User prompt
Add crash sound for AI cars when they collide and explosion sound when they are hit by bullets
User prompt
Menu background music. Menu button sound. Racing background music (action racing music) Coin sound when collecting nitro or ammunition
User prompt
I am getting an error while creating audio or music fix this
User prompt
I want to add sounds. Slow background music for the menu. Click sounds for the menu button and car selection. Action-packed background music for car races. A crash sound when cars collide. An explosion sound when cars are hit by bullets. A nitro sound when the nitro (i.e., the throw button) is pressed. A coin sound when a bullet or nitro is collected.
User prompt
I want to add sounds. Slow background music for the menu. Click sounds for the menu button and car selection. Action-packed background music for car races. A crash sound when cars collide. An explosion sound when cars are hit by bullets. A nitro sound when the nitro (i.e., the throw button) is pressed. A coin sound when a bullet or nitro is collected.
User prompt
move the car a little higher on the y-axis
User prompt
move the car a little higher on the y-axis
User prompt
remove gameboy grand prix text
User prompt
1) enlarge the retro race text, make it wordart (white).
User prompt
1) enlarge only the retro race text, make it wordart.
User prompt
1) Enlarge the retro race text, make it wordart. Add a frame.
User prompt
move the car a little higher on the y-axis
User prompt
1) Create the retro racer text as word art (white text, black frame only retro racer text). 2) Remove the GameBoy Grand Prix text.
User prompt
move the car a little higher on the y-axis
User prompt
move the car a little higher on the y-axis
User prompt
1) Create the retro racer text as word art (white text, black frame). 2) Remove the GameBoy Grand Prix text.
User prompt
1) Create the retro racer text as Word Art. 2) Remove the GameBoy Grand Prix text.
User prompt
bullet and nitro icons should not rotate
User prompt
Make time, nitro and bullet texts black
User prompt
add another icon to collect bullets
User prompt
There is still a gap between trickLines, even if it is very small. Remove all spaces.
User prompt
The space between trickLines has decreased, but the space still remains. This is a bug. Fix this.
User prompt
When the a button is pressed, sometimes there is a gap between the trickLines. This is a bug. Fix this
User prompt
Sometimes there is a space between trickLines. This is a bug. Fix this
User prompt
Move the arrows up a little on the y-axis
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var AICar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('aiCar', { anchorX: 0.5, anchorY: 0.5 }); self.lane = Math.floor(Math.random() * 3); self.speed = (8 + Math.random() * 4) * 0.8; self.update = function () { self.y += self.speed; // Random lane changes if (Math.random() < 0.005) { var newLane = Math.floor(Math.random() * 3); if (newLane !== self.lane) { self.lane = newLane; tween(self, { x: 600 + self.lane * 400 }, { duration: 400, easing: tween.easeInOut }); } } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -20; self.update = function () { self.y += self.speed; }; return self; }); var BulletPowerup = Container.expand(function () { var self = Container.call(this); var bulletPowerupGraphics = self.attachAsset('bulletPowerup', { anchorX: 0.5, anchorY: 0.5 }); self.lane = Math.floor(Math.random() * 3); self.speed = 10; self.update = function () { self.y += self.speed; }; return self; }); var NitroPowerup = Container.expand(function () { var self = Container.call(this); var nitroGraphics = self.attachAsset('nitro', { anchorX: 0.5, anchorY: 0.5 }); self.lane = Math.floor(Math.random() * 3); self.speed = 10; self.update = function () { self.y += self.speed; }; return self; }); var PlayerCar = Container.expand(function () { var self = Container.call(this); self.carType = storage.selectedCar || 'car1'; var carGraphics = self.attachAsset(self.carType, { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; // 0, 1, 2 for three lanes self.nitroActive = false; self.nitroTime = 0; self.speed = 10; self.baseSpeed = 10; self.maxSpeed = 20; self.minSpeed = 5; self.nitroCount = 0; self.bulletCount = 0; self.update = function () { if (self.nitroActive) { self.nitroTime--; if (self.nitroTime <= 0) { self.nitroActive = false; self.speed = 10; } } }; self.changeLane = function (direction) { if (direction === 'left' && self.lane > 0) { self.lane--; tween(self, { x: 600 + self.lane * 400 }, { duration: 200, easing: tween.easeOut }); } else if (direction === 'right' && self.lane < 2) { self.lane++; tween(self, { x: 600 + self.lane * 400 }, { duration: 200, easing: tween.easeOut }); } }; self.activateNitro = function () { if (!self.nitroActive) { self.nitroActive = true; self.nitroTime = 180; // 3 seconds at 60fps self.speed = 20; LK.effects.flashObject(self, 0xffff00, 500); } }; self.accelerate = function () { if (!self.nitroActive && self.speed < self.maxSpeed) { self.speed = Math.min(self.speed + 0.5, self.maxSpeed); } }; self.brake = function () { if (!self.nitroActive && self.speed > self.minSpeed) { self.speed = Math.max(self.speed - 0.5, self.minSpeed); } }; return self; }); var TrackLine = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('trackLine', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d5016 }); /**** * Game Code ****/ // Game states var gameState = 'menu'; // menu, playing, rearview var selectedMenuOption = 0; var selectedCarOption = storage.selectedCar || 'car1'; var audioEnabled = storage.audioEnabled !== false; var raceTime = 0; var trackType = 0; // Game containers var menuContainer = null; var gameContainer = null; var uiContainer = null; // Game objects var player = null; var aiCars = []; var nitroPowerups = []; var bulletPowerups = []; var trackLines = []; var bullets = []; // UI elements var timerText = null; var nitroCounterText = null; var bulletCounterText = null; var minimap = null; var dpadLeft = null; var dpadRight = null; var buttonA = null; var buttonB = null; function createMainMenu() { menuContainer = game.addChild(new Container()); menuContainer.interactive = true; if (audioEnabled) { LK.playMusic('menuMusic'); } var bg = menuContainer.attachAsset('menuBg', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); var titleText = new Text2('RETRO RACER', { size: 200, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 400; menuContainer.addChild(titleText); // Menu options var menuOptions = ['GAME PLAY', 'OPTIONS', 'EXIT']; var menuButtons = []; for (var i = 0; i < menuOptions.length; i++) { var button = menuContainer.attachAsset('menuButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 900 + i * 200 }); button.interactive = true; button.buttonDown = true; button.menuIndex = i; var buttonText = new Text2(menuOptions[i], { size: 60, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); buttonText.x = 1024; buttonText.y = 900 + i * 200; menuContainer.addChild(buttonText); menuButtons.push({ button: button, text: buttonText, index: i }); } // Highlight selected option function updateMenuSelection() { for (var i = 0; i < menuButtons.length; i++) { if (i === selectedMenuOption) { menuButtons[i].button.tint = 0x8bac0f; menuButtons[i].text.tint = 0x000000; } else { menuButtons[i].button.tint = 0xffffff; menuButtons[i].text.tint = 0xffffff; } } } updateMenuSelection(); // Add event handlers to individual buttons for (var i = 0; i < menuButtons.length; i++) { (function (index) { menuButtons[index].button.down = function (x, y, obj) { if (audioEnabled) { LK.getSound('menuClick').play(); } selectedMenuOption = index; updateMenuSelection(); selectMenuOption(); }; })(i); } } function createOptionsMenu() { menuContainer = game.addChild(new Container()); menuContainer.interactive = true; var bg = menuContainer.attachAsset('menuBg', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); var titleText = new Text2('OPTIONS', { size: 120, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 400; menuContainer.addChild(titleText); // Car selection var carText = new Text2('SELECT CAR:', { size: 60, fill: 0x8BAC0F }); carText.anchor.set(0.5, 0.5); carText.x = 1024; carText.y = 700; menuContainer.addChild(carText); var carOptions = ['car1', 'car2', 'car3']; var carButtons = []; for (var i = 0; i < carOptions.length; i++) { var carButton = menuContainer.attachAsset(carOptions[i], { anchorX: 0.5, anchorY: 0.5, x: 700 + i * 300, y: 900 }); carButton.interactive = true; carButton.buttonDown = true; carButton.carType = carOptions[i]; if (carOptions[i] === selectedCarOption) { carButton.scale.set(1.5); } carButtons.push({ button: carButton, type: carOptions[i] }); } // Audio toggle var audioText = new Text2('AUDIO: ' + (audioEnabled ? 