User prompt
When car leveled up throw continuous projectiles.
User prompt
When car leveled up throw projectiles.
User prompt
Make car faster.
User prompt
1-Add hp bar. 2-make car faster 3-car should be leveled up
User prompt
Make me high quality car racing game. ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught ReferenceError: tweenA is not defined' in or related to this line: 'tweenA.onComplete = function () {' Line Number: 78 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'var tweenA = tween.to(blockA, {' Line Number: 66 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Reset codes
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: tween is not defined' in or related to this line: 'var tweenA = tween.to(blockA, {' Line Number: 61 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make Me a game like candy Crush saga.
User prompt
Make Me a game like candy Crush saga
User prompt
Pixel Drift: Retro Racer
Initial prompt
Make Me a cool pixel car racing game. Game has points, levels and coins.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { level: 1, coins: 0, highScore: 0 }); /**** * Classes ****/ var GameElement = Container.expand(function () { var self = Container.call(this); self.speed = 0; self.active = true; self.type = 'none'; self.lastIntersecting = false; self.setup = function (elementType, posX, speedValue) { self.type = elementType; self.speed = speedValue; self.x = posX; self.y = -200; if (elementType === 'coin') { var coinGraphic = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); // Add shine animation self.animate = function () { tween(coinGraphic, { alpha: 0.5 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { tween(coinGraphic, { alpha: 1 }, { duration: 500, easing: tween.linear, onFinish: self.animate }); } }); }; self.animate(); } else if (elementType === 'obstacle') { self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); } else if (elementType === 'enemyCar') { self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); } }; self.update = function () { if (!self.active) return; self.y += self.speed; // Remove when off-screen if (self.y > 2732 + 100) { self.active = false; } // Rotate coins slightly for visual appeal if (self.type === 'coin') { self.rotation += 0.02; } }; return self; }); var GameUI = Container.expand(function () { var self = Container.call(this); // Create score text self.scoreText = new Text2('SCORE: 0', { size: 60, fill: 0xFFFFFF }); self.scoreText.anchor.set(0, 0); self.addChild(self.scoreText); // Create coins text self.coinsText = new Text2('COINS: 0', { size: 60, fill: 0xF1C40F }); self.coinsText.anchor.set(0, 0); self.coinsText.y = 70; self.addChild(self.coinsText); // Create level text self.levelText = new Text2('LEVEL: 1', { size: 60, fill: 0x2ECC71 }); self.levelText.anchor.set(0, 0); self.levelText.y = 140; self.addChild(self.levelText); // Create HP bar background self.hpBarBg = new Container(); self.hpBarBg.x = 0; self.hpBarBg.y = 210; self.addChild(self.hpBarBg); var hpBarBgGraphic = LK.getAsset('road', { anchorX: 0, anchorY: 0, width: 300, height: 30, tint: 0x555555 }); self.hpBarBg.addChild(hpBarBgGraphic); // Create HP bar fill self.hpBarFill = new Container(); self.hpBarFill.x = 0; self.hpBarFill.y = 210; self.addChild(self.hpBarFill); var hpBarFillGraphic = LK.getAsset('road', { anchorX: 0, anchorY: 0, width: 300, height: 30, tint: 0x27ae60 }); self.hpBarFill.addChild(hpBarFillGraphic); // Create HP text self.hpText = new Text2('HP: 100%', { size: 40, fill: 0xFFFFFF }); self.hpText.anchor.set(0, 0.5); self.hpText.x = 10; self.hpText.y = 225; self.addChild(self.hpText); // Update UI elements self.update = function (score, coins, level, hp) { self.scoreText.setText('SCORE: ' + score); self.coinsText.setText('COINS: ' + coins); self.levelText.setText('LEVEL: ' + level); if (hp !== undefined) { // Update HP bar var hpPercent = Math.max(0, Math.min(100, hp)); self.hpBarFill.children[0].width = 3 * hpPercent; self.hpText.setText('HP: ' + hpPercent + '%'); // Change color based on HP level if (hpPercent > 60) { self.hpBarFill.children[0].tint = 0x27ae60; // Green } else if (hpPercent > 30) { self.hpBarFill.children[0].tint = 0xf39c12; // Orange } else { self.hpBarFill.children[0].tint = 0xe74c3c; // Red } } }; return self; }); // Game variables var PlayerCar = Container.expand(function () { var self = Container.call(this); // Create car graphics var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); // Car properties self.speed = 0; self.maxSpeed = 40; // Increased from 25 self.acceleration = 0.5; // Increased from 0.3 self.deceleration = 0.1; self.handling = 