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 = 25; // Increased from 15
self.acceleration = 0.3; // Increased from 0.2
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);
}
};
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
****/
// Game variables
//Minimalistic tween library for animations
//Storage library for persistent game data
// Initialize car assets
// Initialize sound effects
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 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 = [];
// 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();
}
}
// Game over
function gameOver() {
gameActive = false;
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);
}
}
}
// 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
@@ -96,13 +96,62 @@
});
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) {
+ 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
@@ -114,13 +163,16 @@
anchorY: 0.5
});
// Car properties
self.speed = 0;
- self.maxSpeed = 15;
- self.acceleration = 0.2;
+ self.maxSpeed = 25; // Increased from 15
+ self.acceleration = 0.3; // Increased from 0.2
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
@@ -152,8 +204,10 @@
};
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();
};
@@ -163,8 +217,18 @@
} 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);
}
};
return self;
});
@@ -312,9 +376,9 @@
// Setup game elements
setupRoad();
setupPlayer();
// Update UI
- gameUI.update(score, coins, level);
+ gameUI.update(score, coins, level, playerCar.hp);
}
// Update score and check for level up
function updateScore(points) {
score += points;
@@ -353,14 +417,25 @@
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();
@@ -369,10 +444,12 @@
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) {
+ if (score <= 0 || playerCar.hp <= 0) {
gameOver();
}
}
// Game over
@@ -416,8 +493,9 @@
}
// 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();