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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() { // Ava's own car spawn pattern logic! // 5 lanes: 0 (leftmost), 1, 2, 3, 4 (rightmost) var laneXs = [256, 512, 1024, 1536, 1792]; // Car height for vertical gap var carHeight = 660; var verticalGapMultiplier = 2.2; // Find the highest Y of any existing enemy car, or use -330 if none var topY = -330; for (var i = 0; i < enemyCars.length; i++) { if (enemyCars[i].y < topY) { topY = enemyCars[i].y; } } // Define a set of custom patterns, each pattern is an array of objects: // { lanes: [array of lane indices], count: number of cars, gap: number of car heights after this group } // Each pattern is a vertical stack of cars, each car in a different lane, with a gap after the group. var patterns = [ // 3 cars on the left, vertical stack, then 2 on the right, then gap [{ lanes: [0], count: 1, gap: 0 }, { lanes: [1], count: 1, gap: 0 }, { lanes: [2], count: 1, gap: 0 }, { lanes: [3], count: 1, gap: 0 }, { lanes: [4], count: 1, gap: 2 }], // 2 on the right, vertical, then 2 car gap, then 2 more in the middle [{ lanes: [3], count: 1, gap: 0 }, { lanes: [4], count: 1, gap: 2 }, { lanes: [1], count: 1, gap: 0 }, { lanes: [2], count: 1, gap: 2 }], // 4 on the right, vertical, then 1 car gap, then 4 on the left [{ lanes: [1], count: 1, gap: 0 }, { lanes: [2], count: 1, gap: 0 }, { lanes: [3], count: 1, gap: 0 }, { lanes: [4], count: 1, gap: 1 }, { lanes: [0], count: 1, gap: 0 }, { lanes: [1], count: 1, gap: 0 }, { lanes: [2], count: 1, gap: 0 }, { lanes: [3], count: 1, gap: 2 }], // 2 in the middle, vertical, then 2 car gap, then 3 on the left [{ lanes: [2], count: 1, gap: 0 }, { lanes: [3], count: 1, gap: 2 }, { lanes: [0], count: 1, gap: 0 }, { lanes: [1], count: 1, gap: 0 }, { lanes: [2], count: 1, gap: 2 }], // 1 in the middle, then 4 on the right, then gap [{ lanes: [2], count: 1, gap: 0 }, { lanes: [1], count: 1, gap: 0 }, { lanes: [2], count: 1, gap: 0 }, { lanes: [3], count: 1, gap: 0 }, { lanes: [4], count: 1, gap: 2 }]]; // Keep track of which pattern to use next if (typeof spawnEnemyCar.patternIndex === "undefined") { spawnEnemyCar.patternIndex = 0; } // Shuffle patterns order every cycle for variety if (typeof spawnEnemyCar.patternOrder === "undefined" || spawnEnemyCar.patternOrder.length === 0) { var order = []; for (var i = 0; i < patterns.length; i++) order.push(i); // Fisher-Yates shuffle for (var i = order.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = order[i]; order[i] = order[j]; order[j] = temp; } spawnEnemyCar.patternOrder = order; spawnEnemyCar.patternIndex = 0; } var patternIdx = spawnEnemyCar.patternOrder[spawnEnemyCar.patternIndex]; var pattern = patterns[patternIdx]; spawnEnemyCar.patternIndex++; if (spawnEnemyCar.patternIndex >= spawnEnemyCar.patternOrder.length) { spawnEnemyCar.patternOrder = []; } // Place new pattern below the last one, with the specified gap var spawnY = topY; for (var i = 0; i < pattern.length; i++) { var group = pattern[i]; for (var c = 0; c < group.count; c++) { for (var l = 0; l < group.lanes.length; l++) { var laneIdx = group.lanes[l]; var enemyCar = new EnemyCar(); enemyCar.x = laneXs[laneIdx]; enemyCar.y = spawnY; enemyCars.push(enemyCar); game.addChild(enemyCar); } spawnY -= carHeight * verticalGapMultiplier; } // Add extra vertical gap after this group if specified if (group.gap > 0) { spawnY -= group.gap * carHeight * verticalGapMultiplier; } } } 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
@@ -69,108 +69,185 @@
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() {
- // Define diagrams as arrays of car positions (in lane indices: 0=leftmost, 1, 2, 3=rightmost)
- // Diagrams: each is an object {cars: [array of lane indices], gap: number of car heights}
- // Always leave at least one lane open for the player to pass
+ // Ava's own car spawn pattern logic!
