User prompt
Score is It appears on the screen on every screen
User prompt
Score at the top right: let it write and each gold score
User prompt
Please fix the bug: 'Can't find variable: fuelTxt' in or related to this line: 'fuelTxt.x = 2048 / 2;' Line Number: 337
User prompt
Let the score in the upper left corner write a score every second. Let him write the coins he collected in the upper right corner. And remove the fuel thing. Let the game end when the score is 999. When it's over, let it say "Congratulations" on the screen and have a play again button under it.
User prompt
Please fix the bug: 'Can't find variable: upBtn' in or related to this line: 'upBtn.down = function () {' Line Number: 193
User prompt
Delete the up button where the car is located and make the right and left keys square, I will make assets
Code edit (1 edits merged)
Please save this source code
User prompt
Turbo Road Racer
Initial prompt
This is a 2D car driving game designed with a top-down or side-scrolling perspective. The player controls a car that moves along a road while avoiding obstacles, collecting items, or racing against time or opponents. Core Features: Player Control: The user can control the car using arrow keys or on-screen touch buttons. The car can move left, right, and forward (and possibly brake or reverse). Game Objective: The main goal is to reach the end of the level, achieve the highest score, or survive as long as possible without crashing. Obstacles & Traffic: Other cars, roadblocks, oil spills, and cones appear on the road. If the player hits them, they lose points, slow down, or crash. Collectibles (Optional): Coins, fuel, speed boosts, or repair kits can be placed on the road. Players collect them to gain extra points or advantages. Game Over Conditions: The game ends if the player crashes, runs out of fuel, or completes all levels. Scoring System: Points are awarded based on distance traveled, items collected, and time survived. Graphics & Style: The game uses 2D sprites for cars, road elements, and background. It can have a cartoonish or pixel-art style. Optional Advanced Features: AI Traffic: Enemy cars or civilian traffic can follow simple AI paths and react to the player's movement (e.g., change lanes). Upgrades: The player can spend collected coins to upgrade speed, handling, or fuel capacity. Multiple Levels or Environments: City roads, highways, deserts, or snowy terrain with different challenges and visuals. Sound & Music: Background music, engine sounds, crash effects, and reward sounds add immersion.
/**** * 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 // Car (player) // Enemy car // Coin collectible // Fuel collectible // Road lane // Road background var roadWidth = 900; var laneCount = 3; var laneWidth = roadWidth / laneCount; var roadX = (2048 - roadWidth) / 2; var roadY = 0; // Road background var road = LK.getAsset('road', { anchorX: 0, anchorY: 0, x: roadX, y: roadY }); game.addChild(road); // Lane markers var laneMarkers = []; for (var i = 1; i < laneCount; i++) { var laneMarker = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0, x: roadX + i * laneWidth, y: 0 }); game.addChild(laneMarker); laneMarkers.push(laneMarker); } // Player car var player = new PlayerCar(); player.x = roadX + laneWidth * 1.5; player.y = 2732 - 400; game.addChild(player); // Score and fuel UI var score = 0; var distance = 0; var coinsCollected = 0; var 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); // Remove coinsTxt, show only score at top right // Timer to update score every second var scoreUpdateTimer = LK.setInterval(function () { scoreTxt.setText('Score: ' + score); }, 1000); // Lane positions var lanePositions = [roadX + laneWidth * 0.5, roadX + laneWidth * 1.5, roadX + laneWidth * 2.5]; // 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 (player.lane > 0) { player.lane--; tween(player, { x: lanePositions[player.lane] }, { duration: 120, easing: tween.cubicOut }); } }; rightBtn.down = function () { if (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 = []; var fuels = []; // (no longer used, but kept for code safety) // Spawning timers var enemySpawnTick = 0; var coinSpawnTick = 0; var fuelSpawnTick = 0; // Main game update game.update = function () { // Distance and fuel distance += 1; player.fuel -= 0.025; if (player.fuel < 0) player.fuel = 0; // 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)) { 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
@@ -308,8 +308,7 @@
}
}
};
// Center UI elements
-scoreTxt.x = 2048 / 2;
-scoreTxt.y = 20;
+// 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)
\ No newline at end of file
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