'ON' : 'OFF'), { size: 60, fill: 0xFFFFFF }); audioText.anchor.set(0.5, 0.5); audioText.x = 1024; audioText.y = 1200; menuContainer.addChild(audioText); // Audio toggle button var audioButton = menuContainer.attachAsset('menuButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1200 }); audioButton.interactive = true; audioButton.buttonDown = true; // Back button var backButton = menuContainer.attachAsset('menuButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1600 }); backButton.interactive = true; backButton.buttonDown = true; var backText = new Text2('BACK', { size: 60, fill: 0xFFFFFF }); backText.anchor.set(0.5, 0.5); backText.x = 1024; backText.y = 1600; menuContainer.addChild(backText); // Add event handlers to car buttons for (var i = 0; i < carButtons.length; i++) { (function (index) { carButtons[index].button.down = function (x, y, obj) { if (audioEnabled) { LK.getSound('menuClick').play(); } selectedCarOption = carButtons[index].type; storage.selectedCar = selectedCarOption; menuContainer.destroy(); createOptionsMenu(); }; })(i); } // Add event handler to audio button audioButton.down = function (x, y, obj) { if (audioEnabled) { LK.getSound('menuClick').play(); } audioEnabled = !audioEnabled; storage.audioEnabled = audioEnabled; audioText.text = 'AUDIO: ' + (audioEnabled ? 'ON' : 'OFF'); }; // Add event handler to back button backButton.down = function (x, y, obj) { if (audioEnabled) { LK.getSound('menuClick').play(); } menuContainer.destroy(); createMainMenu(); }; } function selectMenuOption() { if (selectedMenuOption === 0) { // Game Play menuContainer.destroy(); startGame(); } else if (selectedMenuOption === 1) { // Options menuContainer.destroy(); createOptionsMenu(); } else if (selectedMenuOption === 2) { // Exit LK.showGameOver(); } } function startGame() { gameState = 'playing'; raceTime = 0; if (audioEnabled) { LK.playMusic('raceMusic'); } // Create game container gameContainer = game.addChild(new Container()); // Create track var track = gameContainer.attachAsset('track', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); gameContainer.setChildIndex(track, 0); // Send track to bottom layer // Create player player = gameContainer.addChild(new PlayerCar()); player.x = 600 + player.lane * 400; player.y = 1700; // Create UI createUI(); // Start spawning game objects spawnTrackLines(); spawnAICars(); spawnNitroPowerups(); spawnBulletPowerups(); } function createUI() { uiContainer = game.addChild(new Container()); uiContainer.interactive = true; // Timer timerText = new Text2('TIME: 0:00', { size: 60, fill: 0x000000 }); timerText.anchor.set(1, 0); timerText.x = 1948; timerText.y = 150; uiContainer.addChild(timerText); // Nitro counter nitroCounterText = new Text2('NITRO: 0', { size: 50, fill: 0x000000 }); nitroCounterText.anchor.set(1, 0); nitroCounterText.x = 1948; nitroCounterText.y = 220; uiContainer.addChild(nitroCounterText); // Bullet counter bulletCounterText = new Text2('BULLETS: 0', { size: 50, fill: 0x000000 }); bulletCounterText.anchor.set(1, 0); bulletCounterText.x = 1948; bulletCounterText.y = 290; uiContainer.addChild(bulletCounterText); // Minimap minimap = uiContainer.attachAsset('minimap', { anchorX: 0, anchorY: 0, x: 150, y: 150 }); var playerDot = uiContainer.attachAsset('minimapDot', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 500 }); // D-pad buttons only (no base) - further increased spacing for larger D-pad area dpadLeft = uiContainer.attachAsset('leftButton', { anchorX: 0.5, anchorY: 0.5, x: 180, y: 2300, alpha: 0.5 }); dpadLeft.interactive = true; dpadLeft.buttonDown = true; dpadRight = uiContainer.attachAsset('rightButton', { anchorX: 0.5, anchorY: 0.5, x: 620, y: 2300, alpha: 0.5 }); dpadRight.interactive = true; dpadRight.buttonDown = true; var dpadUp = uiContainer.attachAsset('upButton', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 2080, alpha: 0.5 }); dpadUp.interactive = true; dpadUp.buttonDown = true; var dpadDown = uiContainer.attachAsset('downButton', { anchorX: 0.5, anchorY: 0.5, x: 400, y: 2520, alpha: 0.5 }); dpadDown.interactive = true; dpadDown.buttonDown = true; // A/B buttons buttonA = uiContainer.attachAsset('aButton', { anchorX: 