User prompt
Ok but I need many more roadlines going left and right so that we simulate the separation of lanes
User prompt
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.
User prompt
Ok let the lines start a liiitle bit below 50% on y, like 200 pixels below
Code edit (1 edits merged)
Please save this source code
User prompt
All the roadline should start at that position when spawned! Also don't stop spawning road lines continuosly, but always starting from 50% 50%
User prompt
Ok the roadlines, should start on 50% x and 50% height of the screen and then go down
Code edit (1 edits merged)
Please save this source code
User prompt
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; } }); }); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Create a "palmGroup" container and a "roadLineGroup" container
User prompt
Do it
User prompt
Remove the game over conditions
User prompt
Instead of using the trafficCar asset, select randomly one from: trafficCar, trafficCar1, trafficCar2 or trafficCar3
Code edit (2 edits merged)
Please save this source code
User prompt
Ok so the speed perception of the trafficCar is reverse. So what should happen is that the car goes slowly as it spawns but then the closer it is to the bottom the quicker it goes
Code edit (1 edits merged)
Please save this source code
User prompt
The speed of the traffic car should gop from slow to quicker as it progresses in its diagonal movement
Code edit (1 edits merged)
Please save this source code
User prompt
The x movement of the trafficCar is broken. I want them to go in diagonal from center to the specific targetX, but they will reach that targetX only when at the bottom of the screen, so should interpolate ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
The final position of a trafficCar should be something either between 300 and 800 or (1200 and 1800)
User prompt
Change how you move the player car, just follow the mouse x position to move left or right, no click needed
Code edit (5 edits merged)
Please save this source code
User prompt
Scale the traffic cars double compared to how it is right now
User prompt
Don't spawn any more traffic cars untli the existing one has disappear
Code edit (1 edits merged)
Please save this source code
/**** * 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(); // 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 < 25; i++) { var line = LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5 }); line.x = 2048 / 2; // Center of the screen (50% x) line.y = 2732 / 2 + 200 + i * 100; // Start 200 pixels below the middle of the screen, closer spacing // Initial scale based on position (smaller at top, larger at bottom) var progress = i / 24; // 0 at top, 1 at bottom var scaleX = 1 + progress * 2; // Width increases with progress (1 to 3) var scaleY = 0.5; // Height stays constant line.scale.set(scaleX, scaleY); 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 = 2732 / 2 + 200; // 200 pixels below the middle of the screen // Reset scale to smallest for lines that just respawned line.scale.set(1, 0.5); } // Update scale based on Y position to create perspective var progress = (line.y - (2732 / 2 + 200)) / (2732 - (2732 / 2 + 200)); progress = Math.max(0, Math.min(1, progress)); // Clamp between 0 and 1 var scaleX = 1 + progress * 2; // Width increases with progress (1 to 3) // Also adjust position to create road perspective (multiple lane lines) var centerX = 2048 / 2; var laneWidth = 200 * progress; // Lane width increases with perspective var laneCount = 4; // Number of lanes // Determine which lane marker this line represents var lanePosition = r % (laneCount + 1); // Calculate x position based on lane if (lanePosition === 0) { // Leftmost lane line line.x = centerX - laneWidth * 2; } else if (lanePosition === 1) { // Left-center lane line line.x = centerX - laneWidth; } else if (lanePosition === 2) { // Center lane line line.x = centerX; } else if (lanePosition === 3) { // Right-center lane line line.x = centerX + laneWidth; } else { // Rightmost lane line line.x = centerX + laneWidth * 2; } line.scale.set(scaleX, 0.5); } } // 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 } game.addChild(palmGroup); game.addChild(roadLineGroup);
===================================================================
--- original.js
+++ change.js
@@ -144,17 +144,17 @@
palmGroup.addChild(palm);
}
// Create Road Lines
var roadLines = [];
-for (var i = 0; i < 10; i++) {
+for (var i = 0; i < 25; i++) {
var line = LK.getAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5
});
line.x = 2048 / 2; // Center of the screen (50% x)
- line.y = 2732 / 2 + 200 + i * 200; // Start 200 pixels below the middle of the screen
+ line.y = 2732 / 2 + 200 + i * 100; // Start 200 pixels below the middle of the screen, closer spacing
// Initial scale based on position (smaller at top, larger at bottom)
- var progress = i / 9; // 0 at top, 1 at bottom
+ var progress = i / 24; // 0 at top, 1 at bottom
var scaleX = 1 + progress * 2; // Width increases with progress (1 to 3)
var scaleY = 0.5; // Height stays constant
line.scale.set(scaleX, scaleY);
line.lastY = line.y;
@@ -301,25 +301,38 @@
var line = roadLines[r];
line.lastY = line.y;
line.y += 5 * gameSpeed / 10;
if (line.y > 2732) {
- line.x = 2048 / 2; // Center of the screen (50% x)
line.y = 2732 / 2 + 200; // 200 pixels below the middle of the screen
// Reset scale to smallest for lines that just respawned
line.scale.set(1, 0.5);
}
// Update scale based on Y position to create perspective
var progress = (line.y - (2732 / 2 + 200)) / (2732 - (2732 / 2 + 200));
progress = Math.max(0, Math.min(1, progress)); // Clamp between 0 and 1
var scaleX = 1 + progress * 2; // Width increases with progress (1 to 3)
- // Also adjust position to create road perspective (lines spread out as they get closer)
+ // Also adjust position to create road perspective (multiple lane lines)
var centerX = 2048 / 2;
- var spreading = 200 * progress; // How much lines spread from center
- // Half the lines go left, half go right from center
- if (r % 2 === 0) {
- line.x = centerX - spreading;
+ var laneWidth = 200 * progress; // Lane width increases with perspective
+ var laneCount = 4; // Number of lanes
+ // Determine which lane marker this line represents
+ var lanePosition = r % (laneCount + 1);
+ // Calculate x position based on lane
+ if (lanePosition === 0) {
+ // Leftmost lane line
+ line.x = centerX - laneWidth * 2;
+ } else if (lanePosition === 1) {
+ // Left-center lane line
+ line.x = centerX - laneWidth;
+ } else if (lanePosition === 2) {
+ // Center lane line
+ line.x = centerX;
+ } else if (lanePosition === 3) {
+ // Right-center lane line
+ line.x = centerX + laneWidth;
} else {
- line.x = centerX + spreading;
+ // Rightmost lane line
+ line.x = centerX + laneWidth * 2;
}
line.scale.set(scaleX, 0.5);
}
}