User prompt
trackBarrier there should be no gap between them
User prompt
trackBarriers assets should be different(10 pieces) and cover the edge all the way along
User prompt
Set trackBarrier on the right and left sides of the entire track as 10 different assets. Set trackBarriers along the entire track, with 10 different assets on the right and left sides. When cars hit the trackBarrier, they should be thrown off and their speed should decrease. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Separate the track barriers along the entire length of the road, with 10 on the right and 10 on the left.
User prompt
The position section occasionally displays incorrectly. Correct this and make the distance between the track barriers on the sides equal.
User prompt
checkered flag just one . And this is a finish line
User prompt
The checkered flag is not visible. Please fix this. There should not be 11 laps in a 10-lap race. The race lines in the background should be layered under the race cars.
User prompt
Game finished after that skip the flag
User prompt
please slown down botcar on player speed level ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (2 edits merged)
Please save this source code
User prompt
botcars very speed please slow down a little bit
User prompt
Botcars very speed. Please slown down little bit botcars
User prompt
red light very close each other .Adjust the red lights so that their tips barely touch each other. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When it turns green, there is a layer problem and the color does not appear. Please fix it. And botcars are too fast. Please adjust the player speed level. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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ı want to 5 traffic light red color. and red color return in order green ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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starting light shoul be one . and red to return green orderly ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
I want a real frame for the traffic lights, and I want them to be bigger. Make the bot cars close to the player's speed. The bot cars should not collide with each other. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the starting lights be clearer and more integrated. And ı want to player car max speed 250 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (3 edits merged)
Please save this source code
User prompt
ı dont want botcars a lot of left or right rotation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ı want to faster botcar and stabil rotation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
Code edit (5 edits merged)
Please save this source code
User prompt
Botcars should not move at the start. When the lights turn green, the race should start after the word “start” is displayed. And the race should end after the checkered flag. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BotCar = Container.expand(function (carIndex) { var self = Container.call(this); // Use different car assets based on car index var carAssetName = 'botCar' + (carIndex % 8 + 1); var carGraphics = self.attachAsset(carAssetName, { anchorX: 0.5, anchorY: 0.5 }); self.baseSpeed = Math.random() * 8 + 12; // Random speed between 12-20 (player speed level) self.currentSpeed = 0; // Start stationary until race begins self.lanePosition = Math.floor(Math.random() * 3); // 0=left, 1=center, 2=right self.targetX = 400 + self.lanePosition * 600; // Lane positions self.aiTimer = 0; self.carNumber = carIndex + 1; self.isChangingLanes = false; // Track lane changing state // Assign different colors to each bot car var colors = [0x0066ff, 0x00ff66, 0xff6600, 0xff0066, 0x6600ff, 0xffff00, 0x00ffff, 0xff00ff]; carGraphics.tint = colors[carIndex % colors.length]; self.lapCount = 1; self.raceDistance = 0; self.hasFinished = false; self.update = function () { // Only move if race has started if (!raceStarted) { return; } // AI behavior - change lanes occasionally self.aiTimer++; if (self.aiTimer > 120 && Math.random() < 0.03 && !self.isChangingLanes) { // Every 2 seconds, 3% chance, only if not already changing lanes self.aiTimer = 0; var newLane = Math.floor(Math.random() * 3); if (newLane !