User prompt
bağlantılı olsun
User prompt
yol hareket etsin
Code edit (4 edits merged)
Please save this source code
User prompt
remove unnecessary codes
Code edit (1 edits merged)
Please save this source code
User prompt
Increase the speed of the vehicle but do not increase the gaps between them
User prompt
more
User prompt
reduce the space between vehicles more
User prompt
reduce the space between vehicles
User prompt
araçların arasındaki boşluğu arttırma
User prompt
aracın hızını arttır
User prompt
The game was very nice, give it one last polish
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 293
User prompt
The game was very nice, give it one last polish
User prompt
Reduce the smoke density a little more
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the smoke will be the opposite from dense to low
User prompt
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.
User prompt
Let the smoke come out from both sides, not from the middle.
User prompt
The smoke should be on the opposite side of the vehicle.
User prompt
smoke effect should only be on the player's vehicle and smoke should go backwards
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yes
User prompt
motor sesi ekle ve kendini sürekli tekrar etsin
User prompt
sürekli devam etsin ses
/**** * 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 = 8; 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 = 8; 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.speedX = (Math.random() - 0.5) * 2; // Random horizontal drift self.speedY = 1 + Math.random() * 2; // Move backward speed self.initialDistance = 0; // Track distance traveled self.maxAlpha = 0.8 + Math.random() * 0.2; // Maximum density at start self.alpha = self.maxAlpha; // Start with maximum opacity self.fadingDistance = 40 + Math.random() * 40; // Distance at which smoke starts to fade 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) // Update distance traveled self.initialDistance += self.speedY; // Start dense and become less dense as it moves backward self.alpha = Math.max(0, self.maxAlpha * (1 - self.initialDistance / (self.fadingDistance * 2))); 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); scoreTxt.alpha = 0; LK.gui.top.addChild(scoreTxt); tween(scoreTxt, { alpha: 1 }, 800, { easing: "easeOutCubic" }); var road = LK.getAsset('road', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); road.alpha = 0; road.scale.set(1.05, 1.05); game.addChild(road); tween(road, { alpha: 1 }, 1000, { easing: "easeOutCubic" }); tween(road.scale, { x: 1, y: 1 }, 900, { easing: "easeOutCubic" }); // Add road movement variables var roadScrollSpeed = 16; var roadInitialY = 1366; var roadImageHeight = 2732; // 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; highScoreTxt.alpha = 0; LK.gui.top.addChild(highScoreTxt); tween(highScoreTxt, { alpha: 1 }, 1000, { easing: "easeOutCubic" }); 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 // Fade in the player car for a polished entrance playerCar.alpha = 0; playerCar.scale.set(1.2, 1.2); tween(playerCar, { alpha: 1 }, 600, { easing: "easeOutCubic" }); tween(playerCar.scale, { x: 1, y: 1 }, 400, { easing: "easeOutBack" }); 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; } } // Connected pattern: alternate between left and right lane for each spawn if (typeof spawnEnemyCar.lastLane === "undefined") { // Randomly start on left or right spawnEnemyCar.lastLane = Math.random() > 0.5 ? 0 : 1; } var laneXs = [512, 1536]; var carHeight = 660; var verticalGapMultiplier = 3.5; var spawnY = topY; // Alternate lane for each new car spawnEnemyCar.lastLane = 1 - spawnEnemyCar.lastLane; var enemyCar = new EnemyCar(); enemyCar.x = laneXs[spawnEnemyCar.lastLane]; enemyCar.y = spawnY; enemyCars.push(enemyCar); game.addChild(enemyCar); } game.update = function () { // Move the road downward to simulate motion road.y += roadScrollSpeed; if (road.y > roadInitialY + roadImageHeight / 2) { road.y -= roadImageHeight; } // 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); } } var _loop = function _loop() { 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); // Subtle pop animation for score text scoreTxt.scale.set(1.2, 1.2); tween(scoreTxt.scale, { x: 1, y: 1 }, 200, { easing: "easeOutBack" }); 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)) { var _doShake = function doShake() { if (shakeIndex < shakeTimes) { playerCar.x = originalX + (shakeIndex % 2 === 0 ? shakeMagnitude : -shakeMagnitude); LK.setTimeout(function () { playerCar.x = originalX; shakeIndex++; _doShake(); }, shakeStep); } else { playerCar.x = originalX; // Update high score if needed if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('High Score: ' + highScore); // Subtle fade-in and pop effect for new high score highScoreTxt.alpha = 0.2; highScoreTxt.scale.set(1.3, 1.3); tween(highScoreTxt, { alpha: 1 }, 400, { easing: "easeOutCubic" }); tween(highScoreTxt.scale, { x: 1, y: 1 }, 300, { easing: "easeOutBack" }); } // Set the final score before game over LK.setScore(score); LK.showGameOver(); } }; // Subtle shake effect for player car originalX = playerCar.x; shakeTimes = 6; shakeMagnitude = 30; shakeDuration = 180; shakeStep = shakeDuration / shakeTimes; shakeIndex = 0; _doShake(); return { v: void 0 }; // Prevent double game over } }, enemyCar, originalX, shakeTimes, shakeMagnitude, shakeDuration, shakeStep, shakeIndex, _ret; for (var i = enemyCars.length - 1; i >= 0; i--) { _ret = _loop(); if (_ret) return _ret.v; } if (LK.ticks % 120 == 0) { // Spawn new enemy cars every 2 seconds to keep more space between them spawnEnemyCar(); } }; game.down = function (x, y, obj) { if (x < 1024) { playerCar.x = 512; // Instantly move to left lane } else { playerCar.x = 1536; // Instantly move to right lane } }; game.up = function (x, y, obj) { // No action needed };
===================================================================
--- original.js
+++ change.js
@@ -201,54 +201,24 @@
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;
+ // Connected pattern: alternate between left and right lane for each spawn
+ if (typeof spawnEnemyCar.lastLane === "undefined") {
+ // Randomly start on left or right
+ spawnEnemyCar.lastLane = Math.random() > 0.5 ? 0 : 1;
}
- // 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 laneXs = [512, 1536];
+ var carHeight = 660;
+ var verticalGapMultiplier = 3.5;
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;
- }
+ // Alternate lane for each new car
+ spawnEnemyCar.lastLane = 1 - spawnEnemyCar.lastLane;
+ var enemyCar = new EnemyCar();
+ enemyCar.x = laneXs[spawnEnemyCar.lastLane];
+ enemyCar.y = spawnY;
+ enemyCars.push(enemyCar);
+ game.addChild(enemyCar);
}
game.update = function () {
// Move the road downward to simulate motion
road.y += roadScrollSpeed;