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Please fix the bug: 'ReferenceError: score is not defined' in or related to this line: 'if (score > highScore) {' Line Number: 283
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Please fix the bug: 'ReferenceError: score is not defined' in or related to this line: 'if (score > highScore) {' Line Number: 282
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Design a difficulty selection screen for a driving game using UPIT AI. The screen should be visually appealing and clearly indicate the available difficulty options. Follow these requirements: Layout: Divide the screen vertically into three equal parts (top to bottom), representing three difficulty levels: Top section: Easy Middle section: Medium Bottom section: Hard Colors: Easy: Use a calm color like green or light blue Medium: Use a neutral color like yellow or orange Hard: Use a bold color like red or dark purple Text: Each section must contain a centered label (e.g., "Easy", "Medium", "Hard") in large, readable font. Interaction: The screen is split into clickable/tappable zones that match each section. When a player clicks/taps on a section, that difficulty level is selected. Once a difficulty is selected, the game should proceed. Until a difficulty is selected, the game should not start. Functionality: The car’s speed and game behavior should depend on the selected difficulty. Add a smooth transition or visual confirmation (like a slight glow or animation) when a section is selected. Make sure the interface works on both desktop and mobile devices.
User prompt
Create a difficulty selection screen for a driving game. The screen should be divided vertically into three equal sections, each representing a different difficulty level: "Easy", "Medium", and "Hard". Each section should have a distinct background color and a corresponding label. The sections should be arranged vertically (one above the other). When the player taps/clicks on a section, the corresponding difficulty should be selected. The car's speed in the game will depend on the chosen difficulty level. The game should not start until a difficulty is selected.
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Please fix the bug: 'Uncaught TypeError: box.containsPoint is not a function' in or related to this line: 'if (box.containsPoint({' Line Number: 252
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Ok, let's do it like this, when the game is first opened, there should be 3 boxes, the first box should be green, the second box should be yellow, the third box should be red and they should say easy, normal and hard on them in order. The game should not start until the player chooses one of them and the speed of the vehicle should be determined according to the mode he/she has chosen.
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kutular tıklanabilir olmalı
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'playerCar.x = 512; // Instantly move to left lane' Line Number: 280
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'playerCar.x = 1536; // Instantly move to right lane' Line Number: 283
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oyun zorluk seçilene kadar başlamamalı
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Ok, let's do it like this, when the game is first opened, there should be 3 boxes, the first box should be green, the second box should be yellow, the third box should be red and they should say easy, normal and hard on them in order. The game should not start until the player chooses one of them and the speed of the vehicle should be determined according to the mode he/she has chosen.
User prompt
tamam şöyle yapalım oyun ilk açılınca 3 tane kutu olsun ilk kutu yeşil ikinci kutu sarı üçüncü kutu kırmızı olsun ve sırayla üstünde easy normal ve hard yazıları olsun oyuncu bunlardan birini seçene kadar oyun başlamasın seçtiği moda göre aracın hızı belirlensin
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Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'playerCar.x = Math.random() > 0.5 ? 512 : 1536; // 512 = left lane, 1536 = right lane' Line Number: 140
User prompt
Please fix the bug: 'playerCar is not defined' in or related to this line: 'playerCar.x = Math.random() > 0.5 ? 512 : 1536; // 512 = left lane, 1536 = right lane' Line Number: 139
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Please fix the bug: 'playerCar is not defined' in or related to this line: 'playerCar.x = Math.random() > 0.5 ? 512 : 1536; // 512 = left lane, 1536 = right lane' Line Number: 139
