User prompt
Move menu title center left to the center of the map
User prompt
Move menu title left to the center of the map
User prompt
move title to the top center of the map
User prompt
texts are not in the middle by vertically
User prompt
The menu is too transparent. darken it better!
User prompt
half the menu texts size
User prompt
Please fix the bug: 'n is undefined' in or related to this line: 'self.filters = [blurFilter];' Line Number: 38
User prompt
Please fix the bug: 'n is undefined' in or related to this line: 'self.filters = [blurFilter];' Line Number: 38
User prompt
Please fix the bug: 'filters is undefined' in or related to this line: 'var blurFilter = new filters.BlurFilter();' Line Number: 36
User prompt
Please fix the bug: 'n is undefined' in or related to this line: 'self.filters = [blurFilter];' Line Number: 38
User prompt
Please fix the bug: 'filters is not defined' in or related to this line: 'var blurFilter = new filters.BlurFilter();' Line Number: 36
User prompt
Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'self.graphics = new Graphics();' Line Number: 24
User prompt
Please fix the bug: 'LK.BlurBackground is not a constructor' in or related to this line: 'var menuBackground = menuContainer.addChild(new LK.BlurBackground({' Line Number: 284
User prompt
✅ Add state management variable to track if menu is showing ✅ Create Windows 11 styled menu with black background blur, title, instructions, difficulty selecter and start button ✅ Modify game tick to only run when menu is not showing ✅ Modify game down event to only work when menu is not showing
User prompt
change pink color to black
User prompt
i asked dark blur themeed menu and not pink...
User prompt
Add menu before map loaded. Update menu background to use proper Windows 11 veiled theme with dark blur effect and modern styling. Update title text styling to match Windows 11 Fluent Design with proper typography. Update start button with Windows 11 accent color and rounded appearance with proper hover styling. Update instruction text with better Windows 11 typography and positioning.
User prompt
i do not like this menu looking. Look more like the Windows 11 veiled theme
User prompt
Before loading a map, load a menu with a slightly transparent whitish veiled Windows11 theme look.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'rainDrop.y = Math.random() * 2732; // Random y position' Line Number: 162
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'mainContainer.addChild(rainDrop);' Line Number: 162
User prompt
Add heavy rain animation effect to the game
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'mainContainer.addChild(rainEffect);' Line Number: 171
User prompt
Add heavy rain effect to the map
Remix started
Copy Dirt Rally 3
/**** * 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 RainDrop = Container.expand(function () { var self = Container.call(this); var rainDropGraphics = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 5 + 5; // Random speed for raindrop self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -10; // Reset raindrop to top self.x = Math.random() * 2048; // Randomize x position } }; }); var Rock = Container.expand(function () { var self = Container.call(this); var rockGraphics = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5 }); }); 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 rainDrops = []; for (var i = 0; i < 100; i++) { // Create 100 raindrops var rainDrop = new RainDrop(); rainDrop.x = Math.random() * 2048; // Random x position rainDrop.y = Math.random() * 2732; // Random y position mainContainer.addChild(rainDrop); rainDrops.push(rainDrop); } LK.on('tick', function () { rainDrops.forEach(function (rainDrop) { rainDrop.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); // Add a neon blue-colored speedometer to the bottom left corner of the map var speedometer = new Text2('Speed: 0', { size: 50, fill: 0x00FFFF, // Neon blue color weight: '800', dropShadow: true, dropShadowColor: '#000000', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); speedometer.anchor.set(0, 1); // Anchor to bottom left LK.gui.bottomLeft.addChild(speedometer); 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 }; // Update the speedometer with the current speed speedometer.setText('Speed: ' + Math.round(Math.sqrt(car.momentum.x * car.momentum.x + car.momentum.y * car.momentum.y) * 5) + ' km/h'); 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
@@ -81,35 +81,21 @@
self.destroy();
}
};
});
-var RainEffect = Container.expand(function () {
+var RainDrop = Container.expand(function () {
var self = Container.call(this);
- var rainDrops = [];
- function createRainDrop() {
- var rainDrop = LK.getAsset('line', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- rainDrop.width = 2;
- rainDrop.height = 20;
- rainDrop.x = Math.random() * 2048;
- rainDrop.y = Math.random() * 2732;
- rainDrop.alpha = 0.5;
- rainDrops.push(rainDrop);
- self.addChild(rainDrop);
- }
- for (var i = 0; i < 100; i++) {
- createRainDrop();
- }
+ var rainDropGraphics = self.attachAsset('line', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = Math.random() * 5 + 5; // Random speed for raindrop
self.update = function () {
- rainDrops.forEach(function (rainDrop) {
- rainDrop.y += 10;
- if (rainDrop.y > 2732) {
- rainDrop.y = 0;
- rainDrop.x = Math.random() * 2048;
- }
- });
+ self.y += self.speed;
+ if (self.y > 2732) {
+ self.y = -10; // Reset raindrop to top
+ self.x = Math.random() * 2048; // Randomize x position
+ }
};
});
var Rock = Container.expand(function () {
var self = Container.call(this);
@@ -149,11 +135,22 @@
/****
* Game Code
****/
-var mainContainer = game.addChild(new Container());
-var rainEffect = new RainEffect();
-mainContainer.addChild(rainEffect);
+var rainDrops = [];
+for (var i = 0; i < 100; i++) {
+ // Create 100 raindrops
+ var rainDrop = new RainDrop();
+ rainDrop.x = Math.random() * 2048; // Random x position
+ rainDrop.y = Math.random() * 2732; // Random y position
+ mainContainer.addChild(rainDrop);
+ rainDrops.push(rainDrop);
+}
+LK.on('tick', function () {
+ rainDrops.forEach(function (rainDrop) {
+ rainDrop.update();
+ });
+});
var driftAndDodge = game.addChild(new DriftAndDodge());
driftAndDodge.on('down', function (x, y, obj) {
// Add the event handler for 'down' event here
});
@@ -303,9 +300,8 @@
game.on('down', function (x, y, obj) {
car.changeDirection();
});
LK.on('tick', function () {
- rainEffect.update();
car._move_migrated();
LK.playMusic('Car', {
loop: true
});