User prompt
Please make its so when the player goes over a speed panel fire comes out of the back of the player’s car for 2 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please delete the mud
Code edit (1 edits merged)
Please save this source code
User prompt
Fix the problem
User prompt
Fix the problem
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'speedTxt.style.fill = speedColor;' Line Number: 676
User prompt
Make it so as time goes on the car will get faster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'speedTxt.style.fill = speedColor;' Line Number: 676
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'speedTxt.style.fill = speedColor;' Line Number: 676
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'speedTxt.style.fill = speedColor;' Line Number: 676
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'speedTxt.style.fill = speedColor;' Line Number: 673
User prompt
Make the game get more faster as time goes on
User prompt
Make the obstacle look like 16 bit mud
User prompt
Add some music
User prompt
Save the game ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add more houses
User prompt
Make the background look like 8 bit grass
User prompt
Make the background green
User prompt
Render houses in the background
User prompt
Make the enemies look like 16 bit trucks
User prompt
Make the character look like a 8 bit race car
Code edit (1 edits merged)
Please save this source code
User prompt
Road Racer Rush
Initial prompt
Make me a fun car game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var Collectible = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'coin';
var collectibleGraphics = self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = Math.floor(Math.random() * 3); // 0, 1, 2 for left, center, right
self.speed = 4 + Math.random() * 2;
self.update = function () {
self.y += self.speed;
// Rotate coins for visual effect
if (self.type === 'coin') {
collectibleGraphics.rotation += 0.05;
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = Math.floor(Math.random() * 3); // 0, 1, 2 for left, center, right
self.speed = 4 + Math.random() * 2;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
// Create an 8-bit style car with multiple sprites
self.carContainer = new Container();
self.addChild(self.carContainer);
// Car body - main part
var carBody = self.carContainer.attachAsset('playerCarBody', {
anchorX: 0.5,
anchorY: 0.5
});
// Car window - top part of the car
var carWindow = LK.getAsset('playerCarWindow', {
anchorX: 0.5,
anchorY: 0.5,
y: -35
});
self.carContainer.addChild(carWindow);
// Left front wheel
var leftFrontWheel = LK.getAsset('playerCarWheel', {
anchorX: 0.5,
anchorY: 0.5,
x: -35,
y: -40
});
self.carContainer.addChild(leftFrontWheel);
// Right front wheel
var rightFrontWheel = LK.getAsset('playerCarWheel', {
anchorX: 0.5,
anchorY: 0.5,
x: 35,
y: -40
});
self.carContainer.addChild(rightFrontWheel);
// Left rear wheel
var leftRearWheel = LK.getAsset('playerCarWheel', {
anchorX: 0.5,
anchorY: 0.5,
x: -35,
y: 40
});
self.carContainer.addChild(leftRearWheel);
// Right rear wheel
var rightRearWheel = LK.getAsset('playerCarWheel', {
anchorX: 0.5,
anchorY: 0.5,
x: 35,
y: 40
});
self.carContainer.addChild(rightRearWheel);
// Left headlight
var leftHeadlight = LK.getAsset('playerCarLight', {
anchorX: 0.5,
anchorY: 0.5,
x: -25,
y: -65
});
self.carContainer.addChild(leftHeadlight);
// Right headlight
var rightHeadlight = LK.getAsset('playerCarLight', {
anchorX: 0.5,
anchorY: 0.5,
x: 25,
y: -65
});
self.carContainer.addChild(rightHeadlight);
// Front grill
var grill = LK.getAsset('playerCarGrill', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -50
});
self.carContainer.addChild(grill);
