User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(player).to({' Line Number: 438
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(player).to({' Line Number: 438
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(player).to({' Line Number: 438
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(player).to({' Line Number: 436
User prompt
Arabaya çarpınca çarpma efekti ve sesi ekle. Ayrıca arabayı sürerken de ses çıkmalı dokunup basıldığı sürede.
User prompt
Araba seçerken arka planda yolda arabalar geçiyor ve biz başla tuşuna basınca o an gözüken arabalar ekranda sabit şekilde kalıyor. Bu hatayı düzeltir misin? Başla dediğimde yol bomboş şekilde başlamalı
User prompt
Yolun kenarında ağaçlar ve yol belli şekilde olsun kenarları olsun
User prompt
Oyunda ilerledikçe ters şeritten arabalar gelmeye başlasın.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'dragStartPlayerX = player.x;' Line Number: 269
User prompt
Oyuna başlarken menü olsun ve 3 farklı arabadan birini seçebilelim. Ayrıca oyunda ilerledikçe daha çok zorlaşmalı
User prompt
Please fix the bug: 'TypeError: LK.hasAsset is not a function' in or related to this line: 'if (type === 3 && !LK.hasAsset('obstacle')) {}' Line Number: 43
User prompt
Oyunda farklı engeller ve arabalar olsun. Ayrıca yol uzadıkça araba hızlanmaya başlasın. Basılı tutmayı bırakınca yavaslasin
User prompt
Yakıt kutusunu iptal et o olmasın
User prompt
Yakıt kutusunun ordan geçerken uzağından bile geçsem oyun bitiyor. Onu düzelt.
Code edit (1 edits merged)
Please save this source code
User prompt
Road Racer: Endless Highway
Initial prompt
Road fighter gibi bir araba yarışı oyunu yap
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy Car (multiple types)
var EnemyCar = Container.expand(function () {
var self = Container.call(this);
// Randomly pick a type: 0 = normal, 1 = wide, 2 = fast, 3 = obstacle
var type = Math.floor(Math.random() * 4);
self.type = type;
var assetId = 'enemyCar';
var color = 0xe53935;
var width = 180;
var height = 320;
if (type === 1) {
// wide car
width = 260;
color = 0x8e24aa;
} else if (type === 2) {
// fast car
color = 0x43a047;
} else if (type === 3) {
// obstacle (barrier)
assetId = 'obstacle';
width = 220;
height = 120;
color = 0xffb300;
}
var car = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
car.width = width;
car.height = height;
car.tint = color;
self.width = width;
self.height = height;
self.speed = 0;
// For collision
self.lane = 0;
return self;
});
// Lane Mark
var LaneMark = Container.expand(function () {
var self = Container.call(this);
var mark = self.attachAsset('laneMark', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = mark.width;
self.height = mark.height;
self.speed = 0;
return self;
});
// Player Car
var PlayerCar = Container.expand(function (color) {
var self = Container.call(this);
var car = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
if (color !== undefined) {
car.tint = color;
}
// For collision box, use car asset size
self.width = car.width;
self.height = car.height;
// For touch drag
self.isDragging = false;
return self;
});
// Road Edge
var RoadEdge = Container.expand(function () {
var self = Container.call(this);
var edge = self.attachAsset('roadEdge', {
anchorX: 0,
anchorY: 0
});
self.width = edge.width;
self.height = edge.height;
self.speed = 0;
return self;
});
// Tree (composed of trunk and leaves)
var Tree = Container.expand(function () {
var self = Container.call(this);
var trunk = self.attachAsset('treeTrunk', {
anchorX: 0.5,
anchorY: 1
});
trunk.y = 0;
var leaves = self.attachAsset('treeLeaves', {
anchorX: 0.5,
anchorY: 1
});
leaves.y = -trunk.height + 10;
self.width = leaves.width;
self.height = trunk.height + leaves.height;
