User prompt
Add the health bar to acets
User prompt
Let the health bar be more obvious
User prompt
When we say that our car has a life, let some of its life go to the enemies, let the life bar appear on the car
User prompt
Don't let the fireball come out too much
User prompt
Add the fireball ace you added to the path
User prompt
Add fireball assets in game
User prompt
Let the fire growFire magic assets add as
User prompt
Something like a magic bottle will form on the ground, and when you pick it up, the car will burst into flames
User prompt
Please fix the bug: 'LaneDivider is not defined' in or related to this line: 'var divider = new LaneDivider();' Line Number: 222
User prompt
Remove game-breaking things
User prompt
Please fix the bug: 'PlayerCar is not defined' in or related to this line: 'playerCar = new PlayerCar();' Line Number: 128
User prompt
Fix
User prompt
Please fix the bug: 'LaneDivider is not defined' in or related to this line: 'var divider = new LaneDivider();' Line Number: 207
User prompt
Delete game-breaking things
User prompt
Please fix the bug: 'LaneDivider is not defined' in or related to this line: 'var divider = new LaneDivider();' Line Number: 207
User prompt
Fix
User prompt
Please fix the bug: 'PlayerCar is not defined' in or related to this line: 'playerCar = new PlayerCar();' Line Number: 128
User prompt
Add an enemy thief who appears after 50 points and move in all lanes assets add as.
User prompt
Place the maximum number of points on the left side of the normal number of points
User prompt
Swipe left on the highest score text
User prompt
Please fix the bug: 'TypeError: LK.effects.explosion is not a function' in or related to this line: 'LK.effects.explosion(playerCar.x, playerCar.y, {' Line Number: 410
User prompt
Add an explosion effect when you hit an enemy car or barrier
User prompt
Move the text a little more to the left
User prompt
When the shield is active, there is something white around the car, like a shield effect
User prompt
Let there be some space between the lanes
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// LaneDivider class for road stripes
var LaneDivider = Container.expand(function () {
var self = Container.call(this);
// Attach lane divider image asset
var dividerSprite = self.attachAsset('laneDivider', {
anchorX: 0.5,
anchorY: 0.0
});
// Move divider down the screen, loop handled in game.update
self.update = function () {
self.y += 18 * gameSpeed;
};
return self;
});
// PlayerCar class
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
// Attach player car image asset
var carSprite = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
// Lane index (0, 1, 2)
self.lane = 1;
// Set lane and update X position
self.setLane = function (laneIdx) {
self.lane = laneIdx;
// Use global lanes array for X position
self.x = lanes[self.lane];
};
// No update logic needed for player car (handled by swipe)
self.update = function () {};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Spell bottle asset (example: blue bottle, 120x180)
// Lane positions (3 lanes)
// Car (player)
// Enemy car
// Obstacle (barrier)
// Road lane divider
// Sound for crash
// Sound for lane change
// Music (background)
var laneCount = 3;
var laneWidth = 520; // Increased lane width for more space between lanes
var lanes = [2048 / 2 - laneWidth,
// left
2048 / 2,
// center
2048 / 2 + laneWidth // right
];
// Game variables
var playerCar;
var enemyCars = [];
var thiefEnemies = []; // Thief enemies array
var obstacles = [];
var laneDividers = [];
var score = 0;
var highScore = storage.highScore || 0;
var scoreTxt;
var highScoreTxt;
var gameSpeed = 1;
var ticksSinceStart = 0;
var swipeStartX = null;
var swipeStartY = null;
var swipeActive = false;
var lastLane = 1;
var spawnTick = 0;
var thiefSpawnTick = 0; // Thief spawn timer
var dividerSpacing = 320;
var dragNode = null;
// Score display
scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0.5);
