User prompt
plant3 ün çıkma olasılığını arttır
User prompt
plant3 hiç çiıkmıyor
User prompt
plant3 çıkma ihtimalini arttır
User prompt
player aracını biraz küçült
User prompt
biraz daha kolaydan zora doğru gitsin oyun sonsuz olduğu için biraz geç zorlaşsın kolay orta zor olarak
User prompt
oyun kolaydan zora doğru gitsin
User prompt
hitboxlarını ayarla herşeyin
User prompt
arka plan da sağ ve sola ağaçlar ve bitkiler koy renkli renkli bunların sıklığını azalt
User prompt
hiç bir obje iç içe olmasın
User prompt
arka plan da sağ ve sola ağaçlar ve bitkiler koy renkli renkli
User prompt
arka plandaki çizgiler çok geç görünüyor onu düzelt
User prompt
düz bir şekilde olsun çok geç yükleniyor
User prompt
arkaplan çok geç yükleniyor
User prompt
arkaplan 2d trafik yolu olsun
User prompt
engelle arabalar asla aynı yolda olmasın 4 tane yan yana engel veya enemycar olmasın
User prompt
bonus la engeller asla iç içe olmasın
User prompt
çok güzel ama bit yol da aynı anda 4 tane engel olmasın
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 104
Code edit (1 edits merged)
Please save this source code
User prompt
Endless Car Racer
Initial prompt
sonsuz araba yarışı yap ingilizce profesyonel ol
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bonus Item Class var Bonus = Container.expand(function () { var self = Container.call(this); var b = self.attachAsset('bonus', { anchorX: 0.5, anchorY: 0.5 }); self.width = b.width; self.height = b.height; self.speed = 18 + Math.random() * 8; // Will be set by game self.lane = 0; self.update = function () { self.y += self.speed; }; self.getBounds = function () { // Shrink hitbox for better gameplay feel var w = b.width * 0.7; var h = b.height * 0.7; return { x: self.x - w / 2, y: self.y - h / 2, width: w, height: h }; }; return self; }); // Enemy Car Class 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 = 18 + Math.random() * 8; // Will be set by game self.lane = 0; self.update = function () { self.y += self.speed; }; self.getBounds = function () { // Shrink hitbox for better gameplay feel var w = car.width * 0.7; var h = car.height * 0.7; return { x: self.x - w / 2, y: self.y - h / 2, width: w, height: h }; }; return self; }); // Obstacle Class var Obstacle = Container.expand(function () { var self = Container.call(this); var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.width = obs.width; self.height = obs.height; self.speed = 18 + Math.random() * 8; // Will be set by game self.lane = 0; self.update = function () { self.y += self.speed; }; self.getBounds = function () { // Shrink hitbox for better gameplay feel var w = obs.width * 0.7; var h = obs.height * 0.7; return { x: self.x - w / 2, y: self.y - h / 2, width: w, height: h }; }; return self; }); // Player Car Class 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; // For touch drag offset self.dragOffsetX = 0; self.dragOffsetY = 0; // For collision self.getBounds = function () { // Shrink hitbox for better gameplay feel var w = car.width * 0.7; var h = car.height * 0.7; return { x: self.x - w / 2, y: self.y - h / 2, width: w, height: h }; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Bonus item // Road lane // Obstacle (barrier) // Enemy car // Car (player) // Road and lane setup // Tree and plant assets for background var roadWidth = 900; var roadLeft = (2048 - roadWidth) / 2; var roadRight = roadLeft + roadWidth; var laneCount = 4; var laneWidth = roadWidth / laneCount; var laneCenters = []; for (var i = 0; i < laneCount; i++) { laneCenters.push(roadLeft + laneWidth / 2 + i * laneWidth); } // --- Add colorful trees and plants to left and right sides of the road as background --- var bgDecor = []; var decorTypes = [{ id: 'tree1', yOffset: 0 }, { id: 'tree2', yOffset: 40 }, { id: 'plant1', yOffset: 120 }, { id: 'plant2', yOffset: 180 }, { id: 'plant3', yOffset: 240 }]; // Place decorations in a staggered, repeating pattern, but less