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Ensure the steeringWheel controll zone cannot cover the handbrake touching zone
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Modify this stopping event to this: only stop while player pressing the handbrake asset.
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Stop the loaing if car drifting next to the tree
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Fix it to stop
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Ensure Stop the road and tree movement while player pressing handbrake
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Stop the road and tree movement if player pressing handbrake
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Avoid The car rotation event on handbrake asset
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Fix it
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Then Do It!
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Avoid lags!
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Add click event to the handbrake
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'target')' in or related to this line: 'if (obj.event.target === handbrake) {' Line Number: 159
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Repair this bug
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REMOVE SNOWPARTICLES FROM THE GAME
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AVOID LAGS
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IF PLAYER PRESS THE HANDBRAKE THEN STOP THE ROAD MOVEMENT AND THE TREE MOVEMENT FOR THIS TIME.
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STILL NOT WORKING THE HANDBRAKE
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Please fix the bug: 'TypeError: obj.event is undefined' in or related to this line: 'if (obj.event.target === handbrake) {' Line Number: 170
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still not working
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but this is not working at now
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still not working
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Stop the road and tree movements while the player pressing the handbrake asset
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Please fix the bug: 'car is undefined' in or related to this line: 'car.lastX = car.x;' Line Number: 148
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do it
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fix the handbrake issue
===================================================================
--- original.js
+++ change.js
@@ -128,10 +128,13 @@
// Define dragNode in the global scope
var dragNode = null;
// Define a variable to track if the car is drifting or not
var drifting = false;
-// Define a variable to track if the car has completed a round around the tree
+// Define a variable to track if the car has completed a round around the tree
var roundCompleted = false;
+// Initialize lastX and lastY for car to track its position
+car.lastX = car.x;
+car.lastY = car.y;
// 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;
@@ -144,24 +147,24 @@
// Syncronise the car rotation to the steeringWheel rotation if the car is drifting
if (drifting) {
car.rotation = steeringWheel.rotation;
// Check if the car has completed a round around the tree
- if (car.y <= tree.y + tree.height && car.y >= tree.y - tree.height && car.x <= tree.x + tree.width && car.x >= tree.x - tree.width) {
+ if (!roundCompleted && car.y <= tree.y + tree.height && car.y >= tree.y - tree.height && car.x <= tree.x + tree.width && car.x >= tree.x - tree.width) {
roundCompleted = true;
+ tree.turnOnLights(); // Trigger the tree lights when a round is completed
}
}
+ // Update lastX and lastY for car
+ car.lastX = car.x;
+ car.lastY = car.y;
tree.update();
road.update();
};
// Event listeners for touch controls
game.down = function (x, y, obj) {
if (obj.target === handbrake) {
road.speed = 0; // Stop the road movement
tree.speed = 0; // Stop the tree movement
- }
- if (obj.target === steeringWheel) {
- dragNode = self; // Set the steering wheel as the node to be dragged
- drifting = true; // Set the drifting variable to true
LK.playMusic('drift', {
loop: true
}); // Play the drift sound in loop
}
@@ -173,11 +176,7 @@
}));
handbrake.x = 2048 - handbrake.width / 2;
handbrake.y = 2732 - handbrake.height / 2;
game.up = function (x, y, obj) {
- if (obj.target === handbrake) {
- road.speed = 4; // Resume the road movement
- tree.speed = 4; // Resume the tree movement
- }
drifting = false; // Set the drifting variable to false
LK.stopMusic(); // Stop the drift sound
};
\ No newline at end of file