0.5, anchorY: 0.5, x: 1850, y: 2350, alpha: 0.5 }); buttonA.interactive = true; buttonA.buttonDown = true; var aText = new Text2('A', { size: 40, fill: 0xFFFFFF }); aText.anchor.set(0.5, 0.5); aText.x = 1850; aText.y = 2350; uiContainer.addChild(aText); buttonB = uiContainer.attachAsset('bButton', { anchorX: 0.5, anchorY: 0.5, x: 1450, y: 2480, alpha: 0.5 }); buttonB.interactive = true; buttonB.buttonDown = true; var bText = new Text2('B', { size: 40, fill: 0xFFFFFF }); bText.anchor.set(0.5, 0.5); bText.x = 1450; bText.y = 2480; uiContainer.addChild(bText); // Add event handlers to UI buttons dpadLeft.down = function (x, y, obj) { player.changeLane('left'); dpadLeft.alpha = 0.8; }; dpadLeft.up = function (x, y, obj) { dpadLeft.alpha = 0.5; }; dpadRight.down = function (x, y, obj) { player.changeLane('right'); dpadRight.alpha = 0.8; }; dpadRight.up = function (x, y, obj) { dpadRight.alpha = 0.5; }; buttonA.down = function (x, y, obj) { if (player.nitroCount > 0) { player.activateNitro(); player.nitroCount--; nitroCounterText.setText('NITRO: ' + player.nitroCount); } buttonA.alpha = 0.8; }; buttonA.up = function (x, y, obj) { buttonA.alpha = 0.5; }; buttonB.down = function (x, y, obj) { fireBullet(); buttonB.alpha = 0.8; }; buttonB.up = function (x, y, obj) { buttonB.alpha = 0.5; }; dpadUp.down = function (x, y, obj) { player.accelerate(); dpadUp.alpha = 0.8; }; dpadUp.up = function (x, y, obj) { dpadUp.alpha = 0.5; }; dpadDown.down = function (x, y, obj) { player.brake(); dpadDown.alpha = 0.8; }; dpadDown.up = function (x, y, obj) { dpadDown.alpha = 0.5; }; } function fireBullet() { if (gameState === 'playing' && player.bulletCount > 0) { var bullet = gameContainer.addChild(new Bullet()); bullet.x = player.x; bullet.y = player.y - 100; bullets.push(bullet); player.bulletCount--; bulletCounterText.setText('BULLETS: ' + player.bulletCount); } } function toggleRearView() { if (gameState === 'playing') { gameState = 'rearview'; // Flip view gameContainer.scale.y = -1; gameContainer.y = 2732; } else if (gameState === 'rearview') { gameState = 'playing'; // Restore view gameContainer.scale.y = 1; gameContainer.y = 0; } } function spawnTrackLines() { var lineTimer = LK.setInterval(function () { if (gameState !== 'menu') { // Calculate spawn interval based on player speed to maintain consistent spacing var shouldSpawn = trackLines.length === 0 || trackLines[trackLines.length - 1] && trackLines[trackLines.length - 1].y > 200; if (shouldSpawn) { for (var i = 0; i < 3; i++) { var line = gameContainer.addChild(new TrackLine()); line.x = 600 + i * 400; line.y = -100; line.speed = player.speed; gameContainer.setChildIndex(line, 1); // Send tracklines above track but below other elements trackLines.push(line); } } } }, 100); // Check more frequently for spawning } function spawnAICars() { var carTimer = LK.setInterval(function () { if (gameState !== 'menu' && aiCars.length < 5) { var aiCar = gameContainer.addChild(new AICar()); aiCar.x = 600 + aiCar.lane * 400; aiCar.y = -200; aiCars.push(aiCar); } }, 2000); } function spawnNitroPowerups() { var nitroTimer = LK.setInterval(function () { if (gameState !== 'menu') { var nitro = gameContainer.addChild(new NitroPowerup()); nitro.x = 600 + nitro.lane * 400; nitro.y = -100; nitro.speed = player.speed; nitroPowerups.push(nitro); } }, 5000); } function spawnBulletPowerups() { var bulletTimer = LK.setInterval(function () { if (gameState !== 'menu') { var bulletPowerup = gameContainer.addChild(new BulletPowerup()); bulletPowerup.x = 600 + bulletPowerup.lane * 400; bulletPowerup.y = -100; bulletPowerup.speed = player.speed; bulletPowerups.push(bulletPowerup); } }, 3000); } function completeRace() { trackType = (trackType + 1) % 3; // Change track color based on type var trackColors = [0x4a4a4a, 0x8b4513, 0x2f4f4f]; game.setBackgroundColor(trackColors[trackType]); // Reset race raceTime = 0; // Clear existing objects for (var i = aiCars.length - 1; i >= 0; i--) { aiCars[i].destroy(); } aiCars = []; for (var j = nitroPowerups.length - 1; j >= 0; j--) { nitroPowerups[j].destroy(); } nitroPowerups = []; for (var k = bulletPowerups.length - 1; k >= 0; k--) { bulletPowerups[k].destroy(); } bulletPowerups = []; } // Main game update game.update = function () { if (gameState === 'menu') return; // Update timer