== self.lanePosition) { self.lanePosition = newLane; self.targetX = 400 + self.lanePosition * 600; self.isChangingLanes = true; // Smooth lane change with tween and rotation var direction = self.targetX > self.x ? 1 : -1; // Add slight rotation during lane change for stability (reduced rotation) tween(carGraphics, { rotation: direction * 0.05 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Return to straight after lane change (faster return) tween(carGraphics, { rotation: 0 }, { duration: 150, easing: tween.easeInOut }); } }); // Smooth X movement (faster lane change) tween(self, { x: self.targetX }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { self.isChangingLanes = false; } }); } } // Check for collision with other bot cars before moving var canMove = true; for (var b = 0; b < botCars.length; b++) { var otherBot = botCars[b]; if (otherBot !== self && otherBot.intersects && Math.abs(otherBot.x - self.x) < 200 && Math.abs(otherBot.y - self.y) < 400) { // Too close to another bot car, slow down or change lanes if (otherBot.y < self.y) { // Bot ahead, slow down self.currentSpeed = Math.max(5, self.currentSpeed - 2); canMove = false; } } } // Move forward (relative to player) - faster movement if (canMove) { self.y += raceSpeed - self.currentSpeed; } else { self.y += raceSpeed - self.currentSpeed * 0.5; // Move slower when blocked } // Keep within screen bounds if (self.x < 100) { self.x = 100; } if (self.x > 1948) { self.x = 1948; } // Track bot lap progress if (!self.hasFinished) { self.raceDistance += self.currentSpeed; if (self.raceDistance >= lapDistance) { self.raceDistance = 0; self.lapCount++; // Finish after completing 10 laps if (self.lapCount > 10) { self.hasFinished = true; botsFinished++; } } } }; return self; }); var FinishLine = Container.expand(function () { var self = Container.call(this); // Create left pole var leftPole = self.attachAsset('finishPole', { anchorX: 0.5, anchorY: 1 }); leftPole.x = -800; leftPole.y = 0; // Create right pole var rightPole = self.attachAsset('finishPole', { anchorX: 0.5, anchorY: 1 }); rightPole.x = 800; rightPole.y = 0; // Create checkered pattern for (var i = 0; i < 16; i++) { for (var j = 0; j < 2; j++) { var isBlack = (i + j) % 2 === 0; var square = self.attachAsset(isBlack ? 'checkeredSquare1' : 'checkeredSquare2', { anchorX: 0.5, anchorY: 0.5 }); square.x = (i - 7.5) * 100; square.y = (j - 0.5) * 40; } } self.update = function () { self.y += raceSpeed; }; return self; }); var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.maxSpeed = 350; self.acceleration = 0.2; self.currentSpeed = 0; self.update = function () { // Simulate acceleration/deceleration based on movement if (Math.abs(self.lastX - self.x) > 5) { self.currentSpeed = Math.min(self.maxSpeed, self.currentSpeed + self.acceleration); } else { self.currentSpeed = Math.max(0, self.currentSpeed - self.acceleration * 0.5); } self.lastX = self.x; }; return self; }); var RoadLine = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('roadLine', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.y += raceSpeed; }; return self; }); var TrackEdge = Container.expand(function (barrierIndex) { var self = Container.call(this); // Use different barrier assets based on index (1-10) var barrierAssetName = 'trackBarrier' + (barrierIndex % 10 + 1); var edgeGraphics = self.attachAsset(barrierAssetName, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += raceSpeed; }; return self; }); var TrafficLight = Container.expand(function () { var self = Container.call(this); // Create larger frame background (5x bigger to fit 5 lights) var lightBackground = self.attachAsset('trafficLight', { anchorX: 0.5, anchorY: 0.5 }); lightBackground.scaleX = 5; lightBackground.scaleY = 3; // Create 5 lights in a horizontal row self.lights = []; for (var i = 0; i < 5; i++) { var light = self.attachAsset('lightRed', { anchorX: 0.5, anchorY: 0.5 }); light.scaleX = 2; light.scaleY = 2; light.x = (i - 2) * 160; // Space lights 160 pixels apart so they barely touch (80px radius * 2 scale * 2 = 160px diameter) light.alpha = 1.0; light.tint = 0xff0000; // Start all red self.lights.push(light); } self.setAllRed = function () { for (var i = 0; i < self.lights.length; i++) { self.lights[i].tint = 0xff0000; // Red color // Add glow effect with tween tween(self.lights[i], { scaleX: 2.3, scaleY: 2.3 }, { duration: 200, easing: tween.easeOut }); } }; self.setLightGreen = function (lightIndex) { if (lightIndex >= 0 && lightIndex < self.lights.length) { var light = self.lights[lightIndex]; light.tint = 0x00ff00; // Green color light.alpha = 1.0; // Ensure full visibility // Force the light to render on top by moving to front self.removeChild(light); self.addChild(light); // Add glow effect with tween tween(light, { scaleX: 2.3, scaleY: 2.3 }, { duration: 200, easing: tween.easeOut }); } }; self.setOff = function () { for (var i = 0; i < self.lights.length; i++) { self.lights[i].alpha = 0.2; // Reset scale self.lights[i].scaleX = 2; self.lights[i].scaleY = 2; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d2d2d }); /**** * Game Code ****/ // Game variables var player; var botCars = []; var roadLines = []; var finishLines = []; var trackEdges = []; var botSpawnTimer = 0; var lineSpawnTimer = 0; var checkpointTimer = 0; var raceSpeed = 8; var lapNumber = 1; var position = 9; // Starting position (9th out of 9) var raceDistance = 0; var lapDistance = 5000; // Distance for one lap var raceFinished = false; var finalPosition = 9; var botsFinished = 0; var raceStarted = false; var trafficLights = []; var lightSequenceStep = 0; var lightSequenceTimer = 0; var raceStartSequence = false; var startText = null; // UI Elements var positionTxt = new Text2('Position: 9/9', { size: 50, fill: 0xFFFFFF }); positionTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(positionTxt); positionTxt.x = 120; positionTxt.y = 20; var lapTxt = new Text2('Lap: 1/10', { size: 40, fill: 0xFFFF00 }); lapTxt.anchor.set(1, 0); LK.gui.topRight.addChild(lapTxt); lapTxt.x = -20; lapTxt.y = 20; var speedTxt = new Text2('Speed: 0', { size: 35, fill: 0x00FF00 }); speedTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(speedTxt); speedTxt.x = 120; speedTxt.y = 80; // Initialize player player = new PlayerCar(); player.x = 1300; player.y = 2450; // Player starts at the back of the vertical line player.lastX = player.x; game.addChild(player); // Create starting grid with 8 bot cars in vertical single-file line var startingPositions = [ // Position 1 (pole position) { x: 700, y: 500 }, // Position 2 { x: 700, y: 1050 }, // Position 3 { x: 700, y: 1600 }, // Position 4 { x: 700, y: 2150 }, // Position 5 { x: 1300, y: 250 }, // Position 6 { x: 1300, y: 800 }, // Position 7 { x: 1300, y: 1350 }, // Position 8 { x: 1300, y: 1900 } // Last position ]; for (var i = 0; i < 8; i++) { var bot = new BotCar(i); bot.x = startingPositions[i].x; bot.y = startingPositions[i].y; bot.startingPosition = i + 1; botCars.push(bot); game.addChild(bot); } // Create 5-light traffic light system var trafficLight = new TrafficLight(); trafficLight.x = 1024; // Center of screen trafficLight.y = 600; trafficLight.setAllRed(); trafficLights.push(trafficLight); game.addChild(trafficLight); // Create start text (initially hidden) startText = new Text2('START!', { size: 120, fill: 0x00ff00 }); startText.anchor.set(0.5, 0.5); startText.x = 1024; startText.y = 1000; startText.alpha = 0; game.addChild(startText); // Start the light sequence after 1 second LK.setTimeout(function () { raceStartSequence = true; }, 1000); // Create track barriers - 10 continuous barriers on each side with no gaps var leftBarriers = []; var rightBarriers = []; for (var i = 0; i < 10; i++) { // Left side barriers var leftBarrier = new TrackEdge(i); leftBarrier.x = 150; leftBarrier.y = i * 600 - 200; // Position barriers adjacently based on average barrier height (600px) leftBarrier.side = 'left'; leftBarriers.push(leftBarrier); trackEdges.push(leftBarrier); game.addChild(leftBarrier); // Right side barriers var rightBarrier = new TrackEdge(i); rightBarrier.x = 1898; rightBarrier.y = i * 600 - 200; // Position barriers adjacently based on average barrier height (600px) rightBarrier.side = 'right'; rightBarriers.push(rightBarrier); trackEdges.push(rightBarrier); game.addChild(rightBarrier); } // Create initial road lines (add to background first) for (var i = 0; i < 15; i++) { var line1 = new RoadLine(); line1.x = 