frequently for (var side = 0; side < 2; side++) { // 0: left, 1: right for (var i = 0; i < 4; i++) { // Reduced from 8 to 4 for lower frequency var typeIdx = i % decorTypes.length; var decor = LK.getAsset(decorTypes[typeIdx].id, { anchorX: 0.5, anchorY: 0.5 }); // X position: left or right of road, with some random offset for natural look if (side === 0) { decor.x = roadLeft - 90 + Math.random() * 30; } else { decor.x = roadRight + 90 - Math.random() * 30; } // Y position: staggered vertically, with some random offset, spacing increased for less density decor.y = 300 + i * 640 + decorTypes[typeIdx].yOffset + Math.random() * 40; // Store for scrolling decor._baseY = decor.y; decor._side = side; decor._typeIdx = typeIdx; game.addChild(decor); bgDecor.push(decor); } } // Draw lane markers (scrolling effect) var laneMarkers = []; for (var i = 1; i < laneCount; i++) { for (var j = 0; j < 6; j++) { var marker = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: roadLeft + i * laneWidth, y: j * 400 }); marker.laneIdx = i; marker.offsetIdx = j; game.addChild(marker); laneMarkers.push(marker); } } // Player car var player = new PlayerCar(); player.x = laneCenters[1]; player.y = 2732 - 500; game.addChild(player); // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Bonus score var bonusScore = 0; var bonusTxt = new Text2('', { size: 60, fill: 0x43A047 }); bonusTxt.anchor.set(0.5, 0); LK.gui.top.addChild(bonusTxt); // Game state var enemyCars = []; var obstacles = []; var bonuses = []; var gameSpeed = 18; var ticksSinceStart = 0; var lastSpawnTick = 0; var lastBonusTick = 0; var isDragging = false; var dragStartX = 0; var dragStartY = 0; var playerStartX = 0; var playerStartY = 0; var lastCrash = false; // Touch controls game.down = function (x, y, obj) { // Only start drag if touch is on player car var local = player.toLocal(game.toGlobal({ x: x, y: y })); if (local.x > -player.width / 2 && local.x < player.width / 2 && local.y > -player.height / 2 && local.y < player.height / 2) { isDragging = true; dragStartX = x; dragStartY = y; playerStartX = player.x; playerStartY = player.y; } }; game.move = function (x, y, obj) { if (isDragging) { var dx = x - dragStartX; // Only allow horizontal movement, clamp to road var newX = playerStartX + dx; if (newX < roadLeft + player.width / 2) newX = roadLeft + player.width / 2; if (newX > roadRight - player.width / 2) newX = roadRight - player.width / 2; player.x = newX; } }; game.up = function (x, y, obj) { isDragging = false; }; // Helper: collision check (AABB) function intersects(a, b) { var ab = a.getBounds(); var bb = b.getBounds(); return ab.x < bb.x + bb.width && ab.x + ab.width > bb.x && ab.y < bb.y + bb.height && ab.y + ab.height > bb.y; } // Main game loop game.update = function () { ticksSinceStart++; // 3-stage difficulty progression: easy, medium, hard // Easy: 0-2000 ticks (~33s), Medium: 2000-5000 ticks (~83s), Hard: 5000+ ticks if (!game._spawnInterval) game._spawnInterval = 36; if (ticksSinceStart < 2000) { // Easy: slow ramp up if (ticksSinceStart % 400 == 0 && gameSpeed < 22) { gameSpeed += 1; } if (ticksSinceStart % 400 == 0 && game._spawnInterval > 28) { game._spawnInterval -= 1; } } else if (ticksSinceStart < 5000) { // Medium: moderate ramp up if (ticksSinceStart % 200 == 0 && gameSpeed < 30) { gameSpeed += 1; } if (ticksSinceStart % 200 == 0 && game._spawnInterval > 20) { game._spawnInterval -= 1; } } else { // Hard: faster ramp up, but cap if (ticksSinceStart % 120 == 0 && gameSpeed < 38) { gameSpeed += 1; } if (ticksSinceStart % 120 == 0 && game._spawnInterval > 14) { game._spawnInterval -= 1; } } // Move background trees and plants for scrolling effect for (var i = 0; i < bgDecor.length; i++) { var decor = bgDecor[i]; decor.y += gameSpeed; // If decor goes off bottom, loop to top with new random offset for variety if (decor.y > 2732 + 120) { decor.y -= 8 * 320; decor.y += Math.random() * 