User prompt
The game does not end after 10 laps. The game should end when the flag is passed. And at the start, the cars should line up in order, like in a Formula 1 race. At the start of the game, five traffic lights should appear horizontally on the screen and turn from red to green in sequence. When the fifth light turns green, the word “START” should appear and the game should begin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
There should be no red effect when hitting cars. There should be no green effect when passing. The finish line should be in the shape of a checkered flag and have poles. The race should end when passing that point.
User prompt
I want the race to have 8 cars and start in order. And I want the edges of the background to look like a real track.
User prompt
Let the race be 10 laps and be like a ranking. Don't let the green light come on when you pass your opponent. Write the result when the race is over.
User prompt
ı want to f1 races and 10 bot player.
Code edit (1 edits merged)
Please save this source code
User prompt
Space Defender
Initial prompt
hi. I want to spaceshooter game.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.fireTimer = Math.random() * 120 + 60; // Random fire delay self.movePattern = Math.floor(Math.random() * 3); // 0: straight, 1: sine wave, 2: zigzag self.patternTimer = 0; self.update = function () { // Movement patterns if (self.movePattern === 1) { // Sine wave movement self.patternTimer += 0.1; self.x += Math.sin(self.patternTimer) * 2; } else if (self.movePattern === 2) { // Zigzag movement self.patternTimer++; if (self.patternTimer % 40 < 20) { self.x += 1; } else { self.x -= 1; } } self.y += self.speed; // Keep enemy within screen bounds if (self.x < 30) self.x = 30; if (self.x > 2018) self.x = 2018; // Firing self.fireTimer--; if (self.fireTimer <= 0 && Math.random() < 0.3) { self.fireTimer = Math.random() * 180 + 120; fireEnemyBullet(); } }; function fireEnemyBullet() { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 40; enemyBullets.push(bullet); game.addChild(bullet); } return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.update = function () { self.y += self.speed; }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -12; self.update = function () { self.y += self.speed; }; return self; }); var PlayerShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.fireRate = 15; // Fire every 15 ticks self.fireTimer = 0; self.powerUpTimer = 0; self.powerUpType = null; self.update = function () { // Handle firing self.fireTimer++; var currentFireRate = self.powerUpType === 'rapidFire' ? 8 : self.fireRate; if (self.fireTimer >= currentFireRate) { self.fireTimer = 0; fireBullet(); } // Handle power-up timer if (self.powerUpTimer > 0) { self.powerUpTimer--; if (self.powerUpTimer <= 0) { self.powerUpType = null; shipGraphics.tint = 0xFFFFFF; } } }; function fireBullet() { var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - 50; playerBullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); } self.applyPowerUp = function (type) { self.powerUpType = type; self.powerUpTimer = 300; // 5 seconds at 60fps if (type === 'rapidFire') { shipGraphics.tint = 0x00FFFF; } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.rotationSpeed = 0.1; self.type = 'rapidFire'; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000011 }); /**** * Game Code ****/ // Game variables var player; var playerBullets = []; var enemies = []; var enemyBullets = []; var powerUps = []; var enemySpawnTimer = 0; var enemySpawnRate = 90; var waveNumber = 1; var difficultyTimer = 0; // UI Elements var scoreTxt = new Text2('0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var waveTxt = new Text2('Wave 1', { size: 40, fill: 0xFFFF00 }); waveTxt.anchor.set(1, 0); LK.gui.topRight.addChild(waveTxt); waveTxt.x = -20; waveTxt.y = 80; // Initialize player player = new PlayerShip(); player.x = 1024; player.y = 2500; game.addChild(player); // Input handling var dragTarget = null; game.down = function (x, y, obj) { dragTarget = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragTarget = null; }; function handleMove(x, y, obj) { if (dragTarget) { dragTarget.x = x; // Keep player within screen bounds if (dragTarget.x < 40) dragTarget.x = 40; if (dragTarget.x > 2008) dragTarget.x = 2008; } } game.move = handleMove; // Spawn enemy function function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 1800 + 124; enemy.y = -50; enemy.speed = Math.random() * 2 + 1 + waveNumber * 0.2; enemies.push(enemy); game.addChild(enemy); } // Spawn power-up function function spawnPowerUp(x, y) { if (Math.random() < 0.15) { // 15% chance var powerUp = new PowerUp(); powerUp.x = x; powerUp.y = y; powerUps.push(powerUp); game.addChild(powerUp); } } // Main game update game.update = function () { // Update difficulty difficultyTimer++; if (difficultyTimer >= 1800) { // Every 30 seconds difficultyTimer = 0; waveNumber++; enemySpawnRate = Math.max(30, enemySpawnRate - 5); waveTxt.setText('Wave ' + waveNumber); LK.effects.flashScreen(0x00FF00, 500); } // Spawn enemies enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnRate) { enemySpawnTimer = 0; spawnEnemy(); } // Update and check player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; if (bullet.lastY === undefined) bullet.lastY = bullet.y; // Remove bullets that go off screen if (bullet.lastY >= -20 && bullet.y < -20) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with enemies var hit = false; for (var j = enemies.length - 1; j >= 0; j--) { if (bullet.intersects(enemies[j])) { LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); LK.getSound('enemyHit').play(); LK.effects.flashObject(enemies[j], 0xFFFFFF, 200); // Spawn power-up chance spawnPowerUp(enemies[j].x, enemies[j].y); enemies[j].destroy(); enemies.splice(j, 1); bullet.destroy(); playerBullets.splice(i, 1); hit = true; break; } } if (!hit) { bullet.lastY = bullet.y; } } // Update and check enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.lastY === undefined) enemy.lastY = enemy.y; if (enemy.lastIntersecting === undefined) enemy.lastIntersecting = false; // Remove enemies that go off screen if (enemy.lastY <= 2800 && enemy.y > 2800) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check collision with player var currentIntersecting = enemy.intersects(player); if (!enemy.lastIntersecting && currentIntersecting) { LK.getSound('playerHit').play(); LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } enemy.lastY = enemy.y; enemy.lastIntersecting = currentIntersecting; } // Update and check enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.lastY === undefined) bullet.lastY = bullet.y; if (bullet.lastIntersecting === undefined) bullet.lastIntersecting = false; // Remove bullets that go off screen if (bullet.lastY <= 2800 && bullet.y > 2800) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player var currentIntersecting = bullet.intersects(player); if (!bullet.lastIntersecting && currentIntersecting) { LK.getSound('playerHit').play(); LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } bullet.lastY = bullet.y; bullet.lastIntersecting = currentIntersecting; } // Update and check power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (powerUp.lastY === undefined) powerUp.lastY = powerUp.y; if (powerUp.lastIntersecting === undefined) powerUp.lastIntersecting = false; // Remove power-ups that go off screen if (powerUp.lastY <= 2800 && powerUp.y > 2800) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check collision with player var currentIntersecting = powerUp.intersects(player); if (!powerUp.lastIntersecting && currentIntersecting) { player.applyPowerUp(powerUp.type); LK.getSound('powerUpCollect').play(); LK.effects.flashObject(player, 0x00FFFF, 500); powerUp.destroy(); powerUps.splice(i, 1); continue; } powerUp.lastY = powerUp.y; powerUp.lastIntersecting = currentIntersecting; } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,333 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.fireTimer = Math.random() * 120 + 60; // Random fire delay