raceTime++; var minutes = Math.floor(raceTime / 3600); var seconds = Math.floor(raceTime % 3600 / 60); timerText.setText('TIME: ' + minutes + ':' + (seconds < 10 ? '0' : '') + seconds); // Update track lines for (var i = trackLines.length - 1; i >= 0; i--) { var line = trackLines[i]; line.speed = player.speed; if (line.y > 2832) { line.destroy(); trackLines.splice(i, 1); } } // Update bullets for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; if (bullet.y < -100) { bullet.destroy(); bullets.splice(b, 1); continue; } // Check bullet collision with AI cars for (var c = aiCars.length - 1; c >= 0; c--) { var aiCar = aiCars[c]; if (bullet.intersects(aiCar)) { if (audioEnabled) { LK.getSound('explosion').play(); } // Explosion effect LK.effects.flashObject(aiCar, 0xff4500, 300); tween(aiCar, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 300, onFinish: function onFinish() { aiCar.destroy(); } }); aiCars.splice(c, 1); bullet.destroy(); bullets.splice(b, 1); break; } } } // Update AI cars for (var j = aiCars.length - 1; j >= 0; j--) { var aiCar = aiCars[j]; if (aiCar.y > 2832) { aiCar.destroy(); aiCars.splice(j, 1); continue; } // Check collision with player if (player.intersects(aiCar)) { if (audioEnabled) { LK.getSound('crash').play(); } LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); } } // Update nitro powerups for (var k = nitroPowerups.length - 1; k >= 0; k--) { var nitro = nitroPowerups[k]; nitro.speed = player.speed; if (nitro.y > 2832) { nitro.destroy(); nitroPowerups.splice(k, 1); continue; } // Check collection if (player.intersects(nitro)) { if (audioEnabled) { LK.getSound('coinPickup').play(); } // Increase nitro and bullet counts player.nitroCount++; player.bulletCount += 3; nitroCounterText.setText('NITRO: ' + player.nitroCount); bulletCounterText.setText('BULLETS: ' + player.bulletCount); nitro.destroy(); nitroPowerups.splice(k, 1); } } // Update bullet powerups for (var l = bulletPowerups.length - 1; l >= 0; l--) { var bulletPowerup = bulletPowerups[l]; bulletPowerup.speed = player.speed; if (bulletPowerup.y > 2832) { bulletPowerup.destroy(); bulletPowerups.splice(l, 1); continue; } // Check collection if (player.intersects(bulletPowerup)) { if (audioEnabled) { LK.getSound('coinPickup').play(); } // Increase bullet count only player.bulletCount += 5; bulletCounterText.setText('BULLETS: ' + player.bulletCount); bulletPowerup.destroy(); bulletPowerups.splice(l, 1); } } // Complete race after 2 minutes if (raceTime >= 7200) { completeRace(); } }; // Start with main menu createMainMenu();
===================================================================
--- original.js
+++ change.js
@@ -699,8 +699,11 @@
// Check bullet collision with AI cars
for (var c = aiCars.length - 1; c >= 0; c--) {
var aiCar = aiCars[c];
if (bullet.intersects(aiCar)) {
+ if (audioEnabled) {
+ LK.getSound('explosion').play();
+ }
// Explosion effect
LK.effects.flashObject(aiCar, 0xff4500, 300);
tween(aiCar, {
scaleX: 2,
@@ -728,8 +731,11 @@
continue;
}
// Check collision with player
if (player.intersects(aiCar)) {
+ if (audioEnabled) {
+ LK.getSound('crash').play();
+ }
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
}
}
plastic, realistic,shiny, black, only one arrow-shaped buttons. In-Game asset. 2d. High contrast. No shadows
white sports car arcade top view. In-Game asset. 2d. High contrast. No shadows
Blue sports car arcade top view. In-Game asset. 2d. High contrast. No shadows
Grey sports car arcade top view. In-Game asset. 2d. High contrast. No shadows
Yellow sports car arcade top view. In-Game asset. 2d. High contrast. No shadows
asphalt road. In-Game asset. 2d. High contrast. No shadows
Nitro image blue In-Game asset. 2d. High contrast. No shadows
Racing background wallpaper blue 2500x3125 1080p. In-Game asset. 2d. High contrast. No shadows
realistic, plastic, gray, rectangular. In-Game asset. 2d. High contrast. No shadows
Racing floor background wallpaper light grey 2500x3125 1080p. In-Game asset. 2d. High contrast. No shadows
Circle realistic plastic green. In-Game asset. 2d. High contrast. No shadows
Circle realistic plastic blue. In-Game asset. 2d. High contrast. No shadows
yellow bullet icon. In-Game asset. 2d. High contrast. No shadows
Bullet realistic icon light red color In-Game asset. 2d. High contrast. No shadows