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Please fix the bug: 'Uncaught ReferenceError: innerLineOffset is not defined' in or related to this line: 'var innerLeftLineStartX = -roadGraphics.width / 2 + innerLineOffset;' Line Number: 73
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in road update, also update innerLines x using cos of the rotation
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in road update, also update innerLines x to make innerlines seem follow the rotation direction
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in road update, also update innerLines x so that the lines follow the rotation
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there shoulld be innerLines on the left and on the right (at 1/3 and 2/3)
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in Raod, add innerLines array that will hold dashed lines
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add a shadow to player
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now add the rightLine based on the leftLine
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add a leftLine to the road class using line asset
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add a road class instead of a single asset
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do this
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center the road on the screen
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add a road asset
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in player add the player2 asset and swap between the 2 to make a frame animation
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add a background asset
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Please fix the bug: 'Uncaught TypeError: setInterval is not a function' in or related to this line: 'var moveInterval = setInterval(function () {' Line Number: 70
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Please fix the bug: 'Uncaught TypeError: setInterval is not a function' in or related to this line: 'var moveInterval = setInterval(function () {' Line Number: 70
/**** * Classes ****/ // Assets will be automatically created and loaded during gameplay // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += 5; // Move coin downwards if (self.y > 2732) { self.reset(); } }; self.reset = function () { self.y = -50; self.x = Math.random() * 2048; }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerShadow = self.attachAsset('playerShadow', { anchorX: 0.5, anchorY: 0.5 }); playerShadow.alpha = 0.5; // Make the shadow semi-transparent playerShadow.y = 270; // Offset the shadow slightly below the player var playerGraphics1 = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); var playerGraphics2 = self.attachAsset('player2', { anchorX: 0.5, anchorY: 0.5 }); playerGraphics2.visible = false; // Initially hide player2 asset var frame = 0; self.update = function () { frame++; if (frame % 10 === 0) { // Swap frames every 10 game ticks var visible = playerGraphics1.visible; playerGraphics1.visible = !visible; playerGraphics2.visible = visible; } }; }); // Road class var Road = Container.expand(function () { var self = Container.call(this); var roadGraphics = self.attachAsset('road', { anchorX: 0.5, anchorY: 0.5 }); var lineOffset = 250; var innerLineOffset = 450; var leftLine = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 2900, rotation: 0.16 }); leftLine.x = -roadGraphics.width / 2 + lineOffset; // Position the left line on the left side of the road leftLine.y = 0; // Center the left line vertically var rightLine = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 2900, rotation: -0.16 }); rightLine.x = roadGraphics.width / 2 - lineOffset; // Position the right line on the right side of the road rightLine.y = 0; // Center the right line vertically self.innerLines = []; for (var i = 0; i < 10; i++) { var innerLineLeft = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 100, rotation: 0.16 }); innerLineLeft.x = -roadGraphics.width / 2 + innerLineOffset; innerLineLeft.y = -roadGraphics.height / 2 + i * 300; self.innerLines.push(innerLineLeft); var innerLineRight = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 100, rotation: -0.16 }); innerLineRight.x = roadGraphics.width / 2 - innerLineOffset; innerLineRight.y = -roadGraphics.height / 2 + i * 300; self.innerLines.push(innerLineRight); } self.update = function () { // Add any update logic for the road if needed for (var i = 0; i < self.innerLines.length; i++) { self.innerLines[i].y += 5; self.innerLines[i].x += Math.cos(self.innerLines[i].rotation) * 5; if (self.innerLines[i].y > roadGraphics.height / 2) { self.innerLines[i].y = -roadGraphics.height / 2; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var coins = []; var road; var score = 0; var scoreTxt; // Create player var player; // Handle move events game.down = function (x, y, obj) { // If tap is on the left half of the screen, move player to the left if (x < 2048 / 2) { if (playerPositionIndex > 0) { playerPositionIndex--; } } else { // If tap is on the right half of the screen, move player to the right if (playerPositionIndex < 2) { playerPositionIndex++; } } // Make the player move progressively to the next path var targetX = playerPositions[playerPositionIndex]; var moveStep = (targetX - player.x) / 10; var moveInterval = LK.setInterval(function () { if (Math.abs(targetX - player.x) <= Math.abs(moveStep)) { player.x = targetX; LK.clearInterval(moveInterval); } else { player.x += moveStep; } }, 1000 / 60); }; // Update game every tick game.update = function () { // Update coins and check for collisions for (var i = coins.length - 1; i >= 0; i--) { if (player.intersects(coins[i])) { score += 1; scoreTxt.setText(score); coins[i].reset(); } } }; // Initialize game function gameInitialize() { // Initialize arrays and variables // Attach the background asset to the game var background = game.attachAsset('background', { anchorX: 0.0, anchorY: 0.0 }); // Create and attach the road instance to the game road = game.addChild(new Road()); road.x = 2048 / 2; road.y = 2732 / 2; score = 0; scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); coins = []; var newCoin = new Coin(); newCoin.reset(); coins.push(newCoin); game.addChild(newCoin); // Define the three fixed x positions for the player playerPositions = [2048 / 4, 2048 / 2, 2048 / 4 * 3]; // Create a variable to store the current player position index playerPositionIndex = 1; // Create player player = game.addChild(new Player()); player.x = playerPositions[playerPositionIndex]; // Start at the center position player.y = 2732 - 300; } gameInitialize();
===================================================================
--- original.js
+++ change.js
@@ -102,17 +102,12 @@
self.update = function () {
// Add any update logic for the road if needed
for (var i = 0; i < self.innerLines.length; i++) {
self.innerLines[i].y += 5;
+ self.innerLines[i].x += Math.cos(self.innerLines[i].rotation) * 5;
if (self.innerLines[i].y > roadGraphics.height / 2) {
self.innerLines[i].y = -roadGraphics.height / 2;
}
- // Update innerLines x to make innerlines seem follow the rotation direction
- if (self.innerLines[i].rotation > 0) {
- self.innerLines[i].x -= 1;
- } else {
- self.innerLines[i].x += 1;
- }
}
};
});
Directly overhead, plumb view of a beggar heading top (we see his back).. Zenith view, directly overhead, plumb view. NOT PERSPECTIVE! Fantasy theme. Pixel art
a traffic cone. video game sprite
face view of a big start button in the shape of a dollar bill. video game style
a tree. video game style
a black garbage bag. video game style
Dollar bill. Perspective. video game sprite
perspective of a simple snake rolled up on itself.. video game sprite
Ball of dry desert bushes. video game sprite
tractor. high definition video game sprite
street ad billboard with 1 or 2 posts with "Get rich!" on it. high definition video game sprite
a dog sleeping on a street. video game sprite
desert bush. video game sprite
profile view of an empty motorcycle helmet. black with a white vertical central band and another thiner orange band on the center. NOT PERSPECTIVE!. Pixel art high definition
simple red and white magnet. video game style
gold sign with a "X" and a "2". video game style
bgMusic
Music
coin_1
Sound effect
hit_1
Sound effect
hit_2
Sound effect
hit_3
Sound effect
levelWin_1
Sound effect
car_1
Sound effect
police_1
Sound effect
ambulance_1
Sound effect
accident_1
Sound effect
killed_1
Sound effect
jump_1
Sound effect
rip_1
Sound effect
bonus_take
Sound effect
bonus_approaching
Sound effect