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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
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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 ****/ // 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)]; // 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); // Allow obstacle to be anywhere inside the lane, not just center var laneLeft = lane * LANE_WIDTH; var laneRight = (lane + 1) * LANE_WIDTH; var minX = laneLeft + obs.width / 2; var maxX = laneRight - obs.width / 2; obs.x = minX + Math.random() * (maxX - minX); 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
@@ -63,29 +63,10 @@
obsAsset.tint = obstacleColors[colorIdx];
self.width = obsAsset.width;
self.height = obsAsset.height;
self.speed = 10; // Will be increased by game
- // Sliding parameters (initialize if not already)
- if (self.slideAmplitude === undefined) {
- // Amplitude: 120-320 px, random per obstacle for more visible sliding
- self.slideAmplitude = 120 + Math.random() * 200;
- // Frequency: 0.002-0.006, random per obstacle for smoothness
- self.slideFrequency = 0.002 + Math.random() * 0.004;
- // Phase offset: random start
- self.slidePhase = Math.random() * Math.PI * 2;
- // Store original X (lane center)
- self.baseX = self.x;
- }
- // Add update method for obstacle movement
self.update = function () {
- // Store lastY for possible future use
- if (self.lastY === undefined) self.lastY = self.y;
- self.lastY = self.y;
- // Move obstacle down
self.y += self.speed;
- // Slide X in a smooth sinusoidal pattern
- if (self.baseX === undefined) self.baseX = self.x;
- self.x = self.baseX + Math.sin(self.y * self.slideFrequency + self.slidePhase) * self.slideAmplitude;
};
// Removed custom getBounds to avoid recursion bug
return self;
});
@@ -217,11 +198,15 @@
// Spawn obstacles
if (LK.ticks - lastObstacleTick >= obstacleInterval) {
var obs = new Obstacle();
obs.speed = speed;
- // Random X position across the road width, keeping obstacle fully on screen
- var minX = obs.width / 2;
- var maxX = GAME_WIDTH - obs.width / 2;
+ // Random lane
+ var lane = Math.floor(Math.random() * LANE_COUNT);
+ // Allow obstacle to be anywhere inside the lane, not just center
+ var laneLeft = lane * LANE_WIDTH;
+ var laneRight = (lane + 1) * LANE_WIDTH;
+ var minX = laneLeft + obs.width / 2;
+ var maxX = laneRight - obs.width / 2;
obs.x = minX + Math.random() * (maxX - minX);
obs.y = -obs.height / 2;
obstacles.push(obs);
game.addChild(obs);