User prompt
Let the cops catch me
User prompt
make the polices
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'Car.prototype.update.call(self);' Line Number: 116
Code edit (1 edits merged)
Please save this source code
User prompt
Mini City Heist
Initial prompt
make the grand theft auto 1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Car (traffic or police)
var Car = Container.expand(function () {
var self = Container.call(this);
self.sprite = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = self.sprite.width;
self.height = self.sprite.height;
self.direction = 0;
self.speed = 8 + Math.random() * 6;
self.occupied = false; // If player is in this car
// For police cars
self.isPolice = false;
self.sirenTimer = 0;
// Update per tick
self.update = function () {
if (self.occupied) return; // Player controls it
// Move forward
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.sprite.rotation = self.direction;
// If off map, respawn
if (self.x < -200 || self.x > 2760 || self.y < -200 || self.y > 2760) {
self.respawn();
}
};
// Respawn at random road edge
self.respawn = function () {
var edge = Math.floor(Math.random() * 4);
if (edge === 0) {
// left
self.x = 0;
self.y = Math.random() * 2560;
self.direction = 0;
} else if (edge === 1) {
// right
self.x = 2560;
self.y = Math.random() * 2560;
self.direction = Math.PI;
} else if (edge === 2) {
// top
self.x = Math.random() * 2560;
self.y = 0;
self.direction = Math.PI / 2;
} else {
// bottom
self.x = Math.random() * 2560;
self.y = 2560;
self.direction = -Math.PI / 2;
}
self.speed = 8 + Math.random() * 6;
};
return self;
});
// PoliceCar (inherits Car)
var PoliceCar = Car.expand(function () {
var self = Car.call(this);
self.sprite.destroy();
self.sprite = self.attachAsset('policeCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = self.sprite.width;
self.height = self.sprite.height;
self.isPolice = true;
self.sirenTimer = 0;
// Update per tick
self.update = function () {
// If chasing player, move toward player
if (self.targetPlayer) {
var dx = self.targetPlayer.x - self.x;
var dy = self.targetPlayer.y - self.y;
var angle = Math.atan2(dy, dx);
self.direction = angle;
self.speed = 12 + self.wantedLevel * 2;
self.x += Math.cos(angle) * self.speed;
self.y += Math.sin(angle) * self.speed;
self.sprite.rotation = self.direction;
// Siren flash
self.sirenTimer++;
if (self.sirenTimer % 30 === 0) {
self.sprite.tint = self.sprite.tint === 0xffffff ? 0x1565c0 : 0xffffff;
if (self.sirenTimer % 60 === 0) LK.getSound('siren').play();
}
} else {
// Patrol like normal car
// Call Car's update method directly, since Car is a Container-expanded class
if (typeof Car === "function" && Car.prototype && Car.prototype.update) {
Car.prototype.update.call(self);
} else if (self.__proto__ && self.__proto__.__proto__ && typeof self.__proto__.__proto__.update === "function") {
self.__proto__.__proto__.update.call(self);
}
}
// If off map, respawn
if (self.x < -200 || self.x > 2760 || self.y < -200 || self.y > 2760) {
self.respawn();
}
};
// Set target player and wanted level
self.setChase = function (player, wantedLevel) {
self.targetPlayer = player;
self.wantedLevel = wantedLevel;
};
return self;
});
// CityMap: Handles the city grid and scrolling
var CityMap = Container.expand(function () {
var self = Container.call(this);
// 10x10 grid, each tile 256x256, so city is 2560x2560
self.gridSize = 10;
self.tileSize = 256;
self.width = self.gridSize * self.tileSize;
self.height = self.gridSize * self.tileSize;
// 2D array of tile types: 'road', 'grass', 'building'
self.tiles = [];
function generateCity() {
for (var y = 0; y < self.gridSize; y++) {
self.tiles[y] = [];
for (var x = 0; x < self.gridSize; x++) {
// Simple pattern: roads in a grid, buildings/grass elsewhere
