User prompt
reduce the space between vehicles
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araçların arasındaki boşluğu arttırma
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aracın hızını arttır
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The game was very nice, give it one last polish
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 293
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The game was very nice, give it one last polish
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Reduce the smoke density a little more
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the smoke will be the opposite from dense to low
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the smoke will be the opposite from dense to low
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it will be the opposite from high to low
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The smoke becomes denser as it moves backwards.
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Let the smoke come out from both sides, not from the middle.
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The smoke should be on the opposite side of the vehicle.
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smoke effect should only be on the player's vehicle and smoke should go backwards
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yes
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motor sesi ekle ve kendini sürekli tekrar etsin
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sürekli devam etsin ses
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sürekli devam eden bir araç sesi ekle bitmesin kendini tekrar etsin
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tekrar etsin kendini
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sağa sola hareket ettiğinde değil sürekli ver sesi
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araç sesi ekle
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bu sesi sürekli versin
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araç hareket ederken araba sesi çıkarsın
User prompt
Design a difficulty selection screen for a driving game. This screen should be responsive, visually engaging, and optimized for both desktop and mobile. Use the following structure and behavior: 🧱 Layout: Divide the screen vertically into three equal parts (top to bottom). Top section: Easy Middle section: Medium Bottom section: Hard Each section must: Fill exactly one-third of the screen height Be full width Act as a tappable/clickable area 🎨 Colors: Easy: Light green or pastel blue Medium: Yellow or orange Hard: Red or dark purple Ensure high contrast between text and background for readability. 🔤 Text Styling: Each section must have: A centered label: "Easy", "Medium", or "Hard" Large, bold, sans-serif font Smooth fade-in animation on screen load (around 500ms) 🖱️ Interaction & Selection Logic: When a player clicks or taps on a section: That difficulty is immediately selected The selected section should visually highlight (e.g. glowing border, pulsing animation, or subtle scale-up) Play a click sound or visual confirmation (optional) After a short delay (~500ms), transition to the actual game screen Until a difficulty is selected: Game logic (car movement, UI, etc.) must remain disabled 🚗 Gameplay Integration: Once a difficulty is chosen: Set the car speed based on difficulty: Easy = Slow Medium = Moderate Hard = Fast Pass the selected value to the game engine 📱 Responsiveness: Must look and work well on: Smartphones (vertical layout) Tablets Desktop browsers (resize-friendly) Ensure touch inputs are accurate for mobile users (e.g., no overlap between selection zones)
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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
/**** * 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 ****/ // Create difficulty selection screen var difficultySelected = false; var difficulty = 'Easy'; // Default difficulty // Create sections for difficulty selection var easySection = new Container(); easySection.width = 2048; easySection.height = 910; // One third of the screen height easySection.y = 0; easySection.backgroundColor = 0x00FF00; // Calm green color var easyText = new Text2('Easy', { size: 150, fill: 0xFFFFFF }); easyText.anchor.set(0.5, 0.5); easyText.x = 1024; easyText.y = 455; // Centered vertically in the section easySection.addChild(easyText); var mediumSection = new Container(); mediumSection.width = 2048; mediumSection.height = 910; mediumSection.y = 910; mediumSection.backgroundColor = 0xFFFF00; // Neutral yellow color var mediumText = new Text2('Medium', { size: 150, fill: 0xFFFFFF }); mediumText.anchor.set(0.5, 0.5); mediumText.x = 1024; mediumText.y = 455; mediumSection.addChild(mediumText); var hardSection = new Container(); hardSection.width = 2048; hardSection.height = 910; hardSection.y = 1820; hardSection.backgroundColor = 0xFF0000; // Bold red color var hardText = new Text2('Hard', { size: 150, fill: 0xFFFFFF }); hardText.anchor.set(0.5, 0.5); hardText.x = 1024; hardText.y = 455; hardSection.addChild(hardText); // Add sections to the game game.addChild(easySection); game.addChild(mediumSection); game.addChild(hardSection); // Handle difficulty selection game.down = function (x, y, obj) { if (!difficultySelected) { if (y < 910) { difficulty = 'Easy'; easySection.backgroundColor = 0x00FF88; // Slight glow effect } else if (y < 1820) { difficulty = 'Medium'; mediumSection.backgroundColor = 0xFFFF88; } else { difficulty = 'Hard'; hardSection.backgroundColor = 0xFF8888; } difficultySelected = true; startGameWithDifficulty(difficulty); } }; // Function to start the game with the selected difficulty function startGameWithDifficulty(selectedDifficulty) { // Remove difficulty selection screen game.removeChild(easySection); game.removeChild(mediumSection); game.removeChild(hardSection); // Adjust game parameters based on difficulty switch (selectedDifficulty) { case 'Easy': playerCar.speed = 3; break; case 'Medium': playerCar.speed = 5; break; case 'Hard': playerCar.speed = 7; break; } // Proceed with the game // Create score text var scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); } var