User prompt
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
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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: 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
// Removed custom getBounds to avoid recursion bug
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 = 10; // Will be increased by game
self.update = function () {
self.y += self.speed;
};
// Removed custom getBounds to avoid recursion bug
return self;
});
// Obstacle
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obsAsset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
// Assign a random color tint to the obstacle asset
var obstacleColors = [0xff4444,
// red
0x44aaff,
// blue
0x44ff44,
// green
0xffcc44,
// yellow
0xff44cc,
// pink
0xffffff,
// white
0xff8800,
// orange
0x888888 // gray
];
var colorIdx = Math.floor(Math.random() * obstacleColors.length);
obsAsset.tint = obstacleColors[colorIdx];
self.width = obsAsset.width;
self.height = obsAsset.height;
self.speed = 10; // Will be increased by game
self.update = function () {
self.y += self.speed;
};
// Removed custom getBounds to avoid recursion bug
return self;
});
// RoadLine: vertical dashed line for road center/lanes
var RoadLine = Container.expand(function () {
var self = Container.call(this);
// Parameters for dashed line
var dashHeight = 120;
var gap = 80;
var lineWidth = 24;
var color = 0xffffff;
var y = 0;
// Fill vertical line with dashes
while (y < 2732 + dashHeight) {
var dash = LK.getAsset('roadline_dash', {
width: lineWidth,
height: dashHeight,
color: color,
shape: 'box',
anchorX: 0.5,
anchorY: 0
});
dash.x = 0;
dash.y = y;
self.addChild(dash);
y += dashHeight + gap;
}
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Game area
// Car (player)
// Obstacle
// Coin
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)];
// Draw road lines (between lanes)
var roadLines = [];
for (var i = 1; i < LANE_COUNT; i++) {
var line = new RoadLine();
line.x = i * LANE_WIDTH;
line.y = 0;
game.addChild(line);
roadLines.push(line);
}
// For rolling stripes
var roadLineSpeed = 14; // Stripes move faster than obstacles
// 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 = 10; // Slower starting speed
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 += 1; // Slower speed increase
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;
}
// Move road lines down and wrap
for (var rl = 0; rl < roadLines.length; rl++) {
var line = roadLines[rl];
line.y += roadLineSpeed;
// The height of the dashed line pattern is dash+gap repeated, so wrap when y > dash+gap
// We know from RoadLine: dashHeight=120, gap=80, so pattern=200
var patternHeight = 120 + 80;
if (line.y >= patternHeight) {
line.y -= patternHeight;
}
}
// 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; ===================================================================
--- original.js
+++ change.js
@@ -106,12 +106,12 @@
/****
* Game Code
****/
-// Coin
-// Obstacle
-// Car (player)
// Game area
+// Car (player)
+// Obstacle
+// Coin
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
// Lane system (3 lanes)
var LANE_COUNT = 3;
@@ -121,14 +121,14 @@
var roadLines = [];
for (var i = 1; i < LANE_COUNT; i++) {
var line = new RoadLine();
line.x = i * LANE_WIDTH;
- line.y = 0; // Start at the very top
+ line.y = 0;
game.addChild(line);
roadLines.push(line);
}
// For rolling stripes
-var roadLineSpeed = baseSpeed;
+var roadLineSpeed = 14; // Stripes move faster than obstacles
// Player car
var car = new Car();
game.addChild(car);
car.x = GAME_WIDTH / 2;
@@ -193,9 +193,8 @@
if (LK.ticks % speedIncreaseInterval === 0 && LK.ticks > 0) {
speed += 1; // Slower speed increase
obstacleInterval = Math.max(minObstacleInterval, obstacleInterval - 4);
coinInterval = Math.max(minCoinInterval, coinInterval - 2);
- roadLineSpeed = speed; // Keep road lines in sync with obstacle/coin speed
}
// Spawn obstacles
if (LK.ticks - lastObstacleTick >= obstacleInterval) {
var obs = new Obstacle();