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obsticles can run inside lane
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obsticles can come from any line
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obsticles slide sideways
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Please fix the bug: 'TypeError: obs.update is not a function' in or related to this line: 'obs.update();' Line Number: 255
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obsticles move sliding
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obsticles move without gaps
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obsticles can change position
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stripes run faster than obsticles
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stripes start at the begining
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match stripe speed and obsticle speed
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can we make the stripes roll down
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background runs down
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obsticles have different colors
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slower obsticles
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draw road lines
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 76
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 76
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 76
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 76
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 76
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 76
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 76
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 73
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'return {' Line Number: 73
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Player Car var Car = Container.expand(function () { var self = Container.call(this); var carAsset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.width = carAsset.width; self.height = carAsset.height; // For collision box self.getBounds = function () { return { x: self.x - self.width / 2, y: self.y - self.height / 2, width: self.width, height: self.height }; }; return self; }); // Coin var Coin = Container.expand(function () { var self = Container.call(this); var coinAsset = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinAsset.width; self.height = coinAsset.height; self.speed = 18; // Will be increased by game self.update = function () { self.y += self.speed; }; self.getBounds = function () { return { x: self.x - self.width / 2, y: self.y - self.height / 2, width: self.width, height: self.height }; }; return self; }); // Obstacle var Obstacle = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.width = obsAsset.width; self.height = obsAsset.height; self.speed = 18; // Will be increased by game self.update = function () { self.y += self.speed; }; self.getBounds = function () { return { x: self.x - self.width / 2, y: self.y - self.height / 2, width: self.width, height: self.height }; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Coin // Obstacle // Car (player) // Game area var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Lane system (3 lanes) var LANE_COUNT = 3; var LANE_WIDTH = GAME_WIDTH / LANE_COUNT; var LANE_X = [Math.floor(LANE_WIDTH / 2), Math.floor(GAME_WIDTH / 2), Math.floor(GAME_WIDTH - LANE_WIDTH / 2)]; // Player car var car = new Car(); game.addChild(car); car.x = GAME_WIDTH / 2; car.y = GAME_HEIGHT - 400; // Dragging var dragCar = false; var dragOffsetX = 0; // Obstacles and coins var obstacles = []; var coins = []; // Difficulty var baseSpeed = 18; var speed = baseSpeed; var speedIncreaseInterval = 600; // every 10 seconds (60*10) var minObstacleInterval = 36; // minimum ticks between obstacles var obstacleInterval = 60; // ticks between obstacles, will decrease var minCoinInterval = 30; var coinInterval = 60; // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Helper: collision function rectsIntersect(a, b) { return !(a.x + a.width < b.x || a.x > b.x + b.width || a.y + a.height < b.y || a.y > b.y + b.height); } // Touch controls function clamp(val, min, max) { return Math.max(min, Math.min(max, val)); } game.down = function (x, y, obj) { // Only start drag if touch is on car var local = car.toLocal(game.toGlobal({ x: x, y: y })); if (local.x >= -car.width / 2 && local.x <= car.width / 2 && local.y >= -car.height / 2 && local.y <= car.height / 2) { dragCar = true; dragOffsetX = car.x - x; } }; game.move = function (x, y, obj) { if (dragCar) { // Only move horizontally, clamp to game area var newX = clamp(x + dragOffsetX, car.width / 2, GAME_WIDTH - car.width / 2); car.x = newX; } }; game.up = function (x, y, obj) { dragCar = false; }; // Spawning var lastObstacleTick = 0; var lastCoinTick = 0; // Main update loop game.update = function () { // Increase speed and difficulty over time if (LK.ticks % speedIncreaseInterval === 0 && LK.ticks > 0) { speed += 2; obstacleInterval = Math.max(minObstacleInterval, obstacleInterval - 4); coinInterval = Math.max(minCoinInterval, coinInterval - 2); } // Spawn obstacles if (LK.ticks - lastObstacleTick >= obstacleInterval) { var obs = new Obstacle(); obs.speed = speed; // Random lane var lane = Math.floor(Math.random() * LANE_COUNT); obs.x = LANE_X[lane]; obs.y = -obs.height / 2; obstacles.push(obs); game.addChild(obs); lastObstacleTick = LK.ticks; } // Spawn coins if (LK.ticks - lastCoinTick >= coinInterval) { var coin = new Coin(); coin.speed = speed; // Random lane, but not same as last obstacle var lane = Math.floor(Math.random() * LANE_COUNT); coin.x = LANE_X[lane]; coin.y = -coin.height / 2 - 200; coins.push(coin); game.addChild(coin); lastCoinTick = LK.ticks; } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.y - obs.height / 2 > GAME_HEIGHT + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with car if (rectsIntersect(obs.getBounds(), car.getBounds())) { // Flash and game over LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } // Update coins for (var j = coins.length - 1; j >= 0; j--) { var coin = coins[j]; coin.update(); // Remove if off screen if (coin.y - coin.height / 2 > GAME_HEIGHT + 100) { coin.destroy(); coins.splice(j, 1); continue; } // Collect coin if (rectsIntersect(coin.getBounds(), car.getBounds())) { score += 1; LK.setScore(score); scoreTxt.setText(score); // Animate coin tween(coin, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { coin.destroy(); } }); coins.splice(j, 1); } } }; // Center score text at top, avoid top left 100x100 scoreTxt.x = LK.gui.top.width / 2; scoreTxt.y = 20;
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--- original.js
+++ change.js