User prompt
make turbo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
haz que se vea por siempre la pista de carrera, que no desaparezca nunca
User prompt
camara recta
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'speedText.style.fill = 0xff0000; // Red for lower positions' Line Number: 349
User prompt
haz que se entienda mucho mas
Code edit (1 edits merged)
Please save this source code
User prompt
Speed Circuit 3D
Initial prompt
make a simple false 3d racing game with 5 opponents to race against
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var RaceCar = Container.expand(function (carAssetId, startZ) {
var self = Container.call(this);
var carGraphics = self.attachAsset(carAssetId, {
anchorX: 0.5,
anchorY: 1.0
});
self.worldZ = startZ || 0;
self.worldX = 0;
self.speed = 0;
self.maxSpeed = 8;
self.acceleration = 0.15;
self.turnSpeed = 0;
self.isPlayer = false;
self.racePosition = 6;
self.lapCount = 0;
self.updatePosition = function (roadCurve, roadHill) {
// Update world position based on speed
self.worldZ += self.speed;
// Apply road curve effect
self.worldX += roadCurve * self.speed * 0.01;
// Calculate perspective scale based on distance
var perspective = Math.max(0.1, 1 - self.worldZ % 5000 / 5000);
var screenScale = perspective * 0.8 + 0.2;
// Position on screen
self.scaleX = screenScale;
self.scaleY = screenScale;
var screenY = 2732 * 0.8 - (1 - perspective) * 600;
var screenX = 1024 + (self.worldX - roadCurve * 300) * perspective;
self.x = screenX;
self.y = screenY;
// Hide cars that are too far or too close
self.visible = perspective > 0.1 && perspective < 1;
// Apply hill effect
self.y += Math.sin(self.worldZ * 0.001) * roadHill * perspective * 50;
};
return self;
});
var RoadSegment = Container.expand(function (z) {
var self = Container.call(this);
var roadGraphics = self.attachAsset('roadSegment', {
anchorX: 0.5,
anchorY: 0.5
});
self.worldZ = z;
self.curve = 0;
self.hill = 0;
self.updateRoad = function (playerZ, roadCurve, roadHill) {
var relativeZ = self.worldZ - playerZ;
if (relativeZ < -500) {
self.worldZ += 10000; // Loop road segments
relativeZ = self.worldZ - playerZ;
}
if (relativeZ > 0 && relativeZ < 5000) {
var perspective = Math.max(0.05, 1 - relativeZ / 5000);
self.scaleX = perspective;
self.scaleY = perspective * 0.1;
var screenY = 2732 * 0.8 - (1 - perspective) * 600;
var screenX = 1024 + roadCurve * (1 - perspective) * 300;
self.x = screenX;
self.y = screenY + Math.sin(self.worldZ * 0.001) * roadHill * perspective * 50;
self.visible = true;
} else {
self.visible = false;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var playerCar;
var aiCars = [];
var roadSegments = [];
var roadCurve = 0;
var roadHill = 0;
var currentLap = 1;
var totalLaps = 3;
var raceFinished = false;
var trackLength = 10000;
// UI elements
var speedText = new Text2('Speed: 0', {
size: 60,
fill: 0xFFFFFF
});
speedText.anchor.set(0, 0);
LK.gui.topLeft.addChild(speedText);
speedText.x = 120;
speedText.y = 20;
var positionText = new Text2('Position: 6/6', {
size: 60,
fill: 0xFFFFFF
});
positionText.anchor.set(1, 0);
LK.gui.topRight.addChild(positionText);
var lapText = new Text2('Lap: 1/3', {
size: 60,
fill: 0xFFFFFF
});
lapText.anchor.set(0.5, 0);
LK.gui.top.addChild(lapText);
// Create road segments
for (var i = 0; i < 100; i++) {
var segment = new RoadSegment(i * 100);
roadSegments.push(segment);
game.addChild(segment);
}
// Create player car
playerCar = new RaceCar('playerCar', 0);
playerCar.isPlayer = true;
playerCar.speed = 6;
game.addChild(playerCar);
// Create AI cars