40 - 20; // Optionally randomize X a bit for more natural look if (decor._side === 0) { decor.x = roadLeft - 90 + Math.random() * 30; } else { decor.x = roadRight + 90 - Math.random() * 30; } } } // Move lane markers for scrolling effect for (var i = 0; i < laneMarkers.length; i++) { var marker = laneMarkers[i]; marker.y += gameSpeed; if (marker.y > 2732) { marker.y -= 2400; } } // Spawn enemy cars and obstacles, ensuring no overlap with any existing object if (ticksSinceStart - lastSpawnTick > (game._spawnInterval || 36)) { lastSpawnTick = ticksSinceStart; // Randomly pick lanes to spawn cars/obstacles, but never all 4 at once var spawnLanes = []; for (var i = 0; i < laneCount; i++) { if (Math.random() < 0.5) spawnLanes.push(i); } // Never allow all 4 lanes to be filled at once if (spawnLanes.length > 3) { // Randomly remove one lane to ensure max 3 var idxToRemove = Math.floor(Math.random() * spawnLanes.length); spawnLanes.splice(idxToRemove, 1); } if (spawnLanes.length == 0) spawnLanes.push(Math.floor(Math.random() * laneCount)); // Limit to max 3 obstacles per spawn var obstacleCountThisSpawn = 0; // Track which lanes will have obstacles this spawn var obstacleLanesThisSpawn = []; // Track which lanes are used (to prevent both enemy and obstacle in same lane) var usedLanes = {}; // Track all new objects to check for overlap var newObjects = []; for (var i = 0; i < spawnLanes.length; i++) { var laneIdx = spawnLanes[i]; // If already 3 obstacles, force enemy car for the rest var forceEnemy = obstacleCountThisSpawn >= 3; // Only allow one object per lane (no overlap of enemy/obstacle) if (usedLanes[laneIdx]) continue; // Determine spawn Y and type var spawnY, obj, isObstacle = false; if (!forceEnemy && Math.random() >= 0.7) { // Obstacle obj = new Obstacle(); obj.x = laneCenters[laneIdx]; obj.y = -100; obj.speed = gameSpeed; obj.lane = laneIdx; spawnY = obj.y; isObstacle = true; } else { // Enemy car obj = new EnemyCar(); obj.x = laneCenters[laneIdx]; obj.y = -200; obj.speed = gameSpeed; obj.lane = laneIdx; spawnY = obj.y; } // Check for overlap with all existing objects (enemyCars, obstacles, bonuses) and newObjects var overlap = false; var objBounds = obj.getBounds(); // Check with existing enemy cars for (var j = 0; j < enemyCars.length; j++) { if (enemyCars[j].lane === laneIdx) { var other = enemyCars[j]; var otherBounds = other.getBounds(); if (!(objBounds.x + objBounds.width < otherBounds.x || objBounds.x > otherBounds.x + otherBounds.width || objBounds.y + objBounds.height < otherBounds.y || objBounds.y > otherBounds.y + otherBounds.height)) { overlap = true; break; } } } // Check with existing obstacles if (!overlap) { for (var j = 0; j < obstacles.length; j++) { if (obstacles[j].lane === laneIdx) { var other = obstacles[j]; var otherBounds = other.getBounds(); if (!(objBounds.x + objBounds.width < otherBounds.x || objBounds.x > otherBounds.x + otherBounds.width || objBounds.y + objBounds.height < otherBounds.y || objBounds.y > otherBounds.y + otherBounds.height)) { overlap = true; break; } } } } // Check with existing bonuses if (!overlap) { for (var j = 0; j < bonuses.length; j++) { if (bonuses[j].lane === laneIdx) { var other = bonuses[j]; var otherBounds = other.getBounds(); if (!(objBounds.x + objBounds.width < otherBounds.x || objBounds.x > otherBounds.x + otherBounds.width || objBounds.y + objBounds.height < otherBounds.y || objBounds.y > otherBounds.y + otherBounds.height)) { overlap = true; break; } } } } // Check with new objects in this spawn if (!overlap) { for (var j = 0; j < newObjects.length; j++) { if (newObjects[j].lane === laneIdx) { var other = newObjects[j]; var otherBounds = other.getBounds(); if (!