Code edit (12 edits merged)
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Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'rightLamp.x = segment.x + segment.width / 2 + Math.random() * 300;' Line Number: 169
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Please fix the bug: 'Math.Random is not a function' in or related to this line: 'leftLamp.x = segment.x - segment.width / 2 + Math.Random(0, 300);' Line Number: 168
Code edit (1 edits merged)
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Instantiate more lamps on the road segments, similar logic to the lamp right now but with some separation to them. Make sure they are on the road segment always, not outside
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Create more lamps
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Create more lamps in random places on the both sides of the road segments
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Can you please create lamps to the borders of the road segments as you create the road segments? they should move with the road segments
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About this: make it a function with a boolean, and call that function onFinish with the boolean toggled, so that it continuosly play tween(background2, { x: 2048 / 2 + 10 }, { duration: 1250, easing: tween.linear, onFinish: function onFinish() { tween(background2, { x: 2048 / 2 - 50 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(background2, { x: 2048 / 2 }, { duration: 1250, easing: tween.linear }); } }); } });
Code edit (15 edits merged)
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Please fix the bug: 'tween is not defined' in or related to this line: 'tween(background2, {' Line Number: 175 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Using tween plugin, background2 make it more right 10 pixels, then come back to center, then left, then center, over 5 seconds. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add neonNight as the background image, instead of the background color
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Copy Drifting Love
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Car = Container.expand(function () { var self = Container.call(this); self.projectMovement = function (vector) { var angle = -Math.PI / 4; var cosAngle = Math.cos(angle); var sinAngle = Math.sin(angle); return { x: vector.x * cosAngle - vector.y * sinAngle, y: vector.x * sinAngle + vector.y * cosAngle }; }; var carGraphics = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.ORIGINAL_SPEED = 2; self.speed = self.ORIGINAL_SPEED; self.direction = 0; self.momentum = { x: 0, y: 0 }; self._move_migrated = function () { var momentumModifier = 0.1; self.speed *= 1.01; if (self.direction === 0) { self.momentum.x += self.speed * momentumModifier; } else { self.momentum.y -= self.speed * momentumModifier; } var projectedMovement = self.projectMovement(self.momentum); self.x += projectedMovement.x; self.y += projectedMovement.y; var nonTravelMomentum; if (self.direction === 0) { self.momentum.x *= 0.98; self.momentum.y *= 0.95; nonTravelMomentum = self.momentum.y; } else { self.momentum.x *= 0.95; self.momentum.y *= 0.98; nonTravelMomentum = self.momentum.x; } self.nonTravelMomentum = nonTravelMomentum; }; self.changeDirection = function () { self.direction = self.direction === 0 ? 1 : 0; self.speed = self.ORIGINAL_SPEED; carGraphics.scale.x *= -1; LK.getSound('Skid').play(); }; }); var Driver = Container.expand(function () { var self = Container.call(this); self.x = +1500; self.y = +1500; var driverGraphics = self.attachAsset('driver', { anchorX: 0.5, anchorY: 0.5 }); }); var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.rotation = Math.PI / 4; self.lifetime = 100; self.tick = function () { if (--self.lifetime <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ game.calculateDistanceToPoint = function (point, segmentStart, segmentEnd) { var A = point.x - segmentStart.x; var B = point.y - segmentStart.y; var C = segmentEnd.x - segmentStart.x; var D = segmentEnd.y - segmentStart.y; var dot = A * C + B * D; var len_sq = C * C + D * D; var param = -1; if (len_sq != 0) { param = dot / len_sq; } var xx, yy; if (param < 0) { xx = segmentStart.x; yy = segmentStart.y; } else if (param > 1) { xx = segmentEnd.x; yy = segmentEnd.y; } else { xx = segmentStart.x + param * C; yy = segmentStart.y + param * D; } var dx = point.x - xx; var dy = point.y - yy; return Math.sqrt(dx * dx + dy * dy); }; game.addRoadSegment = function (lampless) { var lastSegment = roadSegments[roadSegments.length - 1]; zigzag = !zigzag; var segment = roadContainer.attachAsset('roadSegment', { anchorX: 0.5 }); segment.width = segmentWidth; segmentWidth = Math.max(350, segmentWidth - 15); segment.height = i === 1 ? 