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I can't see the palms
User prompt
What is happening with the palms? THey are stuck on the bottom! No! You spawn 1 palm in the center, goes left ind iagonal. Then you spawn another on the right, goes right on the diagonal. And that continuosly. And everytime a palm reaches the bottom, destroy it with .destroy() method! Keep references of them in an array!
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Are you even destroying the palms when they reach the bottom? We need to be performant and reduce memory issue!
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Ok that's a lot of palms, generate half that
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The palms - generate more, keep generating them!
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The palms should have all the same speed.
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Ok the palms move in diagonal and when they reach the bottom, they are destroyed! Also please keep continuosly generating palms!
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Ok, now the palms: 1. The should move in perspective. They start on the center of the screen, and then 1 goes left, next goes right, one left, one right, indifinitely. 2. Goes left means moving from the center of the screen to the bottom left corner. 3. Goes right means moving from the center of the screen to the bottom right corner. 4. Scale them as they move to simulate the pespective of looking from bottom center of the screen. โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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No! I want the lines starting super small like . and then growing until | but don't let them move x or y, just vertically down
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Ok but I need many more roadlines going left and right so that we simulate the separation of lanes
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Loading Ok now I want you to add perspective to those roadlines. My road is like this / \ and the road lines are / | \ but the further they are from the bottom, the smaller they are. The closer they get to the bottom the bigger.
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Ok let the lines start a liiitle bit below 50% on y, like 200 pixels below
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All the roadline should start at that position when spawned! Also don't stop spawning road lines continuosly, but always starting from 50% 50%
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Ok the roadlines, should start on 50% x and 50% height of the screen and then go down
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Implement this, but using mypalm and roadline asset and applied to my game engine and how I have my game now // Create Palms const palms = []; for (let i = 0; i < 8; i++) { const palm = new PIXI.Sprite(palmTexture); palm.anchor.set(0.5, 0.5); palm.x = (i % 2 === 0 ? 200 : 568) + Math.random() * 20 - 10; // Left/right side palm.y = 100 + i * 80; // Staggered vertically palm.scale.set(1 - i * 0.07); // Smaller if farther palm.originalX = palm.x; palms.push(palm); palmGroup.addChild(palm); } // Create Road Lines const roadLines = []; for (let i = 0; i < 10; i++) { const line = new PIXI.Sprite(roadLineTexture); line.anchor.set(0.5, 0.5); line.x = app.screen.width / 2; line.y = i * 80; line.scale.set(0.5, 1); roadLines.push(line); roadLineGroup.addChild(line); } // Sway parameters let swayCounter = 0; // Animation loop - maybe in the update? app.ticker.add((delta) => { swayCounter += delta * 0.1; // Move palms palms.forEach((palm, index) => { palm.y += (index < 3 ? 3 : 1) * delta; // Close palms move faster palm.x = palm.originalX + Math.sin(swayCounter + index) * 5; // Sway effect // Reset palms if (palm.y > app.screen.height + 100) { palm.y = -100; palm.originalX = (index % 2 === 0 ? 200 : 568) + Math.random() * 20 - 10; palm.scale.set(1 - Math.random() * 0.3); } }); // Move road lines roadLines.forEach((line) => { line.y += 5 * delta; if (line.y > app.screen.height) { line.y = -20; } }); }); โช๐ก Consider importing and using the following plugins: @upit/tween.v1
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Create a "palmGroup" container and a "roadLineGroup" container
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Do it
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Remove the game over conditions
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Instead of using the trafficCar asset, select randomly one from: trafficCar, trafficCar1, trafficCar2 or trafficCar3