10; self.isAccelerating = true; self.hp = 100; self.level = 1; self.upgradePoints = 0; // Track last positions for collision detection self.lastX = 0; self.lastY = 0; // Control methods self.moveLeft = function () { if (self.x > roadLeftEdge + self.width / 2 + 10) { self.x -= self.handling; } }; self.moveRight = function () { if (self.x < roadRightEdge - self.width / 2 - 10) { self.x += self.handling; } }; self.update = function () { // Store last position self.lastX = self.x; self.lastY = self.y; // Update speed if (self.isAccelerating && self.speed < self.maxSpeed) { self.speed += self.acceleration; } else if (!self.isAccelerating && self.speed > 0) { self.speed -= self.deceleration; } if (self.speed < 0) self.speed = 0; // Apply visual effects based on speed var speedRatio = self.speed / self.maxSpeed; carGraphics.scaleX = 1 + speedRatio * 0.1; carGraphics.scaleY = 1 - speedRatio * 0.05; }; self.crash = function () { self.isAccelerating = false; self.speed = Math.max(0, self.speed * 0.5); // Reduce HP self.hp = Math.max(0, self.hp - 20); // Visual feedback for crash LK.effects.flashObject(self, 0xff0000, 500); LK.getSound('crash').play(); }; self.upgrade = function (type, amount) { if (type === 'speed') { self.maxSpeed += amount; } else if (type === 'handling') { self.handling += amount; } else if (type === 'acceleration') { self.acceleration += amount * 0.05; } else if (type === 'hp') { self.hp = Math.min(100, self.hp + amount); } else if (type === 'levelUp') { self.level++; self.maxSpeed += 2; self.handling += 1; self.acceleration += 0.05; self.hp = 100; // Visual feedback for car level up LK.effects.flashObject(self, 0x3498db, 1000); // Fire projectiles when car levels up fireProjectiles(self.x, self.y); } }; return self; }); var Projectile = Container.expand(function () { var self = Container.call(this); // Projectile properties self.speed = 0; self.active = true; self.lastY = 0; // Create projectile graphics var projectileGraphic = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5, width: 20, height: 40, tint: 0x3498db }); // Initialize projectile self.setup = function (posX, posY, speedValue) { self.x = posX; self.y = posY; self.lastY = posY; self.speed = speedValue; self.rotation = -Math.PI / 2; // Point upward }; // Update projectile position self.update = function () { if (!self.active) return; self.lastY = self.y; self.y -= self.speed; // Remove when off-screen if (self.y < -100) { self.active = false; } }; return self; }); var RoadElement = Container.expand(function () { var self = Container.call(this); self.speed = 0; self.type = 'none'; self.setup = function (elementType, speedValue) { self.type = elementType; self.speed = speedValue; if (elementType === 'road') { self.roadGraphic = self.attachAsset('road', { anchorX: 0.5, anchorY: 0 }); } else if (elementType === 'line') { self.lineGraphic = self.attachAsset('roadLine', { anchorX: 0.5, anchorY: 0.5 }); } }; self.update = function () { self.y += self.speed; // Loop road elements if (self.type === 'road' && self.y > 2732) { self.y = -self.roadGraphic.height + 10; } // Loop road lines if (self.type === 'line' && self.y > 2732) { self.y = -100; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Initialize sound effects // Initialize car assets //Storage library for persistent game data //Minimalistic tween library for animations // Game variables var score = 0; var coins = storage.coins || 0; var level = storage.level || 1; var highScore = storage.highScore || 0; var gameSpeed = 5 + level * 0.5; var roadWidth = 600; var roadLeftEdge = (2048 - roadWidth) / 2; var roadRightEdge = roadLeftEdge + roadWidth; var spawnTimer = 0; var gameActive = true; var levelProgress = 0; var pointsToNextLevel = 1000; // Game elements var playerCar; var roadElements = []; var gameElements = []; var projectiles = []; var gameUI; // Create game UI and add to GUI layer gameUI = new GameUI(); gameUI.x = 50; gameUI.y = 50; LK.gui.topLeft.addChild(gameUI); // Create road function setupRoad() { // Create main road for (var i = 0; i < 2; i++) { var road = new RoadElement(); road.setup('road', gameSpeed); road.x = 2048 / 2; road.y = i * road.roadGraphic.height - (i > 0 ? 