self.speed = 0;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// tree leaves
// tree trunk
// road edge
// Road background (gray)
// Road lane
// Fuel can
// Enemy car
// Car (player)
// Road background
var roadBg = LK.getAsset('roadBg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(roadBg);
// Road edges
var leftEdge = new RoadEdge();
leftEdge.x = ROAD_LEFT - leftEdge.width;
leftEdge.y = 0;
game.addChild(leftEdge);
var rightEdge = new RoadEdge();
rightEdge.x = ROAD_RIGHT;
rightEdge.y = 0;
game.addChild(rightEdge);
// Trees setup
var treesLeft = [];
var treesRight = [];
for (var i = 0; i < 8; i++) {
var tL = new Tree();
tL.x = ROAD_LEFT - 80;
tL.y = i * 400 + 100;
tL.speed = 0;
treesLeft.push(tL);
game.addChild(tL);
var tR = new Tree();
tR.x = ROAD_RIGHT + 80;
tR.y = i * 400 + 300;
tR.speed = 0;
treesRight.push(tR);
game.addChild(tR);
}
// Lane setup
var NUM_LANES = 4;
var LANE_WIDTH = 350;
var ROAD_WIDTH = NUM_LANES * LANE_WIDTH;
var ROAD_LEFT = (2048 - ROAD_WIDTH) / 2;
var ROAD_RIGHT = ROAD_LEFT + ROAD_WIDTH;
// Lane marks
var laneMarks = [];
for (var i = 1; i < NUM_LANES; i++) {
for (var j = 0; j < 8; j++) {
var mark = new LaneMark();
mark.x = ROAD_LEFT + i * LANE_WIDTH;
mark.y = j * 400;
mark.speed = 0;
laneMarks.push(mark);
game.addChild(mark);
}
}
// --- Car Selection Menu ---
var carOptions = [{
id: 'playerCar',
color: 0x2196f3
}, {
id: 'playerCar',
color: 0xffe082
}, {
id: 'playerCar',
color: 0x43a047
}];
var selectedCarIndex = 0;
var carMenuGroup = new Container();
var carMenuBg = LK.getAsset('roadBg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
carMenuBg.alpha = 0.92;
carMenuGroup.addChild(carMenuBg);
var carMenuTitle = new Text2("Arabanı Seç!", {
size: 160,
fill: "#fff"
});
carMenuTitle.anchor.set(0.5, 0);
carMenuTitle.x = 2048 / 2;
carMenuTitle.y = 200;
carMenuGroup.addChild(carMenuTitle);
var carMenuCars = [];
for (var i = 0; i < carOptions.length; i++) {
var carAsset = LK.getAsset(carOptions[i].id, {
anchorX: 0.5,
anchorY: 0.5
});
carAsset.x = 2048 / 2 + (i - 1) * 400;
carAsset.y = 1000;
carAsset.width = 220;
carAsset.height = 400;
carAsset.tint = carOptions[i].color;
carMenuGroup.addChild(carAsset);
carMenuCars.push(carAsset);
}
function updateCarMenuHighlight() {
for (var i = 0; i < carMenuCars.length; i++) {
carMenuCars[i].alpha = i === selectedCarIndex ? 1 : 0.5;
carMenuCars[i].scaleX = carMenuCars[i].scaleY = i === selectedCarIndex ? 1.2 : 1;
}
}
updateCarMenuHighlight();
var leftBtn = new Text2("<", {
size: 200,
fill: "#fff"
});
leftBtn.anchor.set(0.5, 0.5);
leftBtn.x = 2048 / 2 - 500;
leftBtn.y = 1000;
carMenuGroup.addChild(leftBtn);
var rightBtn = new Text2(">", {
size: 200,
fill: "#fff"
});
rightBtn.anchor.set(0.5, 0.5);
rightBtn.x = 2048 / 2 + 500;
rightBtn.y = 1000;
carMenuGroup.addChild(rightBtn);
var startBtn = new Text2("Başla!", {
size: 160,
fill: 0x00E676
});
startBtn.anchor.set(0.5, 0.5);
startBtn.x = 2048 / 2;
startBtn.y = 1800;
carMenuGroup.addChild(startBtn);
game.addChild(carMenuGroup);
var player = null;
function startGameWithSelectedCar() {
if (player) player.destroy();
// Remove all existing enemies before starting
if (enemyCars && enemyCars.length) {
for (var i = 0; i < enemyCars.length; i++) {
if (enemyCars[i]) enemyCars[i].destroy();
}
}
enemyCars = [];
player = new PlayerCar(carOptions[selectedCarIndex].color);
player.x = 2048 / 2;
player.y = 2732 - 400;
game.addChild(player);
carMenuGroup.visible = false;
gameOver = false;
score = 0;
scoreTxt.setText(score);
speed = 22;
maxSpeed = 44;
ticksSinceLastEnemy = 0;
}
carMenuGroup.down = function (x, y, obj) {
// Left button
if (x > leftBtn.x - 120 && x < leftBtn.x + 120 && y > leftBtn.y - 120 && y < leftBtn.y + 120) {
selectedCarIndex = (selectedCarIndex + carOptions.length - 1) % carOptions.length;