+ self.movePattern = Math.floor(Math.random() * 3); // 0: straight, 1: sine wave, 2: zigzag
+ self.patternTimer = 0;
+ self.update = function () {
+ // Movement patterns
+ if (self.movePattern === 1) {
+ // Sine wave movement
+ self.patternTimer += 0.1;
+ self.x += Math.sin(self.patternTimer) * 2;
+ } else if (self.movePattern === 2) {
+ // Zigzag movement
+ self.patternTimer++;
+ if (self.patternTimer % 40 < 20) {
+ self.x += 1;
+ } else {
+ self.x -= 1;
+ }
+ }
+ self.y += self.speed;
+ // Keep enemy within screen bounds
+ if (self.x < 30) self.x = 30;
+ if (self.x > 2018) self.x = 2018;
+ // Firing
+ self.fireTimer--;
+ if (self.fireTimer <= 0 && Math.random() < 0.3) {
+ self.fireTimer = Math.random() * 180 + 120;
+ fireEnemyBullet();
+ }
+ };
+ function fireEnemyBullet() {
+ var bullet = new EnemyBullet();
+ bullet.x = self.x;
+ bullet.y = self.y + 40;
+ enemyBullets.push(bullet);
+ game.addChild(bullet);
+ }
+ return self;
+});
+var EnemyBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 6;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -12;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var PlayerShip = Container.expand(function () {
+ var self = Container.call(this);
+ var shipGraphics = self.attachAsset('playerShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8;
+ self.fireRate = 15; // Fire every 15 ticks
+ self.fireTimer = 0;
+ self.powerUpTimer = 0;
+ self.powerUpType = null;
+ self.update = function () {
+ // Handle firing
+ self.fireTimer++;
+ var currentFireRate = self.powerUpType === 'rapidFire' ? 8 : self.fireRate;
+ if (self.fireTimer >= currentFireRate) {
+ self.fireTimer = 0;
+ fireBullet();
+ }
+ // Handle power-up timer
+ if (self.powerUpTimer > 0) {
+ self.powerUpTimer--;
+ if (self.powerUpTimer <= 0) {
+ self.powerUpType = null;
+ shipGraphics.tint = 0xFFFFFF;
+ }
+ }
+ };
+ function fireBullet() {
+ var bullet = new PlayerBullet();
+ bullet.x = self.x;
+ bullet.y = self.y - 50;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+ }
+ self.applyPowerUp = function (type) {
+ self.powerUpType = type;
+ self.powerUpTimer = 300; // 5 seconds at 60fps
+ if (type === 'rapidFire') {
+ shipGraphics.tint = 0x00FFFF;
+ }
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var powerUpGraphics = self.attachAsset('powerUp', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 3;
+ self.rotationSpeed = 0.1;
+ self.type = 'rapidFire';
+ self.update = function () {
+ self.y += self.speed;
+ self.rotation += self.rotationSpeed;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000011
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var player;
+var playerBullets = [];
+var enemies = [];
+var enemyBullets = [];
+var powerUps = [];
+var enemySpawnTimer = 0;
+var enemySpawnRate = 90;
+var waveNumber = 1;
+var difficultyTimer = 0;
+// UI Elements
+var scoreTxt = new Text2('0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+var waveTxt = new Text2('Wave 1', {
+ size: 40,
+ fill: 0xFFFF00
+});
+waveTxt.anchor.set(1, 0);
+LK.gui.topRight.addChild(waveTxt);
+waveTxt.x = -20;
+waveTxt.y = 80;
+// Initialize player
+player = new PlayerShip();
+player.x = 1024;
+player.y = 2500;
+game.addChild(player);
+// Input handling
+var dragTarget = null;
+game.down = function (x, y, obj) {
+ dragTarget = player;
+ handleMove(x, y, obj);
+};
+game.up = function (x, y, obj) {
+ dragTarget = null;
+};
+function handleMove(x, y, obj) {
+ if (dragTarget) {
+ dragTarget.x = x;
+ // Keep player within screen bounds
+ if (dragTarget.x < 40) dragTarget.x = 40;
+ if (dragTarget.x > 2008) dragTarget.x = 2008;
+ }
+}
+game.move = handleMove;
+// Spawn enemy function
+function spawnEnemy() {
+ var enemy = new Enemy();
+ enemy.x = Math.random() * 1800 + 124;
+ enemy.y = -50;
+ enemy.speed = Math.random() * 2 + 1 + waveNumber * 0.2;
+ enemies.push(enemy);
+ game.addChild(enemy);
+}
+// Spawn power-up function
+function spawnPowerUp(x, y) {
+ if (Math.random() < 0.15) {