10 : 0); roadElements.push(road); game.addChild(road); } // Create road lines var lineSpacing = 200; for (var j = 0; j < 15; j++) { var line = new RoadElement(); line.setup('line', gameSpeed); line.x = 2048 / 2; line.y = j * lineSpacing; roadElements.push(line); game.addChild(line); } } // Create player car function setupPlayer() { playerCar = new PlayerCar(); playerCar.x = 2048 / 2; playerCar.y = 2732 - 300; game.addChild(playerCar); } // Spawn game elements (coins, obstacles, enemy cars) function spawnGameElement() { if (!gameActive) return; // Determine what to spawn based on random chance var rand = Math.random(); var type, lanePosition; // Calculate available lanes var laneWidth = roadWidth / 3; var lanes = [roadLeftEdge + laneWidth / 2, roadLeftEdge + laneWidth + laneWidth / 2, roadLeftEdge + laneWidth * 2 + laneWidth / 2]; // Choose random lane lanePosition = lanes[Math.floor(Math.random() * lanes.length)]; // Determine element type if (rand < 0.4) { type = 'coin'; } else if (rand < 0.7) { type = 'obstacle'; } else { type = 'enemyCar'; } var element = new GameElement(); element.setup(type, lanePosition, gameSpeed); gameElements.push(element); game.addChild(element); // Add some variation to spawn rate spawnTimer = 60 + Math.floor(Math.random() * 60); } // Initialize game function initGame() { // Reset game state score = 0; levelProgress = 0; gameSpeed = 5 + level * 0.5; gameActive = true; // Clear existing elements for (var i = 0; i < roadElements.length; i++) { roadElements[i].destroy(); } roadElements = []; for (var j = 0; j < gameElements.length; j++) { gameElements[j].destroy(); } gameElements = []; // Clear projectiles for (var k = 0; k < projectiles.length; k++) { projectiles[k].destroy(); } projectiles = []; clearProjectileInterval(); // Setup game elements setupRoad(); setupPlayer(); // Update UI gameUI.update(score, coins, level, playerCar.hp); } // Update score and check for level up function updateScore(points) { score += points; levelProgress += points; // Level up when enough points are collected if (levelProgress >= pointsToNextLevel) { levelUp(); } // Update high score if (score > highScore) { highScore = score; storage.highScore = highScore; } // Update UI gameUI.update(score, coins, level); } // Handle level up function levelUp() { level++; storage.level = level; levelProgress = 0; gameSpeed += 0.5; // Increase points needed for next level pointsToNextLevel = 1000 + level * 500; // Visual feedback LK.effects.flashScreen(0x2ecc71, 500); LK.getSound('levelUp').play(); // Update road and element speeds for (var i = 0; i < roadElements.length; i++) { roadElements[i].speed = gameSpeed; } // Update UI gameUI.update(score, coins, level); } // Handle coin collection function collectCoin(element) { coins++; storage.coins = coins; updateScore(50); // Restore some HP playerCar.upgrade('hp', 5); // Visual feedback LK.effects.flashObject(element, 0xf1c40f, 300); LK.getSound('coinCollect').play(); // Remove coin element.active = false; game.removeChild(element); // Check if player can level up car if (coins >= playerCar.level * 10) { coins -= playerCar.level * 10; storage.coins = coins; playerCar.upgrade('levelUp'); LK.effects.flashScreen(0x3498db, 500); } // Update UI with new HP gameUI.update(score, coins, level, playerCar.hp); } // Handle collision with obstacle or enemy car function handleCollision(element) { playerCar.crash(); updateScore(-100); // Visual feedback LK.effects.flashObject(element, 0xff0000, 300); // Remove obstacle element.active = false; game.removeChild(element); // Update HP display gameUI.update(score, coins, level, playerCar.hp); // Check if game over if (score <= 0 || playerCar.hp <= 0) { gameOver(); } } // Fire projectiles when car levels up var projectileInterval = null; function fireProjectiles(startX, startY) { // Fire multiple projectiles in different patterns based on car level var count = Math.min(playerCar.level, 5); // Max 5 projectiles for (var i = 0; i < count; i++) { var projectile = new Projectile(); var offset = (i - (count - 1) / 2) * 50; // Spread projectiles horizontally projectile.setup(startX + offset, startY - 50, 20); projectiles.push(projectile); game.addChild(projectile); } // Play sound effect LK.getSound('levelUp').play(); // Start continuous firing if not already started if (!projectileInterval) { projectileInterval = LK.setInterval(function () { if (!gameActive) return; // Only fire if playerCar is still in game and leveled up at least once if (playerCar && playerCar.level > 1) { var count = Math.min(playerCar.level, 5); for (var i = 0; i < count; i++) { var projectile = new Projectile(); var offset = (i - (count - 1) / 2) * 50; projectile.setup(playerCar.x + offset, playerCar.y - 50, 20); projectiles.push(projectile); game.addChild(projectile); } } }, 300); // Fire every 300ms } } // Clear projectile interval on game over or reset function clearProjectileInterval() { if (projectileInterval) { LK.clearInterval(projectileInterval); projectileInterval = null; } } // Game over function gameOver() { gameActive = false; clearProjectileInterval(); LK.effects.flashScreen(0xe74c3c, 