700; line1.y = i * 200 - 100; roadLines.push(line1); game.addChildAt(line1, 0); var line2 = new RoadLine(); line2.x = 1300; line2.y = i * 200 - 100; roadLines.push(line2); game.addChildAt(line2, 0); } // 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 racing lanes if (dragTarget.x < 300) { dragTarget.x = 300; } if (dragTarget.x > 1748) { dragTarget.x = 1748; } // Increase speed based on movement if (Math.abs(dragTarget.x - dragTarget.lastX) > 5) { raceSpeed = Math.min(25, raceSpeed + 0.2); } } } game.move = handleMove; // Spawn bot car function function spawnBotCar() { var carIndex = Math.floor(Math.random() * 8); var bot = new BotCar(carIndex); bot.x = 400 + Math.floor(Math.random() * 3) * 600; // Random lane bot.y = -100; botCars.push(bot); game.addChild(bot); } // Spawn road lines function function spawnRoadLines() { var line1 = new RoadLine(); line1.x = 700; line1.y = -50; roadLines.push(line1); game.addChildAt(line1, 0); var line2 = new RoadLine(); line2.x = 1300; line2.y = -50; roadLines.push(line2); game.addChildAt(line2, 0); } // Main game update game.update = function () { // Only update race mechanics if race has started if (raceStarted) { // Update race distance raceDistance += raceSpeed; // Update speed display (scale to show realistic racing speeds) speedTxt.setText('Speed: ' + Math.floor(raceSpeed * 10) + ' km/h'); } else { // Show stationary speed during countdown speedTxt.setText('Speed: 0'); } // Only handle race mechanics if race has started if (raceStarted) { // Check for lap completion or finish line crossing if (raceDistance >= lapDistance && !raceFinished) { raceDistance = 0; lapNumber++; lapTxt.setText('Lap: ' + lapNumber + '/10'); LK.getSound('checkpoint').play(); } } // Check for race completion after lap 10 if (lapNumber >= 10 && !raceFinished) { raceFinished = true; finalPosition = botsFinished + 1; // Player finishes after bots that already finished // Show single checkered flag at finish line var finishFlag = new FinishLine(); finishFlag.x = 1024; // Center of screen finishFlag.y = -200; // Start above screen finishLines.push(finishFlag); game.addChild(finishFlag); // Create result text var resultTxt = new Text2('Race Finished!\nFinal Position: ' + finalPosition + '/9\nLaps Completed: 10', { size: 60, fill: 0xFFFFFF, align: 'center' }); resultTxt.anchor.set(0.5, 0.5); resultTxt.x = 1024; resultTxt.y = 1366; game.addChild(resultTxt); LK.setScore(900 - finalPosition * 100); // Higher score for better position // Show you win after 3 seconds LK.setTimeout(function () { LK.showYouWin(); }, 3000); } // Handle traffic light sequence if (raceStartSequence && !raceStarted) { lightSequenceTimer++; // Turn lights green one by one every 60 frames (1 second each) if (lightSequenceTimer === 60) { // First light turns green after 1 second trafficLights[0].setLightGreen(0); } else if (lightSequenceTimer === 120) { // Second light turns green after 2 seconds trafficLights[0].setLightGreen(1); } else if (lightSequenceTimer === 180) { // Third light turns green after 3 seconds trafficLights[0].setLightGreen(2); } else if (lightSequenceTimer === 240) { // Fourth light turns green after 4 seconds trafficLights[0].setLightGreen(3); } else if (lightSequenceTimer === 300) { // Fifth light turns green after 5 seconds - RACE STARTS trafficLights[0].setLightGreen(4); // Show START text with tween animation tween(startText, { alpha: 1, scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.bounceOut, onFinish: function onFinish() { // Fade out start text after 1 second tween(startText, { alpha: 0 }, { duration: 1000 }); } }); raceStarted = true; // Activate bot cars with adjusted speeds for (var i = 0; i < botCars.length; i++) { botCars[i].currentSpeed = botCars[i].baseSpeed; // Add slight speed variation for more realistic racing botCars[i].currentSpeed += Math.random() * 2 - 1; // +/- 1 speed variation (much smaller range) } // Hide traffic light with animation tween(trafficLights[0], { alpha: 0, y: trafficLights[0].y - 100 }, { duration: 1000, easing: tween.easeOut }); } } // Spawn road lines lineSpawnTimer++; if (lineSpawnTimer >= 25) { lineSpawnTimer = 0; spawnRoadLines(); } // Update and check bot cars for (var i = botCars.length - 1; i >= 0; i--) { var