updateCarMenuHighlight();
return;
}
// Right button
if (x > rightBtn.x - 120 && x < rightBtn.x + 120 && y > rightBtn.y - 120 && y < rightBtn.y + 120) {
selectedCarIndex = (selectedCarIndex + 1) % carOptions.length;
updateCarMenuHighlight();
return;
}
// Start button
if (x > startBtn.x - 300 && x < startBtn.x + 300 && y > startBtn.y - 120 && y < startBtn.y + 120) {
startGameWithSelectedCar();
return;
}
};
carMenuGroup.visible = true;
// --- End Car Selection Menu ---
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game state
var enemyCars = [];
var speed = 22; // Initial speed (pixels per frame)
var ticksSinceLastEnemy = 0;
var gameOver = false;
// Touch controls
var dragStartX = 0;
var dragStartPlayerX = 0;
var dragActive = false;
// Touch area for left/right controls (full screen)
game.down = function (x, y, obj) {
// Only allow drag if touch is on lower half of screen
if (y > 1200 && player) {
dragActive = true;
dragStartX = x;
dragStartPlayerX = player.x;
// Play engine sound if not already playing
if (!game._engineSound) {
var engineSound = LK.getSound('car_engine');
engineSound.loop = true;
engineSound.play();
game._engineSound = engineSound;
}
}
};
game.move = function (x, y, obj) {
if (dragActive) {
var dx = x - dragStartX;
var newX = dragStartPlayerX + dx;
// Clamp to road
var minX = ROAD_LEFT + player.width / 2;
var maxX = ROAD_RIGHT - player.width / 2;
if (newX < minX) newX = minX;
if (newX > maxX) newX = maxX;
player.x = newX;
}
};
game.up = function (x, y, obj) {
dragActive = false;
// Stop engine sound if playing
if (game._engineSound) {
game._engineSound.stop();
game._engineSound = null;
}
};
// Helper: spawn enemy car
function spawnEnemyCar() {
// Decide direction: normal (top-down) or reverse (bottom-up)
// Start spawning reverse cars after score > 20, with increasing chance
var spawnReverse = false;
var reverseChance = 0;
if (score > 20) {
reverseChance = Math.min((score - 20) * 2, 40); // up to 40% chance
if (Math.random() * 100 < reverseChance) {
spawnReverse = true;
}
}
var enemy = new EnemyCar();
// Random lane
var lane = Math.floor(Math.random() * NUM_LANES);
enemy.lane = lane;
enemy.x = ROAD_LEFT + LANE_WIDTH / 2 + lane * LANE_WIDTH;
if (!spawnReverse) {
// Normal direction (top-down)
enemy.y = -200;
// Speed: base + random, vary by type
if (enemy.type === 2) {
// fast car
enemy.speed = speed + 8 + Math.floor(Math.random() * 6);
} else if (enemy.type === 1) {
// wide car
enemy.speed = speed - 2 + Math.floor(Math.random() * 3);
} else if (enemy.type === 3) {
// obstacle
enemy.speed = speed - 4 + Math.floor(Math.random() * 2);
} else {
enemy.speed = speed + Math.floor(Math.random() * 6);
}
enemy.direction = 1; // downwards
} else {
// Reverse direction (bottom-up)
enemy.y = 2732 + 200;
// Speed: base + random, but negative (upwards)
if (enemy.type === 2) {
enemy.speed = -(speed + 8 + Math.floor(Math.random() * 6));
} else if (enemy.type === 1) {
enemy.speed = -(speed - 2 + Math.floor(Math.random() * 3));
} else if (enemy.type === 3) {
enemy.speed = -(speed - 4 + Math.floor(Math.random() * 2));
} else {
enemy.speed = -(speed + Math.floor(Math.random() * 6));
}
enemy.direction = -1; // upwards
// Optionally, visually flip the car (not required, but can be done with car.rotation = Math.PI)
if (enemy.children && enemy.children.length > 0) {
enemy.children[0].rotation = Math.PI;
}
}
enemyCars.push(enemy);
game.addChild(enemy);
}
// Helper: game over
function triggerGameOver() {
if (!gameOver) {
gameOver = true;
// Play crash sound
LK.getSound('car_crash').play();
// Car shake effect
if (player) {
var origX = player.x;
var origY = player.y;
// Defensive: only tween if player is defined, not destroyed, and tween is a function
if (typeof tween === "function" && player && typeof player.x === "number" && typeof player.y === "number" && (!player.destroyed || typeof player.destroyed === "undefined")) {
try {
tween(player).to({
x: origX - 40
}, 60).to({
x: origX + 40
}, 60).to({
x: origX - 25
}, 50).to({
x: origX + 25
}, 50).to({
x: origX
}, 40).start();
} catch (e) {
// Defensive: ignore tween errors
}
}
}
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
// Show car selection menu again after game over popup
LK.setTimeout(function () {
carMenuGroup.visible = true;
}, 1200);
}
}
// Main game loop
game.update = function () {
if (gameOver) return;
// Speed control: accelerate if holding, decelerate if not
var minSpeed = 14;
var maxSpeed = 44;
var accel = 0.25;
var decel = 0.4;
if (dragActive) {
if (speed < maxSpeed) speed += accel;
} else {
if (speed > minSpeed) speed -= decel;
if (speed < minSpeed) speed = minSpeed;
}
// Move lane marks (simulate road movement)
for (var i = 0; i < laneMarks.length; i++) {
var mark = laneMarks[i];
mark.y += speed;
if (mark.y > 2732) {
mark.y -= 3200;
}
}
// Move trees (simulate road movement)
for (var i = 0; i < treesLeft.length; i++) {
var tL = treesLeft[i];
tL.y += speed;
if (tL.y > 2900) {
tL.y -= 3200;
}
var tR = treesRight[i];
tR.y += speed;
if (tR.y > 2900) {
tR.y -= 3200;
}
}
// Spawn enemy cars
ticksSinceLastEnemy++;
// Difficulty: spawn more frequently and allow more than one at high score
var baseInterval = 60 - Math.floor(score / 10);
var enemyInterval = Math.max(10, baseInterval);
if (ticksSinceLastEnemy >= enemyInterval) {
// At higher scores, spawn 2 cars at once
var carsToSpawn = 1 + Math.floor(score / 60);
for (var i = 0; i < carsToSpawn; i++) {
spawnEnemyCar();
}
ticksSinceLastEnemy = 0;
}
// Increase max speed as score increases
maxSpeed = 44 + Math.floor(score / 10) * 2;
if (maxSpeed > 70) maxSpeed = 70;
// Move enemy cars
for (var i = enemyCars.length - 1; i >= 0; i--) {
var enemy = enemyCars[i];
enemy.y += enemy.speed;
// Remove if off screen (top or bottom, depending on direction)
var offScreen = false;
if (enemy.direction === -1) {
// Reverse car: remove if above -300
if (enemy.y < -300) offScreen = true;
} else {
// Normal car: remove if below 2900
if (enemy.y > 2900) offScreen = true;
}
if (offScreen) {
enemy.destroy();
enemyCars.splice(i, 1);
// Score for passing car (not for obstacles)
if (enemy.type !== 3) {
score += 1;
scoreTxt.setText(score);
}
// Increase max speed every 10 points
if (score % 10 === 0 && maxSpeed < 60) {
maxSpeed += 2;
}
continue;
}
// Collision with player
if (enemy.intersects(player)) {
triggerGameOver();
return;
}
}
};
// Initial UI
scoreTxt.setText(score); ===================================================================
--- original.js
+++ change.js
@@ -411,20 +411,24 @@
if (player) {
var origX = player.x;
var origY = player.y;
// Defensive: only tween if player is defined, not destroyed, and tween is a function
- if (typeof tween === "function" && player && typeof player.x === "number" && typeof player.y === "number" && typeof player.destroyed === "undefined") {
- tween(player).to({
- x: origX - 40
- }, 60).to({
- x: origX + 40
- }, 60).to({
- x: origX - 25
- }, 50).to({
- x: origX + 25
- }, 50).to({
- x: origX
- }, 40).start();
+ if (typeof tween === "function" && player && typeof player.x === "number" && typeof player.y === "number" && (!player.destroyed || typeof player.destroyed === "undefined")) {
+ try {
+ tween(player).to({
+ x: origX - 40
+ }, 60).to({
+ x: origX + 40
+ }, 60).to({
+ x: origX - 25
+ }, 50).to({
+ x: origX + 25
+ }, 50).to({
+ x: origX
+ }, 40).start();
+ } catch (e) {
+ // Defensive: ignore tween errors
+ }
}
}
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();