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = carGraphics.width; self.height = carGraphics.height; self.speed = 0; self.maxSpeed = 15; self.steering = 0; self.crashed = false; self.crash = function () { if (!self.crashed) { self.crashed = true; LK.getSound('crash').play(); LK.effects.flashObject(self, 0xFF0000, 1000); // Reduce speed on crash self.speed = Math.max(0, self.speed - 5); // Reset crash state after 1 second LK.setTimeout(function () { self.crashed = false; }, 1000); } }; self.update = function () { // Handle car physics if (!self.crashed) { self.speed = Math.min(self.maxSpeed, self.speed + 0.1); } // Apply steering if not crashed if (!self.crashed) { self.x += self.steering; } // Keep car within bounds if (self.x < self.width / 2) { self.x = self.width / 2; } if (self.x > 2048 - self.width / 2) { self.x = 2048 - self.width / 2; } }; return self; }); var TrafficCar = Container.expand(function () { var self = Container.call(this); // Randomly select one of the available traffic car assets var carAssets = ['trafficCar', 'trafficCar2', 'trafficCar3', 'trafficCar4']; var selectedCarAsset = carAssets[Math.floor(Math.random() * carAssets.length)]; var carGraphics = self.attachAsset(selectedCarAsset, { anchorX: 0.5, anchorY: 0.5 }); self.width = carGraphics.width; self.height = carGraphics.height; self.speed = 5; self.direction = Math.random() > 0.5 ? 1 : -1; // Random direction: -1 = left, 1 = right self.startY = 1700; // Starting Y position (further up the screen) self.targetY = 2732 + self.height; // Y position when fully off-screen (bottom) self.initialScale = 0.1; self.targetScale = 2.0; // Set target X position in one of the specified ranges self.targetX = Math.random() > 0.5 ? Math.random() * 500 + 1500 : Math.random() * 300 + 200; // Set initial scale self.scale.set(self.initialScale); self.update = function () { // Calculate progress towards target Y var progress = (self.y - self.startY) / (self.targetY - self.startY); progress = Math.max(0, Math.min(1, progress)); // Clamp between 0 and 1 // Interpolate scale based on progress var currentScale = self.initialScale + (self.targetScale - self.initialScale) * progress; self.scale.set(currentScale); // Calculate X position based on progress (linear interpolation) var startX = 2048 / 2; // Center of screen self.x = startX + (self.targetX - startX) * progress; // Increase speed as car progresses - starting slow and getting faster var speedMultiplier = 0.5 + progress * 5; // Starts at 0.5 when progress=0, ends at 3.0 when progress=1 // Update Y position with increasing speed self.y += (gameSpeed - self.speed) * speedMultiplier; // Destroy if off screen if (self.y > self.targetY) { // Check against targetY // Find and remove self from trafficCars array var index = trafficCars.indexOf(self); if (index > -1) { trafficCars.splice(index, 1); } self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game state variables var gameSpeed = 10; var gameStarted = false; var gameTime = 30; // Initial time in seconds var distance = 0; var level = 1; var checkpointDistance = 500; // Distance between checkpoints var nextCheckpointAt = checkpointDistance; var trafficCars = []; var obstacles = []; var checkpoints = []; var timeBonuses = []; var difficultyTimer; // Create container groups var palmGroup = new Container(); var roadLineGroup = new Container(); game.addChild(palmGroup); game.addChild(roadLineGroup); // Create palm trees var palms = []; for (var i = 0; i < 8; i++) { var palm = LK.getAsset('palm', { anchorX: 0.5, anchorY: 0.5 }); palm.x = (i % 2 === 0 ? 200 : 1848) + Math.random() * 20 - 10; // Left/right side palm.y = 100 + i * 300; // Staggered vertically palm.scale.set(1 - i * 0.07); // Smaller if farther palm.originalX = palm.x; palm.lastY = palm.y; palms.push(palm); palmGroup.addChild(palm); } // Create Road Lines var roadLines = []; for (var i = 0; i < 10; i++) { var line = LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5 }); line.x = 2048 / 2; line.y = i * 200; line.scale.set(2, 0.5); line.lastY = line.y; roadLines.push(line); roadLineGroup.addChild(line); } // Sway parameters var swayCounter = 0; // Create road var road = LK.getAsset('road', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(road); // Create player car var player = new PlayerCar(); player.x = 2048 / 2; player.y = 2732 - 300; game.addChild(player); // Create UI elements var timeText = new Text2('Time: 30', { size: 80, fill: 0xFFFFFF }); timeText.anchor.set(0, 0); LK.gui.topRight.addChild(timeText); timeText.x = -250; // Offset from right edge var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.top.addChild(scoreText); var levelText = new Text2('Level: 1', { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); LK.gui.topRight.addChild(levelText); levelText.y = 100; // Offset below time levelText.x = -250; // Offset from right edge var startText = new Text2('TAP TO START', { size: 120, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); LK.gui.center.addChild(startText); // Functions to spawn game elements function spawnTrafficCar() { // Only spawn a new car if there are no cars on screen if (trafficCars.length === 0) { var car = new TrafficCar(); car.x = 2048 / 2; // Start in the middle of the screen car.y = car.startY; // Start at the defined startY car.speed = 3 + Math.random() * 5; // Random speed trafficCars.push(car); game.addChild(car); } // Schedule next check for spawning var nextSpawnTime = 1000; // Check