self.lane = 1; // 0, 1, 2 for left, center, right
self.speed = 5;
self.isInvincible = false;
self.invincibleTime = 0;
self.setInvincible = function (duration) {
self.isInvincible = true;
self.invincibleTime = duration;
// Flash effect for invincibility
var flashInterval = LK.setInterval(function () {
self.carContainer.alpha = self.carContainer.alpha === 1 ? 0.5 : 1;
}, 100);
LK.setTimeout(function () {
self.isInvincible = false;
self.carContainer.alpha = 1;
LK.clearInterval(flashInterval);
}, duration);
};
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 = 10;
self.update = function () {
self.y += self.speed;
};
return self;
});
var TrafficCar = Container.expand(function () {
var self = Container.call(this);
var carType = Math.random() < 0.2 ? 'policeCar' : 'trafficCar';
var carGraphics = self.attachAsset(carType, {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = Math.floor(Math.random() * 3); // 0, 1, 2 for left, center, right
self.speed = 3 + Math.random() * 2;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x333333
});
/****
* Game Code
****/
// Create an 8-bit style race car using multiple shapes instead of a simple box
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var LANE_WIDTH = 250;
var LANE_POSITIONS = [GAME_WIDTH / 2 - LANE_WIDTH, GAME_WIDTH / 2, GAME_WIDTH / 2 + LANE_WIDTH];
// Game variables
var isGameStarted = false;
var score = 0;
var distance = 0;
var difficulty = 1;
var lastTrafficSpawn = 0;
var lastObstacleSpawn = 0;
var lastCollectibleSpawn = 0;
var lastRoadLineSpawn = 0;
var roadSpeed = 10;
var trafficCars = [];
var obstacles = [];
var collectibles = [];
var roadLines = [];
var touchStartX = 0;
var touchStartY = 0;
var playerCar;
var scoreTxt;
var highScoreTxt;
var readyTxt;
// Create road background
var roadBackground = LK.getAsset('roadBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: GAME_WIDTH / 2,
y: GAME_HEIGHT / 2,
width: 800,
height: GAME_HEIGHT
});
game.addChild(roadBackground);
// Initialize player car
playerCar = new PlayerCar();
playerCar.x = LANE_POSITIONS[playerCar.lane];
playerCar.y = GAME_HEIGHT - 300;
game.addChild(playerCar);
// Create score display
scoreTxt = new Text2('SCORE: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -scoreTxt.width - 20;
scoreTxt.y = 20;
// Create high score display
highScoreTxt = new Text2('HIGH SCORE: ' + storage.highScore, {
size: 50,
fill: 0xFFFF00
});
highScoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(highScoreTxt);
highScoreTxt.x = -highScoreTxt.width - 20;
highScoreTxt.y = 100;
// Create ready text
readyTxt = new Text2('TAP TO START', {
size: 100,
fill: 0xFFFFFF
});
readyTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(readyTxt);
// Start game music
LK.playMusic('raceMusic');
// Handle game touch events
game.down = function (x, y, obj) {
if (!isGameStarted) {
startGame();
return;
}
touchStartX = x;
touchStartY = y;
};
game.up = function (x, y, obj) {
if (!isGameStarted) {
return;
}
var deltaX = x - touchStartX;
var deltaY = y - touchStartY;
// If more horizontal than vertical movement
if (Math.abs(deltaX) > Math.abs(deltaY)) {
if (deltaX > 50 && playerCar.lane < 2) {
// Swipe right
playerCar.lane++;
tween(playerCar, {
x: LANE_POSITIONS[playerCar.lane]
}, {
duration: 200,
easing: tween.easeOut
});
} else if (deltaX < -50 && playerCar.lane > 0) {
// Swipe left
playerCar.lane--;
tween(playerCar, {
x: LANE_POSITIONS[playerCar.lane]
}, {
duration: 200,
easing: tween.easeOut
});
}
}
};
game.move = function (x, y, obj) {
// Not using move for this game
};
function startGame() {
isGameStarted = true;
score = 0;
distance = 0;
difficulty = 1;
roadSpeed = 10;
// Reset arrays
clearGameObjects();
// Hide ready text
LK.gui.center.removeChild(readyTxt);
