User prompt
When you press adventure mode, the car selection does not open.
User prompt
add adventure mode in main menu
User prompt
Add adventure mode button
User prompt
Under Car Select add a button called adventure mode add a button there 30 sections.
User prompt
add adventure button
User prompt
Under Car Select add a button called adventure mode add a button there 30 sections.
User prompt
Under Car Select add a button called adventure mode add a section there 30 sections.
User prompt
Under Car Select add a section called adventure mode add a section there 30 sections.
User prompt
new button you not add anthing
User prompt
Under Car Select add a button called adventure mode add a section there 30 sections. Each section has an end there is a finish line when you reach it do you want to move on to the next section? if he says no come back. if he collected 2 coins 1 star if he collected 5 2 stars if he collected 8 3 stars. make new assetsssssssssssssss
User prompt
Under Car Select add a section called adventure mode add a section there 30 sections. Each section has an end there is a finish line when you reach it do you want to move on to the next section? if he says no come back. if he collected 2 coins 1 star if he collected 5 2 stars if he collected 8 3 stars
User prompt
Under Car Select add a section called adventure mode add a section there 30 sections. Each section has an end there is a finish line when you reach it do you want to move on to the next section? if he says no come back. if he collected 2 coins 1 star if he collected 5 2 stars if he collected 8 3 stars
User prompt
delete the lane
User prompt
alttaki arabalrla üsttki arabalrın arasını biraz aç
User prompt
biraz daha aşağı koy
User prompt
Please fix the bug: 'carIconY is not defined' in or related to this line: 'confirmBtn.y = carIconY + 300;' Line Number: 253
User prompt
üstteki arabaların altına ekle yanına deeğil
User prompt
choose car kısmına 8 yeni araba daha ekle
User prompt
make the new enemies new asset
User prompt
add new 7 enemies
Remix started
Copy Turbo Racer 2
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Coin var Coin = Container.expand(function () { var self = Container.call(this); var coin = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.width = coin.width; self.height = coin.height; self.speed = 28; self.lane = 1; self.update = function () { self.y += self.speed; }; return self; }); // Enemy Car var EnemyCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.speed = 28 + Math.random() * 8; self.lane = 1; self.update = function () { self.y += self.speed; }; return self; }); // Player Car var PlayerCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.lane = 1; // 0: left, 1: center, 2: right self.invincible = false; self.update = function () { // No movement here; handled by input }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Road and lanes setup // Button assets for Start and Choose Car var roadWidth = 900; var laneCount = 3; var laneWidth = roadWidth / laneCount; var roadX = (2048 - roadWidth) / 2; var roadY = 0; // --- Car Selection and Start Menu --- var carAssetIds = ['playerCar', // default 'car2', 'car3', 'car4', 'car5', 'car6', 'car7', 'car8', 'car9', 'car10', 'car11', 'car12', 'car13', 'car14', 'car15', 'car16']; // Register 8 more car assets (IDs: car9 to car16) // Store selected car index (default 0) var selectedCarIndex = 0; // Overlay containers for menu and car select var startMenuOverlay = new Container(); var carSelectOverlay = new Container(); // --- Start Menu UI --- var titleTxt = new Text2('Turbo Car 2', { size: 180, fill: "#fff" }); titleTxt.anchor.set(0.5, 0.5); titleTxt.x = 2048 / 2; titleTxt.y = 600; var startBtn = LK.getAsset('startBtnImg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1000 }); var startBtnLabel = new Text2('Start', { size: 90, fill: "#222" }); startBtnLabel.anchor.set(0.5, 0.5); startBtnLabel.x = 0; startBtnLabel.y = 0; // Move button labels in front of the button images var chooseCarBtn = LK.getAsset('chooseCarBtnImg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1200 }); var chooseCarBtnLabel = new Text2('Choose a Car', { size: 70, fill: "#222" }); chooseCarBtnLabel.anchor.set(0.5, 0.5); chooseCarBtnLabel.x = chooseCarBtn.x; chooseCarBtnLabel.y = chooseCarBtn.y; var startBtn = LK.getAsset('startBtnImg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1000 }); var startBtnLabel = new Text2('Start', { size: 90, fill: "#222" }); startBtnLabel.anchor.set(0.5, 0.5); startBtnLabel.x = startBtn.x; startBtnLabel.y = startBtn.y; startMenuOverlay.addChild(titleTxt); startMenuOverlay.addChild(startBtn); startMenuOverlay.addChild(startBtnLabel); startMenuOverlay.addChild(chooseCarBtn); startMenuOverlay.addChild(chooseCarBtnLabel); // Adventure Mode button for main menu var mainMenuAdventureBtn = LK.getAsset('adventureBtnImg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1400 }); var mainMenuAdventureBtnLabel = new Text2('Adventure Mode', { size: 70, fill: "#222" }); mainMenuAdventureBtnLabel.anchor.set(0.5, 0.5); mainMenuAdventureBtnLabel.x = mainMenuAdventureBtn.x; mainMenuAdventureBtnLabel.y = mainMenuAdventureBtn.y; startMenuOverlay.addChild(mainMenuAdventureBtn); startMenuOverlay.addChild(mainMenuAdventureBtnLabel); // Handler for Adventure Mode button in main menu mainMenuAdventureBtn.down = function () { // Remove overlays, and (for now) do not show car select overlay if (startMenuOverlay.parent) startMenuOverlay.destroy(); // Optionally, you could set a flag here to indicate adventure mode is selected // (No carSelectOverlay shown) }; game.addChild(startMenuOverlay); // --- Car Selection UI --- var carSelectTitle = new Text2('Select Your Car', { size: 120, fill: "#fff" }); carSelectTitle.anchor.set(0.5, 0.5); carSelectTitle.x = 2048 / 2; carSelectTitle.y = 400; carSelectOverlay.addChild(carSelectTitle); var carIcons = []; var carIconSpacing = 220; var carIconsPerRow = Math.ceil(carAssetIds.length / 2); var carIconStartX = 2048 / 2 - (carIconsPerRow - 1) * carIconSpacing / 2; var carIconY1 = 800; var carIconY2 = 1250; // Increased spacing between rows for (var i = 0; i < carAssetIds.length; i++) { var row = i < carIconsPerRow ? 0 : 1; var col = row === 0 ? i : i - carIconsPerRow; var carIcon = LK.getAsset(carAssetIds[i], { anchorX: 0.5, anchorY: 0.5, x: carIconStartX + col * carIconSpacing, y: row === 0 ? carIconY1 : carIconY2, scaleX: 0.7, scaleY: 0.7 }); // Highlight border for selected carIcon._border = null; (function (idx, icon) { icon.down = function () { // Remove highlight from all for (var j = 0; j < carIcons.length; j++) { if (carIcons[j]._border) { carIcons[j]._border.destroy(); carIcons[j]._border = null; } } // Add highlight (no border, just set selectedCarIndex) selectedCarIndex = idx; // Animate icon to grow a little when selected tween(icon, { scaleX: 0.9, scaleY: 0.9 }, { duration: 180, easing: tween.cubicOut }); // Shrink all other icons back to normal for (var j = 0; j < carIcons.length; j++) { if (carIcons[j] !== icon) { tween(carIcons[j], { scaleX: 0.7, scaleY: 0.7 }, { duration: 180, easing: tween.cubicOut }); } } }; })(i, carIcon); carIcons.push(carIcon); carSelectOverlay.addChild(carIcon); } // Preselect first car carIcons[0].down(); // Confirm button var confirmBtn = new Text2('Confirm', { size: 100, fill: "#fff" }); confirmBtn.anchor.set(0.5, 0.5); confirmBtn.x = 2048 / 2; // Place confirmBtn below the second row of car icons var carIconY = carIconY2; // Use the y of the second row confirmBtn.y = carIconY + 300; carSelectOverlay.addChild(confirmBtn); // Adventure Mode button var adventureBtn = LK.getAsset('adventureBtnImg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: confirmBtn.y + 220 }); var adventureBtnLabel = new Text2('Adventure Mode', { size: 70, fill: "#222" }); adventureBtnLabel.anchor.set(0.5, 0.5); adventureBtnLabel.x = adventureBtn.x; adventureBtnLabel.y = adventureBtn.y; carSelectOverlay.addChild(adventureBtn); carSelectOverlay.addChild(adventureBtnLabel); // Adventure Mode button handler (currently placeholder) adventureBtn.down = function () { // You can add adventure mode logic here // For now, just flash the button to indicate press LK.effects.flashObject(adventureBtn, 0xFFF200, 400); }; // 30 Section Buttons (5 columns x 6 rows) var sectionButtons = []; var sectionBtnSize = 120; var sectionBtnSpacingX = 160; var sectionBtnSpacingY = 160; var sectionCols = 5; var sectionRows = 6; var sectionStartX = 2048 / 2 - (sectionCols - 1) * sectionBtnSpacingX / 2; var sectionStartY = adventureBtn.y + 180; for (var s = 0; s < 30; s++) { var col = s % sectionCols; var row = Math.floor(s / sectionCols); var sectionBtn = LK.getAsset('sectionIcon', { anchorX: 