User prompt
modify this anchor point to in front of the car by 200 units.
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Now you did everything but what I asked you to do...
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do it
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Please fix the bug: 'TypeError: car.contains is not a function' in or related to this line: 'if (car.contains(game_position.x, game_position.y)) {' Line Number: 123
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add to the car drift effect if player clicks on it
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not working
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ensure car is turn around and drift if player clicks and drag it
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add car sway around if the player clicks and drag it by the mouse movement
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Ensure if player clicks on the car and drag it to one of the sides the car is drifting in a big round
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Add to the game click event
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Update snow particles to follow the back of the car asset
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i said the back of the car nt the center of the car
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ensure snow particles is always always follows the back of the car
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Add snowdust effect from lot of little snowparticles behind the car
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Add snowdust effect under the car and next to the car
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Add snowdust effect behind the car
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add animated snowdrift effect to the game from snow particles
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add snow particles to the car
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move down the car asset by 444 units
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move down the car asset by 333 units
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move down the car asset by 200 units
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Add car asset to the center of the map.
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remove car from logic
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move the car left by 500 units
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Rotate the car right by 90 degrees
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Car class to represent the BMW car
var Car = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.angle = 0;
// Update function to move the car in a circular path
self.update = function () {
self.angle -= self.speed * 0.01; // Change the direction to be based on the car's back
self.x = 1024 + 500 * Math.cos(self.angle);
self.y = 1366 + 500 * Math.sin(self.angle) + 333;
carGraphics.rotation = self.angle + Math.PI / 2 + Math.PI / 2 + Math.PI / 2; // Rotate the car angle when it spins around the tree to create a drifting effect
};
});
// Road class to represent the road
var Road = Container.expand(function () {
var self = Container.call(this);
var roadGraphics = self.attachAsset('road', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -50 / 4; // Decrease the distance between two roads to half the current distance
}
};
});
// Tree class to represent the pine tree
var Tree = Container.expand(function () {
var self = Container.call(this);
var treeGraphics = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 0.5
});
self.lightsOn = false;
self.speed = 2;
// Function to turn on the lights
self.turnOnLights = function () {
if (!self.lightsOn) {
self.lightsOn = true;
LK.effects.flashObject(self, 0xffff00, 1000); // Flash the tree with yellow light
}
};
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -50 / 4; // Decrease the distance between two trees to half the current distance
self.lightsOn = false;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
var road = game.addChild(new Road());
road.x = 1024;
road.y = 1366;
var car = game.addChild(new Car());
var tree = game.addChild(new Tree());
// Position the tree at the center of the screen
tree.x = 1024;
tree.y = 1366;
// Position the car at the center bottom of the screen
car.x = 1024;
car.y = 2732 - car.height / 2;
// Update function for the game
game.update = function () {
car.update();
tree.update();
road.update();
// Check if the car has completed a full circle around the tree
if (Math.abs(car.angle - 2 * Math.PI) < 0.1) {
tree.turnOnLights();
}
};
// Event listeners for touch controls
game.down = function (x, y, obj) {
// Start car movement when the screen is touched
car.speed = 2.5;
};
game.up = function (x, y, obj) {
// Stop car movement when the touch is released
car.speed = 0;
};