LK.gui.top.addChild(scoreTxt);
// Shield timer display
var shieldTxt = new Text2('', {
size: 80,
fill: 0x2BD5E6
});
shieldTxt.anchor.set(0.5, 0.5);
LK.gui.top.addChild(shieldTxt);
// High Score display
highScoreTxt = new Text2('HI: ' + highScore, {
size: 60,
fill: 0xFFFF00
});
highScoreTxt.anchor.set(0.5, 0.5);
LK.gui.top.addChild(highScoreTxt);
// Add swipe left gesture to high score text
var hiSwipeStartX = null;
var hiSwipeStartY = null;
var hiSwipeActive = false;
highScoreTxt.down = function (x, y, obj) {
hiSwipeStartX = x;
hiSwipeStartY = y;
hiSwipeActive = true;
};
highScoreTxt.move = function (x, y, obj) {
if (!hiSwipeActive) return;
var dx = x - hiSwipeStartX;
var dy = y - hiSwipeStartY;
// Only consider horizontal swipes, ignore vertical
if (Math.abs(dx) > 60 && Math.abs(dx) > Math.abs(dy)) {
if (dx < 0) {
// Swipe left detected on high score text
// Flash the high score text white for feedback
tween(highScoreTxt, {
tint: 0xffffff
}, {
duration: 80,
yoyo: true,
repeat: 1,
onComplete: function onComplete() {
highScoreTxt.tint = 0xFFFF00;
}
});
hiSwipeActive = false;
}
}
};
highScoreTxt.up = function (x, y, obj) {
hiSwipeActive = false;
};
// Start music
LK.playMusic('bgmusic');
// Create player car
playerCar = new PlayerCar();
playerCar.x = lanes[1];
playerCar.y = 2732 - 500;
playerCar.setLane(1);
// Shield properties
playerCar.shieldActive = false;
playerCar.shieldTicks = 0;
// Add shield effect asset (invisible by default)
var shieldEffect = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 1.2,
x: playerCar.x,
y: playerCar.y,
alpha: 0.5,
tint: 0xffffff
});
shieldEffect.visible = false;
game.addChild(shieldEffect);
game.addChild(playerCar);
// Add two vertical side stripes (left and right) to the play area
var sideStripeWidth = 60;
var sideStripeHeight = 2732;
var leftStripe = LK.getAsset('laneDivider', {
anchorX: 0.5,
anchorY: 0,
width: sideStripeWidth,
height: sideStripeHeight,
x: sideStripeWidth / 2,
y: 0
});
var rightStripe = LK.getAsset('laneDivider', {
anchorX: 0.5,
anchorY: 0,
width: sideStripeWidth,
height: sideStripeHeight,
x: 2048 - sideStripeWidth / 2,
y: 0
});
game.addChild(leftStripe);
game.addChild(rightStripe);
// Create lane dividers (vertical lines for each lane)
// For 3 lanes, we want to copy the center lane divider and place it to the right and left of the center stripe, without adding extra lines
// The center divider is between lane 0 and lane 1, and between lane 1 and lane 2
// So, for 3 lanes, we want to draw the two dividers: one between lane 0 and 1, and one between lane 1 and 2
var dividerOffsets = [];
// Find the X positions for the two dividers (between lanes)
for (var l = 1; l < laneCount; l++) {
dividerOffsets.push((lanes[l - 1] + lanes[l]) / 2);
}
// Now, for each divider, draw a set of stripes down the screen
for (var d = 0; d < dividerOffsets.length; d++) {
for (var i = 0; i < 10; i++) {
// Center LaneDivider
var divider = new LaneDivider();
divider.x = dividerOffsets[d];
divider.y = i * dividerSpacing;
laneDividers.push(divider);
game.addChild(divider);
// Left copy
var dividerLeft = new LaneDivider();
dividerLeft.x = dividerOffsets[d] - laneWidth;
dividerLeft.y = i * dividerSpacing;
laneDividers.push(dividerLeft);
game.addChild(dividerLeft);
// Right copy
var dividerRight = new LaneDivider();
dividerRight.x = dividerOffsets[d] + laneWidth;
dividerRight.y = i * dividerSpacing;
laneDividers.push(dividerRight);
game.addChild(dividerRight);
}
}
// Prepare for dynamic spell bottle spawning
var spellBottle = null;
var spellBottleActive = false;
var spellBottleLane = 1;
// Add: track last spell bottle spawn tick to limit spawn rate
var lastSpellBottleSpawnTick = -1000;
// Helper: spawn enemy car or obstacle
function spawnObstacleOrEnemy() {
// Randomly decide: 70% enemy car, 30% obstacle
var isEnemy = Math.random() < 0.7;
var laneIdx = Math.floor(Math.random() * laneCount);
var y = -300;
if (isEnemy) {
var enemy = new EnemyCar();
