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make car spawn pattern yourself
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there is not enough space
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aracın geçmesi için gerekli boşlukları oluştur
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polish
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araçları yatay değil dikey diz
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The way the vehicles are formed is wrong. Let the vehicles be formed as follows: "3 on the left, 2 on the right, 2 vehicle gaps, then 2 more on another diagram, 4 vehicles on the right, then 1 vehicle gap, then 4 vehicles on the left." Mix these diagrams as an example and do it.
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Let there be a little more space
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It's close to what I wanted but it's still not perfect. For example, I made a move to the left but there is a vehicle on the left, so the vehicles should be formed accordingly.
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There should be a gap of at least 3 and at most 7 vehicles vertically between the vehicles.
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Let there be more vertical space between cars
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There should be wider spaces between some cars and narrower spaces between others, but the player should be able to fit in them
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Please fix the bug: 'Uncaught TypeError: tween.add is not a function' in or related to this line: 'tween.add(effect, {' Line Number: 174
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Tamam efekt ekleme arkasına
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(effect, {' Line Number: 174
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Please fix the bug: 'Uncaught TypeError: tween.create is not a function' in or related to this line: 'tween.create(effect, {' Line Number: 174
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(effect, {' Line Number: 174
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There should be wider spaces between some cars and narrower spaces between others, but the player should be able to fit in them and an effect should be created behind them when they make a leap.
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In order for the player to make a better leap, there should be no vehicles where he jumps, adjust the formation of the vehicles accordingly.
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When you press right, move to the right quickly. When you press left, move to the left quickly.
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There should be more space between the vehicles so that the player can be in between them and the player should not stand in the middle but either to the right or to the left
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Let the players not go forward, let the vehicles come back
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Car goes of the screen fix this bug
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Make cars bigger they need to fit the road
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Car goes of the screen and the enemy cars so far aday
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Please fix the bug: 'TypeError: LK.isPressed is not a function' in or related to this line: 'if (game.leftPressed && playerCar.x > 512) {' Line Number: 74
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { level: 1, bestTime: 0 }); /**** * Classes ****/ var Car = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Player car does not move forward automatically anymore // Only horizontal movement is allowed, so no change to self.y here if (self.x < 0) { self.x = 2048; } else if (self.x > 2048) { self.x = 0; } }; return self; }); var EnemyCar = Container.expand(function () { var self = Container.call(this); var enemyCarGraphics = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Enemy cars move down the screen (already correct) self.y += self.speed; if (self.x < 0) { self.x = 2048; } else if (self.x > 2048) { self.x = 0; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var road = LK.getAsset('road', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(road); var playerCar = game.addChild(new Car()); // Place player in left or right lane randomly, not center playerCar.x = Math.random() > 0.5 ? 512 : 1536; // 512 = left lane, 1536 = right lane playerCar.y = 2300; // Start near the bottom, adjusted for bigger car var enemyCars = []; function spawnEnemyCar() { // Determine which lane the player is currently in, and spawn enemy cars so that the other lane is always open var playerLane = playerCar.x < 1024 ? 