User prompt
Increase treensuring they do not touch the road or each other
User prompt
Not working
User prompt
Avoid goose rows of trees one below the other
User prompt
Add 30 trees next to the road, ensuring they do not touch the road or each other
User prompt
Add 30 trees next to the road BUT AVOID THE TREE ASSET TOUCH THE ROAD maintain a 100 units distance between each other TREE. Tree cannot touch road and cannot touch other tree
User prompt
Add 30 trees next to the road BUT AVOID THE TREE ASSET TOUCH THE ROAD maintain a 500 units distance between each other TREE.
User prompt
Add 30 trees next to the road and ensuring they don't touch the road and maintain a 500 units distance between each other
User prompt
Add 60 trees to the map ensuring they don't touch the road and maintain a 500 units distance between each other
User prompt
Place the trees parallel to the length of the track in goose rows, not across them
User prompt
Add 40 trees to the map ensuring they don't touch the road and maintain a 250 units distance between each other
User prompt
add 50 trees to the map but avoid the trees touch the road and ensure 300 units distance between each other
User prompt
add 100 trees to the map but avoid the trees touch the road
User prompt
increase the trees dendity to 10x but let 100 units distance between each other
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
/**** * 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 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.on('down', function (x, y, obj) { // Add the game logic for 'DriftAndDodge' here; if (driftAndDodge.lastX <= 100 && driftAndDodge.x > 100) { console.log("DriftAndDodge reached X position 100"); } if (driftAndDodge.lastY <= 200 && driftAndDodge.y > 200) { console.log("DriftAndDodge reached Y position 200"); } driftAndDodge.lastX = driftAndDodge.x; driftAndDodge.lastY = driftAndDodge.y; console.log("DriftAndDodge down event triggered at", x, y); }); driftAndDodge.on('up', function (x, y, obj) { // Add the event handler for 'up' event here console.log("DriftAndDodge up event triggered at", x, y); }); driftAndDodge.on('move', function (x, y, obj) { // Add the event handler for 'move' event here console.log("DriftAndDodge move event triggered at", x, y); }); 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 () { 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
@@ -50,21 +50,8 @@
};
});
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', {
@@ -97,18 +84,27 @@
/****
* 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
+ // Add the game logic for 'DriftAndDodge' here;
+ if (driftAndDodge.lastX <= 100 && driftAndDodge.x > 100) {
+ console.log("DriftAndDodge reached X position 100");
+ }
+ if (driftAndDodge.lastY <= 200 && driftAndDodge.y > 200) {
+ console.log("DriftAndDodge reached Y position 200");
+ }
+ driftAndDodge.lastX = driftAndDodge.x;
+ driftAndDodge.lastY = driftAndDodge.y;
+ console.log("DriftAndDodge down event triggered at", x, y);
});
driftAndDodge.on('up', function (x, y, obj) {
// Add the event handler for 'up' event here
+ console.log("DriftAndDodge up event triggered at", x, y);
});
driftAndDodge.on('move', function (x, y, obj) {
// Add the event handler for 'move' event here
+ console.log("DriftAndDodge move event triggered at", x, y);
});
game.calculateDistanceToPoint = function (point, segmentStart, segmentEnd) {
var A = point.x - segmentStart.x;
var B = point.y - segmentStart.y;
@@ -212,9 +208,8 @@
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.