+ // 15% chance
+ var powerUp = new PowerUp();
+ powerUp.x = x;
+ powerUp.y = y;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+ }
+}
+// Main game update
+game.update = function () {
+ // Update difficulty
+ difficultyTimer++;
+ if (difficultyTimer >= 1800) {
+ // Every 30 seconds
+ difficultyTimer = 0;
+ waveNumber++;
+ enemySpawnRate = Math.max(30, enemySpawnRate - 5);
+ waveTxt.setText('Wave ' + waveNumber);
+ LK.effects.flashScreen(0x00FF00, 500);
+ }
+ // Spawn enemies
+ enemySpawnTimer++;
+ if (enemySpawnTimer >= enemySpawnRate) {
+ enemySpawnTimer = 0;
+ spawnEnemy();
+ }
+ // Update and check player bullets
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ var bullet = playerBullets[i];
+ if (bullet.lastY === undefined) bullet.lastY = bullet.y;
+ // Remove bullets that go off screen
+ if (bullet.lastY >= -20 && bullet.y < -20) {
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with enemies
+ var hit = false;
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ if (bullet.intersects(enemies[j])) {
+ LK.setScore(LK.getScore() + 10);
+ scoreTxt.setText(LK.getScore());
+ LK.getSound('enemyHit').play();
+ LK.effects.flashObject(enemies[j], 0xFFFFFF, 200);
+ // Spawn power-up chance
+ spawnPowerUp(enemies[j].x, enemies[j].y);
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ hit = true;
+ break;
+ }
+ }
+ if (!hit) {
+ bullet.lastY = bullet.y;
+ }
+ }
+ // Update and check enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ if (enemy.lastY === undefined) enemy.lastY = enemy.y;
+ if (enemy.lastIntersecting === undefined) enemy.lastIntersecting = false;
+ // Remove enemies that go off screen
+ if (enemy.lastY <= 2800 && enemy.y > 2800) {
+ enemy.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ var currentIntersecting = enemy.intersects(player);
+ if (!enemy.lastIntersecting && currentIntersecting) {
+ LK.getSound('playerHit').play();
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ }
+ enemy.lastY = enemy.y;
+ enemy.lastIntersecting = currentIntersecting;
+ }
+ // Update and check enemy bullets
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ var bullet = enemyBullets[i];
+ if (bullet.lastY === undefined) bullet.lastY = bullet.y;
+ if (bullet.lastIntersecting === undefined) bullet.lastIntersecting = false;
+ // Remove bullets that go off screen
+ if (bullet.lastY <= 2800 && bullet.y > 2800) {
+ bullet.destroy();
+ enemyBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ var currentIntersecting = bullet.intersects(player);
+ if (!bullet.lastIntersecting && currentIntersecting) {
+ LK.getSound('playerHit').play();
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ }
+ bullet.lastY = bullet.y;
+ bullet.lastIntersecting = currentIntersecting;
+ }
+ // Update and check power-ups
+ for (var i = powerUps.length - 1; i >= 0; i--) {
+ var powerUp = powerUps[i];
+ if (powerUp.lastY === undefined) powerUp.lastY = powerUp.y;
+ if (powerUp.lastIntersecting === undefined) powerUp.lastIntersecting = false;
+ // Remove power-ups that go off screen
+ if (powerUp.lastY <= 2800 && powerUp.y > 2800) {
+ powerUp.destroy();
+ powerUps.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ var currentIntersecting = powerUp.intersects(player);
+ if (!powerUp.lastIntersecting && currentIntersecting) {
+ player.applyPowerUp(powerUp.type);
+ LK.getSound('powerUpCollect').play();
+ LK.effects.flashObject(player, 0x00FFFF, 500);
+ powerUp.destroy();
+ powerUps.splice(i, 1);
+ continue;
+ }
+ powerUp.lastY = powerUp.y;
+ powerUp.lastIntersecting = currentIntersecting;
+ }
+};
\ No newline at end of file
formula one race car 2d redbull vertical. In-Game asset. 2d. High contrast. No shadows
mclaren f1 race car vertical. In-Game asset. 2d. High contrast. No shadows
f1 grand prix barriers vertical 2d. In-Game asset. 2d. High contrast. No shadows
bird's-eye view of the F1 spectator crowd. In-Game asset. 2d. High contrast. No shadows
f1 mercedes car 2d vertical. In-Game asset. 2d. High contrast. No shadows