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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
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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; }); var Smoke = Container.expand(function () { var self = Container.call(this); var smokeGraphics = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); // Initialize with random properties for varied effect self.alpha = 0.7; self.speedX = (Math.random() - 0.5) * 2; // Random horizontal drift self.speedY = 1 + Math.random() * 2; // Move backward speed self.fadeSpeed = 0.02 + Math.random() * 0.04; // Fade out speed self.growSpeed = 0.03 + Math.random() * 0.03; // Expansion rate // Update smoke particle behavior self.update = function () { self.x += self.speedX; self.y += self.speedY; // Move downward (backward from car perspective) self.alpha -= self.fadeSpeed; self.scale.x += self.growSpeed; self.scale.y += self.growSpeed; // Remove smoke when it becomes too transparent if (self.alpha <= 0) { self.destroy(); return true; // Signal that this smoke has been destroyed } return false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create score text var score = 0; var scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); // Add smoke effects var smokeParticles = []; function createSmoke(x, y, amount) { for (var i = 0; i < amount; i++) { var smoke = new Smoke(); // Alternate between left and right sides of the car var side = i % 2 === 0 ? -1 : 1; // Position smoke on the left or right side of the car smoke.x = x + side * 100 + (Math.random() - 0.5) * 20; // Offset from car sides smoke.y = y + 200; // Position behind car (below car in screen coordinates) smokeParticles.push(smoke); game.addChild(smoke); } } 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(); // Create smoke particles behind player car if (LK.ticks % 5 == 0) { createSmoke(playerCar.x, playerCar.y, 2); } // Update and manage smoke particles for (var i = smokeParticles.length - 1; i >= 0; i--) { var isDestroyed = smokeParticles[i].update(); if (isDestroyed) { smokeParticles.splice(i, 1); } } 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(); // No smoke for enemy cars // 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 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
@@ -97,10 +97,13 @@
var smokeParticles = [];
function createSmoke(x, y, amount) {
for (var i = 0; i < amount; i++) {
var smoke = new Smoke();
- smoke.x = x + (Math.random() - 0.5) * 40; // Random position near car
- smoke.y = y + 200; // Position in front of car (below car in screen coordinates)
+ // Alternate between left and right sides of the car
+ var side = i % 2 === 0 ? -1 : 1;
+ // Position smoke on the left or right side of the car
+ smoke.x = x + side * 100 + (Math.random() - 0.5) * 20; // Offset from car sides
+ smoke.y = y + 200; // Position behind car (below car in screen coordinates)
smokeParticles.push(smoke);
game.addChild(smoke);
}
}