User prompt
Ensure stone obstacle never touch the racetrack
User prompt
Decrease Stone obstacle distance from the racetrack to the quarter
User prompt
Decrease Stone obstacle distance from the racetrack tobthe half
User prompt
Please fix the bug: 'StoneObstacle is not defined' in or related to this line: 'var stoneObstacle = new StoneObstacle();' Line Number: 173
User prompt
Add stone obstacle to the top of the racetrack
User prompt
Please fix the bug: 'mainContainer is undefined' in or related to this line: 'mainContainer.addChild(snowflake);' Line Number: 201
User prompt
add snowfalling asset to the game
User prompt
Please fix the bug: 'mainContainer is undefined' in or related to this line: 'mainContainer.addChild(snowflake);' Line Number: 205
User prompt
add snowfalling animation to the game
User prompt
Play car sound in loop
User prompt
Tie the trees together with a red-and-white ribbon along the length of the racetrack
User prompt
Add trees to the game but avoid them to touch the racetrack. They should be arranged next to the racetrack middle
User prompt
add trees to the game next to the racetrack BUT AVOID THEM TO TOUCH THE RACETRACK and each other!!!! The trees should be arranged in a noisy area and should not be close to each other, with a minimum distance of 500 units from all directions
User prompt
The trees should be arranged in a noisy uniform and not close together, with a minimum distance of 100 units between them
User prompt
the arrangement of trees should be chessboard-like
User prompt
Put more wood in it to make it denser and be 200 units away from the racetrack
User prompt
add trees to the game next to the racetrack BUT AVOID THEM TO TOUCH THE RACETRACK!!!!
User prompt
Trees must not touch the racetrack
User prompt
Add trees to the game and place them 500 units apart next to a race track
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'mainContainer.addChild(snowflake);' Line Number: 119
User prompt
Do it
User prompt
Please fix the bug: 'TypeError: driftAndDodge is undefined' in or related to this line: 'driftAndDodge.on('down', function (x, y, obj) {' Line Number: 97
User prompt
do it
User prompt
Do it
User prompt
change background colour to white
/**** * Classes ****/ var Car = Container.expand(function () { var self = Container.call(this); self.projectMovement = function (vector) { var angle = -Math.PI / 4; var cosAngle = Math.cos(angle); var sinAngle = Math.sin(angle); return { x: vector.x * cosAngle - vector.y * sinAngle, y: vector.x * sinAngle + vector.y * cosAngle }; }; var carGraphics = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.direction = 0; self.momentum = { x: 0, y: 0 }; self._move_migrated = function () { var momentumModifier = 0.1; if (self.direction === 0) { self.momentum.x += self.speed * momentumModifier; } else { self.momentum.y -= self.speed * momentumModifier; } var projectedMovement = self.projectMovement(self.momentum); self.x += projectedMovement.x; self.y += projectedMovement.y; var nonTravelMomentum; if (self.direction === 0) { self.momentum.x *= 0.98; self.momentum.y *= 0.95; nonTravelMomentum = self.momentum.y; } else { self.momentum.x *= 0.95; self.momentum.y *= 0.98; nonTravelMomentum = self.momentum.x; } self.nonTravelMomentum = nonTravelMomentum; }; self.changeDirection = function () { self.direction = self.direction === 0 ? 