed = (aiRunner.baseSpeed + roundBonus) * 1.22; // Add small random variation (±10%) to make movement feel natural var variation = targetSpeed * (0.8 + Math.random() * 0.2); aiRunner.speed = variation; // Cap speed at the runner's max speed if (aiRunner.speed > aiRunner.maxSpeed) { aiRunner.speed = aiRunner.maxSpeed; } // AI obstacle avoidance for (var j = 0; j < obstacles.length; j++) { var obs = obstacles[j]; if (obs.lane === aiRunner.lane && Math.abs(aiRunner.distance - obs.distance) < 150 && Math.random() < 0.7) { aiRunner.jump(); break; } } } } function updatePositions() { var sortedRunners = runners.slice().sort(function (a, b) { return b.distance - a.distance; }); var playerPosition = sortedRunners.indexOf(playerRunner) + 1; positionText.setText('Position: ' + playerPosition + '/5'); } function checkRaceEnd() { var finishedRunners = []; for (var i = 0; i < runners.length; i++) { if (runners[i].distance >= raceDistance) { finishedRunners.push(runners[i]); } } if (finishedRunners.length > 0) { gameState = 'finished'; // Sort by distance to determine winner finishedRunners.sort(function (a, b) { return b.distance - a.distance; }); if (finishedRunners[0] === playerRunner) { // Player won currentRound++; LK.setScore(currentRound - 1); LK.setTimeout(function () { initializeRace(); }, 2000); } else { // Player lost LK.setTimeout(function () { LK.showGameOver(); }, 2000); } } } // Touch controls game.down = function (x, y, obj) { if (gameState === 'tutorial') { // Move from tutorial to ready state gameState = 'ready'; tutorialText.visible = false; continueText.visible = false; instructionText.visible = true; } if (gameState === 'ready') { startRace(); } if (gameState === 'racing') { tapCount++; lastTapTime = LK.ticks; // Increase player speed playerRunner.speed += 0.8; // Jump if tapping in upper screen area if (y < 1200) { playerRunner.jump(); } LK.getSound('tap').play(); } }; // Game update loop game.update = function () { if (gameState === 'racing') { updatePlayerSpeed(); updateAI(); updatePositions(); checkRaceEnd(); } }; // Initialize first race initializeRace();
===================================================================
--- original.js
+++ change.js
@@ -204,10 +204,10 @@
runner.maxSpeed = 14; // Set higher max speed for player
playerRunner = runner;
} else {
// Set random base speed for each AI runner that will persist this round
- runner.baseSpeed = (3 + Math.random() * 2) * 1.15; // Random base speed between 3.45-5.75 (1.15x faster)
- runner.maxSpeed = (runner.baseSpeed + 1 + Math.random() * 1) * 1.15; // Max speed based on base speed (1.15x faster)
+ runner.baseSpeed = (3 + Math.random() * 2) * 1.22; // Random base speed between 3.66-6.1 (1.22x faster)
+ runner.maxSpeed = (runner.baseSpeed + 1 + Math.random() * 1) * 1.22; // Max speed based on base speed (1.22x faster)
}
runners.push(runner);
game.addChild(runner);
}
@@ -264,9 +264,9 @@
for (var i = 1; i < runners.length; i++) {
var aiRunner = runners[i];
// Use consistent base speed for this round with small random variations
var roundBonus = currentRound * 0.2;
- var targetSpeed = (aiRunner.baseSpeed + roundBonus) * 1.15;
+ var targetSpeed = (aiRunner.baseSpeed + roundBonus) * 1.22;
// Add small random variation (±10%) to make movement feel natural
var variation = targetSpeed * (0.8 + Math.random() * 0.2);
aiRunner.speed = variation;
// Cap speed at the runner's max speed
runner with a red shirt. In-Game asset. 2d. High contrast. No shadows
runner with a green shirt. In-Game asset. 2d. High contrast. No shadows
runner with a yellow shirt. In-Game asset. 2d. High contrast. No shadows
runner with a blue shirt. In-Game asset. 2d. High contrast. No shadows
runner with a black shirt with number 7. In-Game asset. 2d. High contrast. No shadows
running obstacle. In-Game asset. 2d. High contrast. No shadows
running finish line. In-Game asset. 2d. High contrast. No shadows
horizontal white lines for running. In-Game asset. 2d. High contrast. No shadows
straight running lines. In-Game asset. 2d. High contrast. No shadows