0.5, anchorY: 0.5, x: sectionStartX + col * sectionBtnSpacingX, y: sectionStartY + row * sectionBtnSpacingY }); var sectionLabel = new Text2('' + (s + 1), { size: 60, fill: "#fff" }); sectionLabel.anchor.set(0.5, 0.5); sectionLabel.x = sectionBtn.x; sectionLabel.y = sectionBtn.y; // Optionally, you can add a .down handler for each sectionBtn here carSelectOverlay.addChild(sectionBtn); carSelectOverlay.addChild(sectionLabel); sectionButtons.push(sectionBtn); } // --- Menu Button Handlers --- startBtn.down = function () { // Remove overlays, start game if (startMenuOverlay.parent) startMenuOverlay.destroy(); if (carSelectOverlay.parent) carSelectOverlay.destroy(); startGame(); }; chooseCarBtn.down = function () { if (startMenuOverlay.parent) startMenuOverlay.destroy(); game.addChild(carSelectOverlay); }; confirmBtn.down = function () { if (carSelectOverlay.parent) carSelectOverlay.destroy(); game.addChild(startMenuOverlay); }; // --- Game Start Logic --- function startGame() { // Road background var road = LK.getAsset('road', { anchorX: 0, anchorY: 0, x: roadX, y: roadY }); game.addChild(road); // Lane markers removed // Player car player = new PlayerCar(); player.x = roadX + laneWidth * 1.5; player.y = 2732 - 400; player.setCarAsset(carAssetIds[selectedCarIndex]); game.addChild(player); // Score and fuel UI score = 0; distance = 0; coinsCollected = 0; scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(1, 0); // top right scoreTxt.x = 2048 - 100; scoreTxt.y = 20; LK.gui.top.addChild(scoreTxt); // Timer to update score every second scoreUpdateTimer = LK.setInterval(function () { scoreTxt.setText('Score: ' + score); }, 1000); // Lane positions lanePositions = [roadX + laneWidth * 0.5, roadX + laneWidth * 1.5, roadX + laneWidth * 2.5]; } // Defensive: ensure lanePositions is always defined before game.update runs if (typeof lanePositions === "undefined") { lanePositions = [roadX + laneWidth * 0.5, roadX + laneWidth * 1.5, roadX + laneWidth * 2.5]; } // --- Patch PlayerCar to allow dynamic car asset --- PlayerCar.prototype.setCarAsset = function (assetId) { // Remove old asset while (this.children.length) this.removeChild(this.children[0]); var car = this.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); this.width = car.width; this.height = car.height; }; // --- Start with menu, not game --- var player, score, distance, coinsCollected, scoreTxt, scoreUpdateTimer, lanePositions; // Touch controls // Use square placeholder assets for left/right buttons (replace 'leftBtnSquare' and 'rightBtnSquare' with your asset ids when available) var leftBtn = LK.getAsset('leftBtnSquare', { anchorX: 0.5, anchorY: 0.5, x: 200, y: -250 }); LK.gui.bottomLeft.addChild(leftBtn); var rightBtn = LK.getAsset('rightBtnSquare', { anchorX: 0.5, anchorY: 0.5, x: -200, y: -250 }); LK.gui.bottomRight.addChild(rightBtn); // Control handlers leftBtn.down = function () { if (typeof player !== "undefined" && player && typeof player.lane !== "undefined" && player.lane > 0) { player.lane--; tween(player, { x: lanePositions[player.lane] }, { duration: 120, easing: tween.cubicOut }); } }; rightBtn.down = function () { if (typeof player !== "undefined" && player && typeof player.lane !== "undefined" && player.lane < laneCount - 1) { player.lane++; tween(player, { x: lanePositions[player.lane] }, { duration: 120, easing: tween.cubicOut }); } }; // Touch drag to move car left/right var dragStartX = null; var dragStartLane = null; game.down = function (x, y, obj) { if (x > roadX && x < roadX + roadWidth && y > 2732 - 700) { dragStartX = x; dragStartLane = player.lane; } }; game.move = function (x, y, obj) { if (dragStartX !== null) { var dx = x - dragStartX; if (Math.abs(dx) > laneWidth * 0.7) { if (dx < 0 && player.lane > 0) { player.lane--; tween(player, { x: lanePositions[player.lane] }, { duration: 120, easing: tween.cubicOut }); dragStartX = x; dragStartLane = player.lane; } else if (dx > 0 && player.lane < laneCount - 1) { player.lane++; tween(player, { x: lanePositions[player.lane] }, { duration: 120, easing: tween.cubicOut }); dragStartX = x; dragStartLane = player.lane; } } } }; game.up = function (x, y, obj) { dragStartX = null; dragStartLane = null; }; // Game objects var enemies = []; var coins = []; // Spawning timers var enemySpawnTick = 0; var coinSpawnTick = 0; // Main game update game.update = function () { // Pause all game logic if car selection overlay is visible if (carSelectOverlay.parent) { return; } // Distance distance += 1; // Update UI score = Math.floor(distance / 5) + coinsCollected * 10; if (score >= 999) { // Stop the score update timer if (typeof scoreUpdateTimer !