1 : 0; carGraphics.scale.x *= -1; }; }); var DriftAndDodge = Container.expand(function () { var self = Container.call(this); }); var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.rotation = Math.PI / 4; self.lifetime = 100; self.tick = function () { if (--self.lifetime <= 0) { self.destroy(); } }; }); var Ribbon = Container.expand(function () { var self = Container.call(this); var ribbonGraphics = self.attachAsset('ribbon', { anchorX: 0.5, anchorY: 0.5 }); }); var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFFFF }); /**** * Game Code ****/ var driftAndDodge = game.addChild(new DriftAndDodge()); driftAndDodge.on('down', function (x, y, obj) { // Add the event handler for 'down' event here }); driftAndDodge.on('up', function (x, y, obj) { // Add the event handler for 'up' event here }); driftAndDodge.on('move', function (x, y, obj) { // Add the event handler for 'move' event here }); game.calculateDistanceToPoint = function (point, segmentStart, segmentEnd) { var A = point.x - segmentStart.x; var B = point.y - segmentStart.y; var C = segmentEnd.x - segmentStart.x; var D = segmentEnd.y - segmentStart.y; var dot = A * C + B * D; var len_sq = C * C + D * D; var param = -1; if (len_sq != 0) { param = dot / len_sq; } var xx, yy; if (param < 0) { xx = segmentStart.x; yy = segmentStart.y; } else if (param > 1) { xx = segmentEnd.x; yy = segmentEnd.y; } else { xx = segmentStart.x + param * C; yy = segmentStart.y + param * D; } var dx = point.x - xx; var dy = point.y - yy; return Math.sqrt(dx * dx + dy * dy); }; game.addRoadSegment = function () { var lastSegment = roadSegments[roadSegments.length - 1]; zigzag = !zigzag; var segment = roadContainer.attachAsset('roadSegment', { anchorX: 0.5 }); segment.width = segmentWidth; segmentWidth = Math.max(350, segmentWidth - 15); segment.height = (i === 1 ? 3000 : Math.floor(Math.random() * (4000 - 1200 + 1)) + 1200) * 2; segment.rotation = zigzag ? -Math.PI - Math.PI / 4 : -Math.PI + Math.PI / 4; segment.y = currentY; segment.x = currentX; var adjustedHeight = segment.height - segmentWidth / 2; currentY += adjustedHeight * Math.cos(segment.rotation); currentX -= adjustedHeight * Math.sin(segment.rotation); segment.shadow = roadContainer.attachAsset('roadSegmentShadow', { anchorX: 0.5 }); segment.shadow.width = segment.width; segment.shadow.height = segment.height; segment.shadow.rotation = segment.rotation; segment.shadow.x = segment.x; segment.shadow.y = segment.y + 50; segment.shadow.alpha = 1; segment.used = false; roadSegments.push(segment); roadContainer.addChildAt(segment.shadow, 0); roadContainer.addChild(segment); // Attach trees next to the racetrack middle var leftTree = new Tree(); leftTree.x = segment.x - segment.width / 2 - 100; leftTree.y = segment.y; roadContainer.addChild(leftTree); var rightTree = new Tree(); rightTree.x = segment.x + segment.width / 2 + 100; rightTree.y = segment.y; roadContainer.addChild(rightTree); // Attach ribbons to the trees var leftRibbon = new Ribbon(); leftRibbon.x = leftTree.x; leftRibbon.y = leftTree.y; roadContainer.addChild(leftRibbon); var rightRibbon = new Ribbon(); rightRibbon.x = rightTree.x; rightRibbon.y = rightTree.y; roadContainer.addChild(rightRibbon); }; var wallpaper = game.attachAsset('wallpaper', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); var particles = []; var mainContainer = game.addChild(new Container()); var roadContainer = mainContainer.addChild(new Container()); var roadSegments = []; var segmentLength = Math.floor(Math.random() * (1000 - 200 + 1)) + 200; var segmentWidth = 1200; var currentX = 2048 / 2; var currentY = 2732 / 2; var zigzag = true; for (var i = 1; i <= 15; i++) { game.addRoadSegment(); } var scoreText = new Text2('0', { size: 150, fill: 0xFFFFFF, weight: '800', dropShadow: true, dropShadowColor: '#373330', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var car = mainContainer.addChild(new Car()); car.x = 2048 / 2; car.y = 2732 / 2; var isGameOver = false; var score = 0; var closestSegment = null; game.on('down', function (x, y, obj) { car.changeDirection(); }); LK.on('tick', function () { car._move_migrated(); var