User prompt
Do
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Add animated Tachometer to the bottom right corner
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Increase speedometer numbers value to the 5x and write next to it a km/h text
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Increase speedometer numbers value to the 4x and write next to it a km/h text
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Add a neon blue-colored speedometer to the bottom left corner of the map Update the speedometer with the current speed in the game loop
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Do
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Only just when car is turning
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Do it
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Do these point to make the car turning more realistic
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IT NOT WORKING
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BUT ALSO KEEP THE PARTICLES ANIMATION
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Add WHEELTRACK ASSET TO THE GAME AND ANIMATIN IT FROM BEHIND the CAR
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Add WHEELTRACK ASSET TO THE GAME AND ANIMATIN IT FROM UNDER the CAR
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Add WHEELTRACK ASSET TO THE GAME AND PLACE IT UNDER the CAR
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ensure roadSegment is upper than roadSegmentShadow in display order
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Please fix the bug: 'mainContainer is undefined' in or related to this line: 'var rainContainer = mainContainer.addChild(new Container());' Line Number: 258
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add raining effect animation to the game
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Please fix the bug: 'mainContainer is undefined' in or related to this line: 'mainContainer.addChild(snowflake);' Line Number: 160
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add snowfall effect to the game
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Do it
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can you generate an animated snowdrift behind the car? but also keep the previous particle animation
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Ensure roadSegment is added before roadSegmentsadow in display order
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ensure roadSegmentShadow do not cover roadSegment in display order
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Remove red ribbon from the map
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Decrease the number of tree2 by 3 in each road segment.
/**** * 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); // Check if car reaches the center of the screen on the X coordinate if (self.lastX <= 2048 / 2 && self.x > 2048 / 2) { console.log("Car reached the center of the screen on the X coordinate"); } self.lastX = self.x; self.x += projectedMovement.x; self.y += projectedMovement.y; // Check if car arrives at a specific X, Y coordinate if (self.lastY <= 1500 && self.y > 1500 && self.lastX <= 1000 && self.x > 1000) { console.log("Car arrived at the specific X, Y coordinate"); } self.lastY = self.y; self.lastX = self.x; // Check if car comes close to the bottom of the screen on the Y coordinate if (self.lastY <= 2732 - 100 && self.y > 2732 - 100) { console.log("Car is close to the bottom of the screen"); } self.lastY = self.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 Rock = Container.expand(function () { var self = Container.call(this); var rockGraphics = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5 }); }); var Snowflake = Container.expand(function () { var self = Container.call(this); var snowflakeGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = Math.random() * 2 + 1; // Random speed for falling self.speedX = (Math.random() - 0.5) * 2; // Random horizontal drift self.update = function () { self.y += self.speedY; self.x += self.speedX; if (self.y > 2732) { self.y = 0; self.x = Math.random() * 2048; } }; }); var SnowyEmbankment = Container.expand(function () { var self = Container.call(this); var embankmentGraphics = self.attachAsset('rods', { 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 }); }); var Tree2 = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree2', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFFFF }); /**** * Game Code ****/ var mainContainer = game.addChild(new Container()); var snowflakes = []; for (var i = 0; i < 100; i++) { var snowflake = new Snowflake(); snowflake.x = Math.random() * 2048; snowflake.y = Math.random() * 2732; mainContainer.addChild(snowflake); snowflakes.push(snowflake); } LK.on('tick', function () { snowflakes.forEach(function (snowflake) { snowflake.update(); }); }); 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); // Add multiple trees to the left and right of the road segment var treeSpacing = 150; // Space between trees var numberOfTrees = Math.floor(segment.height / treeSpacing) - 3; // Decrease the number of trees by 3 var numberOfTree2 = Math.floor(segment.height / treeSpacing) - 3; // Decrease the number of tree2 by 3 for (var i = 0; i < numberOfTree2; i++) { var leftTree = new Tree(); leftTree.x = segment.x - segment.width - 200 - i * treeSpacing; // Decrease the distance from the road by 100 units leftTree.y = segment.y + i * treeSpacing; roadContainer.addChild(leftTree); var rightTree = new Tree2(); rightTree.x = segment.x + segment.width + 200 + i * treeSpacing; // Decrease the distance from the road by 100 units rightTree.y = segment.y + i * treeSpacing; roadContainer.addChild(rightTree); } // Add rocks to the left and right of the road segment var leftRock = new Rock(); leftRock.x = segment.x - segment.width - 1000; // Double the distance from the road leftRock.y = segment.y; roadContainer.addChildAt(leftRock, 0); roadContainer.addChildAt(rightRock, 0); var rightRock = new Rock(); rightRock.x = segment.x + segment.width + 1000; // Double the distance from the road rightRock.y = segment.y; // Attach snowy embankments to the left and right of the road segment var leftEmbankment = new SnowyEmbankment(); leftEmbankment.x = segment.x - segment.width / 2 - 50; // Increase distance by 50 units leftEmbankment.y = segment.y; roadContainer.addChild(leftEmbankment); var rightEmbankment = new SnowyEmbankment(); rightEmbankment.x = segment.x + segment.width / 2 + 50; // Increase distance by 50 units 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) { // Check for intersection between car and road segment if (car.lastWasIntersecting === false && car.intersects(currentClosestSegment)) { console.log("Car intersected with a road segment"); } car.lastWasIntersecting = car.intersects(currentClosestSegment); 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
@@ -137,8 +137,9 @@
/****
* Game Code
****/
+var mainContainer = game.addChild(new Container());
var snowflakes = [];
for (var i = 0; i < 100; i++) {
var snowflake = new Snowflake();
snowflake.x = Math.random() * 2048;
Hyperrealistic blue Subaru rally car with yellow liverys, top down view from the rear wing
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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.