3000 : Math.floor(Math.random() * (4000 - 1200 + 1)) + 1200; segment.rotation = zigzag ? -Math.PI - Math.PI / 4 : -Math.PI + Math.PI / 4; segment.y = currentY; segment.x = currentX; var adjustedHeight = segment.height - segmentWidth / 2; currentY += adjustedHeight * Math.cos(segment.rotation); currentX -= adjustedHeight * Math.sin(segment.rotation); segment.shadow = roadContainer.attachAsset('roadSegmentShadow', { anchorX: 0.5 }); segment.shadow.width = segment.width; segment.shadow.height = segment.height; segment.shadow.rotation = segment.rotation; segment.shadow.x = segment.x; segment.shadow.y = segment.y + 50; segment.shadow.alpha = 1; segment.used = false; roadSegments.push(segment); roadContainer.addChildAt(segment.shadow, 0); roadContainer.addChild(segment); if (!lampless) { // Add lamps to the borders of the road segment var leftLamp = roadContainer.attachAsset('lamp', { anchorX: 0.5, anchorY: 1.0 }); leftLamp.x = segment.x - segment.width / 2 + Math.random() * 300; leftLamp.y = segment.y + 200; roadContainer.addChild(leftLamp); var rightLamp = roadContainer.attachAsset('lamp', { anchorX: 0.5, anchorY: 1.0 }); rightLamp.x = segment.x + segment.width / 2 + Math.random() * 300; rightLamp.y = segment.y; roadContainer.addChild(rightLamp); } }; var background = LK.getAsset('neonNight', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.75 }); var background2 = LK.getAsset('neonNight2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 1 }); game.addChild(background2); // Animate background2 to move right, center, left, and back to center over 5 seconds function animateBackground(toggle) { if (toggle) { tween(background2, { x: 2048 / 2 + 10, y: 2732 / 2 + 10 }, { duration: 1250, easing: tween.linear, onFinish: function onFinish() { animateBackground(!toggle); } }); } else { tween(background2, { x: 2048 / 2 - 10, y: 2732 / 2 - 10 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(background2, { x: 2048 / 2, y: 2732 / 2 }, { duration: 1250, easing: tween.linear, onFinish: function onFinish() { animateBackground(!toggle); } }); } }); } } animateBackground(true); game.addChild(background); var particles = []; LK.playMusic('backgroundMusic'); var mainContainer = game.addChild(new Container()); var roadContainer = mainContainer.addChild(new Container()); var roadSegments = []; var segmentLength = Math.floor(Math.random() * (1000 - 200 + 1)) + 200; var segmentWidth = 1200; var currentX = 2048 / 2; var currentY = 2732 / 2; var zigzag = true; for (var i = 1; i <= 15; i++) { game.addRoadSegment(i == 1); } var scoreText = new Text2('0', { size: 150, fill: 0xFFFFFF, weight: '800', dropShadow: true, dropShadowColor: '#373330', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.anchor.set(0, 0); LK.gui.top.addChild(scoreText); var notificationTexts = ['Longing for her warm embrace', 'My love intensifies with each curve', 'Time slips away like smoke', 'Her voice echoes in my mind', 'Desperation sharpens every turn', 'Curves lead to her embrace', 'My passion grows with every turn', 'Time slips, but love persists', 'Desperation sharpens my every move', 'Reunion, the ultimate driving force', 'Is she waiting for me?', 'Where could she be?', 'Can I reach her in time?', 'Will she smile when I arrive?', 'Does she know I am coming?', 'Her embrace is my reward', 'Does she still remember me?', 'Will I see love in her eyes?', 'Does she feel my urgency?', 'Will our love grow stronger?', 'Her voice my guiding star', 'Do I still hold her heart?', 'Can I reach her in time?', 'Does she still believe in us?', 'Will our love conquer all?', 'How fast can I go?', 'Can I push my limits?', 'Will speed get me there?', 'Is haste my driving force?', 'Can I outpace the clock?', 'Is this a race against time?', 'Will acceleration save us?', 'Am I in the fast lane?', 'Can I set a new record?', 'Do I thrive on speed?', 'Will I leave time behind?', 'Am I the fastest driver?', 'Can I reach her swiftly?', 'Loves urgency fuels my speed', 'Every