+ // 5 lanes: 0 (leftmost), 1, 2, 3, 4 (rightmost)
var laneXs = [256, 512, 1024, 1536, 1792];
- // Diagrams: each is an object {cars: [array of lane indices], gap: number of car heights}
- // Each diagram leaves at least one lane open (not all 5 lanes blocked)
- var diagrams = [
- // 3 on the left, 2 open on right
- {
- cars: [0, 1, 2],
+ // Car height for vertical gap
+ var carHeight = 660;
+ var verticalGapMultiplier = 2.2;
+ // Find the highest Y of any existing enemy car, or use -330 if none
+ var topY = -330;
+ for (var i = 0; i < enemyCars.length; i++) {
+ if (enemyCars[i].y < topY) {
+ topY = enemyCars[i].y;
+ }
+ }
+ // Define a set of custom patterns, each pattern is an array of objects:
+ // { lanes: [array of lane indices], count: number of cars, gap: number of car heights after this group }
+ // Each pattern is a vertical stack of cars, each car in a different lane, with a gap after the group.
+ var patterns = [
+ // 3 cars on the left, vertical stack, then 2 on the right, then gap
+ [{
+ lanes: [0],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [1],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [2],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [3],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [4],
+ count: 1,
gap: 2
- },
- // 2 on the right, 3 open on left
- {
- cars: [3, 4],
+ }],
+ // 2 on the right, vertical, then 2 car gap, then 2 more in the middle
+ [{
+ lanes: [3],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [4],
+ count: 1,
gap: 2
- },
- // 2 in the middle, 3 open (leftmost and rightmost open)
- {
- cars: [1, 2],
+ }, {
+ lanes: [1],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [2],
+ count: 1,
gap: 2
- },
- // 2 in the middle, 3 open (leftmost and rightmost open)
- {
- cars: [2, 3],
- gap: 2
- },
- // 4 on the right, 1 open on left
- {
- cars: [1, 2, 3, 4],
+ }],
+ // 4 on the right, vertical, then 1 car gap, then 4 on the left
+ [{
+ lanes: [1],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [2],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [3],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [4],
+ count: 1,
gap: 1
- },
- // 4 on the left, 1 open on right
- {
- cars: [0, 1, 2, 3],
- gap: 1
- },
- // 1 in the middle, 4 open
- {
- cars: [2],
+ }, {
+ lanes: [0],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [1],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [2],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [3],
+ count: 1,
gap: 2
- },
- // 2 on the left, 3 open
- {
- cars: [0, 1],
+ }],
+ // 2 in the middle, vertical, then 2 car gap, then 3 on the left
+ [{
+ lanes: [2],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [3],
+ count: 1,
gap: 2
- },
- // 2 on the right, 3 open
- {
- cars: [3, 4],
+ }, {
+ lanes: [0],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [1],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [2],
+ count: 1,
gap: 2
- }];
- // Keep track of which diagram to use next
- if (typeof spawnEnemyCar.diagramIndex === "undefined") {
- spawnEnemyCar.diagramIndex = 0;
+ }],
+ // 1 in the middle, then 4 on the right, then gap
+ [{
+ lanes: [2],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [1],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [2],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [3],
