User prompt
Move start game left by 321 units
User prompt
Move difficulty text left by 321 units
User prompt
Remove normal text from difficulty text right side
User prompt
Remove normal text from the game
User prompt
Move difficulty left by 333 units
User prompt
Move difficulty left by 300 units
User prompt
Move difficulty left to the center
User prompt
shadow can apear more diverse in the menu ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove Tap to change direction Avoid obstacles text from the menu
User prompt
Move shadow effect left by 123 units ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move shadow effect left by 300 units
User prompt
Make 5x bigger this shadow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add to the menu a dark car shadow what flashing slowly ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add Shadow asset to the asset list
User prompt
Mirror the beamR to show it direction correctly but beamL is ok.
User prompt
Add logic to show beamL asset only when car is turned to the left side of the map
User prompt
Add logic to show beamR asset only when car is turned to the right side of the map
User prompt
Ensure that if the player car ahead to to the right side of the map the beamR asset is active but not hide it if the car ahead to the left side
User prompt
Rename beam asset to beamR
User prompt
Add beamL asset to the game
User prompt
Do not show counters while menu is active
User prompt
Do not show the map while menu is active
User prompt
Change start game text color to #00ffff
User prompt
Loop the first blue line animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'stripe.x = -400;' Line Number: 451
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BlurBackground = Container.expand(function (options) { var self = Container.call(this); self.graphics = new Graphics(); self.addChild(self.graphics); self.options = options || {}; self.options.blur = self.options.blur || 10; self.options.width = self.options.width || 2048; self.options.height = self.options.height || 2732; self.updateGraphics = function () { self.graphics.clear(); self.graphics.beginFill(0x0a0a0a, 0.95); // Very dark background for modern look self.graphics.drawRect(0, 0, self.options.width, self.options.height); self.graphics.endFill(); }; self.applyBlur = function () { var blurFilter = new filters.BlurFilter(); blurFilter.blur = self.options.blur; // Filters not supported in LK engine - commenting out assignment // self.filters = [blurFilter]; }; self.updateGraphics(); self.applyBlur(); return self; }); 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 }); // Create headlight beam effect (right beam) self.headlightBeam = self.attachAsset('beamR', { anchorX: 0.5, anchorY: 1.0, width: 1400, height: 1200, alpha: 0.3, tint: 0xFFFF88 }); self.headlightBeam.x = 753; self.headlightBeam.y = -50; // Create left headlight beam effect self.leftBeam = self.attachAsset('beamL', { anchorX: 0.5, anchorY: 1.0, width: 1400, height: 1200, alpha: 0.3, tint: 0xFFFF88 }); self.leftBeam.x = -753; self.leftBeam.y = -50; self.leftBeam.visible = false; 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; // Show beamR only when car is turned to the right (direction === 0) var shouldShowRightBeam = self.direction === 0; self.headlightBeam.visible = shouldShowRightBeam; // Show beamL only when car is turned to the left (direction === 1) var shouldShowLeftBeam = self.direction === 1; if (self.leftBeam) { self.leftBeam.visible = shouldShowLeftBeam; } if (shouldShowRightBeam) { // Update headlight beam intensity based on speed var totalSpeed = Math.sqrt(self.momentum.x * self.momentum.x + self.momentum.y * self.momentum.y); var beamIntensity = Math.min(0.6, Math.max(0.2, totalSpeed * 0.05)); // Animate headlight beam flickering tween(self.headlightBeam, { alpha: beamIntensity }, { duration: 100 + Math.random() * 200, easing: tween.easeInOut, onFinish: function onFinish() { // Create slight flickering effect var flickerAlpha = beamIntensity + (Math.random() - 0.5) * 0.1; tween(self.headlightBeam, { alpha: Math.max(0.1, flickerAlpha) }, { duration: 50, easing: