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make turbo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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haz que se vea por siempre la pista de carrera, que no desaparezca nunca
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camara recta
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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
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haz que se entienda mucho mas
Code edit (1 edits merged)
Please save this source code
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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 * perspective;
self.x = screenX;
self.y = screenY;
// Hide cars that are too far or too close
self.visible = perspective > 0.1 && perspective < 1;
};
return self;
});
var RoadSegment = Container.expand(function (z) {
var self = Container.call(this);
// Create grass background
var grassGraphics = self.attachAsset('grass', {
anchorX: 0.5,
anchorY: 0.5
});
var roadGraphics = self.attachAsset('roadSegment', {
anchorX: 0.5,
anchorY: 0.5
});
// Create center line
var centerLine = self.attachAsset('centerLine', {
anchorX: 0.5,
anchorY: 0.5
});
// Create side barriers
var leftBarrier = self.attachAsset('sideBarrier', {
anchorX: 0.5,
anchorY: 0.5
});
leftBarrier.x = -800;
var rightBarrier = self.attachAsset('sideBarrier', {
anchorX: 0.5,
anchorY: 0.5
});
rightBarrier.x = 800;
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;
self.x = screenX;
self.y = screenY;
self.visible = true;
// Update center line visibility (dashed effect)
centerLine.visible = Math.floor(self.worldZ / 100) % 2 === 0;
// Position barriers
leftBarrier.x = -800 * perspective;
rightBarrier.x = 800 * perspective;
} 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 0;
}
function calculateRoadHill(z) {
return 0;
}
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 with more variation
ai.speed += (ai.maxSpeed - ai.speed) * 0.1;
// AI steering based on road curve and racing line
var racingLine = Math.sin(ai.worldZ * 0.0003) * 100;
var targetX = roadCurve * 0.8 + racingLine;
var steerForce = (targetX - ai.worldX) * 0.05;
ai.worldX += steerForce + (Math.random() - 0.5) * 1;
// Keep AI cars on track with stronger boundaries
if (Math.abs(ai.worldX) > 600) {
ai.worldX *= 0.85;
ai.speed *= 0.95; // Slow down when off track
}
// AI collision avoidance with other cars
for (var j = 0; j < aiCars.length; j++) {
if (i !== j) {
var otherCar = aiCars[j];
var distX = Math.abs(ai.worldX - otherCar.worldX);
var distZ = Math.abs(ai.worldZ - otherCar.worldZ);
if (distX < 80 && distZ < 150) {
// Avoid collision by steering away
if (ai.worldX < otherCar.worldX) {
ai.worldX -= 3;
} else {
ai.worldX += 3;
}
ai.speed *= 0.98;
}
}
}
// Check collision with player
var playerDistX = Math.abs(ai.worldX - playerCar.worldX);
var playerDistZ = Math.abs(ai.worldZ - playerCar.worldZ);
if (playerDistX < 80 && playerDistZ < 150) {
// Both cars slow down on collision
ai.speed *= 0.9;
playerCar.speed *= 0.9;
LK.getSound('overtake').play();
}
}
// 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();
// Speed boost zones
var boostZone = Math.floor(playerCar.worldZ / 1000) % 5 === 0;
if (boostZone && playerCar.speed < playerCar.maxSpeed * 1.2) {
playerCar.speed += 0.3;
// Visual feedback for boost
if (LK.ticks % 10 === 0) {
LK.effects.flashObject(playerCar, 0x00ff00, 200);
}
}
// Dynamic road difficulty
var difficultyZone = Math.floor(playerCar.worldZ / 2000);
roadCurve *= 1 + difficultyZone * 0.1;
// Update UI with better formatting
var speedDisplay = Math.round(playerCar.speed * 10);
speedText.setText('Speed: ' + speedDisplay + ' km/h');
positionText.setText('Position: ' + playerCar.racePosition + '/6');
lapText.setText('Lap: ' + Math.min(currentLap, totalLaps) + '/' + totalLaps);
// Dynamic UI colors based on performance
if (playerCar.racePosition === 1) {
speedText.tint = 0x00ff00; // Green for first place
positionText.tint = 0x00ff00;
} else if (playerCar.racePosition <= 3) {
speedText.tint = 0xffff00; // Yellow for top 3
positionText.tint = 0xffff00;
} else {
speedText.tint = 0xff0000; // Red for lower positions
positionText.tint = 0xff0000;
}
// Play engine sound with speed variation
if (LK.ticks % 45 === 0) {
var engineSound = LK.getSound('engine');
engineSound.play();
}
// Play overtake sound when position changes
if (playerCar.lastPosition === undefined) {
playerCar.lastPosition = playerCar.racePosition;
}
if (playerCar.racePosition < playerCar.lastPosition) {
LK.getSound('overtake').play();
LK.effects.flashScreen(0x00ff00, 500);
}
playerCar.lastPosition = playerCar.racePosition;
}; ===================================================================
--- original.js
+++ change.js
@@ -32,15 +32,13 @@
// 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;
+ var screenX = 1024 + self.worldX * 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) {
@@ -83,11 +81,11 @@
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;
+ var screenX = 1024;
self.x = screenX;
- self.y = screenY + Math.sin(self.worldZ * 0.001) * roadHill * perspective * 50;
+ self.y = screenY;
self.visible = true;
// Update center line visibility (dashed effect)
centerLine.visible = Math.floor(self.worldZ / 100) % 2 === 0;
// Position barriers
@@ -179,12 +177,12 @@
isSteeringRight = false;
};
// Helper functions
function calculateRoadCurve(z) {
- return Math.sin(z * 0.0005) * 100 + Math.sin(z * 0.0008) * 50;
+ return 0;
}
function calculateRoadHill(z) {
- return Math.sin(z * 0.0003) * 0.5;
+ return 0;
}
function updateRacePositions() {
var allCars = [playerCar].concat(aiCars);
// Sort cars by world Z position (distance traveled)