mile brings me closer?', 'Is this road endless or eternal?', 'The stars witness my journey', 'The road hums her name', 'The wind whispers her presence', 'Every turn tests my resolve', 'Her love fuels my engine', 'Can love overcome distance?', 'Is she watching the horizon?', 'Does she dream of our reunion?', 'Will my speed impress her?', 'Will the dawn find us together?', 'Can love conquer the road?', 'Each mile is a heartbeat closer', 'Am I chasing her or myself?', 'Does she feel my approach?', 'The moon guides me to her', 'The horizon holds her promise', 'Will she hear my engine roar?', 'Can I bridge the gap of time?', 'Is this love or obsession?', 'The journey defines our love', 'The asphalt hums beneath my wheels', 'The city fades into a blur', 'Her scent lingers in my memory', 'My headlights pierce the darkness', 'The road stretches like a heartbeat', 'Adrenaline sings through my veins', 'Her laughter fuels my resolve', 'Every corner tests my courage', 'The skyline hides her shadow', 'Is she the prize at the finish line?', 'Each second taunts my longing', 'Will the stars align for us tonight?', 'The road speaks in riddles', 'Do I drive toward hope or despair?', 'Her image dances in my mirrors', 'The engine growls with determination', 'The clock ticks louder with every shift', 'The wind carries her name to me', 'My tires trace a path to her heart', 'The road consumes my thoughts', 'Her love is the compass guiding me', 'Every red light feels like eternity', 'Will my speed match my yearning?', 'Every sign points me closer to her', 'Is this race for love or redemption?', 'The open road promises nothing', 'Her eyes pull me through the haze', 'The horizon burns with her absence', 'Every shadow hides a memory of her', 'The night swallows my doubt', 'Can I tame the chaos within me?', 'The distance mocks my devotion', 'Every street whispers her goodbye', 'The road winds like her gentle touch', 'My resolve tightens with every twist', 'The night’s chill cannot cool my fire', 'Every glance in the mirror spurs me forward', 'The speedometer measures my longing', 'Each turn carves her name into my soul', 'Her absence shapes the road ahead', 'Every second burns', 'Her cry echoes', 'The clock is screaming', 'I cant slow down', 'Her scent fades fast', 'The road bites back', 'Time cuts like a blade', 'She’s slipping away', 'The wind howls her name', 'My grip tightens', 'The tires scream urgency', 'Her face is fading', 'The night won’t wait', 'I’m running out of time', 'The engine roars her name', 'My heart is racing her', 'Every curve fights me', 'I can’t fail her', 'The darkness taunts me', 'Her voice is my lifeline', 'The horizon won’t come closer', 'Every second is agony', 'She needs me now', 'Fate’s breathing down my neck', 'Each turn steals time', 'Her warmth is slipping', 'I won’t let her go', 'The road fights back', 'I can’t be too late', 'Her heartbeat’s fading', 'The stars blur with speed', 'No brakes, just love', 'I’m chasing her shadow', 'Every light burns hope', 'This ride is life or death', 'Her embrace is slipping away', 'The night won’t forgive me', 'I’m on borrowed time', 'The road’s a battlefield']; var usedNotificationTexts = []; function getRandomNotificationText() { if (notificationTexts.length === 0) { notificationTexts = usedNotificationTexts.splice(0, usedNotificationTexts.length); } var index = Math.floor(Math.random() * notificationTexts.length); var text = notificationTexts.splice(index, 1)[0]; usedNotificationTexts.push(text); return text; } var notificationText = new Text2(getRandomNotificationText(), { size: 60, fill: 0xFFFFFF, weight: '400', align: 'center', stroke: '#000000', strokeThickness: 8 }); notificationText.anchor.set(0, 4); notificationText.x -= 350; LK.gui.bottom.addChild(notificationText); var car = mainContainer.addChild(new Car()); car.x = 2048 / 2; car.y = 2732 / 2; var driver = LK.gui.addChild(new Driver()); driver.x = 250; driver.y = 1800; var isGameOver = false; var score = 0; var closestSegment = null; game.on('down', function (x, y, obj) { car.changeDirection(); }); LK.on('tick', function () { car._move_migrated(); var carIsOnRoad = false; var carPosition = { x: car.x, y: car.y }; var currentClosestSegment = null; var currentClosestDistance = Infinity; roadSegments.forEach(function (segment) { var segmentStart = { x: segment.x + Math.sin(segment.rotation) * 100, y: segment.y - Math.cos(segment.rotation) * 100 }; var segmentEnd = { x: segment.x - Math.sin(segment.rotation) * (segment.height - segment.width / 2), y: segment.y + Math.cos(segment.rotation) * (segment.height - segment.width / 2) }; var distance = game.calculateDistanceToPoint(carPosition, segmentStart, segmentEnd); if (distance < currentClosestDistance) { currentClosestDistance = distance; currentClosestSegment = segment; } if (distance < segment.width / 2 - 50) { carIsOnRoad = true; } }); if (closestSegment !