tween.linear }); } }); } if (shouldShowLeftBeam && self.leftBeam) { // Update left beam intensity based on speed var totalSpeed = Math.sqrt(self.momentum.x * self.momentum.x + self.momentum.y * self.momentum.y); var beamIntensity = Math.min(0.6, Math.max(0.2, totalSpeed * 0.05)); // Animate left beam flickering tween(self.leftBeam, { alpha: beamIntensity }, { duration: 100 + Math.random() * 200, easing: tween.easeInOut, onFinish: function onFinish() { // Create slight flickering effect var flickerAlpha = beamIntensity + (Math.random() - 0.5) * 0.1; tween(self.leftBeam, { alpha: Math.max(0.1, flickerAlpha) }, { duration: 50, easing: tween.linear }); } }); } // Adjust beam width based on direction and momentum var beamWidth = 1350 + Math.abs(self.nonTravelMomentum) * 20; tween(self.headlightBeam, { width: beamWidth }, { duration: 200, easing: tween.easeOut }); if (self.leftBeam) { tween(self.leftBeam, { width: beamWidth }, { duration: 200, easing: tween.easeOut }); } }; self.changeDirection = function () { self.direction = self.direction === 0 ? 1 : 0; carGraphics.scale.x *= -1; // Synchronize beam rotation with car direction self.headlightBeam.scale.x *= -1; if (self.leftBeam) { self.leftBeam.scale.x *= -1; } }; }); var DiagonalStripe = Container.expand(function (options) { var self = Container.call(this); self.options = options || {}; self.options.width = self.options.width || 100; self.options.height = self.options.height || 3000; self.options.color = self.options.color || 0x1a237e; self.options.alpha = self.options.alpha || 0.3; var stripe = self.attachAsset('beamR', { anchorX: 0.5, anchorY: 0.5, width: self.options.width, height: self.options.height, tint: self.options.color, alpha: self.options.alpha }); self.rotation = Math.PI / 4; // 45 degree angle for diagonal return self; }); var DriftAndDodge = Container.expand(function () { var self = Container.call(this); }); // Add the game logic for 'DriftAndDodge' here var Graphics = Container.expand(function () { var self = Container.call(this); self.clear = function () {}; self.beginFill = function (color, alpha) { self._fillColor = color; self._fillAlpha = alpha; }; self.drawRect = function (x, y, width, height) { var rect = LK.getAsset('beamR', { // Using 'beamR' asset for rectangle drawing x: x, y: y, width: width, height: height, tint: self._fillColor, alpha: self._fillAlpha }); self.addChild(rect); }; self.endFill = function () {}; return self; }); 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 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 filters = { BlurFilter: function BlurFilter() { this.blur = 0; } }; 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); scoreText.visible = false; // Hide score text initially LK.gui.top.addChild(scoreText); // Add a neon blue-colored speedometer to the bottom left corner of the map var isMenuShowing = true; 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 speedometer.visible = false; // Hide speedometer initially LK.gui.bottomLeft.addChild(speedometer); var menuContainer = LK.gui.addChild(new Container()); var menuBackground = menuContainer.addChild(new BlurBackground({ width: 2048, height: 2732, blur: 25 })); // Add diagonal stripes for modern look var stripeContainer = menuContainer.addChild(new Container()); var stripes = []; for (var i = 0; i < 12; i++) { var stripe = stripeContainer.addChild(new DiagonalStripe({ width: 80, height: 3500, color: 0x1565c0, alpha: 0.2 })); stripe.x = -200 + i * 200; stripe.y = 1366; stripes.push(stripe); } // Add secondary stripe layer with different color var stripes2 = []; for (var j = 0; j < 10; j++) { var stripe2 = stripeContainer.addChild(new DiagonalStripe({ width: 60, height: 3200, color: 0x0d47a1, alpha: 0.15 })); stripe2.x = -100 + j * 230; stripe2.y = 1366; stripes2.push(stripe2); } // Animate stripes horizontally and with flashing function animateStripes() { // Animate first stripe layer stripes.forEach(function (stripe, index) { // Create continuous horizontal movement animation function animateStripeMovement() { tween(stripe, { x: stripe.x + 400 }, { duration: 3000 + index * 100, easing: