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();