1000); LK.showGameOver(); } // Initialize the game initGame(); // Game update loop game.update = function () { if (!gameActive) return; // Update player car playerCar.update(); // Update road elements for (var i = 0; i < roadElements.length; i++) { roadElements[i].update(); } // Update game elements and check collisions for (var j = gameElements.length - 1; j >= 0; j--) { var element = gameElements[j]; element.update(); // Remove inactive elements if (!element.active) { gameElements.splice(j, 1); continue; } // Check for collisions var wasIntersecting = element.lastIntersecting; var isIntersecting = element.intersects(playerCar); element.lastIntersecting = isIntersecting; // Handle new intersections if (!wasIntersecting && isIntersecting) { if (element.type === 'coin') { collectCoin(element); } else { handleCollision(element); } } } // Update projectiles and check for collisions for (var p = projectiles.length - 1; p >= 0; p--) { var projectile = projectiles[p]; projectile.update(); // Remove inactive projectiles if (!projectile.active) { game.removeChild(projectile); projectiles.splice(p, 1); continue; } // Check for collisions with game elements for (var e = gameElements.length - 1; e >= 0; e--) { var element = gameElements[e]; if (element.type !== 'coin' && projectile.intersects(element)) { // Remove the element element.active = false; game.removeChild(element); gameElements.splice(e, 1); // Give points for destroying obstacles with projectiles updateScore(25); // Create visual effect LK.effects.flashObject(projectile, 0xffffff, 200); // Remove the projectile projectile.active = false; game.removeChild(projectile); projectiles.splice(p, 1); break; } } } // Increment score based on speed if (LK.ticks % 10 === 0) { updateScore(Math.floor(playerCar.speed)); gameUI.update(score, coins, level, playerCar.hp); } // Spawn new game elements if (spawnTimer <= 0) { spawnGameElement(); } else { spawnTimer--; } // Add points for progress if (LK.ticks % 60 === 0) { updateScore(1); } }; // Touch controls game.down = function (x, y, obj) { if (!gameActive) return; // Determine which side of the screen was touched if (x < 2048 / 2) { playerCar.moveLeft(); } else { playerCar.moveRight(); } }; game.move = function (x, y, obj) { if (!gameActive) return; // Determine which side of the screen is being touched if (x < 2048 / 2) { playerCar.moveLeft(); } else { playerCar.moveRight(); } }; // Set game background color game.setBackgroundColor(0x1a1a2e);
===================================================================
--- original.js
+++ change.js
@@ -310,13 +310,13 @@
/****
* Game Code
****/
-// Game variables
-//Minimalistic tween library for animations
-//Storage library for persistent game data
-// Initialize car assets
// Initialize sound effects
+// Initialize car assets
+//Storage library for persistent game data
+//Minimalistic tween library for animations
+// Game variables
var score = 0;
var coins = storage.coins || 0;
var level = storage.level || 1;
var highScore = storage.highScore || 0;
@@ -414,8 +414,9 @@
for (var k = 0; k < projectiles.length; k++) {
projectiles[k].destroy();
}
projectiles = [];
+ clearProjectileInterval();
// Setup game elements
setupRoad();
setupPlayer();
// Update UI
@@ -494,8 +495,9 @@
gameOver();
}
}
// Fire projectiles when car levels up
+var projectileInterval = null;
function fireProjectiles(startX, startY) {
// Fire multiple projectiles in different patterns based on car level
var count = Math.min(playerCar.level, 5); // Max 5 projectiles
for (var i = 0; i < count; i++) {
@@ -506,12 +508,37 @@
game.addChild(projectile);
}
// Play sound effect
LK.getSound('levelUp').play();
+ // Start continuous firing if not already started
+ if (!projectileInterval) {
+ projectileInterval = LK.setInterval(function () {
+ if (!gameActive) return;
+ // Only fire if playerCar is still in game and leveled up at least once
+ if (playerCar && playerCar.level > 1) {
+ var count = Math.min(playerCar.level, 5);
+ for (var i = 0; i < count; i++) {
+ var projectile = new Projectile();
+ var offset = (i - (count - 1) / 2) * 50;
+ projectile.setup(playerCar.x + offset, playerCar.y - 50, 20);
+ projectiles.push(projectile);
+ game.addChild(projectile);
+ }
+ }
+ }, 300); // Fire every 300ms
+ }
}
+// Clear projectile interval on game over or reset
+function clearProjectileInterval() {
+ if (projectileInterval) {
+ LK.clearInterval(projectileInterval);
+ projectileInterval = null;
+ }
+}
// Game over
function gameOver() {
gameActive = false;
+ clearProjectileInterval();
LK.effects.flashScreen(0xe74c3c, 1000);
LK.showGameOver();
}
// Initialize the game