tween.linear, onFinish: function onFinish() { stripe.x = -400; animateStripeMovement(); // Direct recursive call for looping } }); } animateStripeMovement(); // Flashing animation var flashDelay = index * 200; LK.setTimeout(function () { function flashLoop() { tween(stripe, { alpha: 0.05 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(stripe, { alpha: 0.2 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { LK.setTimeout(flashLoop, 50); } }); } }); } flashLoop(); }, flashDelay); }); // Animate second stripe layer stripes2.forEach(function (stripe2, index) { // Create continuous horizontal movement animation function animateStripe2Movement() { tween(stripe2, { x: stripe2.x + 350 }, { duration: 3500 + index * 120, easing: tween.linear, onFinish: function onFinish() { stripe2.x = -350; // Use setTimeout to restart animation without recursion LK.setTimeout(animateStripe2Movement, 50); } }); } animateStripe2Movement(); // Flashing animation with different timing var flashDelay2 = index * 180 + 500; LK.setTimeout(function () { function flashLoop2() { tween(stripe2, { alpha: 0.08 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(stripe2, { alpha: 0.15 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { LK.setTimeout(flashLoop2, 50); } }); } }); } flashLoop2(); }, flashDelay2); }); } // Start stripe animations animateStripes(); var menuTitle = new Text2('DIRT R4LLY', { size: 100, fill: 0xFFFFFF, align: 'center' }); menuTitle.anchor.set(0.5, 0); menuTitle.x = 2048 / 2 - 300; menuTitle.y = 200; menuContainer.addChild(menuTitle); var difficultyText = new Text2('Difficulty:', { size: 35, fill: 0xFFFFFF, align: 'center' }); difficultyText.anchor.set(0.5, 0.5); difficultyText.x = 2048 / 2 - 321; difficultyText.y = 2732 / 2 + 50; menuContainer.addChild(difficultyText); // Add dark car shadow with slow flashing animation var carShadow = menuContainer.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5, tint: 0x000000, alpha: 0.6, scaleX: 5, scaleY: 5 }); carShadow.x = 2048 / 2 - 123; carShadow.y = 2732 / 2 - 300; // Create slow flashing animation for car shadow function flashCarShadow() { tween(carShadow, { alpha: 0.2 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(carShadow, { alpha: 0.6 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { LK.setTimeout(flashCarShadow, 100); } }); } }); } // Start the flashing animation flashCarShadow(); var startButton = new Text2('Start Game', { size: 60, fill: 0x00ffff, align: 'center' }); startButton.anchor.set(0.5, 0.5); startButton.x = 2048 / 2 - 321; startButton.y = 2732 / 2 + 200; menuContainer.addChild(startButton); startButton.down = function (x, y, obj) { isMenuShowing = false; menuContainer.visible = false; mainContainer.visible = true; // Show counters when game starts scoreText.visible = true; speedometer.visible = true; // Properly load and activate the game world // Initialize car's last position tracking for movement detection car.lastX = car.x; car.lastY = car.y; car.lastWasIntersecting = false; // Start the game music LK.playMusic('Car', { loop: true }); // Reset game state score = 0; LK.setScore(score); scoreText.setText(score.toString()); isGameOver = false; // Ensure all road segments are properly initialized roadSegments.forEach(function (segment) { segment.used = false; }); }; var car = mainContainer.addChild(new Car()); car.x = 2048 / 2; car.y = 2732 / 2; // Hide main container when menu is showing mainContainer.visible = false; var isGameOver = false; var score = 0; var closestSegment = null; game.on('down', function (x, y, obj) { if (isMenuShowing) { return; } car.changeDirection(); }); LK.on('tick', function () { if (isMenuShowing) { return; } 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(); } } });
===================================================================
--- original.js
+++ change.js
@@ -613,9 +613,9 @@
fill: 0x00ffff,
align: 'center'
});
startButton.anchor.set(0.5, 0.5);
-startButton.x = 2048 / 2;
+startButton.x = 2048 / 2 - 321;
startButton.y = 2732 / 2 + 200;
menuContainer.addChild(startButton);
startButton.down = function (x, y, obj) {
isMenuShowing = false;