bot = botCars[i]; if (bot.lastY === undefined) { bot.lastY = bot.y; } if (bot.lastIntersecting === undefined) { bot.lastIntersecting = false; } // Remove bots that go off screen if (bot.lastY <= 2800 && bot.y > 2800) { bot.destroy(); botCars.splice(i, 1); continue; } // Check collision with player var currentIntersecting = bot.intersects(player); if (!bot.lastIntersecting && currentIntersecting) { LK.getSound('collision').play(); // Slow down both cars on collision raceSpeed = Math.max(3, raceSpeed - 2); // Move player away from collision if (player.x < bot.x) { player.x -= 30; } else { player.x += 30; } } bot.lastY = bot.y; bot.lastIntersecting = currentIntersecting; } // Update road lines for (var i = roadLines.length - 1; i >= 0; i--) { var line = roadLines[i]; if (line.lastY === undefined) { line.lastY = line.y; } // Remove lines that go off screen if (line.lastY <= 2800 && line.y > 2800) { line.destroy(); roadLines.splice(i, 1); continue; } line.lastY = line.y; } // Update track edges and check collisions for (var i = trackEdges.length - 1; i >= 0; i--) { var edge = trackEdges[i]; if (edge.lastY === undefined) { edge.lastY = edge.y; } // Check collision with player if (edge.intersects && edge.intersects(player)) { // Play collision sound LK.getSound('collision').play(); // Reduce speed significantly raceSpeed = Math.max(2, raceSpeed - 4); // Bounce player away from barrier if (edge.side === 'left') { // Hit left barrier, push player right tween(player, { x: player.x + 100 }, { duration: 300, easing: tween.easeOut }); } else if (edge.side === 'right') { // Hit right barrier, push player left tween(player, { x: player.x - 100 }, { duration: 300, easing: tween.easeOut }); } // Flash the barrier red to show collision tween(edge, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(edge, { tint: 0xffffff }, { duration: 300, easing: tween.easeIn }); } }); } // Check collisions with bot cars for (var j = 0; j < botCars.length; j++) { var bot = botCars[j]; if (edge.intersects && edge.intersects(bot)) { // Reduce bot speed bot.currentSpeed = Math.max(2, bot.currentSpeed - 3); // Bounce bot away from barrier if (edge.side === 'left') { // Hit left barrier, push bot right tween(bot, { x: bot.x + 80 }, { duration: 250, easing: tween.easeOut }); } else if (edge.side === 'right') { // Hit right barrier, push bot left tween(bot, { x: bot.x - 80 }, { duration: 250, easing: tween.easeOut }); } } } // Remove edges that go off screen and spawn new ones if (edge.lastY <= 2800 && edge.y > 2800) { edge.destroy(); trackEdges.splice(i, 1); continue; } edge.lastY = edge.y; } // Update finish lines for (var i = finishLines.length - 1; i >= 0; i--) { var finishLine = finishLines[i]; if (finishLine.lastY === undefined) { finishLine.lastY = finishLine.y; } // Remove finish lines that go off screen if (finishLine.lastY <= 2800 && finishLine.y > 2800) { finishLine.destroy(); finishLines.splice(i, 1); continue; } finishLine.lastY = finishLine.y; } // Spawn new track barriers - maintain continuous coverage with no gaps if (LK.ticks % 40 === 0) { // Spawn more frequently to ensure continuous coverage var barrierIndex = Math.floor(Math.random() * 10); // Find the topmost barrier position for each side to place new ones adjacent var leftTopY = -400; var rightTopY = -400; // Find the highest (lowest Y value) barrier on each side for (var k = 0; k < leftBarriers.length; k++) { if (leftBarriers[k].y < leftTopY) { leftTopY = leftBarriers[k].y; } } for (var k = 0; k < rightBarriers.length; k++) { if (rightBarriers[k].y < rightTopY) { rightTopY = rightBarriers[k].y; } } var leftBarrier = new TrackEdge(barrierIndex); leftBarrier.x = 150; // Position new barrier to be adjacent to the topmost barrier (accounting for barrier height) leftBarrier.y = leftTopY - 600; // Use barrier height to ensure no gap leftBarrier.side = 'left'; leftBarriers.push(leftBarrier); trackEdges.push(leftBarrier); game.addChild(leftBarrier); var rightBarrier = new TrackEdge(barrierIndex); rightBarrier.x = 1898; // Position new barrier to be adjacent to the topmost barrier (accounting for barrier height) rightBarrier.y = rightTopY - 600; // Use barrier height to ensure no gap rightBarrier.side = 