road = LK.getAsset('road', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(road); // Play background music with fade in LK.playMusic('bgmusic', { fade: { start: 0, end: 0.8, duration: 1000 } }); // Display high score var highScore = storage.highScore || 0; var highScoreTxt = new Text2('High Score: ' + highScore, { size: 80, fill: 0x00a000, // Lighter green color fontWeight: 'bold' // Make the text bold }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.y = 120; LK.gui.top.addChild(highScoreTxt); 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 - increased multiplier for more space var carHeight = 660; var verticalGapMultiplier = 3.5; // 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 - never both lanes at the same time // to ensure player always has a path to pass through var patterns = [ // Only left lane [{ x: laneXs[0] }], // Only right lane [{ 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]; // Track previous position for scoring if (enemyCar.lastY === undefined) { enemyCar.lastY = enemyCar.y; enemyCar.scored = false; } enemyCar.update(); // Score when car passes the player if (!enemyCar.scored && enemyCar.lastY < playerCar.y && enemyCar.y >= playerCar.y) { score += 10; scoreTxt.setText('Score: ' + score); enemyCar.scored = true; } // Update last position enemyCar.lastY = enemyCar.y; if (enemyCar.y > 2832) { // If the enemy car goes off the screen enemyCar.destroy(); enemyCars.splice(i, 1); } if (playerCar.intersects(enemyCar)) { // Update high score if needed if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('High Score: ' + highScore); } // Set the final score before game over LK.setScore(score); LK.showGameOver(); } } if (LK.ticks % 120 == 0) { // Spawn new enemy cars every 2 seconds to keep more space between them spawnEnemyCar(); } }; var score = 0; 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; };
/****
* 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
****/
// Create difficulty selection screen
var difficultySelected = false;
var difficulty = 'Easy'; // Default difficulty
// Create sections for difficulty selection
var easySection = new Container();
easySection.width = 2048;
easySection.height = 910; // One third of the screen height
easySection.y = 0;
easySection.backgroundColor = 0x00FF00; // Calm green color
var easyText = new Text2('Easy', {
size: 150,
fill: 0xFFFFFF
});
easyText.anchor.set(0.5, 0.5);
easyText.x = 1024;
easyText.y = 455; // Centered vertically in the section
easySection.addChild(easyText);
var mediumSection = new Container();
mediumSection.width = 2048;
mediumSection.height = 910;
mediumSection.y = 910;
mediumSection.backgroundColor = 0xFFFF00; // Neutral yellow color
var mediumText = new Text2('Medium', {
size: 150,
fill: 0xFFFFFF
});
mediumText.anchor.set(0.5, 0.5);
mediumText.x = 1024;
mediumText.y = 455;
mediumSection.addChild(mediumText);
var hardSection = new Container();
hardSection.width = 2048;
hardSection.height = 910;
hardSection.y = 1820;
hardSection.backgroundColor = 0xFF0000; // Bold red color
var hardText = new Text2('Hard', {
size: 150,
fill: 0xFFFFFF
});
hardText.anchor.set(0.5, 0.5);
hardText.x = 1024;
hardText.y = 455;
hardSection.addChild(hardText);
// Add sections to the game
game.addChild(easySection);
game.addChild(mediumSection);
game.addChild(hardSection);
// Handle difficulty selection
game.down = function (x, y, obj) {
if (!difficultySelected) {
if (y < 910) {
difficulty = 'Easy';
easySection.backgroundColor = 0x00FF88; // Slight glow effect
} else if (y < 1820) {
difficulty = 'Medium';
mediumSection.backgroundColor = 0xFFFF88;
} else {
difficulty = 'Hard';
hardSection.backgroundColor = 0xFF8888;
}
difficultySelected = true;
startGameWithDifficulty(difficulty);
}
};
// Function to start the game with the selected difficulty
function startGameWithDifficulty(selectedDifficulty) {
// Remove difficulty selection screen
game.removeChild(easySection);
game.removeChild(mediumSection);
game.removeChild(hardSection);
// Adjust game parameters based on difficulty
switch (selectedDifficulty) {
case 'Easy':
playerCar.speed = 3;
break;
case 'Medium':
playerCar.speed = 5;
break;
case 'Hard':
playerCar.speed = 7;
break;
}
// Proceed with the game
// Create score text
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
}
var road = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
});
game.addChild(road);
// Play background music with fade in
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.8,
duration: 1000
}
});
// Display high score
var highScore = storage.highScore || 0;
var highScoreTxt = new Text2('High Score: ' + highScore, {
size: 80,
fill: 0x00a000,
// Lighter green color
fontWeight: 'bold' // Make the text bold
});
highScoreTxt.anchor.set(0.5, 0);
highScoreTxt.y = 120;
LK.gui.top.addChild(highScoreTxt);
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 - increased multiplier for more space
var carHeight = 660;
var verticalGapMultiplier = 3.5;
// 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 - never both lanes at the same time
// to ensure player always has a path to pass through
var patterns = [
// Only left lane
[{
x: laneXs[0]
}],
// Only right lane
[{
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];
// Track previous position for scoring
if (enemyCar.lastY === undefined) {
enemyCar.lastY = enemyCar.y;
enemyCar.scored = false;
}
enemyCar.update();
// Score when car passes the player
if (!enemyCar.scored && enemyCar.lastY < playerCar.y && enemyCar.y >= playerCar.y) {
score += 10;
scoreTxt.setText('Score: ' + score);
enemyCar.scored = true;
}
// Update last position
enemyCar.lastY = enemyCar.y;
if (enemyCar.y > 2832) {
// If the enemy car goes off the screen
enemyCar.destroy();
enemyCars.splice(i, 1);
}
if (playerCar.intersects(enemyCar)) {
// Update high score if needed
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
highScoreTxt.setText('High Score: ' + highScore);
}
// Set the final score before game over
LK.setScore(score);
LK.showGameOver();
}
}
if (LK.ticks % 120 == 0) {
// Spawn new enemy cars every 2 seconds to keep more space between them
spawnEnemyCar();
}
};
var score = 0;
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;
};