+ count: 1,
+ gap: 0
+ }, {
+ lanes: [4],
+ count: 1,
+ gap: 2
+ }]];
+ // Keep track of which pattern to use next
+ if (typeof spawnEnemyCar.patternIndex === "undefined") {
+ spawnEnemyCar.patternIndex = 0;
}
- // Randomize diagrams order every cycle for variety
- if (typeof spawnEnemyCar.diagramOrder === "undefined" || spawnEnemyCar.diagramOrder.length === 0) {
- // Shuffle diagrams
+ // Shuffle patterns order every cycle for variety
+ if (typeof spawnEnemyCar.patternOrder === "undefined" || spawnEnemyCar.patternOrder.length === 0) {
var order = [];
- for (var i = 0; i < diagrams.length; i++) order.push(i);
+ for (var i = 0; i < patterns.length; i++) order.push(i);
// Fisher-Yates shuffle
for (var i = order.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = order[i];
order[i] = order[j];
order[j] = temp;
}
- spawnEnemyCar.diagramOrder = order;
- spawnEnemyCar.diagramIndex = 0;
+ spawnEnemyCar.patternOrder = order;
+ spawnEnemyCar.patternIndex = 0;
}
- var diagramIdx = spawnEnemyCar.diagramOrder[spawnEnemyCar.diagramIndex];
- var diagram = diagrams[diagramIdx];
- spawnEnemyCar.diagramIndex++;
- if (spawnEnemyCar.diagramIndex >= spawnEnemyCar.diagramOrder.length) {
- spawnEnemyCar.diagramOrder = [];
+ var patternIdx = spawnEnemyCar.patternOrder[spawnEnemyCar.patternIndex];
+ var pattern = patterns[patternIdx];
+ spawnEnemyCar.patternIndex++;
+ if (spawnEnemyCar.patternIndex >= spawnEnemyCar.patternOrder.length) {
+ spawnEnemyCar.patternOrder = [];
}
- // Car height for vertical gap
- var carHeight = 660;
- // Increase the minimum vertical gap between diagrams for more space
- var verticalGapMultiplier = 2.2; // Increase this value for more space between diagrams
- // Find the highest Y of any existing enemy car, or use -330 if none
- var topY = -330;
- for (var i = 0; i < enemyCars.length; i++) {
- if (enemyCars[i].y < topY) {
- topY = enemyCars[i].y;
+ // Place new pattern below the last one, with the specified gap
+ var spawnY = topY;
+ for (var i = 0; i < pattern.length; i++) {
+ var group = pattern[i];
+ for (var c = 0; c < group.count; c++) {
+ for (var l = 0; l < group.lanes.length; l++) {
+ var laneIdx = group.lanes[l];
+ var enemyCar = new EnemyCar();
+ enemyCar.x = laneXs[laneIdx];
+ enemyCar.y = spawnY;
+ enemyCars.push(enemyCar);
+ game.addChild(enemyCar);
+ }
+ spawnY -= carHeight * verticalGapMultiplier;
}
- }
- // Place new diagram below the last one, with the specified gap
- var spawnY = topY - diagram.gap * carHeight * verticalGapMultiplier;
- // Spawn cars in the specified lanes, but arrange vertically with enough gap for the player to pass
- // Each car in diagram.cars is placed in its own lane, all at the same Y (so the player must dodge horizontally)
- if (diagram.cars.length > 0) {
- for (var i = 0; i < diagram.cars.length; i++) {
- var laneIdx = diagram.cars[i];
- var enemyCar = new EnemyCar();
- enemyCar.x = laneXs[laneIdx];
- enemyCar.y = spawnY; // All cars in the diagram are at the same Y, forming a horizontal row with at least one open lane
- enemyCars.push(enemyCar);
- game.addChild(enemyCar);
+ // Add extra vertical gap after this group if specified
+ if (group.gap > 0) {
+ spawnY -= group.gap * carHeight * verticalGapMultiplier;
}
}
}
game.update = function () {