var aiAssets = ['aiCar1', 'aiCar2', 'aiCar3', 'aiCar4', 'aiCar5'];
for (var i = 0; i < 5; i++) {
var aiCar = new RaceCar(aiAssets[i], (i + 1) * 200);
aiCar.speed = 5 + Math.random() * 2;
aiCar.maxSpeed = 6 + Math.random() * 3;
aiCar.racePosition = i + 1;
aiCars.push(aiCar);
game.addChild(aiCar);
}
// Touch controls
var isSteeringLeft = false;
var isSteeringRight = false;
game.down = function (x, y, obj) {
if (x < 1024) {
isSteeringLeft = true;
isSteeringRight = false;
} else {
isSteeringRight = true;
isSteeringLeft = false;
}
};
game.up = function (x, y, obj) {
isSteeringLeft = false;
isSteeringRight = false;
};
// Helper functions
function calculateRoadCurve(z) {
return Math.sin(z * 0.0005) * 100 + Math.sin(z * 0.0008) * 50;
}
function calculateRoadHill(z) {
return Math.sin(z * 0.0003) * 0.5;
}
function updateRacePositions() {
var allCars = [playerCar].concat(aiCars);
// Sort cars by world Z position (distance traveled)
allCars.sort(function (a, b) {
var aProgress = a.lapCount * trackLength + a.worldZ;
var bProgress = b.lapCount * trackLength + b.worldZ;
return bProgress - aProgress;
});
// Update positions
for (var i = 0; i < allCars.length; i++) {
allCars[i].racePosition = i + 1;
}
}
function checkLapCompletion() {
// Check player lap
if (playerCar.worldZ >= trackLength) {
playerCar.worldZ -= trackLength;
playerCar.lapCount++;
currentLap = playerCar.lapCount + 1;
if (playerCar.lapCount >= totalLaps) {
raceFinished = true;
if (playerCar.racePosition === 1) {
LK.showYouWin();
} else {
LK.showGameOver();
}
}
}
// Check AI laps
for (var i = 0; i < aiCars.length; i++) {
if (aiCars[i].worldZ >= trackLength) {
aiCars[i].worldZ -= trackLength;
aiCars[i].lapCount++;
if (aiCars[i].lapCount >= totalLaps && !raceFinished) {
raceFinished = true;
LK.showGameOver();
}
}
}
}
// Main game loop
game.update = function () {
if (raceFinished) return;
// Calculate road properties
roadCurve = calculateRoadCurve(playerCar.worldZ);
roadHill = calculateRoadHill(playerCar.worldZ);
// Handle player steering
if (isSteeringLeft) {
playerCar.turnSpeed = Math.max(-3, playerCar.turnSpeed - 0.2);
} else if (isSteeringRight) {
playerCar.turnSpeed = Math.min(3, playerCar.turnSpeed + 0.2);
} else {
playerCar.turnSpeed *= 0.9; // Gradual return to center
}
// Apply steering to player car
playerCar.worldX += playerCar.turnSpeed;
// Speed management for player
var targetSpeed = playerCar.maxSpeed - Math.abs(playerCar.turnSpeed) * 0.5;
if (playerCar.speed < targetSpeed) {
playerCar.speed += playerCar.acceleration;
} else {
playerCar.speed -= playerCar.acceleration * 0.5;
}
// Update AI cars
for (var i = 0; i < aiCars.length; i++) {
var ai = aiCars[i];
// Simple AI behavior
ai.speed += (ai.maxSpeed - ai.speed) * 0.1;
// AI steering based on road curve
ai.worldX += roadCurve * 0.1 + (Math.random() - 0.5) * 2;
// Keep AI cars on track
if (Math.abs(ai.worldX) > 400) {
ai.worldX *= 0.95;
}
}
// Update all car positions
playerCar.updatePosition(roadCurve, roadHill);
for (var i = 0; i < aiCars.length; i++) {
aiCars[i].updatePosition(roadCurve, roadHill);
}
// Update road segments
for (var i = 0; i < roadSegments.length; i++) {
roadSegments[i].updateRoad(playerCar.worldZ, roadCurve, roadHill);
}
// Update race positions and check laps
updateRacePositions();
checkLapCompletion();
// Update UI
speedText.setText('Speed: ' + Math.round(playerCar.speed));
positionText.setText('Position: ' + playerCar.racePosition + '/6');
lapText.setText('Lap: ' + Math.min(currentLap, totalLaps) + '/' + totalLaps);
// Play engine sound periodically
if (LK.ticks % 60 === 0) {
