User prompt
add rock to the map but avoid the rock touch the road
User prompt
add rock asset to the game and place it to the bottom of the road asset but avoid the rock touch the road
User prompt
add rock asset to the game and place it to the top of the road asset but avoid the rock touch the road
User prompt
bring the rock 100 units to the road
User prompt
add rock asset to the game and playe it to the upper end of the road asset but avoid the rock touch the road
User prompt
add rock to the end of the road asset but avoid the rock touch the road
User prompt
add 10 trees to the map random but avoid the trees touch the road!
User prompt
the amount of trees on the track should be ten times more as dense.
User prompt
the amount of trees on the track should be twice as dense
User prompt
add trees to the map but avoid the trees touch the road
User prompt
do
User prompt
do it
User prompt
rename snowyEmbankment asset to rods asset
User prompt
How is it possible to Align 3 iron rods parallel to the track's length on both sides of the track PARALLEL WITH THE LENGTH of the track? first is at the beginning of the road, the second is at the end of the road, the third is between the first and second rods distance
User prompt
How is it possible to place 3 snow embankments on both sides of the track PARALLEL WITH THE LENGTH of the track? first is at the beginning of the road, the second is near the middle of the road edge, the third is at the end of the road
User prompt
do it
User prompt
Please fix the bug: 'TypeError: t._node is undefined' in or related to this line: 'if (roadSegments[i].rightEmbankment && roadSegments[i].rightEmbankment.y < -50) {' Line Number: 311
User prompt
HOW COULD YOU ENSURE THAT: Add Ribbon class to connect snowy embankments vertically Connect snowy embankments with ribbons along the track vertically PARALLEL WITH THE LENGTH OF THE TRACK BUT NOT THE HORIZONTAL PAIRS JUST
User prompt
Add Ribbon class to connect snowy embankments vertically Connect snowy embankments with ribbons along the track vertically
User prompt
Add Ribbon class to connect snowy embankments vertically Connect snowy embankments with ribbons along the track
User prompt
Add ribbon to Tie the snowy embankments Connect snowyEmbankment pairs lengthwise along the track line
User prompt
Connect the snowyEmbankment pairs not horizontally, but lengthwise along the track line.
User prompt
Add ribbon to Tie the snowy embankments
User prompt
Tie the snowy embankments together with red and white striped ribbon
User prompt
Ensure stone obstacle cant cover the racetrack
/**** * 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); self.update = function () { // Check if we reached the X position (VALUE) right now as we were not there before if (self.lastX <= 1000 && self.x > 1000) { console.log("Reached X position 1000"); } // Check if we reached the Y position (VALUE) right at this frame now as we were not there before (last update tick) if (self.lastY <= 500 && self.y > 500) { console.log("Reached Y position 500"); } // Update last known positions self.lastX = self.x; self.lastY = self.y; }; }); 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 SnowyEmbankment = Container.expand(function () { var self = Container.call(this); var embankmentGraphics = self.attachAsset('rods', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFFFF }); /**** * Game Code ****/ var driftAndDodge = game.addChild(new DriftAndDodge()); driftAndDodge.lastX = driftAndDodge.x; driftAndDodge.lastY = driftAndDodge.y; 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 snowy embankments to the left and right of the road segment var leftEmbankment = new SnowyEmbankment(); leftEmbankment.x = segment.x - segment.width / 2; leftEmbankment.y = segment.y; roadContainer.addChild(leftEmbankment); var rightEmbankment = new SnowyEmbankment(); rightEmbankment.x = segment.x + segment.width / 2; rightEmbankment.y = segment.y; roadContainer.addChild(rightEmbankment); }; 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 () { driftAndDodge.update(); car._move_migrated(); LK.playMusic('Car', { loop: true }); 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
@@ -50,8 +50,21 @@
};
});
var DriftAndDodge = Container.expand(function () {
var self = Container.call(this);
+ self.update = function () {
+ // Check if we reached the X position (VALUE) right now as we were not there before
+ if (self.lastX <= 1000 && self.x > 1000) {
+ console.log("Reached X position 1000");
+ }
+ // Check if we reached the Y position (VALUE) right at this frame now as we were not there before (last update tick)
+ if (self.lastY <= 500 && self.y > 500) {
+ console.log("Reached Y position 500");
+ }
+ // Update last known positions
+ self.lastX = self.x;
+ self.lastY = self.y;
+ };
});
var Particle = Container.expand(function () {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
@@ -84,8 +97,10 @@
/****
* Game Code
****/
var driftAndDodge = game.addChild(new DriftAndDodge());
+driftAndDodge.lastX = driftAndDodge.x;
+driftAndDodge.lastY = driftAndDodge.y;
driftAndDodge.on('down', function (x, y, obj) {
// Add the event handler for 'down' event here
});
driftAndDodge.on('up', function (x, y, obj) {
@@ -197,8 +212,9 @@
game.on('down', function (x, y, obj) {
car.changeDirection();
});
LK.on('tick', function () {
+ driftAndDodge.update();
car._move_migrated();
LK.playMusic('Car', {
loop: true
});
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.