'right'; rightBarriers.push(rightBarrier); trackEdges.push(rightBarrier); game.addChild(rightBarrier); // Remove barriers from arrays when they go off screen for (var k = leftBarriers.length - 1; k >= 0; k--) { if (leftBarriers[k].y > 2800) { leftBarriers.splice(k, 1); } } for (var k = rightBarriers.length - 1; k >= 0; k--) { if (rightBarriers[k].y > 2800) { rightBarriers.splice(k, 1); } } } // Calculate position based on bot cars behind player and finished bots if (!raceFinished && raceStarted) { var carsAhead = botsFinished; // Count finished bots as ahead for (var i = 0; i < botCars.length; i++) { var bot = botCars[i]; if (!bot.hasFinished) { // Compare lap progress for unfinished bots if (bot.lapCount > lapNumber || bot.lapCount === lapNumber && bot.raceDistance > raceDistance) { carsAhead++; } } } position = Math.max(1, Math.min(9, carsAhead + 1)); // Clamp position between 1-9 positionTxt.setText('Position: ' + position + '/9'); } else if (raceFinished) { positionTxt.setText('Position: ' + finalPosition + '/9 - FINISHED'); } else { // Before race starts, show starting position positionTxt.setText('Position: 9/9'); } // Gradually increase race speed if (LK.ticks % 300 === 0) { // Every 5 seconds raceSpeed = Math.min(12, raceSpeed + 0.1); } };
===================================================================
--- original.js
+++ change.js
@@ -393,24 +393,24 @@
// Start the light sequence after 1 second
LK.setTimeout(function () {
raceStartSequence = true;
}, 1000);
-// Create track barriers - 10 separated barriers on each side
+// Create track barriers - 10 continuous barriers on each side with no gaps
var leftBarriers = [];
var rightBarriers = [];
for (var i = 0; i < 10; i++) {
// Left side barriers
var leftBarrier = new TrackEdge(i);
leftBarrier.x = 150;
- leftBarrier.y = i * 400 - 200; // Spread 10 barriers over longer distance
+ leftBarrier.y = i * 600 - 200; // Position barriers adjacently based on average barrier height (600px)
leftBarrier.side = 'left';
leftBarriers.push(leftBarrier);
trackEdges.push(leftBarrier);
game.addChild(leftBarrier);
// Right side barriers
var rightBarrier = new TrackEdge(i);
rightBarrier.x = 1898;
- rightBarrier.y = i * 400 - 200; // Spread 10 barriers over longer distance
+ rightBarrier.y = i * 600 - 200; // Position barriers adjacently based on average barrier height (600px)
rightBarrier.side = 'right';
rightBarriers.push(rightBarrier);
trackEdges.push(rightBarrier);
game.addChild(rightBarrier);
@@ -721,22 +721,38 @@
continue;
}
finishLine.lastY = finishLine.y;
}
- // Spawn new track barriers - maintain separation pattern with 10 barriers each side
- if (LK.ticks % 150 === 0) {
- // Spawn less frequently to maintain proper separation
+ // Spawn new track barriers - maintain continuous coverage with no gaps
+ if (LK.ticks % 40 === 0) {
+ // Spawn more frequently to ensure continuous coverage
var barrierIndex = Math.floor(Math.random() * 10);
+ // Find the topmost barrier position for each side to place new ones adjacent
+ var leftTopY = -400;
+ var rightTopY = -400;
+ // Find the highest (lowest Y value) barrier on each side
+ for (var k = 0; k < leftBarriers.length; k++) {
+ if (leftBarriers[k].y < leftTopY) {
+ leftTopY = leftBarriers[k].y;
+ }
+ }
+ for (var k = 0; k < rightBarriers.length; k++) {
+ if (rightBarriers[k].y < rightTopY) {
+ rightTopY = rightBarriers[k].y;
+ }
+ }
var leftBarrier = new TrackEdge(barrierIndex);
leftBarrier.x = 150;
- leftBarrier.y = -500; // Start further up to maintain spacing
+ // Position new barrier to be adjacent to the topmost barrier (accounting for barrier height)
+ leftBarrier.y = leftTopY - 600; // Use barrier height to ensure no gap
leftBarrier.side = 'left';
leftBarriers.push(leftBarrier);
trackEdges.push(leftBarrier);
game.addChild(leftBarrier);
var rightBarrier = new TrackEdge(barrierIndex);
rightBarrier.x = 1898;
- rightBarrier.y = -500; // Start further up to maintain spacing
+ // Position new barrier to be adjacent to the topmost barrier (accounting for barrier height)
+ rightBarrier.y = rightTopY - 600; // Use barrier height to ensure no gap
rightBarrier.side = 'right';
rightBarriers.push(rightBarrier);
trackEdges.push(rightBarrier);
game.addChild(rightBarrier);
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