LK.getSound('engine').play();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,257 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var RaceCar = Container.expand(function (carAssetId, startZ) {
+ var self = Container.call(this);
+ var carGraphics = self.attachAsset(carAssetId, {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.worldZ = startZ || 0;
+ self.worldX = 0;
+ self.speed = 0;
+ self.maxSpeed = 8;
+ self.acceleration = 0.15;
+ self.turnSpeed = 0;
+ self.isPlayer = false;
+ self.racePosition = 6;
+ self.lapCount = 0;
+ self.updatePosition = function (roadCurve, roadHill) {
+ // Update world position based on speed
+ self.worldZ += self.speed;
+ // Apply road curve effect
+ self.worldX += roadCurve * self.speed * 0.01;
+ // Calculate perspective scale based on distance
+ var perspective = Math.max(0.1, 1 - self.worldZ % 5000 / 5000);
+ var screenScale = perspective * 0.8 + 0.2;
+ // Position on screen
+ self.scaleX = screenScale;
+ self.scaleY = screenScale;
+ var screenY = 2732 * 0.8 - (1 - perspective) * 600;
+ var screenX = 1024 + (self.worldX - roadCurve * 300) * perspective;
+ self.x = screenX;
+ self.y = screenY;
+ // Hide cars that are too far or too close
+ self.visible = perspective > 0.1 && perspective < 1;
+ // Apply hill effect
+ self.y += Math.sin(self.worldZ * 0.001) * roadHill * perspective * 50;
+ };
+ return self;
+});
+var RoadSegment = Container.expand(function (z) {
+ var self = Container.call(this);
+ var roadGraphics = self.attachAsset('roadSegment', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.worldZ = z;
+ self.curve = 0;
+ self.hill = 0;
+ self.updateRoad = function (playerZ, roadCurve, roadHill) {
+ var relativeZ = self.worldZ - playerZ;
+ if (relativeZ < -500) {
+ self.worldZ += 10000; // Loop road segments
+ relativeZ = self.worldZ - playerZ;
+ }
+ if (relativeZ > 0 && relativeZ < 5000) {
+ var perspective = Math.max(0.05, 1 - relativeZ / 5000);
+ self.scaleX = perspective;
+ self.scaleY = perspective * 0.1;
+ var screenY = 2732 * 0.8 - (1 - perspective) * 600;
+ var screenX = 1024 + roadCurve * (1 - perspective) * 300;
+ self.x = screenX;
+ self.y = screenY + Math.sin(self.worldZ * 0.001) * roadHill * perspective * 50;
+ self.visible = true;
+ } else {
+ self.visible = false;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var playerCar;
+var aiCars = [];
+var roadSegments = [];
+var roadCurve = 0;
+var roadHill = 0;
+var currentLap = 1;
+var totalLaps = 3;
+var raceFinished = false;
+var trackLength = 10000;
+// UI elements
+var speedText = new Text2('Speed: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+speedText.anchor.set(0, 0);
+LK.gui.topLeft.addChild(speedText);
+speedText.x = 120;
+speedText.y = 20;
+var positionText = new Text2('Position: 6/6', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+positionText.anchor.set(1, 0);
+LK.gui.topRight.addChild(positionText);
+var lapText = new Text2('Lap: 1/3', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+lapText.anchor.set(0.5, 0);
+LK.gui.top.addChild(lapText);
+// Create road segments
+for (var i = 0; i < 100; i++) {
+ var segment = new RoadSegment(i * 100);
+ roadSegments.push(segment);
+ game.addChild(segment);
+}
+// Create player car
+playerCar = new RaceCar('playerCar', 0);
+playerCar.isPlayer = true;
+playerCar.speed = 6;
+game.addChild(playerCar);
+// Create AI cars
+var aiAssets = ['aiCar1', 'aiCar2', 'aiCar3', 'aiCar4', 'aiCar5'];
+for (var i = 0; i < 5; i++) {
+ var aiCar = new RaceCar(aiAssets[i], (i + 1) * 200);
+ aiCar.speed = 5 + Math.random() * 2;
+ aiCar.maxSpeed = 6 + Math.random() * 3;
+ aiCar.racePosition = i + 1;
+ aiCars.push(aiCar);
