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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
/**** * 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 } } }; }); // 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; } } // 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) { // 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) { 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 = game.addChild(new Tree()); tree.x = 1024; tree.y = 1366; // 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 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; // 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 () { // 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) { roundCompleted = true; } } tree.update(); road.update(); }; // Event listeners for touch controls game.down = function (x, y, obj) { if (obj.event.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 } }; // 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) { if (obj.event.target === handbrake) { 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 } };
===================================================================
--- original.js
+++ change.js
@@ -144,9 +144,9 @@
road.update();
};
// Event listeners for touch controls
game.down = function (x, y, obj) {
- if (obj.target === handbrake) {
+ if (obj.event.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
@@ -159,9 +159,9 @@
}));
handbrake.x = 2048 - handbrake.width / 2;
handbrake.y = 2732 - handbrake.height / 2;
game.up = function (x, y, obj) {
- if (obj.target === handbrake) {
+ if (obj.event.target === handbrake) {
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', {