'left' : 'right'; var enemyCar1, enemyCar2; // Set vertical gap to be at least 3 and at most 7 car heights between vehicles // Car height is about 660, so minGap = 3*660 = 1980, maxGap = 7*660 = 4620 var minGap = 3 * 660; var maxGap = 7 * 660; var gap1 = minGap + Math.floor(Math.random() * (maxGap - minGap + 1)); // random gap for first pair var gap2 = minGap + Math.floor(Math.random() * (maxGap - minGap + 1)); // random gap for second pair // Determine which lane the player is about to move into, if any // We'll use inputState to predict the next lane var nextLane = playerCar.x; if (inputState.leftPressed) { nextLane = 512; } else if (inputState.rightPressed) { nextLane = 1536; } // Always leave the lane the player is in or about to move into open // So, never spawn an enemy car in nextLane at the top spawn position // We'll spawn cars in both lanes, but skip the lane the player is in or about to move into var lanes = [512, 1536]; var spawnYs = [-330, -330 - gap1, -330 - gap1 - gap2]; var laneIndex = 0; for (var i = 0; i < spawnYs.length; i++) { // Alternate lanes for each car, but skip the player's lane for the first car var laneX = lanes[laneIndex % 2]; if (i === 0 && laneX === nextLane) { // Skip spawning in the player's lane at the top laneIndex++; laneX = lanes[laneIndex % 2]; } var enemyCar = new EnemyCar(); enemyCar.x = laneX; enemyCar.y = spawnYs[i]; enemyCars.push(enemyCar); game.addChild(enemyCar); laneIndex++; } } game.update = function () { // No gradual movement needed; handled instantly in game.down // Only update playerCar for horizontal movement, not forward movement playerCar.update(); for (var i = enemyCars.length - 1; i >= 0; i--) { var enemyCar = enemyCars[i]; enemyCar.update(); if (enemyCar.y > 2832) { // If the enemy car goes off the screen enemyCar.destroy(); enemyCars.splice(i, 1); } if (playerCar.intersects(enemyCar)) { LK.showGameOver(); } } if (LK.ticks % 120 == 0) { // Spawn new enemy cars every 2 seconds to keep more space between them spawnEnemyCar(); } }; var inputState = { leftPressed: false, rightPressed: false }; game.down = function (x, y, obj) { if (x < 1024) { inputState.leftPressed = true; playerCar.x = 512; // Instantly move to left lane inputState.rightPressed = false; } else { inputState.rightPressed = true; playerCar.x = 1536; // Instantly move to right lane inputState.leftPressed = false; } }; game.up = function (x, y, obj) { inputState.leftPressed = false; inputState.rightPressed = false; };
===================================================================
--- original.js
+++ change.js
@@ -78,47 +78,37 @@
var minGap = 3 * 660;
var maxGap = 7 * 660;
var gap1 = minGap + Math.floor(Math.random() * (maxGap - minGap + 1)); // random gap for first pair
var gap2 = minGap + Math.floor(Math.random() * (maxGap - minGap + 1)); // random gap for second pair
- if (playerLane === 'left') {
- // First enemy car in right lane, at top
- enemyCar1 = new EnemyCar();
- enemyCar1.x = 1536;
- enemyCar1.y = -330;
- enemyCars.push(enemyCar1);
- game.addChild(enemyCar1);
- // Second enemy car in left lane, with random vertical gap
- enemyCar2 = new EnemyCar();
- enemyCar2.x = 512;
- enemyCar2.y = -330 - gap1; // random vertical gap
- enemyCars.push(enemyCar2);
- game.addChild(enemyCar2);
- // Third enemy car in right lane, with another random vertical gap
- var enemyCar3 = new EnemyCar();
- enemyCar3.x = 1536;
- enemyCar3.y = -330 - gap1 - gap2;
- enemyCars.push(enemyCar3);
- game.addChild(enemyCar3);
- } else {
- // First enemy car in left lane, at top
- enemyCar1 = new EnemyCar();
- enemyCar1.x = 512;
- enemyCar1.y = -330;
- enemyCars.push(enemyCar1);
- game.addChild(enemyCar1);
- // Second enemy car in right lane, with random vertical gap
- enemyCar2 = new EnemyCar();
- enemyCar2.x = 1536;
- enemyCar2.y = -330 - gap1; // random vertical gap
- enemyCars.push(enemyCar2);
- game.addChild(enemyCar2);
- // Third enemy car in left lane, with another random vertical gap
- var enemyCar3 = new EnemyCar();
- enemyCar3.x = 512;
- enemyCar3.y = -330 - gap1 - gap2;
- enemyCars.push(enemyCar3);
- game.addChild(enemyCar3);
+ // Determine which lane the player is about to move into, if any
+ // We'll use inputState to predict the next lane
+ var nextLane = playerCar.x;
+ if (inputState.leftPressed) {
+ nextLane = 512;
+ } else if (inputState.rightPressed) {
+ nextLane = 1536;
}
+ // Always leave the lane the player is in or about to move into open
+ // So, never spawn an enemy car in nextLane at the top spawn position
+ // We'll spawn cars in both lanes, but skip the lane the player is in or about to move into
+ var lanes = [512, 1536];
+ var spawnYs = [-330, -330 - gap1, -330 - gap1 - gap2];
+ var laneIndex = 0;
+ for (var i = 0; i < spawnYs.length; i++) {
+ // Alternate lanes for each car, but skip the player's lane for the first car
+ var laneX = lanes[laneIndex % 2];
+ if (i === 0 && laneX === nextLane) {
+ // Skip spawning in the player's lane at the top
+ laneIndex++;
+ laneX = lanes[laneIndex % 2];
+ }
+ var enemyCar = new EnemyCar();
+ enemyCar.x = laneX;
+ enemyCar.y = spawnYs[i];
+ enemyCars.push(enemyCar);
+ game.addChild(enemyCar);
+ laneIndex++;
+ }
}
game.update = function () {
// No gradual movement needed; handled instantly in game.down
// Only update playerCar for horizontal movement, not forward movement