if (x % 2 === 1 || y % 2 === 1) {
self.tiles[y][x] = 'road';
} else if ((x + y) % 4 === 0) {
self.tiles[y][x] = 'building';
} else {
self.tiles[y][x] = 'grass';
}
}
}
}
generateCity();
// Draw tiles
self.tileNodes = [];
function drawTiles() {
for (var y = 0; y < self.gridSize; y++) {
for (var x = 0; x < self.gridSize; x++) {
var type = self.tiles[y][x];
var node = LK.getAsset(type, {
anchorX: 0,
anchorY: 0,
x: x * self.tileSize,
y: y * self.tileSize
});
self.addChild(node);
self.tileNodes.push(node);
}
}
}
drawTiles();
// Center the map on a given (x, y) in world coordinates
self.centerOn = function (x, y) {
// Clamp so map doesn't scroll out of bounds
var viewW = 2048,
viewH = 2732;
var minX = Math.min(0, viewW - self.width);
var minY = Math.min(0, viewH - self.height);
var targetX = -x + viewW / 2;
var targetY = -y + viewH / 2;
if (targetX > 0) targetX = 0;
if (targetY > 0) targetY = 0;
if (targetX < minX) targetX = minX;
if (targetY < minY) targetY = minY;
self.x = targetX;
self.y = targetY;
};
// Get tile type at world coordinates
self.getTileType = function (wx, wy) {
var tx = Math.floor(wx / self.tileSize);
var ty = Math.floor(wy / self.tileSize);
if (tx < 0 || ty < 0 || tx >= self.gridSize || ty >= self.gridSize) return 'building';
return self.tiles[ty][tx];
};
return self;
});
// Mission marker
var Mission = Container.expand(function () {
var self = Container.call(this);
self.sprite = self.attachAsset('mission', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = self.sprite.width;
self.height = self.sprite.height;
// Mission type: 'pickup', 'delivery', etc.
self.type = 'pickup';
// Update: pulse effect
self.update = function () {
var scale = 1 + 0.2 * Math.sin(LK.ticks / 10);
self.sprite.scaleX = scale;
self.sprite.scaleY = scale;
};
return self;
});
// Pedestrian
var Pedestrian = Container.expand(function () {
var self = Container.call(this);
self.sprite = self.attachAsset('pedestrian', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = self.sprite.width;
self.height = self.sprite.height;
self.direction = Math.random() * Math.PI * 2;
self.speed = 4 + Math.random() * 2;
// Update per tick
self.update = function () {
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
self.sprite.rotation = self.direction;
// Randomly change direction
if (Math.random() < 0.01) {
self.direction += (Math.random() - 0.5) * Math.PI / 2;
}
// Stay on roads
if (self.x < 0) self.x = 0;
if (self.y < 0) self.y = 0;
if (self.x > 2560) self.x = 2560;
if (self.y > 2560) self.y = 2560;
};
return self;
});
// Player (on foot or in car)
var Player = Container.expand(function () {
var self = Container.call(this);
// State: 'foot' or 'car'
self.mode = 'foot';
self.speed = 0;
self.maxSpeed = 18;
self.carNode = null;
// Player sprite
self.sprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = self.sprite.width;
self.height = self.sprite.height;
// For car mode, car asset
self.carSprite = null;
// Direction in radians (0 = right)
self.direction = 0;
// For touch controls
self.targetX = null;
self.targetY = null;
// Enter a car
self.enterCar = function (car) {
self.mode = 'car';
self.carNode = car;
self.carSprite = car.sprite;
self.sprite.visible = false;
self.carSprite.visible = true;
self.width = self.carSprite.width;
self.height = self.carSprite.height;
self.x = car.x;
self.y = car.y;
self.direction = car.direction;
self.speed = car.speed;
car.occupied = true;
LK.getSound('carjack').play();
};
// Exit car
self.exitCar = function () {
if (self.mode === 'car' && self.carNode) {
self.carNode.occupied = false;
self.carNode.x = self.x + Math.cos(self.direction) * 100;
self.carNode.y = self.y + Math.sin(self.direction) * 100;
self.carNode.speed = 0;
self.carNode = null;
}
self.mode = 'foot';
self.sprite.visible = true;