carIsOnRoad = false; var carPosition = { x: car.x, y: car.y }; var currentClosestSegment = null; var currentClosestDistance = Infinity; roadSegments.forEach(function (segment) { var segmentStart = { x: segment.x + Math.sin(segment.rotation) * 100, y: segment.y - Math.cos(segment.rotation) * 100 }; var segmentEnd = { x: segment.x - Math.sin(segment.rotation) * (segment.height - segment.width / 2), y: segment.y + Math.cos(segment.rotation) * (segment.height - segment.width / 2) }; var distance = game.calculateDistanceToPoint(carPosition, segmentStart, segmentEnd); if (distance < currentClosestDistance) { currentClosestDistance = distance; currentClosestSegment = segment; } if (distance < segment.width / 2 - 50) { carIsOnRoad = true; } }); if (closestSegment !== currentClosestSegment && !currentClosestSegment.used) { closestSegment = currentClosestSegment; closestSegment.used = true; score++; LK.setScore(score); scoreText.setText(score.toString()); } if (!carIsOnRoad) { LK.showGameOver(); } else {} var particle = new Particle(); particle.alpha = Math.max(0, Math.min(1, Math.abs(car.nonTravelMomentum) / 5 - 0.5)); if (particle.alpha > 0) { var noiseX = (Math.random() - 0.5) * 10; var noiseY = (Math.random() - 0.5) * 10; particle.x = car.x + noiseX; particle.y = car.y + noiseY; mainContainer.addChildAt(particle, 1); particles.push(particle); } particles.forEach(function (particle, index) { particle.tick(); if (particle.lifetime <= 0) { particles.splice(index, 1); } }); var carLocalPosition = game.toLocal(car.position, car.parent); var offsetX = (2048 / 2 - carLocalPosition.x) / 20; var offsetY = (2732 - 450 - carLocalPosition.y) / 20; mainContainer.x += offsetX; mainContainer.y += offsetY; for (var i = roadSegments.length - 1; i >= 0; i--) { var segmentGlobalPosition = game.toLocal(roadSegments[i].position, roadSegments[i].parent); if (segmentGlobalPosition.y - roadSegments[i].height > 2732 * 2) { roadSegments[i].shadow.destroy(); roadSegments[i].destroy(); roadSegments.splice(i, 1); game.addRoadSegment(); } // Destroy embankments which are off screen if (roadSegments[i].leftEmbankment && roadSegments[i].leftEmbankment.y < -50) { roadSegments[i].leftEmbankment.destroy(); } if (roadSegments[i].rightEmbankment && roadSegments[i].rightEmbankment.y < -50) { roadSegments[i].rightEmbankment.destroy(); } } }); // Add the game logic for 'DriftAndDodge' here
===================================================================
--- original.js
+++ change.js
@@ -65,8 +65,15 @@
self.destroy();
}
};
});
+var Ribbon = Container.expand(function () {
+ var self = Container.call(this);
+ var ribbonGraphics = self.attachAsset('ribbon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+});
var Tree = Container.expand(function () {
var self = Container.call(this);
var treeGraphics = self.attachAsset('tree', {
anchorX: 0.5,
@@ -156,8 +163,17 @@
var rightTree = new Tree();
rightTree.x = segment.x + segment.width / 2 + 100;
rightTree.y = segment.y;
roadContainer.addChild(rightTree);
+ // Attach ribbons to the trees
+ var leftRibbon = new Ribbon();
+ leftRibbon.x = leftTree.x;
+ leftRibbon.y = leftTree.y;
+ roadContainer.addChild(leftRibbon);
+ var rightRibbon = new Ribbon();
+ rightRibbon.x = rightTree.x;
+ rightRibbon.y = rightTree.y;
+ roadContainer.addChild(rightRibbon);
};
var wallpaper = game.attachAsset('wallpaper', {
anchorX: 0.5,
anchorY: 0.5,
Hyperrealistic blue Subaru rally car with yellow liverys, top down view from the rear wing
realistic Snowy ground, top view
Real snowy ground top view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
snowy wheel track top view
Single Photorealistic snowy Pinewood
Photorealistic Yellow Checkpoint rally roadsignal covered by snow, drone view.