User prompt
Please fix the bug: 'TypeError: car is undefined' in or related to this line: 'var grid = LK.getAsset('grid', {' Line Number: 492
User prompt
When the level loads, the left and right grids are 5 units away from the player's car.
User prompt
When the track loads, only 2 grids should be visible on the screen, and each grid will move down like a loading car
User prompt
When the track is loaded, a total of 10 grids should line up vertically 2 cars behind each other and 2 cars away side by side.
User prompt
When the track loads, line up 10 grids vertically 2 cars behind each other and one car distance side by side.
User prompt
When the track loads, line up 10 grids in a row, 2 cars behind each other and one grid distance side by side.
User prompt
GThe grid is above the race track in order, but below the car asset obstacles. The grid asset is only visible until the player overtakes the first 10 loading car obstacles.
User prompt
Add grid asset to the map.
User prompt
Starting with the 10th obstacle car, obstacle cars are able to move 1-50 units in one side direction immediately after loading.
User prompt
If more than 51% of a player's car asset leaves the field, Then the car will begin to drifting
User prompt
If more than 51% of a player's car asset leaves the field, Then the car will begin to drift sideways.
User prompt
If more than 51% of a player's car asset leaves the field, then the car will begin to slide sideways.
User prompt
Please fix the bug: 'TypeError: LK.effects.rumble is not a function' in or related to this line: 'LK.effects.rumble(car, 500); // Rumble for 500ms' Line Number: 555
User prompt
Please fix the bug: 'TypeError: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(shake);' Line Number: 431
User prompt
Please fix the bug: 'TypeError: LK.effects.rumble is not a function' in or related to this line: 'LK.effects.rumble(car, 500); // Rumble for 500ms' Line Number: 555
User prompt
If more than 50% of the player's car asset leaves the field, then the car will start to rumble.
User prompt
If more than 50% of the player's car asset leaves the field, then the car will start to slide
User prompt
If more than 51% of the player's car asset leaves the field, then the car will begin to shake
User prompt
If more than 50% of the player's car asset leaves the field, Then the car will start shaking.
User prompt
If more than 50% of the player's car asset leaves the field, Then the car will start vibrating.
User prompt
If more than 51% of the player's car asset leaves the field, Then the car will begin to resonate.
User prompt
If more than 55% of the player's car asset leaves the field, Then the car will begin to resonate.
User prompt
If more than 50% of the player's car asset leaves the field, Then the car will begin to resonate.
User prompt
If more than 50% of the player's car asset leaves the field, Then the car will start shaking.
User prompt
If the player does not touching the racetrack with more than players car asset 50%, than the car asset is rotating left 2°.
/**** * Classes ****/ // AUDI class var AUDI = Container.expand(function () { var self = Container.call(this); var audiGraphics = self.attachAsset('AUDI', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 288.92, scaleY: 800 / 687.86 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // AlfaRomeo class var AlfaRomeo = Container.expand(function () { var self = Container.call(this); var alfaRomeoGraphics = self.attachAsset('AlfaRomeo', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 400, scaleY: 800 / 650 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // Alpine class var Alpine = Container.expand(function () { var self = Container.call(this); var alpineGraphics = self.attachAsset('Alpine', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 450, scaleY: 800 / 850 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // AstonMartin class var AstonMartin = Container.expand(function () { var self = Container.call(this); var astonMartinGraphics = self.attachAsset('AstonMartin', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 440, scaleY: 800 / 816.13 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // BMW class var BMW = Container.expand(function () { var self = Container.call(this); var bmwGraphics = self.attachAsset('BMW', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); //<Assets used in the game will automatically appear here> // Car class var Car = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('BMW', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.maxSpeed = 10 * 1.7; self.acceleration = 0.2 * 1.7; self.deceleration = 0.1 * 1.7; self.update = function () { self.y -= self.speed; if (self.speed > 0) { self.speed -= self.deceleration; } }; self.accelerate = function () { if (self.speed < self.maxSpeed) { self.speed += self.acceleration; } }; }); var FRVR = Container.expand(function () { var self = Container.call(this); var frvrGraphics = self.attachAsset('FRVR', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 500, scaleY: 800 / 850 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // Ferrari class var Ferrari = Container.expand(function () { var self = Container.call(this); var ferrariGraphics = self.attachAsset('Ferrari', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 400, scaleY: 800 / 845.15 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // ForceIndia class var ForceIndia = Container.expand(function () { var self = Container.call(this); var forceIndiaGraphics = self.attachAsset('ForceIndia', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 480, scaleY: 800 / 850 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // McLaren class var McLaren = Container.expand(function () { var self = Container.call(this); var mclarenGraphics = self.attachAsset('McLaren', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 400, scaleY: 800 / 880 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // McLaren Ayrton Senna class var McLarenAyrtonSenna = Container.expand(function () { var self = Container.call(this); var mclarenGraphics = self.attachAsset('McLarenAyrtonSenna', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 400, scaleY: 800 / 880 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // McLarenMercedes class var McLarenMercedes = Container.expand(function () { var self = Container.call(this); var mclarenMercedesGraphics = self.attachAsset('McLarenMercedes', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 450, scaleY: 800 / 880 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // MercedesAMGPetronas class var MercedesAMGPetronas = Container.expand(function () { var self = Container.call(this); var mercedesGraphics = self.attachAsset('MercedesAMGPetronas', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 505, scaleY: 800 / 835 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // RedBull class var RedBull = Container.expand(function () { var self = Container.call(this); var redBullGraphics = self.attachAsset('RedBull', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 500, scaleY: 800 / 900 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // Renault class var Renault = Container.expand(function () { var self = Container.call(this); var renaultGraphics = self.attachAsset('Renault', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 440, scaleY: 800 / 869.77 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // RenaultTelefonica class var RenaultTelefonica = Container.expand(function () { var self = Container.call(this); var renaultTelefonicaGraphics = self.attachAsset('RenaultTelefonica', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 440, scaleY: 800 / 869.77 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // ToroRosso class var ToroRosso = Container.expand(function () { var self = Container.call(this); var toroRossoGraphics = self.attachAsset('ToroRosso', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 480, scaleY: 800 / 830 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); // Williams class var Williams = Container.expand(function () { var self = Container.call(this); var williamsGraphics = self.attachAsset('Williams', { anchorX: 0.5, anchorY: 0.5, scaleX: 400 / 400, scaleY: 800 / 780.63 }); self.speed = 5 / 1.5 * 2 * 1.7; self.update = function () { self.y += self.speed; if (self.y > 2732 || obstacles.length > 4) { self.destroy(); var index = obstacles.indexOf(self); if (index > -1) { obstacles.splice(index, 1); } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ function countCarType(carType) { return obstacles.filter(function (obstacle) { return obstacle.constructor.name === carType; }).length; } // Add keyboard event listeners for controlling the player's car var keys = {}; game.on('keydown', function (event) { keys[event.code] = true; if (event.code === 'KeyA') { car.x -= car.speed; } }); game.on('keyup', function (event) { keys[event.code] = false; }); var racetrackSpeed = 0; var racetrackAcceleration = 4; var racetrack = LK.getAsset('racetrack', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 2000, scaleY: 2732 / 2850, x: 2048 / 2, y: 0 }); game.addChild(racetrack); var racetrack2 = LK.getAsset('racetrack', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 2000, scaleY: 2732 / 2850, x: 2048 / 2, y: -2732 }); game.addChild(racetrack2); var leftFrame = LK.getAsset('leftFrame', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(leftFrame); var closingLine1 = LK.getAsset('closingLine1', { anchorX: 0, anchorY: 0, x: 50, y: 0 }); game.addChild(closingLine1); var rightFrame = LK.getAsset('rightFrame', { anchorX: 1, anchorY: 0, x: 2048, y: 0 }); game.addChild(rightFrame); var closingLine2 = LK.getAsset('closingLine2', { anchorX: 1, anchorY: 0, x: 2048 - 50, y: 0 }); game.addChild(closingLine2); var grids = []; var gridSpacingY = 2 * 880; // 2 car lengths vertically var gridSpacingX = 2 * 400; // 2 car widths horizontally for (var i = 0; i < 2; i++) { // Initialize only 2 grids var grid = LK.getAsset('grid', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + i % 2 * gridSpacingX - gridSpacingX / 2, y: 2732 / 2 + Math.floor(i / 2) * gridSpacingY }); grids.push(grid); game.addChild(grid); } var overtakenObstacles = 0; var car = game.addChild(new Car()); car.x = 2048 / 2; car.y = 2732 - 200 - 277; var obstacles = []; var score = 0; var lastSpawnTick = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); function spawnObstacle() { if (obstacles.length >= 3) { return; } // Limit to a maximum of three cars on the track var carTypes = [RedBull, Ferrari, Williams, MercedesAMGPetronas, AUDI, AstonMartin, BMW, AlfaRomeo, McLarenAyrtonSenna, Renault, McLaren, Alpine, McLarenMercedes, RenaultTelefonica, ToroRosso, ForceIndia, FRVR]; var startX = 50 + 200; // Ensure at least 50 units from the left edge var spacing = (2048 - 100) / 4; // Adjust spacing to ensure at least 50 units from the right edge var carType; do { carType = carTypes[Math.floor(Math.random() * carTypes.length)]; } while (countCarType(carType.name) >= 2); var car = new carType(); car.x = startX + Math.floor(Math.random() * 4) * spacing; car.y = 200; // Position all cars at the same y-coordinate obstacles.push(car); game.addChild(car); } function updateScore() { score += 1; scoreTxt.setText(score); } game.move = function (x, y, obj) { car.x = x; }; game.update = function () { car.update(); // Move racetracks downwards racetrack.y += racetrackSpeed; racetrack2.y += racetrackSpeed; // Move grids downwards like a loading car grids.forEach(function (grid) { grid.y += racetrackSpeed; }); racetrackSpeed += racetrackAcceleration / 60; // Accelerate twice as fast per second // Reset racetrack positions for continuous scrolling if (racetrack.y >= 2732) { racetrack.y = racetrack2.y - 2732; } if (racetrack2.y >= 2732) { racetrack2.y = racetrack.y - 2732; } // Update car position based on keyboard input if (keys['ArrowLeft'] || keys['KeyA']) { car.x -= car.speed; } if (keys['ArrowRight']) { car.x += car.speed; } if (keys['ArrowUp']) { car.accelerate(); } // Check if more than 51% of the car is out of bounds and apply drifting var carWidth = car.width; var carLeftEdge = car.x - carWidth / 2; var carRightEdge = car.x + carWidth / 2; var fieldLeftEdge = 0; var fieldRightEdge = 2048; if (carLeftEdge < fieldLeftEdge) { if (carRightEdge < fieldLeftEdge + carWidth * 0.49) { // More than 51% of the car is out of bounds on the left car.x += car.speed * 0.5; // Drift right } else { car.x = fieldLeftEdge + carWidth / 2; } } else if (carRightEdge > fieldRightEdge) { if (carLeftEdge > fieldRightEdge - carWidth * 0.49) { // More than 51% of the car is out of bounds on the right car.x -= car.speed * 0.5; // Drift left } else { car.x = fieldRightEdge - carWidth / 2; } } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (car.intersects(obstacles[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } if (obstacles[i].y > car.y) { overtakenObstacles++; obstacles[i].destroy(); obstacles.splice(i, 1); } } if (overtakenObstacles >= 10) { grid.visible = false; } if (LK.ticks > 240 && LK.ticks % 72 == 0) { // Spawn a car every 1.2 seconds (72 ticks) spawnObstacle(); updateScore(); } };
===================================================================
--- original.js
+++ change.js
@@ -458,9 +458,10 @@
game.addChild(closingLine2);
var grids = [];
var gridSpacingY = 2 * 880; // 2 car lengths vertically
var gridSpacingX = 2 * 400; // 2 car widths horizontally
-for (var i = 0; i < 10; i++) {
+for (var i = 0; i < 2; i++) {
+ // Initialize only 2 grids
var grid = LK.getAsset('grid', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + i % 2 * gridSpacingX - gridSpacingX / 2,
@@ -510,8 +511,12 @@
car.update();
// Move racetracks downwards
racetrack.y += racetrackSpeed;
racetrack2.y += racetrackSpeed;
+ // Move grids downwards like a loading car
+ grids.forEach(function (grid) {
+ grid.y += racetrackSpeed;
+ });
racetrackSpeed += racetrackAcceleration / 60; // Accelerate twice as fast per second
// Reset racetrack positions for continuous scrolling
if (racetrack.y >= 2732) {
racetrack.y = racetrack2.y - 2732;
grass top view.
Add more dark carbon fiber background and resize the picture to 16:9
F1 race car. Glossy blue body painting and half covered with planet blue Earth. Blue front wing. myearthdream.com text on black rear wing. 7 number on the nose of the car. Red Honda logo with White R logo on the nose of the car. Top view.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
F1 Jaguair race car. Shiny green body. white Jaguar animal logo on body. thin red and white stripes. white front wings and white rear wing. TOP VIEW!. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
RedBull F1 race car. Top view. Royalblue body with Shinyred lines on sides. Silver bull-body. Silver ,,BlueBull" sponsors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Black McLaren MP4-29 F1 RACE CAR with red lines and white,,RONDA"text. TOP VIEW.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Photorealistic F1 McLaren race car, Top view. Orange coloured body and black thick stripe with white Chrome text where the o letter is Google chrome logo. Skyblue lines on nose sides. Silver 4 number on nose. Black OKX text on rear wing.
Photorealistic F1 race car without Halo safety device. Top view. White body with neongreen nose. Black BrainGP text on body sides. Red "Cainon" text on front wings. Neongreen rear wing with Orange "BRAWNDO" text.
Photorealistic RedBull f1 car top view. Replace RedBull text to RealBull text.
Photorealistic Cadillac F1 race car, top view. Replace Cadillac text to golden coloured ,,Cadillaic" text on black rear wing. Big American flag on white body. White ,,Andretti" and gm text on black front wing.
Photorealistic Porsche F1 race car, top view. Golden logo on car nose. White body with black rear and front wing. Very thick red lines on body from front wing to rear wing. Replace Porsche text to white coloured ,,Porshe" text on rear wing.
Photorealistic Renault F1 race car, top view. Bright skyblue body. Banana Yellow nose with blue sidelines. Royalblue Front and Rear wing. Neon-yellow ,,Telefonicai" text on rearwing. White ,,TEAM SPIRIT" text on nose. Blue ,,RENAIULT" text on body.