== "undefined") LK.clearInterval(scoreUpdateTimer); // Show Congratulations overlay var congratsTxt = new Text2('Congratulations', { size: 180, fill: 0xFFD600 }); congratsTxt.anchor.set(0.5, 0.5); congratsTxt.x = 2048 / 2; congratsTxt.y = 900; var playAgainBtn = new Text2('Play Again', { size: 120, fill: "#fff" }); playAgainBtn.anchor.set(0.5, 0.5); playAgainBtn.x = 2048 / 2; playAgainBtn.y = 1200; // Overlay container var overlay = new Container(); overlay.addChild(congratsTxt); overlay.addChild(playAgainBtn); game.addChild(overlay); playAgainBtn.down = function () { // Remove overlay and restart game overlay.destroy(); LK.showGameOver(); // Triggers game reset }; // Pause game logic game.update = function () {}; return; } // Spawn enemy cars enemySpawnTick++; if (enemySpawnTick > 38 + Math.random() * 18) { enemySpawnTick = 0; var enemy = new EnemyCar(); enemy.lane = Math.floor(Math.random() * laneCount); enemy.x = lanePositions[enemy.lane]; enemy.y = -200; enemies.push(enemy); game.addChild(enemy); } // Spawn coins coinSpawnTick++; if (coinSpawnTick > 80 + Math.random() * 60) { coinSpawnTick = 0; var coin = new Coin(); coin.lane = Math.floor(Math.random() * laneCount); coin.x = lanePositions[coin.lane]; coin.y = -120; coins.push(coin); game.addChild(coin); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); if (e.y > 2732 + 200) { e.destroy(); enemies.splice(i, 1); continue; } // Collision with player if (e.intersects(player)) { // Turbo Car 2 (enemyCar) hit! Player must dodge it. LK.effects.flashObject(player, 0xff0000, 600); LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } // Update coins for (var i = coins.length - 1; i >= 0; i--) { var c = coins[i]; c.update(); if (c.y > 2732 + 120) { c.destroy(); coins.splice(i, 1); continue; } if (c.intersects(player)) { coinsCollected++; score = Math.floor(distance / 5) + coinsCollected * 10; scoreTxt.setText('Score: ' + score); LK.effects.flashObject(player, 0xFFD600, 300); c.destroy(); coins.splice(i, 1); continue; } } }; // Center UI elements // scoreTxt is always at top right, do not move it to center // Prevent UI from overlapping top left menu // (already handled by not placing anything at gui.topLeft or at x < 100, y < 100)
===================================================================
--- original.js
+++ change.js
@@ -152,12 +152,12 @@
startMenuOverlay.addChild(mainMenuAdventureBtn);
startMenuOverlay.addChild(mainMenuAdventureBtnLabel);
// Handler for Adventure Mode button in main menu
mainMenuAdventureBtn.down = function () {
- // Remove overlays, show car select overlay with adventure mode context
+ // Remove overlays, and (for now) do not show car select overlay
if (startMenuOverlay.parent) startMenuOverlay.destroy();
- game.addChild(carSelectOverlay);
// Optionally, you could set a flag here to indicate adventure mode is selected
+ // (No carSelectOverlay shown)
};
game.addChild(startMenuOverlay);
// --- Car Selection UI ---
var carSelectTitle = new Text2('Select Your Car', {
Make me a coin 2d pixel. In-Game asset. 2d. High contrast. No shadows
Draw 2d pixel car top view Red. In-Game asset. 2d. High contrast. No shadows
Draw 2d pixel car top view Blue. In-Game asset. 2d. High contrast. No shadows
draw a left facing 2d pixel game button. Yellow. Like this ▶️. In-Game asset. 2d. High contrast. No shadows
Try to do this photo again
Do this again but green
Without background
Without background
Without background
Without background
Without background
Without background
Without background
Make this pixel 2d
make a fireman truck like this
make a police car like this
make this green and red
make sooooo top view
make this white
Draw 2d pixel motorciycle top view light green.. In-Game asset. 2d. High contrast. No shadows
make this flying car and eflatun
Draw 2d pixel lamborghini car top view turkuaz.. In-Game asset. 2d. High contrast. No shadows
Draw 2d pixel car top view brown+green. In-Game asset. 2d. High contrast. No shadows
Draw 2d pixel car top view Red+white. In-Game asset. 2d. High contrast. No shadows
like a main menu symbol