User prompt
Handbrake is not working
User prompt
You totaly misunderstood the task. Do not move the road down while the handbrake is under pressing!
User prompt
The road moving is still not stop while handbrake is in use ba touch. Fix it.
User prompt
The too strict collision model bug is still in the game when the car is next to the tree
User prompt
The car and the trees collision model is too strict! Fix their touching more realistic
User prompt
Ensure multitouch event working
User prompt
Move the car base down by 25 units
User prompt
Load tree only from the top of the map
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: '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) {' Line Number: 156
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'tree.update();' Line Number: 160
User prompt
Please fix the bug: 'ReferenceError: tree is not defined' in or related to this line: 'tree.update();' Line Number: 159
User prompt
Delay tree loading for 2 seconds from game start
User prompt
Delay tree loading movement for 2 seconds from game start
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: '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) {' Line Number: 156
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'tree.update();' Line Number: 160
User prompt
Please fix the bug: 'ReferenceError: tree is not defined' in or related to this line: 'tree.update();' Line Number: 159
User prompt
Delay tree for 2 seconds from game start
User prompt
Game over if car touched the tree
User prompt
Add collision to the car and tree
User prompt
Do not light the newly loaded tree until the player has gone around it
User prompt
Add to the front of the car animated headlight effect and follow the car movement
User prompt
I said follow the car drifting movement not to hold it in the center...
User prompt
Could you add under and behind the car animated snow particle effect and it follow the car movement
User prompt
Do didn't do it
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'x')' in or related to this line: 'track.x = car.x;' Line Number: 144
/****
* Classes
****/
// Bulb class to represent the bulb on the tree
var Bulb = Container.expand(function () {
var self = Container.call(this);
var bulbGraphics = self.attachAsset('bulb', {
anchorX: 0.5,
anchorY: 0.5
});
});
// 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,
x: -50
});
self.speed = 4;
self.update = function () {
if (self.speed !== 0) {
// Only update position if speed is not zero
self.y += self.speed;
if (self.y > 2732) {
self.y = -50 / 4; // Decrease the distance between two roads to half the current distance
}
}
self.lastY = self.y; // Track last Y position for optimization
};
});
// SteeringWheel class to represent the steering wheel
var SteeringWheel = Container.expand(function () {
var self = Container.call(this);
var steeringWheelGraphics = self.attachAsset('steeringWheel', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
if (obj.target === self) {
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
}
};
});
// 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 () {
if (self.speed !== 0) {
// Only update position if speed is not zero
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;
}
}
self.lastY = self.y; // Track last Y position for optimization
// Add a bulb to the tree only if the car has completed a round around the tree and the lights are not already on
if (roundCompleted && !self.lightsOn && car.y < self.y) {
// Delay the first tree by 3 seconds
LK.setTimeout(function () {
var bulb = self.addChild(new Bulb());
bulb.x = 0;
bulb.y = 0;
self.lightsOn = true; // Set the lightsOn variable to true
roundCompleted = false; // Reset the 'roundCompleted' variable
}, 3000);
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
game.move = function (x, y, obj) {
var touchId = obj.pointerId !== undefined ? obj.pointerId : 'default';
if (activeTouches[touchId]) {
activeTouches[touchId].x = x;
activeTouches[touchId].y = y;
}
if (dragNode) {
var angle = Math.atan2(y - steeringWheel.y, x - steeringWheel.x); // Calculate angle between steering wheel and current mouse position
steeringWheel.rotation = angle - Math.PI / 2; // Adjust steering wheel rotation to face the drag direction correctly
}
};
var road = game.addChild(new Road());
road.x = 1024;
road.y = 1366;
var tree; // Define tree in the global scope
LK.setTimeout(function () {
tree = game.addChild(new Tree());
tree.x = 1024;
tree.y = -tree.height;
}, 2000);
// Define dragNode in the global scope
var dragNode = null;
// Track multiple touch points for multitouch support
var activeTouches = {};
// 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
var roundCompleted = false;
// 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 + 25;
// Add the steering wheel to the game
var steeringWheel = game.addChild(new SteeringWheel());
steeringWheel.x = 0 + steeringWheel.width / 2;
steeringWheel.y = 2732 - steeringWheel.height / 2;
// Update function for the game
game.update = function () {
// Check if handbrake is currently active
var handbrakeActive = Object.keys(activeTouches).some(function (touchId) {
return activeTouches[touchId].target === handbrake;
});
// Keep road and tree stationary while handbrake is active
if (handbrakeActive) {
road.speed = 0;
tree.speed = 0;
} //{16_handbrake}
// 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 using intersects for more realistic collision
if (tree && car.intersects(tree)) {
roundCompleted = true;
}
}
if (tree) {
tree.update();
}
// Initialize lastWasIntersecting on first frame if needed
if (car.lastWasIntersecting === undefined) {
car.lastWasIntersecting = false;
}
// Collision detection between car and tree with realistic touching
if (tree && car.lastWasIntersecting === false && car.intersects(tree)) {
// Handle collision event, e.g., stop the car or trigger an effect
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red for 1 second
road.speed = 0; // Stop the road movement
tree.speed = 0; // Stop the tree movement
drifting = false; // Stop the car from drifting
LK.stopMusic(); // Stop the drift sound
LK.showGameOver(); // Trigger game over
}
// Update last known intersection state
car.lastWasIntersecting = car.intersects(tree);
// Only update road if handbrake is not active
if (!handbrakeActive) {
road.update();
}
car.lastX = car.x; // Track last X position for optimization
car.lastY = car.y; // Track last Y position for optimization
};
// Event listeners for touch controls
game.down = function (x, y, obj) {
var touchId = obj.pointerId !== undefined ? obj.pointerId : 'default';
activeTouches[touchId] = {
target: obj.target,
x: x,
y: y
};
if (obj.target === handbrake) {
road.speed = 0; // Stop the road movement
tree.speed = 0; // Stop the tree movement
drifting = false; // Stop the car from drifting
LK.stopMusic(); // Stop the drift sound
road.lastY = road.y; // Track last Y position for road
tree.lastY = tree.y; // Track last Y position for tree
}
if (obj.target === steeringWheel) {
dragNode = steeringWheel;
}
};
// Add the handbrake to the game
var handbrake = game.addChild(LK.getAsset('handbrake', {
anchorX: 0.5,
anchorY: 0.5
}));
handbrake.x = 2048 - handbrake.width / 2;
handbrake.y = 2732 - handbrake.height / 2;
game.up = function (x, y, obj) {
var touchId = obj.pointerId !== undefined ? obj.pointerId : 'default';
delete activeTouches[touchId];
if (obj.target === handbrake) {
// Only resume movement if steering wheel is being actively dragged
if (dragNode === steeringWheel) {
road.speed = 4; // Resume the road movement
tree.speed = 4; // Resume the tree movement
drifting = true; // Allow the car to drift again
LK.playMusic('drift', {
loop: true
}); // Play the drift sound in loop
road.lastY = road.y; // Track last Y position for road
tree.lastY = tree.y; // Track last Y position for tree
}
} else if (obj.target === steeringWheel) {
dragNode = null; // Stop the steering wheel rotation
}
}; ===================================================================
--- original.js
+++ change.js
@@ -147,8 +147,13 @@
// Check if handbrake is currently active
var handbrakeActive = Object.keys(activeTouches).some(function (touchId) {
return activeTouches[touchId].target === handbrake;
});
+ // Keep road and tree stationary while handbrake is active
+ if (handbrakeActive) {
+ road.speed = 0;
+ tree.speed = 0;
+ } //{16_handbrake}
// 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 using intersects for more realistic collision