// Update score display
updateScoreDisplay();
}
function clearGameObjects() {
// Clear traffic cars
for (var i = trafficCars.length - 1; i >= 0; i--) {
trafficCars[i].destroy();
trafficCars.splice(i, 1);
}
// Clear obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
// Clear collectibles
for (var i = collectibles.length - 1; i >= 0; i--) {
collectibles[i].destroy();
collectibles.splice(i, 1);
}
// Clear road lines
for (var i = roadLines.length - 1; i >= 0; i--) {
roadLines[i].destroy();
roadLines.splice(i, 1);
}
}
function spawnTrafficCar() {
var trafficCar = new TrafficCar();
trafficCar.x = LANE_POSITIONS[trafficCar.lane];
trafficCar.y = -200;
trafficCars.push(trafficCar);
game.addChild(trafficCar);
}
function spawnObstacle() {
var obstacle = new Obstacle();
obstacle.x = LANE_POSITIONS[obstacle.lane];
obstacle.y = -200;
obstacles.push(obstacle);
game.addChild(obstacle);
}
function spawnCollectible() {
var type = Math.random() < 0.2 ? 'speedBoost' : 'coin';
var collectible = new Collectible(type);
collectible.x = LANE_POSITIONS[collectible.lane];
collectible.y = -200;
collectibles.push(collectible);
game.addChild(collectible);
}
function spawnRoadLine() {
var leftLine = new RoadLine();
leftLine.x = GAME_WIDTH / 2 - LANE_WIDTH / 2 - 125;
leftLine.y = -100;
roadLines.push(leftLine);
game.addChild(leftLine);
var rightLine = new RoadLine();
rightLine.x = GAME_WIDTH / 2 + LANE_WIDTH / 2 + 125;
rightLine.y = -100;
roadLines.push(rightLine);
game.addChild(rightLine);
}
function updateScoreDisplay() {
scoreTxt.setText('SCORE: ' + Math.floor(score));
scoreTxt.x = -scoreTxt.width - 20;
// Update high score if needed
if (score > storage.highScore) {
storage.highScore = Math.floor(score);
highScoreTxt.setText('HIGH SCORE: ' + storage.highScore);
highScoreTxt.x = -highScoreTxt.width - 20;
}
}
function checkCollisions() {
// Check collision with traffic cars
for (var i = trafficCars.length - 1; i >= 0; i--) {
if (playerCar.intersects(trafficCars[i]) && !playerCar.isInvincible) {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
return;
}
}
// Check collision with obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
if (playerCar.intersects(obstacles[i]) && !playerCar.isInvincible) {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
return;
}
}
// Check collision with collectibles
for (var i = collectibles.length - 1; i >= 0; i--) {
if (playerCar.intersects(collectibles[i])) {
if (collectibles[i].type === 'coin') {
score += 10;
LK.getSound('coinCollect').play();
} else if (collectibles[i].type === 'speedBoost') {
playerCar.setInvincible(3000);
roadSpeed += 5;
LK.setTimeout(function () {
roadSpeed -= 5;
}, 3000);
LK.getSound('powerup').play();
}
collectibles[i].destroy();
collectibles.splice(i, 1);
updateScoreDisplay();
}
}
}
game.update = function () {
if (!isGameStarted) {
return;
}
// Increase distance and score
distance += roadSpeed / 10;
score += 0.1 * difficulty;
// Update difficulty based on distance
difficulty = 1 + Math.floor(distance / 1000) * 0.2;
// Update road speed
roadSpeed = 10 + Math.floor(distance / 500);
// Spawn game objects
if (LK.ticks - lastTrafficSpawn > Math.max(60, 120 - difficulty * 10)) {
spawnTrafficCar();
lastTrafficSpawn = LK.ticks;
}
if (LK.ticks - lastObstacleSpawn > Math.max(150, 300 - difficulty * 20)) {
spawnObstacle();
lastObstacleSpawn = LK.ticks;
}
if (LK.ticks - lastCollectibleSpawn > 90) {
spawnCollectible();
lastCollectibleSpawn = LK.ticks;
}
if (LK.ticks - lastRoadLineSpawn > 30) {
spawnRoadLine();
lastRoadLineSpawn = LK.ticks;
}
// Update road lines
for (var i = roadLines.length - 1; i >= 0; i--) {
roadLines[i].speed = roadSpeed;
roadLines[i].update();
if (roadLines[i].y > GAME_HEIGHT + 100) {
roadLines[i].destroy();