every second LK.setTimeout(spawnTrafficCar, nextSpawnTime); } // Start game function function startGame() { gameStarted = true; gameTime = 30; distance = 0; level = 1; gameSpeed = 10; nextCheckpointAt = checkpointDistance; LK.setScore(0); // Update UI scoreText.setText('Score: 0'); timeText.setText('Time: ' + Math.ceil(gameTime)); levelText.setText('Level: ' + level); // Remove start text LK.gui.center.removeChild(startText); // Start spawning game elements spawnTrafficCar(); // Set timer to increase difficulty difficultyTimer = LK.setInterval(function () { if (gameStarted) { level++; gameSpeed += 1; levelText.setText('Level: ' + level); } }, 30000); // Increase difficulty every 30 seconds // Play background music LK.playMusic('bgmusic'); } // Handle touch input game.down = function (x, y) { if (!gameStarted) { startGame(); return; } }; game.move = function (x, y) { if (!gameStarted) { return; } // Move player car directly to mouse X position var targetX = x; // Apply smooth movement by calculating the difference var deltaX = targetX - player.x; player.steering = deltaX * 0.1; // Smooth movement factor }; game.up = function () { if (gameStarted) { // No need to reset steering as we'll continue to follow mouse } }; // Main game update function game.update = function () { if (!gameStarted) { return; } // Update game time gameTime -= 1 / 60; // Assuming 60 FPS timeText.setText('Time: ' + Math.ceil(gameTime)); // Update distance if (gameStarted) { distance += gameSpeed; LK.setScore(Math.floor(distance / 10)); scoreText.setText('Score: ' + LK.getScore()); // Update palms animations swayCounter += 0.1; for (var p = 0; p < palms.length; p++) { var palm = palms[p]; palm.lastY = palm.y; palm.y += (p < 3 ? 3 : 1) * gameSpeed / 10; // Close palms move faster palm.x = palm.originalX + Math.sin(swayCounter + p) * 5; // Sway effect // Reset palms if (palm.y > 2732 + 100) { palm.y = -100; palm.originalX = (p % 2 === 0 ? 200 : 1848) + Math.random() * 20 - 10; palm.scale.set(1 - Math.random() * 0.3); } } // Move road lines for (var r = 0; r < roadLines.length; r++) { var line = roadLines[r]; line.lastY = line.y; line.y += 5 * gameSpeed / 10; if (line.y > 2732) { line.y = -20; } } } // Game will continue indefinitely - removed game over condition gameTime = Math.max(gameTime, 0.1); // Keep time from reaching zero // Check collisions with traffic cars but just trigger visual effect without ending game for (var i = trafficCars.length - 1; i >= 0; i--) { var car = trafficCars[i]; if (player.intersects(car) && !player.crashed) { player.crash(); trafficCars.splice(i, 1); car.destroy(); // Add small time bonus on collision instead of ending game gameTime += 1; } } }; function endGame() { if (!gameStarted) { return; } // Just save high score without ending the game if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } // Game continues - no game over screen }
===================================================================
--- original.js
+++ change.js
@@ -129,8 +129,39 @@
var palmGroup = new Container();
var roadLineGroup = new Container();
game.addChild(palmGroup);
game.addChild(roadLineGroup);
+// Create palm trees
+var palms = [];
+for (var i = 0; i < 8; i++) {
+ var palm = LK.getAsset('palm', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ palm.x = (i % 2 === 0 ? 200 : 1848) + Math.random() * 20 - 10; // Left/right side
+ palm.y = 100 + i * 300; // Staggered vertically
+ palm.scale.set(1 - i * 0.07); // Smaller if farther
+ palm.originalX = palm.x;
+ palm.lastY = palm.y;
+ palms.push(palm);
+ palmGroup.addChild(palm);
+}
+// Create Road Lines
+var roadLines = [];
+for (var i = 0; i < 10; i++) {
+ var line = LK.getAsset('roadLine', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ line.x = 2048 / 2;
+ line.y = i * 200;
+ line.scale.set(2, 0.5);
+ line.lastY = line.y;
+ roadLines.push(line);
+ roadLineGroup.addChild(line);
+}
+// Sway parameters
+var swayCounter = 0;
// Create road
var road = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
@@ -248,8 +279,31 @@
if (gameStarted) {
distance += gameSpeed;
LK.setScore(Math.floor(distance / 10));
scoreText.setText('Score: ' + LK.getScore());
+ // Update palms animations
+ swayCounter += 0.1;
+ for (var p = 0; p < palms.length; p++) {
+ var palm = palms[p];
+ palm.lastY = palm.y;
+ palm.y += (p < 3 ? 3 : 1) * gameSpeed / 10; // Close palms move faster
+ palm.x = palm.originalX + Math.sin(swayCounter + p) * 5; // Sway effect
+ // Reset palms
+ if (palm.y > 2732 + 100) {
+ palm.y = -100;
+ palm.originalX = (p % 2 === 0 ? 200 : 1848) + Math.random() * 20 - 10;
+ palm.scale.set(1 - Math.random() * 0.3);
+ }
+ }
+ // Move road lines
+ for (var r = 0; r < roadLines.length; r++) {
+ var line = roadLines[r];
+ line.lastY = line.y;
+ line.y += 5 * gameSpeed / 10;
+ if (line.y > 2732) {
+ line.y = -20;
+ }
+ }
}
// Game will continue indefinitely - removed game over condition
gameTime = Math.max(gameTime, 0.1); // Keep time from reaching zero
// Check collisions with traffic cars but just trigger visual effect without ending game