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,
scaleX: 0.7,
scaleY: 0.7
});
self.width = car.width * 0.7;
self.height = car.height * 0.7;
// 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
****/
// Tree and plant assets for background
// Road and lane setup
// Car (player)
// Enemy car
// Obstacle (barrier)
// Road lane
// Bonus item
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
}, {
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
@@ -125,15 +125,15 @@
/****
* Game Code
****/
-// Bonus item
-// Road lane
-// Obstacle (barrier)
-// Enemy car
-// Car (player)
-// Road and lane setup
// Tree and plant assets for background
+// Road and lane setup
+// Car (player)
+// Enemy car
+// Obstacle (barrier)
+// Road lane
+// Bonus item
var roadWidth = 900;
var roadLeft = (2048 - roadWidth) / 2;
var roadRight = roadLeft + roadWidth;
var laneCount = 4;
@@ -158,8 +158,11 @@
yOffset: 180
}, {
id: 'plant3',
yOffset: 240
+}, {
+ 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
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