roadLines.splice(i, 1);
}
}
// Update traffic cars
for (var i = trafficCars.length - 1; i >= 0; i--) {
trafficCars[i].speed = roadSpeed * 0.7;
trafficCars[i].update();
if (trafficCars[i].y > GAME_HEIGHT + 200) {
trafficCars[i].destroy();
trafficCars.splice(i, 1);
}
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].speed = roadSpeed * 0.6;
obstacles[i].update();
if (obstacles[i].y > GAME_HEIGHT + 100) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
// Update collectibles
for (var i = collectibles.length - 1; i >= 0; i--) {
collectibles[i].speed = roadSpeed * 0.8;
collectibles[i].update();
if (collectibles[i].y > GAME_HEIGHT + 100) {
collectibles[i].destroy();
collectibles.splice(i, 1);
}
}
// Check collisions
checkCollisions();
// Decrease invincible time
if (playerCar.isInvincible && playerCar.invincibleTime > 0) {
playerCar.invincibleTime -= 16.67; // ~60fps
}
// Update score display every second
if (LK.ticks % 60 === 0) {
updateScoreDisplay();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -41,12 +41,79 @@
return self;
});
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
- var carGraphics = self.attachAsset('playerCar', {
+ // Create an 8-bit style car with multiple sprites
+ self.carContainer = new Container();
+ self.addChild(self.carContainer);
+ // Car body - main part
+ var carBody = self.carContainer.attachAsset('playerCarBody', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Car window - top part of the car
+ var carWindow = LK.getAsset('playerCarWindow', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ y: -35
+ });
+ self.carContainer.addChild(carWindow);
+ // Left front wheel
+ var leftFrontWheel = LK.getAsset('playerCarWheel', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -35,
+ y: -40
+ });
+ self.carContainer.addChild(leftFrontWheel);
+ // Right front wheel
+ var rightFrontWheel = LK.getAsset('playerCarWheel', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 35,
+ y: -40
+ });
+ self.carContainer.addChild(rightFrontWheel);
+ // Left rear wheel
+ var leftRearWheel = LK.getAsset('playerCarWheel', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -35,
+ y: 40
+ });
+ self.carContainer.addChild(leftRearWheel);
+ // Right rear wheel
+ var rightRearWheel = LK.getAsset('playerCarWheel', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 35,
+ y: 40
+ });
+ self.carContainer.addChild(rightRearWheel);
+ // Left headlight
+ var leftHeadlight = LK.getAsset('playerCarLight', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -25,
+ y: -65
+ });
+ self.carContainer.addChild(leftHeadlight);
+ // Right headlight
+ var rightHeadlight = LK.getAsset('playerCarLight', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 25,
+ y: -65
+ });
+ self.carContainer.addChild(rightHeadlight);
+ // Front grill
+ var grill = LK.getAsset('playerCarGrill', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: -50
+ });
+ self.carContainer.addChild(grill);
self.lane = 1; // 0, 1, 2 for left, center, right
self.speed = 5;
self.isInvincible = false;
self.invincibleTime = 0;
@@ -54,13 +121,13 @@
self.isInvincible = true;
self.invincibleTime = duration;
// Flash effect for invincibility
var flashInterval = LK.setInterval(function () {
- carGraphics.alpha = carGraphics.alpha === 1 ? 0.5 : 1;
+ self.carContainer.alpha = self.carContainer.alpha === 1 ? 0.5 : 1;
}, 100);
LK.setTimeout(function () {
self.isInvincible = false;
- carGraphics.alpha = 1;
+ self.carContainer.alpha = 1;
LK.clearInterval(flashInterval);
}, duration);
};
return self;
@@ -101,8 +168,9 @@
/****
* Game Code
****/
+// Create an 8-bit style race car using multiple shapes instead of a simple box
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var LANE_WIDTH = 250;