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" && 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(); } } 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