if (self.carSprite) self.carSprite.visible = false;
self.width = self.sprite.width;
self.height = self.sprite.height;
self.speed = 0;
};
// Update per tick
self.update = function () {
// Movement
if (self.targetX !== null && self.targetY !== null) {
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 10) {
var angle = Math.atan2(dy, dx);
self.direction = angle;
var moveSpeed = self.mode === 'car' ? self.maxSpeed : 10;
self.x += Math.cos(angle) * moveSpeed;
self.y += Math.sin(angle) * moveSpeed;
if (self.mode === 'car') {
self.carNode.x = self.x;
self.carNode.y = self.y;
self.carNode.direction = angle;
}
} else {
self.targetX = null;
self.targetY = null;
}
}
// Clamp to city bounds
if (self.x < 0) self.x = 0;
if (self.y < 0) self.y = 0;
if (self.x > 2560) self.x = 2560;
if (self.y > 2560) self.y = 2560;
// Update sprite positions
self.sprite.x = 0;
self.sprite.y = 0;
self.sprite.rotation = self.direction;
if (self.carSprite) {
self.carSprite.x = 0;
self.carSprite.y = 0;
self.carSprite.rotation = self.direction;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No title, no description
// Always backgroundColor is black
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Sound effects
// Car (player and traffic)
// Player character (on foot)
// City blocks (roads, grass, buildings, etc.)
// --- Global variables ---
var city = new CityMap();
game.addChild(city);
var player = new Player();
player.x = 400;
player.y = 400;
city.addChild(player);
var cars = [];
var policeCars = [];
var pedestrians = [];
var missions = [];
var wantedLevel = 0;
var wantedTimer = 0;
var score = 0;
var missionActive = false;
var missionTarget = null;
var missionType = null;
var missionTimer = 0;
// Score display
var scoreTxt = new Text2('0', {
size: 100,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Wanted level display
var wantedTxt = new Text2('', {
size: 70,
fill: 0xFF1744
});
wantedTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(wantedTxt);
wantedTxt.y = 120;
// --- Spawn traffic cars ---
for (var i = 0; i < 8; i++) {
var car = new Car();
car.respawn();
city.addChild(car);
cars.push(car);
}
// --- Spawn police cars ---
for (var i = 0; i < 2; i++) {
var pcar = new PoliceCar();
pcar.respawn();
city.addChild(pcar);
policeCars.push(pcar);
}
// --- Spawn pedestrians ---
for (var i = 0; i < 10; i++) {
var ped = new Pedestrian();
ped.x = 200 + Math.random() * 2000;
ped.y = 200 + Math.random() * 2000;
city.addChild(ped);
pedestrians.push(ped);
}
// --- Spawn first mission ---
function spawnMission() {
if (missionActive) return;
var m = new Mission();
// Place on random road tile
var tx = 1 + Math.floor(Math.random() * 8);
var ty = 1 + Math.floor(Math.random() * 8);
m.x = tx * 256 + 128;
m.y = ty * 256 + 128;
city.addChild(m);
missions.push(m);
missionActive = true;
missionTarget = m;
missionType = 'pickup';
missionTimer = 0;
}
spawnMission();
// --- Touch controls ---
// Drag to move
var dragActive = false;
game.down = function (x, y, obj) {
// Convert to world coordinates
var wx = x - city.x;
var wy = y - city.y;
player.targetX = wx;
player.targetY = wy;
dragActive = true;
};
game.move = function (x, y, obj) {
if (!dragActive) return;
var wx = x - city.x;
var wy = y - city.y;
player.targetX = wx;
player.targetY = wy;
};
game.up = function (x, y, obj) {
dragActive = false;
};
// --- Tap to carjack or interact with mission ---
game.tap = function (x, y, obj) {
// Not implemented: LK does not have tap event, so use down+up for carjack
};
// --- Carjack on double tap (simulate: on up, if near car, enter) ---
game.up = function (x, y, obj) {
dragActive = false;
// Convert to world coordinates
var wx = x - city.x;
var wy = y - city.y;
// If on foot, check for nearby car
if (player.mode === 'foot') {
for (var i = 0; i < cars.length; i++) {