(objBounds.x + objBounds.width < otherBounds.x || objBounds.x > otherBounds.x + otherBounds.width || objBounds.y + objBounds.height < otherBounds.y || objBounds.y > otherBounds.y + otherBounds.height)) { overlap = true; break; } } } } if (overlap) { // Don't spawn this object if (obj && obj.destroy) obj.destroy(); continue; } // No overlap, spawn if (isObstacle) { obstacles.push(obj); game.addChild(obj); obstacleCountThisSpawn++; obstacleLanesThisSpawn.push(laneIdx); usedLanes[laneIdx] = true; } else { enemyCars.push(obj); game.addChild(obj); usedLanes[laneIdx] = true; } newObjects.push(obj); } // Store obstacle lanes for this tick for bonus spawn logic game._obstacleLanesThisSpawn = obstacleLanesThisSpawn; } else { // If not spawning this tick, clear obstacle lanes game._obstacleLanesThisSpawn = []; } // Spawn bonus, ensuring no overlap with any object if (ticksSinceStart - lastBonusTick > 180 && Math.random() < 0.5) { lastBonusTick = ticksSinceStart; // Prevent bonus from spawning in a lane with an obstacle this tick var availableBonusLanes = []; for (var i = 0; i < laneCount; i++) { var blocked = false; if (game._obstacleLanesThisSpawn) { for (var j = 0; j < game._obstacleLanesThisSpawn.length; j++) { if (game._obstacleLanesThisSpawn[j] === i) { blocked = true; break; } } } // Check for overlap with any object in this lane at spawn Y if (!blocked) { var testBonus = new Bonus(); testBonus.x = laneCenters[i]; testBonus.y = -100; testBonus.lane = i; var testBounds = testBonus.getBounds(); // Check with enemy cars for (var j = 0; j < enemyCars.length; j++) { if (enemyCars[j].lane === i) { var other = enemyCars[j]; var otherBounds = other.getBounds(); if (!(testBounds.x + testBounds.width < otherBounds.x || testBounds.x > otherBounds.x + otherBounds.width || testBounds.y + testBounds.height < otherBounds.y || testBounds.y > otherBounds.y + otherBounds.height)) { blocked = true; break; } } } // Check with obstacles if (!blocked) { for (var j = 0; j < obstacles.length; j++) { if (obstacles[j].lane === i) { var other = obstacles[j]; var otherBounds = other.getBounds(); if (!(testBounds.x + testBounds.width < otherBounds.x || testBounds.x > otherBounds.x + otherBounds.width || testBounds.y + testBounds.height < otherBounds.y || testBounds.y > otherBounds.y + otherBounds.height)) { blocked = true; break; } } } } // Check with bonuses if (!blocked) { for (var j = 0; j < bonuses.length; j++) { if (bonuses[j].lane === i) { var other = bonuses[j]; var otherBounds = other.getBounds(); if (!(testBounds.x + testBounds.width < otherBounds.x || testBounds.x > otherBounds.x + otherBounds.width || testBounds.y + testBounds.height < otherBounds.y || testBounds.y > otherBounds.y + otherBounds.height)) { blocked = true; break; } } } } if (!blocked) availableBonusLanes.push(i); if (testBonus && testBonus.destroy) testBonus.destroy(); } } if (availableBonusLanes.length > 0) { var laneIdx = availableBonusLanes[Math.floor(Math.random() * availableBonusLanes.length)]; var b = new Bonus(); b.x = laneCenters[laneIdx]; b.y = -100; b.speed = gameSpeed; b.lane = laneIdx; bonuses.push(b); game.addChild(b); } } // Move enemy cars for (var i = enemyCars.length - 1; i >= 0; i--) { var e = enemyCars[i]; e.update(); if (e.y > 2732 + 200) { e.destroy(); enemyCars.splice(i, 1); continue; } // Collision with player if (intersects(player, e)) { if (!lastCrash) { LK.effects.flashScreen(0xff0000, 800); lastCrash = true; LK.showGameOver(); return; } } } // Move obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var o = obstacles[i]; o.update(); if (o.y > 2732 + 100) { o.destroy(); obstacles.splice(i, 1); continue; } // Collision with player if (intersects(player, o)) { if (!lastCrash) { LK.effects.flashScreen(0xff0000, 800); lastCrash = true; LK.showGameOver(); return; } } } // Move bonuses for (var i = bonuses.length - 1; i >= 0; i--) { var b = bonuses[i]; b.update(); if (b.y > 2732 + 100) { b.destroy(); bonuses.splice(i, 1); continue; } // Collision with player if (intersects(player, b)) { bonusScore += 100; score += 100; LK.effects.flashObject(player, 0x43a047, 400); b.destroy(); bonuses.splice(i, 