User prompt
Correct the handbrake behavior: 1. When the handbrake is pressed, ONLY the movement of the background must stop. This includes ONLY the road and the trees. The car itself must NOT stop updating, must NOT freeze, and must NOT lose steering control. 2. Keep updating all car controls (steering, rotation, horizontal movement) even while the handbrake is held. The car must continue responding smoothly to input with zero interruption. 3. The handbrake must NOT pause or block the car update function, physics, rotation, tilt, or steering logic. Only the vertical scrolling of the background (road and trees) should be affected. 4. When handbrakePressed is true: set road and tree movement variables to 0. But do NOT modify or stop any car movement variables. 5. When handbrakePressed is false: restore the original background speeds and continue updating the car normally. The final result must be: - the car can always steer freely, even with the handbrake held down - only the background scrolling stops - the background resumes smoothly when the handbrake is released - no stuttering, no vibration, no freezing of the car
User prompt
Fix the handbrake and steering interaction so the car does NOT vibrate or stutter while the handbrake is held. 1. Enable true multitouch support. The steering input must never cancel, block, or override the handbrake pointer events. And the handbrake must never cancel the steering input. 2. Make the handbrake use pointerdown and pointerup ONLY. Do NOT use pointerout to change the handbrakePressed value. pointerout causes conflicts with steering input and creates stuttering. 3. The steering system must continue updating smoothly even if the handbrake is being held. The handbrake should only affect the movement of the road and the trees — never the steering control. 4. When handbrakePressed is true: freeze all movement of the road and the trees by setting their speed or velocity variables to 0. But do NOT touch the car’s steering, rotation, tilt or horizontal position. 5. When handbrakePressed becomes false: restore the original movement speeds stored in originalRoadSpeed and originalTreeSpeed so the scene continues smoothly. 6. Make sure both inputs (steering + handbrake) run simultaneously without blocking each other. Use independent input channels so that touching the handbrake button does NOT interfere with the car control input area. The final behavior must be: - steering stays perfectly smooth during braking - no stutter, no vibration, no frame freezes - road and trees freeze only while braking - releasing the brake resumes smooth movement
User prompt
Fix the handbrake so that the road and the trees resume moving after the handbrake is released. 1. Create two new variables: originalRoadSpeed and originalTreeSpeed. Store the normal movement speed of the road and the trees inside them at the moment the game starts. These values represent how fast the road and trees should move during normal gameplay. 2. When handbrakePressed becomes true, set all road and tree movement variables to 0. This freezes the scene exactly as before. 3. When handbrakePressed becomes false, restore ALL movement variables back to originalRoadSpeed and originalTreeSpeed. The road and the trees must continue moving downward smoothly at the same speed as before braking. They must NEVER stay at 0 after the brake is released. 4. Apply this logic to ANY movement system the game uses, including: roadSpeed, treeSpeed, road.speed, trees.speed, road.velocity, trees.velocity. If any of these exist, set all of them to originalRoadSpeed or originalTreeSpeed when the brake is released. 5. The road and trees must ALWAYS move together and ALWAYS stop together. Stopping is temporary, only while the handbrake is held. Releasing the handbrake must fully restore movement every time.
User prompt
Fix the handbrake system completely. 1. Make the "handbrake" sprite interactive and create a variable named "handbrakePressed". Set handbrakePressed = true when the player presses it (pointerdown), and set handbrakePressed = false when the player releases it (pointerup or pointerout). 2. Inside the update() function, at the very top, check if handbrakePressed is true. If it is true, then completely stop ALL movement of BOTH the road and the trees. They must ALWAYS move together and ALWAYS stop together. It is impossible for the trees to move while the road is stopped. So: when handbrakePressed is true, set every movement or speed variable related to the road AND the trees to 0. 3. When handbrakePressed is false, restore the normal movement so the road and the trees move again at the same speed, perfectly synchronized. 4. Apply this behavior to ANY movement variable that exists in the game, including: roadSpeed, treeSpeed, road.speed, trees.speed, road.velocity, trees.velocity. If any of these exist, they must all be stopped at the same time and they must all move at the same time. The result must be that pressing the handbrake freezes the entire scene instantly, and releasing it resumes movement with the road and trees moving together with the same speed.