enemy.lane = laneIdx;
enemy.x = lanes[laneIdx];
enemy.y = y;
enemyCars.push(enemy);
game.addChild(enemy);
} else {
var obs = new Obstacle();
obs.lane = laneIdx;
obs.x = lanes[laneIdx];
obs.y = y;
obstacles.push(obs);
game.addChild(obs);
}
}
// Helper: update score
function updateScore(val) {
score = val;
scoreTxt.setText(score);
if (score > highScore) {
highScore = score;
highScoreTxt.setText('HI: ' + highScore);
storage.highScore = highScore;
}
}
// Touch/drag/swipe handling
game.down = function (x, y, obj) {
swipeStartX = x;
swipeStartY = y;
swipeActive = true;
dragNode = playerCar;
};
game.move = function (x, y, obj) {
// Only handle swipe if active
if (!swipeActive) return;
if (!dragNode) return;
var dx = x - swipeStartX;
var dy = y - swipeStartY;
// Only consider horizontal swipes, ignore vertical
if (Math.abs(dx) > 80 && Math.abs(dx) > Math.abs(dy)) {
var newLane = playerCar.lane;
if (dx < 0 && playerCar.lane > 0) {
newLane = playerCar.lane - 1;
} else if (dx > 0 && playerCar.lane < laneCount - 1) {
newLane = playerCar.lane + 1;
}
if (newLane !== playerCar.lane) {
playerCar.setLane(newLane);
LK.getSound('swipe').play();
swipeActive = false;
dragNode = null;
}
}
};
game.up = function (x, y, obj) {
swipeActive = false;
dragNode = null;
};
// Main game update loop
game.update = function () {
ticksSinceStart++;
// Only increase game speed after score reaches 50
if (score >= 50) {
if (ticksSinceStart % 60 === 0 && gameSpeed < 4) {
// Increase speed every second, and allow it to go higher
if (gameSpeed < 2) {
gameSpeed += 0.08;
} else if (gameSpeed < 3) {
gameSpeed += 0.12;
} else {
gameSpeed += 0.18;
}
if (gameSpeed > 4) gameSpeed = 4;
}
} else {
gameSpeed = 1;
}
// Move lane dividers, loop to top
for (var i = 0; i < laneDividers.length; i++) {
var div = laneDividers[i];
div.update();
if (div.y > 2732 + 60) {
div.y -= dividerSpacing * 10;
}
}
// Spawn or move spell bottle
if (!spellBottleActive) {
// Determine spawn cooldown and chance based on score
var bottleCooldown = score >= 50 ? 300 : 600; // 5s if score>=50, else 10s
var bottleChance = score >= 50 ? 1 / 60 : 1 / 120; // 1/60 per frame if score>=50, else 1/120
// Only allow spawn if enough time has passed since last spawn
if (ticksSinceStart - lastSpellBottleSpawnTick > bottleCooldown) {
// Try to spawn with the appropriate chance
if (Math.random() < bottleChance) {
spellBottleLane = Math.floor(Math.random() * laneCount);
var bottleX = lanes[spellBottleLane];
// Place the bottle at a fixed Y position (e.g., 900px from the top)
var bottleY = 900;
spellBottle = LK.getAsset('spellBottle', {
anchorX: 0.5,
anchorY: 1.0,
x: bottleX,
y: bottleY
});
game.addChild(spellBottle);
spellBottleActive = true;
lastSpellBottleSpawnTick = ticksSinceStart;
}
}
} else if (spellBottle) {
// Move the spell bottle down the screen
spellBottle.y += 18 * gameSpeed;
// Off screen? Remove (if it has scrolled above the visible area)
if (spellBottle.y < -200 || spellBottle.y > 2732 + 200) {
spellBottle.destroy();
spellBottle = null;
spellBottleActive = false;
}
// Check collision with playerCar for shield pickup
if (spellBottle && !playerCar.shieldActive && spellBottle.intersects(playerCar)) {
// Grant shield for 3 seconds
playerCar.shieldActive = true;
playerCar.shieldTicks = 180; // 3 seconds at 60fps
// Optionally, you could add a visual effect here (not required)
spellBottle.destroy();
spellBottle = null;
spellBottleActive = false;
}
}
// Spawn enemies/obstacles every 40-60 ticks, randomize
spawnTick++;
var spawnInterval = 40 + Math.floor(Math.random() * 20);
if (spawnTick > spawnInterval) {
spawnObstacleOrEnemy();
spawnTick = 0;
}
// Spawn thief enemy after 50 points, every 120-180 ticks, max 1 on screen
if (score >= 50) {
thiefSpawnTick++;
var thiefInterval = 120 + Math.floor(Math.random() * 60);
if (thiefSpawnTick > thiefInterval && thiefEnemies.length < 1) {
var thief = new ThiefEnemy();
thief.lane = Math.floor(Math.random() * laneCount);
