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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(player).to({' Line Number: 438
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(player).to({' Line Number: 438
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(player).to({' Line Number: 438
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(player).to({' Line Number: 436
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Arabaya çarpınca çarpma efekti ve sesi ekle. Ayrıca arabayı sürerken de ses çıkmalı dokunup basıldığı sürede.
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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
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Yolun kenarında ağaçlar ve yol belli şekilde olsun kenarları olsun
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Oyunda ilerledikçe ters şeritten arabalar gelmeye başlasın.
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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
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Oyuna başlarken menü olsun ve 3 farklı arabadan birini seçebilelim. Ayrıca oyunda ilerledikçe daha çok zorlaşmalı
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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
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Oyunda farklı engeller ve arabalar olsun. Ayrıca yol uzadıkça araba hızlanmaya başlasın. Basılı tutmayı bırakınca yavaslasin
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Yakıt kutusunu iptal et o olmasın
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Yakıt kutusunun ordan geçerken uzağından bile geçsem oyun bitiyor. Onu düzelt.
Code edit (1 edits merged)
Please save this source code
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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 () {
var self = Container.call(this);
var car = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
// For collision box, use car asset size
self.width = car.width;
self.height = car.height;
// For touch drag
self.isDragging = false;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Road background
// Car (player)
// Enemy car
// Fuel can
// Road lane
// Road background (gray)
var roadBg = LK.getAsset('roadBg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(roadBg);
// 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);
}
}
// Player car
var player = new PlayerCar();
player.x = 2048 / 2;
player.y = 2732 - 400;
game.addChild(player);
// 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) {
dragActive = true;
dragStartX = x;
dragStartPlayerX = player.x;
}
};
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;
};
// Helper: spawn enemy car
function spawnEnemyCar() {
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;
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);
}
enemyCars.push(enemy);
game.addChild(enemy);
}
// Helper: game over
function triggerGameOver() {
if (!gameOver) {
gameOver = true;
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
}
}
// 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;
}
}
// Spawn enemy cars
ticksSinceLastEnemy++;
var enemyInterval = Math.max(18, 60 - Math.floor(score / 10)); // Faster as score increases
if (ticksSinceLastEnemy >= enemyInterval) {
spawnEnemyCar();
ticksSinceLastEnemy = 0;
}
// Move enemy cars
for (var i = enemyCars.length - 1; i >= 0; i--) {
var enemy = enemyCars[i];
enemy.y += enemy.speed;
// Remove if off screen
if (enemy.y > 2900) {
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
@@ -29,10 +29,8 @@
width = 220;
height = 120;
color = 0xffb300;
}
- // Dynamically create asset if needed
- if (type === 3 && !LK.hasAsset('obstacle')) {}
var car = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});