== currentClosestSegment && !currentClosestSegment.used) { closestSegment = currentClosestSegment; closestSegment.used = true; score++; car.ORIGINAL_SPEED += 0.1; scoreText.setText(score.toString()); notificationText.setText(getRandomNotificationText()); } if (!carIsOnRoad) { LK.showGameOver(); } else {} var particleOffsets = [{ x: 20, y: 140 }, { x: 20 + 100, y: 140 - 100 }, { x: 20 - 150, y: 140 - 150 }, { x: 20 - 150 + 100, y: 140 - 150 - 100 }]; for (var i = 0; i < particleOffsets.length; i++) { var alphaValue = Math.max(0, Math.min(1, Math.abs(car.nonTravelMomentum) / 5 - 0.5)); if (alphaValue > 0) { var particle = new Particle(); particle.alpha = alphaValue; var noiseX = (Math.random() - 0.5) * 10; var noiseY = (Math.random() - 0.5) * 10; particle.x = car.x + (car.direction === 0 ? -1 : 1) * particleOffsets[i].x + noiseX; particle.y = car.y + particleOffsets[i].y + noiseY; mainContainer.addChildAt(particle, 1); particles.push(particle); } } particles.forEach(function (particle, index) { particle.tick(); if (particle.lifetime <= 0) { particles.splice(index, 1); } }); var carLocalPosition = game.toLocal(car.position, car.parent); var offsetX = (2048 / 2 - carLocalPosition.x) / 20; var offsetY = (2732 - 450 - carLocalPosition.y) / 20; mainContainer.x += offsetX; mainContainer.y += offsetY; for (var i = roadSegments.length - 1; i >= 0; i--) { var segmentGlobalPosition = game.toLocal(roadSegments[i].position, roadSegments[i].parent); if (segmentGlobalPosition.y - roadSegments[i].height > 2732 * 2) { roadSegments[i].shadow.destroy(); roadSegments[i].destroy(); roadSegments.splice(i, 1); game.addRoadSegment(i == 1); } } });
===================================================================
--- original.js
+++ change.js
@@ -143,8 +143,10 @@
segment.shadow.y = segment.y + 50;
segment.shadow.alpha = 1;
segment.used = false;
roadSegments.push(segment);
+ roadContainer.addChildAt(segment.shadow, 0);
+ roadContainer.addChild(segment);
if (!lampless) {
// Add lamps to the borders of the road segment
var leftLamp = roadContainer.attachAsset('lamp', {
anchorX: 0.5,
@@ -160,10 +162,8 @@
rightLamp.x = segment.x + segment.width / 2 + Math.random() * 300;
rightLamp.y = segment.y;
roadContainer.addChild(rightLamp);
}
- roadContainer.addChildAt(segment.shadow, 0);
- roadContainer.addChild(segment);
};
var background = LK.getAsset('neonNight', {
anchorX: 0.5,
anchorY: 0.5,
cool looking driver holding a car wheel as if he's driving. 30 years old. vintage retro 1980 style. 3/4 view. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Light rays of light particles, cone of light, light emitted from a light source Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a lit street lamp in the night, candle kind of light inside, nostalgic, retro pixel style.. In-Game asset. 2d. High contrast. No shadows
A cone of light, vertical from up to down, starting in the middle of the screen (anchor 0.5 0.5) and then expanding down as light. pixel retro style. calid colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
Skid
Sound effect
Engine
Sound effect
backgroundMusic
Music
willthestars
Sound effect
eachmile
Sound effect
longingembrace
Sound effect
intensifiescurve
Sound effect
timesmoke
Sound effect
voiceechoes
Sound effect
desperationturn
Sound effect
curvesembrace
Sound effect
passionturn
Sound effect
timeslipspersist
Sound effect
desperationmove
Sound effect
reunionforce
Sound effect
waitingforme
Sound effect
wherecouldshebe
Sound effect
reachintime
Sound effect
smilearrive
Sound effect
knowcoming
Sound effect
embracereward
Sound effect
rememberme
Sound effect
loveeyes
Sound effect
urgencyfeel
Sound effect
lovegrowstronger
Sound effect
guidingstar
Sound effect
holdheart
Sound effect
reachintime2
Sound effect
thunder
Sound effect
carbonk
Sound effect
thelightdims
Sound effect
radio
Sound effect
radiomusic
Music
doesshestill
Sound effect