thief.x = lanes[thief.lane];
thief.y = -300;
thief.targetLane = thief.lane;
thiefEnemies.push(thief);
game.addChild(thief);
thiefSpawnTick = 0;
}
}
// Update enemy cars
for (var i = enemyCars.length - 1; i >= 0; i--) {
var enemy = enemyCars[i];
enemy.update();
// Off screen
if (enemy.y > 2732 + 300) {
enemy.destroy();
enemyCars.splice(i, 1);
updateScore(score + 1);
continue;
}
// Collision with spell bottle
if (spellBottle && enemy.intersects(spellBottle)) {
spellBottle.destroy();
spellBottle = null;
spellBottleActive = false;
}
// Collision with player
if (enemy.intersects(playerCar)) {
if (playerCar.shieldActive) {
// Ignore collision, let player pass through enemy car while shield is active
continue;
} else {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 800);
// Explosion effect at player car position
LK.effects.flashObject(playerCar, 0xffffff, 700);
LK.showGameOver();
return;
}
}
}
// Update thief enemies
for (var t = thiefEnemies.length - 1; t >= 0; t--) {
var thief = thiefEnemies[t];
thief.update();
// Off screen
if (thief.y > 2732 + 300) {
thief.destroy();
thiefEnemies.splice(t, 1);
updateScore(score + 3); // Thief gives more points
continue;
}
// Collision with spell bottle
if (spellBottle && thief.intersects(spellBottle)) {
spellBottle.destroy();
spellBottle = null;
spellBottleActive = false;
}
// Collision with player
if (thief.intersects(playerCar)) {
if (playerCar.shieldActive) {
// Ignore collision, let player pass through thief while shield is active
continue;
} else {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 800);
// Explosion effect at player car position
LK.effects.flashObject(playerCar, 0xffffff, 700);
LK.showGameOver();
return;
}
}
}
// Update obstacles
for (var j = obstacles.length - 1; j >= 0; j--) {
var obs = obstacles[j];
obs.update();
// Off screen
if (obs.y > 2732 + 200) {
obs.destroy();
obstacles.splice(j, 1);
updateScore(score + 1);
continue;
}
// Collision with player
if (obs.intersects(playerCar)) {
if (playerCar.shieldActive) {
// Ignore collision, let player pass through obstacle while shield is active
continue;
} else {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 800);
// Explosion effect at player car position
LK.effects.flashObject(playerCar, 0xffffff, 700);
LK.showGameOver();
return;
}
}
}
;
// Shield timer logic
if (playerCar.shieldActive) {
playerCar.shieldTicks--;
// Show shield seconds left (rounded up)
var shieldSeconds = Math.ceil(playerCar.shieldTicks / 60);
shieldTxt.setText("Shield: " + shieldSeconds + "s");
// Show shield effect
shieldEffect.visible = true;
// Keep shield effect centered on playerCar
shieldEffect.x = playerCar.x;
shieldEffect.y = playerCar.y;
if (playerCar.shieldTicks <= 0) {
playerCar.shieldActive = false;
playerCar.shieldTicks = 0;
shieldTxt.setText('');
shieldEffect.visible = false;
}
} else {
shieldTxt.setText('');
shieldEffect.visible = false;
}
};
// Place high score text to the left of the score text, both horizontally aligned
highScoreTxt.x = LK.gui.top.width / 2 - 220;
highScoreTxt.y = scoreTxt.height / 2 + 10;
scoreTxt.x = LK.gui.top.width / 2 - 60;
scoreTxt.y = scoreTxt.height / 2 + 10;
// Position shield timer text directly below score
shieldTxt.x = LK.gui.top.width / 2;
shieldTxt.y = scoreTxt.y + scoreTxt.height / 2 + shieldTxt.height / 2 + 10; ===================================================================
--- original.js
+++ change.js
@@ -6,8 +6,22 @@
/****
* Classes
****/
+// LaneDivider class for road stripes
+var LaneDivider = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach lane divider image asset
+ var dividerSprite = self.attachAsset('laneDivider', {
+ anchorX: 0.5,
+ anchorY: 0.0
+ });
+ // Move divider down the screen, loop handled in game.update
+ self.update = function () {
+ self.y += 18 * gameSpeed;
+ };
+ return self;
+});
// PlayerCar class
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
// Attach player car image asset