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şimdi 3 farklı zorluk seviyesi ekle kolay,orta,zor kolayda hız yavaş , ortada biraz daha hızlı ve zor da daha hızlı olucak bu zorluğu oyun açılınca bir menü gelicek ve ordan seçiceğiz seçince oyun başlıyacak ve o zorluğa göre hız belirlenicek
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kalınlaştır ve rengi biraz daha açık olsun
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koyu yeşil olsa daha iyi olur
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high score yazısının rengini değiştir
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 93 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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skor ekle
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müzik ekle
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bazen 2 şerittede aynı anda araç oluyor ve oyuncu geçemiyor bunu düzelt
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yolun dışında giden araçlar olmayacak oyuncunun aracının olduğu dikey çizgide bulunabilir sadece araçlar
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Some vehicles go out of the road, some go in the middle, vehicles can only go from the left and right, they will be in the vertical alignment of the player's vehicle
/**** * 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() { // Only allow enemy cars to spawn in the same vertical lines as the player (left or right lane) // Lane Xs: left, right var laneXs = [512, 1536]; // 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; } } // Patterns: only left, only right, or both, always aligned with player lanes var patterns = [ // Only left lane [{ x: laneXs[0] }], // Only right lane [{ x: laneXs[1] }], // Both lanes, vertical stack [{ x: laneXs[0] }, { x: laneXs[1] }], // Alternating left-right [{ x: laneXs[0] }, { x: laneXs[1] }, { x: laneXs[0] }], // Alternating right-left [{ x: laneXs[1] }, { x: laneXs[0] }, { x: laneXs[1] }]]; // 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 carDef = pattern[i]; var enemyCar = new EnemyCar(); enemyCar.x = carDef.x; enemyCar.y = spawnY; enemyCars.push(enemyCar); game.addChild(enemyCar); spawnY -= 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
@@ -69,11 +69,11 @@
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() {
- // Custom spawn logic: some cars go out of the road, some go in the middle, cars only go from left/right, all vertically aligned with player
- // Lane Xs: left out, left, center, right, right out
- var laneXs = [64, 512, 1024, 1536, 1984];
+ // Only allow enemy cars to spawn in the same vertical lines as the player (left or right lane)
+ // Lane Xs: left, right
+ var laneXs = [512, 1536];
// 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
@@ -82,96 +82,40 @@
if (enemyCars[i].y < topY) {
topY = enemyCars[i].y;
}
}
- // Patterns: each is a vertical stack, only left/right/center, some out of road, always vertical alignment
+ // Patterns: only left, only right, or both, always aligned with player lanes
var patterns = [
- // Only left and right, vertical stack, some out of road
+ // Only left lane
[{
x: laneXs[0]
- },
- // out of road left
- {
- x: laneXs[1]
- },
- // left
- {
- x: laneXs[3]
- },
- // right
- {
- x: laneXs[4]
- } // out of road right
- ],
- // Center and right, vertical stack
+ }],
+ // Only right lane
[{
- x: laneXs[2]
- },
- // center
- {
- x: laneXs[3]
- },
- // right
- {
- x: laneXs[4]
- } // out of road right
- ],
- // Left, center, right, vertical stack
- [{
x: laneXs[1]
- },
- // left
- {
- x: laneXs[2]
- },
- // center
- {
- x: laneXs[3]
- } // right
- ],
- // Only out of road, vertical stack
+ }],
+ // Both lanes, vertical stack
[{
x: laneXs[0]
- },
- // out of road left
- {
- x: laneXs[4]
- } // out of road right
- ],
- // Left, right, left, right, vertical stack
+ }, {
+ x: laneXs[1]
+ }],
+ // Alternating left-right
[{
+ x: laneXs[0]
+ }, {
x: laneXs[1]
- },
- // left
- {
- x: laneXs[3]
- },
- // right
- {
- x: laneXs[1]
- },
- // left
- {
- x: laneXs[3]
- } // right
- ],
- // Center, left, right, out of road right
+ }, {
+ x: laneXs[0]
+ }],
+ // Alternating right-left
[{
- x: laneXs[2]
- },
- // center
- {
x: laneXs[1]
- },
- // left
- {
- x: laneXs[3]
- },
- // right
- {
- x: laneXs[4]
- } // out of road right
- ]];
+ }, {
+ x: laneXs[0]
+ }, {
+ x: laneXs[1]
+ }]];
// Keep track of which pattern to use next
if (typeof spawnEnemyCar.patternIndex === "undefined") {
spawnEnemyCar.patternIndex = 0;
}