1); // Show bonus text bonusTxt.setText("+100!"); (function () { var t = bonusTxt; t.alpha = 1; tween(t, { alpha: 0 }, { duration: 900, easing: tween.linear, onFinish: function onFinish() { t.setText(''); } }); })(); } } // Score increases with distance if (!lastCrash) { score += Math.floor(gameSpeed / 2); scoreTxt.setText(score + ""); } }; // Reset crash state on new game LK.on('gameStart', function () { lastCrash = false; score = 0; bonusScore = 0; scoreTxt.setText('0'); bonusTxt.setText(''); // Remove all cars, obstacles, bonuses for (var i = enemyCars.length - 1; i >= 0; i--) { enemyCars[i].destroy(); enemyCars.splice(i, 1); } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].destroy(); obstacles.splice(i, 1); } for (var i = bonuses.length - 1; i >= 0; i--) { bonuses[i].destroy(); bonuses.splice(i, 1); } player.x = laneCenters[1]; player.y = 2732 - 500; gameSpeed = 18; ticksSinceStart = 0; lastSpawnTick = 0; lastBonusTick = 0; game._spawnInterval = 36; // Easy stage spawn interval }); // Prevent player from moving into top left menu area // (handled by roadLeft, but double check) if (roadLeft < 100) { roadLeft = 100; roadWidth = roadRight - roadLeft; laneWidth = roadWidth / laneCount; for (var i = 0; i < laneCount; i++) { laneCenters[i] = roadLeft + laneWidth / 2 + i * laneWidth; } }
===================================================================
--- original.js
+++ change.js
@@ -271,16 +271,35 @@
}
// Main game loop
game.update = function () {
ticksSinceStart++;
- // Increase speed and difficulty over time
- if (ticksSinceStart % 300 == 0 && gameSpeed < 38) {
- gameSpeed += 2;
- }
- // Gradually decrease spawn interval for more frequent spawns (minimum 16 ticks)
+ // 3-stage difficulty progression: easy, medium, hard
+ // Easy: 0-2000 ticks (~33s), Medium: 2000-5000 ticks (~83s), Hard: 5000+ ticks
if (!game._spawnInterval) game._spawnInterval = 36;
- if (ticksSinceStart % 300 == 0 && game._spawnInterval > 16) {
- game._spawnInterval -= 2;
+ if (ticksSinceStart < 2000) {
+ // Easy: slow ramp up
+ if (ticksSinceStart % 400 == 0 && gameSpeed < 22) {
+ gameSpeed += 1;
+ }
+ if (ticksSinceStart % 400 == 0 && game._spawnInterval > 28) {
+ game._spawnInterval -= 1;
+ }
+ } else if (ticksSinceStart < 5000) {
+ // Medium: moderate ramp up
+ if (ticksSinceStart % 200 == 0 && gameSpeed < 30) {
+ gameSpeed += 1;
+ }
+ if (ticksSinceStart % 200 == 0 && game._spawnInterval > 20) {
+ game._spawnInterval -= 1;
+ }
+ } else {
+ // Hard: faster ramp up, but cap
+ if (ticksSinceStart % 120 == 0 && gameSpeed < 38) {
+ gameSpeed += 1;
+ }
+ if (ticksSinceStart % 120 == 0 && game._spawnInterval > 14) {
+ game._spawnInterval -= 1;
+ }
}
// Move background trees and plants for scrolling effect
for (var i = 0; i < bgDecor.length; i++) {
var decor = bgDecor[i];
@@ -610,9 +629,9 @@
gameSpeed = 18;
ticksSinceStart = 0;
lastSpawnTick = 0;
lastBonusTick = 0;
- game._spawnInterval = 36;
+ game._spawnInterval = 36; // Easy stage spawn interval
});
// Prevent player from moving into top left menu area
// (handled by roadLeft, but double check)
if (roadLeft < 100) {
bonus. In-Game asset. 2d. High contrast. No shadows
obstackle. In-Game asset. 2d. High contrast. No shadows
Rear and top view of cool luxury sports car looking upwards. In-Game asset. 2d. High contrast. No shadows
top view of plant looking upwards. In-Game asset. 2d. High contrast. No shadows
Top view of colorful yellow plant looking upwards. In-Game asset. 2d. High contrast. No shadows
Top view of colorful pink plant looking upwards. In-Game asset. 2d. High contrast. No shadows
Top view of colorful pink tree looking upwards. In-Game asset. 2d. High contrast. No shadows
Top view of colorful tree looking upwards. In-Game asset. 2d. High contrast. No shadows
hearth red. In-Game asset. 2d. High contrast. No shadows
cool luxury sports car bumper view looking up. In-Game asset. 2d. High contrast. No shadows