User prompt
Ensure handbrake works on mobile by also handling pointerout to reset handbrakePressed to false.
User prompt
Apply the stopping effect to any of these variables if they exist in the game: roadSpeed, treeSpeed, road.speed, trees.speed, road.velocity, trees.velocity. Set any existing ones to 0 while handbrakePressed is true.
User prompt
Inside the update() function, before anything else runs, check if handbrakePressed is true. If it is true, stop all road and tree movement by setting every speed or velocity value related to the road and trees to 0. Then return from update() so no further movement happens.
User prompt
Make the "handbrake" sprite interactive and create a variable called "handbrakePressed". Set handbrakePressed to true when the player presses the handbrake (pointerdown). Set handbrakePressed to false when the player releases the handbrake (pointerup or pointerout).
User prompt
// --- HANDBRAKE INTERACTION SETUP --- handbrake.setInteractive(); // Global state for handbrake let handbrakePressed = false; // When the handbrake is pressed handbrake.on("pointerdown", () => { handbrakePressed = true; }); // When the handbrake is released handbrake.on("pointerup", () => { handbrakePressed = false; }); // For mobile: if finger slides off the button handbrake.on("pointerout", () => { handbrakePressed = false; }); // --- INSERT THIS INTO THE TOP OF YOUR update() FUNCTION --- // Handbrake behavior: stop all road/tree movement while pressed if (handbrakePressed) { // ROAD STOP if (typeof roadSpeed !== "undefined") roadSpeed = 0; if (typeof road !== "undefined" && road.speed !== undefined) road.speed = 0; if (typeof road !== "undefined" && road.velocity !== undefined) road.velocity = 0; // TREES STOP if (typeof treeSpeed !== "undefined") treeSpeed = 0; if (typeof trees !== "undefined" && trees.speed !== undefined) trees.speed = 0; if (typeof trees !== "undefined" && trees.velocity !== undefined) trees.velocity = 0; return; // Skip the rest of update → full stop effect }
User prompt
Slow down road and trees movement speed while the handbrake is pressed
User prompt
If handbrake is pressed the stop the road and treed for this time
User prompt
If steering wheel is turning by the player you dont let use handbrake by pressing in the same time. Fix it.
User prompt
Ensure multitouch to use steering wheel and handbrake at the same time
User prompt
If the the player touched the steering wheel but not countinously touching it when turning it then stop the turning at this time
User prompt
Move handbrake left by 50 units
User prompt
Fit the handbrake position tfrom the edge of the screen as the same way as the steering wheel
User prompt
Stop road moving
User prompt
Then make it working!
User prompt
Stop road moving while the handbrake is pressed by the player
User prompt
Add handbrake to the right bottom corner of the screen
User prompt
Remove handbrake from the map
User prompt
Why not working the last handbrake task? Fix it
User prompt
Ensure road and trees are stop while handbrake is pressed
User prompt
Prevent road and tree movement while handbrake assset is actively pressed in the right bottom corner of the screen
User prompt
Prevent road and tree movement down while handbrake is actively pressed
/****
* 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;
// Define a variable to track if handbrake is actively pressed
var handbrakePressed = 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 () {
// 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 and tree movement if handbrake is not pressed
if (!handbrakePressed) {
road.update();
}
car.lastX = car.x; // Track last X position for optimization
car.lastY = car.y; // Track last Y position for optimization
};
// 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;
// Event listeners for touch controls - defined AFTER handbrake is created
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) {
handbrakePressed = true;
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;
}
};
game.up = function (x, y, obj) {
var touchId = obj.pointerId !== undefined ? obj.pointerId : 'default';
delete activeTouches[touchId];
if (obj.target === handbrake) {
handbrakePressed = false;
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
@@ -145,37 +145,37 @@
steeringWheel.x = 0 + steeringWheel.width / 2;
steeringWheel.y = 2732 - steeringWheel.height / 2;
// Update function for the game
game.update = function () {
- // Prevent road and tree movement while handbrake is actively pressed
- if (!handbrakePressed) {
- // 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;
- }
+ // 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);
+ }
+ 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 and tree movement if handbrake is not pressed
+ if (!handbrakePressed) {
road.update();
}
car.lastX = car.x; // Track last X position for optimization
car.lastY = car.y; // Track last Y position for optimization