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
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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
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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.
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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
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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 ****/ // Enemy Car Class var EnemyCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; self.speed = 18; self.update = function () { self.y += self.speed * gameSpeed; }; return self; }); // Fireball Class var Fireball = Container.expand(function () { var self = Container.call(this); var fireball = self.attachAsset('Fireball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 28; self.lane = 1; self.update = function () { // Move fireball down the screen self.y += self.speed * gameSpeed; }; return self; }); // Lane Divider Class var LaneDivider = Container.expand(function () { var self = Container.call(this); var div = self.attachAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.update = function () { self.y += self.speed * gameSpeed; }; return self; }); // Obstacle Class var Obstacle = Container.expand(function () { var self = Container.call(this); var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; self.speed = 18; self.update = function () { self.y += self.speed * gameSpeed; }; return self; }); // Player Car Class var PlayerCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; // 0: left, 1: center, 2: right self.life = playerMaxLife; // Add life property to player car self.setLane = function (laneIdx) { self.lane = laneIdx; // Animate to new lane position var targetX = lanes[self.lane]; tween(self, { x: targetX }, { duration: 120, easing: tween.cubicOut, onUpdate: function onUpdate() { updateLifeBar(); } }); updateLifeBar(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Use spellBottle as heart // Health bar assets // Spell bottle asset (example: blue bottle, 120x180) // When the player picks up the magic bottle, the car bursts into flames (flame burst effect) // 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 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 dividerSpacing = 320; var dragNode = null; // --- LIFE SYSTEM --- var playerMaxLife = 5; var playerLife = playerMaxLife; // Life bar UI (above car) - More obvious, larger, with border and heart icon var lifeBarBg = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 38, tint: 0x000000, alpha: 0.85 }); var lifeBarBorder = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5, width: 230, height: 48, tint: 0xffffff, alpha: 0.95 }); var lifeBar = LK.getAsset('laneDivider', { anchorX: 0.0, anchorY: 0.5, width: 210, height: 28, tint: 0xFF3333, alpha: 1 }); // Heart icon (use spellBottle as a placeholder for a heart, tint red) var lifeBarHeart = LK.getAsset('spellBottle', { anchorX: 0.5, anchorY: 0.5, width: 38, height: 38, tint: 0xff2222, alpha: 1 }); lifeBarBg.visible = false; lifeBar.visible = false; lifeBarBorder.visible = false; lifeBarHeart.visible = false; game.addChild(lifeBarBorder); game.addChild(lifeBarBg); game.addChild(lifeBar); game.addChild(lifeBarHeart); // Helper to update life bar UI function updateLifeBar() { if (!playerCar) return; // Show/hide if not full var show = playerLife < playerMaxLife && playerLife > 0; lifeBarBg.visible = show; lifeBar.visible = show; lifeBarBorder.visible = show; lifeBarHeart.visible = show; // Position above car var barY = playerCar.y - 120; lifeBarBorder.x = playerCar.x; lifeBarBorder.y = barY; lifeBarBg.x = playerCar.x; lifeBarBg.y = barY; lifeBar.x = playerCar.x - 105; // left edge lifeBar.y = barY; // Set width proportional to life var w = Math.max(0, Math.round(210 * (playerLife / playerMaxLife))); lifeBar.width = w; // Heart icon at left of bar lifeBarHeart.x = playerCar.x - 130; lifeBarHeart.y = barY; // Hide if dead if (playerLife <= 0) { lifeBarBg.visible = false; lifeBar.visible = false; lifeBarBorder.visible = false; lifeBarHeart.visible = false; } } // 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, obstacle, or fireball function spawnObstacleOrEnemy() { // Randomly decide: 60% enemy car, 25% obstacle, 15% fireball var rand = Math.random(); var laneIdx = Math.floor(Math.random() * laneCount); var y = -300; if (rand < 0.6) { var enemy = new EnemyCar(); enemy.lane = laneIdx; enemy.x = lanes[laneIdx]; enemy.y = y; enemyCars.push(enemy); game.addChild(enemy); } else if (rand < 0.85) { var obs = new Obstacle(); obs.lane = laneIdx; obs.x = lanes[laneIdx]; obs.y = y; obstacles.push(obs); game.addChild(obs); } else { // Limit fireballs: only spawn if fewer than 2 are on screen if (!window.fireballs) window.fireballs = []; if (window.fireballs.length < 2) { var fireball = new Fireball(); fireball.lane = laneIdx; fireball.x = lanes[laneIdx]; fireball.y = y; window.fireballs.push(fireball); game.addChild(fireball); } } } // 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 // Add flame burst effect: flashObject with orange/yellow color, then white // Growing fire effect: overlay a fire image that grows in scale for 1s, then fades out var fireMagic = LK.getAsset('spellBottle', { anchorX: 0.5, anchorY: 0.5, x: playerCar.x, y: playerCar.y, scaleX: 1, scaleY: 1, alpha: 0.85, tint: 0xff6600 }); game.addChild(fireMagic); // Animate fire to grow and fade out tween(fireMagic, { scaleX: 2.2, scaleY: 2.2, alpha: 0 }, { duration: 1000, easing: tween.cubicOut, onUpdate: function onUpdate() { fireMagic.x = playerCar.x; fireMagic.y = playerCar.y; }, onComplete: function onComplete() { fireMagic.destroy(); } }); // Also flash the car for extra effect LK.effects.flashObject(playerCar, 0xffa500, 350); LK.setTimeout(function () { LK.effects.flashObject(playerCar, 0xffff00, 350); }, 350); 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; } // 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 { // --- LIFE SYSTEM: lose 1 life, give 1 to enemy, show bar --- if (playerLife > 0) { playerLife--; playerCar.life = playerLife; // Give 1 life to enemy (could be used for enemy powerup, here just for demo) if (!enemy.life) enemy.life = 0; enemy.life++; updateLifeBar(); LK.effects.flashObject(playerCar, 0xff0000, 400); if (playerLife <= 0) { LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 800); // Explosion effect at player car position LK.effects.flashObject(playerCar, 0xffffff, 700); LK.showGameOver(); return; } // Remove enemy on hit enemy.destroy(); enemyCars.splice(i, 1); 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; } } } // Update fireballs if (!window.fireballs) window.fireballs = []; for (var f = window.fireballs.length - 1; f >= 0; f--) { var fireball = window.fireballs[f]; fireball.update(); // Off screen if (fireball.y > 2732 + 200) { fireball.destroy(); window.fireballs.splice(f, 1); continue; } // Collision with player if (fireball.intersects(playerCar)) { if (playerCar.shieldActive) { // Ignore collision, let player pass through fireball while shield is active fireball.destroy(); window.fireballs.splice(f, 1); continue; } else { LK.getSound('crash').play(); LK.effects.flashScreen(0xff3300, 900); LK.effects.flashObject(playerCar, 0xff6600, 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; } // --- LIFE BAR UI update --- updateLifeBar(); }; // 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
@@ -99,8 +99,10 @@
/****
* Game Code
****/
+// Use spellBottle as heart
+// Health bar assets
// Spell bottle asset (example: blue bottle, 120x180)
// When the player picks up the magic bottle, the car bursts into flames (flame burst effect)
// Lane positions (3 lanes)
// Car (player)