+ game.addChild(aiCar);
+}
+// Touch controls
+var isSteeringLeft = false;
+var isSteeringRight = false;
+game.down = function (x, y, obj) {
+ if (x < 1024) {
+ isSteeringLeft = true;
+ isSteeringRight = false;
+ } else {
+ isSteeringRight = true;
+ isSteeringLeft = false;
+ }
+};
+game.up = function (x, y, obj) {
+ isSteeringLeft = false;
+ isSteeringRight = false;
+};
+// Helper functions
+function calculateRoadCurve(z) {
+ return Math.sin(z * 0.0005) * 100 + Math.sin(z * 0.0008) * 50;
+}
+function calculateRoadHill(z) {
+ return Math.sin(z * 0.0003) * 0.5;
+}
+function updateRacePositions() {
+ var allCars = [playerCar].concat(aiCars);
+ // Sort cars by world Z position (distance traveled)
+ allCars.sort(function (a, b) {
+ var aProgress = a.lapCount * trackLength + a.worldZ;
+ var bProgress = b.lapCount * trackLength + b.worldZ;
+ return bProgress - aProgress;
+ });
+ // Update positions
+ for (var i = 0; i < allCars.length; i++) {
+ allCars[i].racePosition = i + 1;
+ }
+}
+function checkLapCompletion() {
+ // Check player lap
+ if (playerCar.worldZ >= trackLength) {
+ playerCar.worldZ -= trackLength;
+ playerCar.lapCount++;
+ currentLap = playerCar.lapCount + 1;
+ if (playerCar.lapCount >= totalLaps) {
+ raceFinished = true;
+ if (playerCar.racePosition === 1) {
+ LK.showYouWin();
+ } else {
+ LK.showGameOver();
+ }
+ }
+ }
+ // Check AI laps
+ for (var i = 0; i < aiCars.length; i++) {
+ if (aiCars[i].worldZ >= trackLength) {
+ aiCars[i].worldZ -= trackLength;
+ aiCars[i].lapCount++;
+ if (aiCars[i].lapCount >= totalLaps && !raceFinished) {
+ raceFinished = true;
+ LK.showGameOver();
+ }
+ }
+ }
+}
+// Main game loop
+game.update = function () {
+ if (raceFinished) return;
+ // Calculate road properties
+ roadCurve = calculateRoadCurve(playerCar.worldZ);
+ roadHill = calculateRoadHill(playerCar.worldZ);
+ // Handle player steering
+ if (isSteeringLeft) {
+ playerCar.turnSpeed = Math.max(-3, playerCar.turnSpeed - 0.2);
+ } else if (isSteeringRight) {
+ playerCar.turnSpeed = Math.min(3, playerCar.turnSpeed + 0.2);
+ } else {
+ playerCar.turnSpeed *= 0.9; // Gradual return to center
+ }
+ // Apply steering to player car
+ playerCar.worldX += playerCar.turnSpeed;
+ // Speed management for player
+ var targetSpeed = playerCar.maxSpeed - Math.abs(playerCar.turnSpeed) * 0.5;
+ if (playerCar.speed < targetSpeed) {
+ playerCar.speed += playerCar.acceleration;
+ } else {
+ playerCar.speed -= playerCar.acceleration * 0.5;
+ }
+ // Update AI cars
+ for (var i = 0; i < aiCars.length; i++) {
+ var ai = aiCars[i];
+ // Simple AI behavior
+ ai.speed += (ai.maxSpeed - ai.speed) * 0.1;
+ // AI steering based on road curve
+ ai.worldX += roadCurve * 0.1 + (Math.random() - 0.5) * 2;
+ // Keep AI cars on track
+ if (Math.abs(ai.worldX) > 400) {
+ ai.worldX *= 0.95;
+ }
+ }
+ // Update all car positions
+ playerCar.updatePosition(roadCurve, roadHill);
+ for (var i = 0; i < aiCars.length; i++) {
+ aiCars[i].updatePosition(roadCurve, roadHill);
+ }
+ // Update road segments
+ for (var i = 0; i < roadSegments.length; i++) {
+ roadSegments[i].updateRoad(playerCar.worldZ, roadCurve, roadHill);
+ }
+ // Update race positions and check laps
+ updateRacePositions();
+ checkLapCompletion();
+ // Update UI
+ speedText.setText('Speed: ' + Math.round(playerCar.speed));
+ positionText.setText('Position: ' + playerCar.racePosition + '/6');
+ lapText.setText('Lap: ' + Math.min(currentLap, totalLaps) + '/' + totalLaps);
+ // Play engine sound periodically
+ if (LK.ticks % 60 === 0) {
+ LK.getSound('engine').play();
+ }
+};
\ No newline at end of file