var car = cars[i];
if (!car.occupied && Math.abs(car.x - wx) < 100 && Math.abs(car.y - wy) < 100) {
player.enterCar(car);
return;
}
}
} else if (player.mode === 'car') {
// Exit car
player.exitCar();
}
// Interact with mission
if (missionActive && missionTarget && player.intersects(missionTarget)) {
if (missionType === 'pickup') {
// Set delivery mission
missionType = 'delivery';
missionTarget.sprite.tint = 0x00e676;
// Move target to new location
var tx = 1 + Math.floor(Math.random() * 8);
var ty = 1 + Math.floor(Math.random() * 8);
missionTarget.x = tx * 256 + 128;
missionTarget.y = ty * 256 + 128;
LK.getSound('mission').play();
} else if (missionType === 'delivery') {
// Complete mission
LK.getSound('mission').play();
score += 100;
LK.setScore(score);
scoreTxt.setText(score);
city.removeChild(missionTarget);
missions.splice(missions.indexOf(missionTarget), 1);
missionActive = false;
missionTarget = null;
missionType = null;
spawnMission();
}
}
};
// --- Main update loop ---
game.update = function () {
// Update player
player.update();
// Center map on player
city.centerOn(player.x, player.y);
// Update cars
for (var i = 0; i < cars.length; i++) {
cars[i].update();
}
// Update police
for (var i = 0; i < policeCars.length; i++) {
var pcar = policeCars[i];
// Set chase if wanted
if (wantedLevel > 0) {
pcar.setChase(player, wantedLevel);
} else {
pcar.targetPlayer = null;
}
pcar.update();
// If collides with player, game over
if (pcar.intersects(player)) {
LK.effects.flashScreen(0xff1744, 1000);
LK.showGameOver();
return;
}
}
// Update pedestrians
for (var i = 0; i < pedestrians.length; i++) {
pedestrians[i].update();
// If player in car runs over pedestrian
if (player.mode === 'car' && player.intersects(pedestrians[i])) {
// Remove pedestrian
city.removeChild(pedestrians[i]);
pedestrians.splice(i, 1);
i--;
score += 10;
LK.setScore(score);
scoreTxt.setText(score);
wantedLevel = Math.min(5, wantedLevel + 1);
wantedTimer = 0;
LK.getSound('crash').play();
// Flash effect
LK.effects.flashObject(player, 0xff0000, 400);
}
}
// Respawn pedestrians if too few
while (pedestrians.length < 10) {
var ped = new Pedestrian();
ped.x = 200 + Math.random() * 2000;
ped.y = 200 + Math.random() * 2000;
city.addChild(ped);
pedestrians.push(ped);
}
// Update missions
for (var i = 0; i < missions.length; i++) {
missions[i].update();
}
// Collisions: player car with traffic
if (player.mode === 'car') {
for (var i = 0; i < cars.length; i++) {
var car = cars[i];
if (!car.occupied && player.intersects(car)) {
// Crash!
LK.getSound('crash').play();
LK.effects.flashObject(player, 0xff0000, 400);
wantedLevel = Math.min(5, wantedLevel + 1);
wantedTimer = 0;
// Bounce back
player.x -= Math.cos(player.direction) * 60;
player.y -= Math.sin(player.direction) * 60;
}
}
}
// Wanted level decay
if (wantedLevel > 0) {
wantedTimer++;
if (wantedTimer > 300) {
// 5 seconds
wantedLevel--;
wantedTimer = 0;
}
}
// Update wanted display
if (wantedLevel > 0) {
wantedTxt.setText('WANTED: ' + wantedLevel);
} else {
wantedTxt.setText('');
}
// Win condition: score 1000
if (score >= 1000) {
LK.showYouWin();
return;
}
};
// --- Score system ---
LK.setScore(0);
scoreTxt.setText(0);
// --- Music (optional, not implemented) ---
// --- End --- ===================================================================
--- original.js
+++ change.js
@@ -326,9 +326,11 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x222222
+ // No title, no description
+ // Always backgroundColor is black
+ backgroundColor: 0x000000
});
/****
* Game Code
porsche 911 . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
man . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
park. In-Game asset. 2d. High contrast. No shadows
tower . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat