User prompt
Add a check to ensure the bulb is only added to that tree which the car has already gone around
User prompt
only put a bulb on the tree that the car has already gone around. do not put it on the freshly loaded tree yet.
User prompt
Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'if (self.y <= tree.y + tree.height && self.y >= tree.y - tree.height && self.x <= tree.x + tree.width && self.x >= tree.x - tree.width) {' Line Number: 136
User prompt
only put a bulb on the tree that the car has already gone around. do not put it on the freshly loaded tree yet.
User prompt
add a bulb asset onto the tree asset if the car is finished a round on the tree
User prompt
add bulbs asset on the tree asset if the car is finished a round on the tree
User prompt
ensure that bulbs asset shows on the tree asset if the car is finish a round on the tree
User prompt
remove snowparitcel from the map
User prompt
do it
User prompt
ensure that snowparticls always follows the car in movement
User prompt
move the road asset left by 50 units
User prompt
just for the drifting time, not fo the game
User prompt
you not stopping them fully for this time
User prompt
add animated wheeltrack effect to the game and ensur ets coming from under the car bottom and growing to the bottom of the map, then hide it
User prompt
wheeltrack always heading from the car bottom to the bottom of the map direction
User prompt
wheeltrack always should follow the car
User prompt
add wheeltrack effect behind the car and ensure that always follow the car in all directions
User prompt
add wheeltrack effect behind the car and ensure that always follow the car in all directions
User prompt
i said than stop entirely for this time not just slow down!
User prompt
stop entirelly the road and tree moving while the car is next to the tree or above the tree
User prompt
move up the car by 200 units
User prompt
move up the car by 123 units
User prompt
move up the car by 100 units
User prompt
move up the car by 222 units
User prompt
Speed up the road and tree loading speed
/**** * Classes ****/ // Car class to represent the car var Car = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('car', { anchorX: 0.5, anchorY: -0.333 }); }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // 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 = 4; 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 } }; }); // SnowParticle class to represent the snow particles var SnowParticle = Container.expand(function () { var self = Container.call(this); var snowParticleGraphics = self.attachAsset('snowParticle', { 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 snow particles 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 = 4; // 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; } }; }); // WheelTrack class to represent the wheel tracks var WheelTrack = Container.expand(function () { var self = Container.call(this); var wheelTrackGraphics = self.attachAsset('wheeltrack', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -50 / 4; // Decrease the distance between two wheel tracks to half the current distance } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ game.move = function (x, y, obj) { if (dragNode) { var angle = Math.atan2(y - dragNode.y, x - dragNode.x); // Calculate angle between car and current mouse position dragNode.rotation = angle - Math.PI / 2; // Adjust car rotation to face the drag direction correctly } }; var road = game.addChild(new Road()); road.x = 1024; road.y = 1366; var tree = game.addChild(new Tree()); tree.x = 1024; tree.y = 1366; // Define dragNode in the global scope var dragNode = null; // Create an instance of the car and add it to the game var car = game.addChild(new Car()); car.x = 1024; car.y = 1366 + 444 - 200; // Create an array to store snow particles var snowParticles = []; // Add snow particles to the game for (var i = 0; i < 100; i++) { var snowParticle = game.addChild(new SnowParticle()); snowParticle.x = car.x + Math.random() * 200 - 100; // Random x position around the car snowParticle.y = car.y + Math.random() * 200 - 100; // Random y position around the car snowParticles.push(snowParticle); } // Create an array to store wheel tracks var wheelTracks = []; // Add wheel tracks to the game for (var i = 0; i < 100; i++) { var wheelTrack = game.addChild(new WheelTrack()); wheelTrack.x = car.x; // Position at the car's x position wheelTrack.y = car.y + car.height; // Position at the bottom of the car wheelTracks.push(wheelTrack); } // Update function for the game game.update = function () { // Check if the car is next to or above the tree if (car.y <= tree.y + tree.height && car.y + car.height >= tree.y) { // Do not update the tree and road } else { tree.update(); road.update(); } // Update snow particles for (var i = 0; i < snowParticles.length; i++) { snowParticles[i].update(); snowParticles[i].x = car.x + Math.random() * 200 - 100; // Random x position around the car snowParticles[i].y = car.y + car.height / 2 + Math.random() * 200 - 100; // Random y position around the back of the car } // Update wheel tracks for (var i = 0; i < wheelTracks.length; i++) { wheelTracks[i].update(); wheelTracks[i].x = car.x; // Position at the car's x position wheelTracks[i].y = car.y + car.height; // Position at the bottom of the car } }; // Event listeners for touch controls game.down = function (x, y, obj) { console.log("Game was clicked at", x, y); dragNode = car; // Set the car as the node to be dragged }; game.up = function (x, y, obj) {};
===================================================================
--- original.js
+++ change.js
@@ -67,13 +67,13 @@
});
// WheelTrack class to represent the wheel tracks
var WheelTrack = Container.expand(function () {
var self = Container.call(this);
- var wheelTrackGraphics = self.attachAsset('snowParticle', {
+ var wheelTrackGraphics = self.attachAsset('wheeltrack', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 2;
+ self.speed = 4;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -50 / 4; // Decrease the distance between two wheel tracks to half the current distance
@@ -108,15 +108,24 @@
// Create an instance of the car and add it to the game
var car = game.addChild(new Car());
car.x = 1024;
car.y = 1366 + 444 - 200;
+// Create an array to store snow particles
+var snowParticles = [];
+// Add snow particles to the game
+for (var i = 0; i < 100; i++) {
+ var snowParticle = game.addChild(new SnowParticle());
+ snowParticle.x = car.x + Math.random() * 200 - 100; // Random x position around the car
+ snowParticle.y = car.y + Math.random() * 200 - 100; // Random y position around the car
+ snowParticles.push(snowParticle);
+}
// Create an array to store wheel tracks
var wheelTracks = [];
// Add wheel tracks to the game
for (var i = 0; i < 100; i++) {
var wheelTrack = game.addChild(new WheelTrack());
- wheelTrack.x = car.x + Math.random() * 200 - 100; // Random x position around the car
- wheelTrack.y = car.y + car.height / 2 + Math.random() * 200 - 100; // Random y position around the back of the car
+ wheelTrack.x = car.x; // Position at the car's x position
+ wheelTrack.y = car.y + car.height; // Position at the bottom of the car
wheelTracks.push(wheelTrack);
}
// Update function for the game
game.update = function () {
@@ -126,13 +135,19 @@
} else {
tree.update();
road.update();
}
+ // Update snow particles
+ for (var i = 0; i < snowParticles.length; i++) {
+ snowParticles[i].update();
+ snowParticles[i].x = car.x + Math.random() * 200 - 100; // Random x position around the car
+ snowParticles[i].y = car.y + car.height / 2 + Math.random() * 200 - 100; // Random y position around the back of the car
+ }
// Update wheel tracks
for (var i = 0; i < wheelTracks.length; i++) {
wheelTracks[i].update();
- wheelTracks[i].x = car.x + Math.random() * 200 - 100; // Random x position around the car
- wheelTracks[i].y = car.y + car.height / 2 + Math.random() * 200 - 100; // Random y position around the back of the car
+ wheelTracks[i].x = car.x; // Position at the car's x position
+ wheelTracks[i].y = car.y + car.height; // Position at the bottom of the car
}
};
// Event listeners for touch controls
game.down = function (x, y, obj) {