User prompt
do not count sandpit in obstacle class in score
User prompt
you didn't add it
User prompt
Add wheelTrack asset behind motorracer
User prompt
Add wheelTrack asset behind motors
User prompt
Add wheelTrack asset behind the truck
User prompt
Add wheeltrack asset behind the truck and ccr, ccrcar2 assets
User prompt
Add 2 wheeltrack asset behindthe cars and trucks
User prompt
STOP FLASHING THE WHEEL TRACK ASSET
User prompt
I SAID A NEW WHEEL TRACK ASSET, NOT SANDDUST...
User prompt
could you add WHEEL TRACK ASSET behind every vehicle? SANDPIT IS NOT VEHICLE JUST AN OBSTACKLE.
User prompt
could you add WHEEL TRACK effect behind every vehicle? SANDPIT IS NOT VEHICLE JUST AN OBSTACKLE. WHEEL TRACK
User prompt
could you add steam effect behind every vehicle? SANDPIT IS NOT VEHICLE JUST AN OBSTACKLE.
User prompt
decrease the numer of sandpits to to the tent
User prompt
modify the dustcloud behind the cars and trucks. They do not have 1 sanddust at the center but one on the both sides.
User prompt
do it
User prompt
do it
User prompt
You loaded only just sandpit to the map as obstacle and this eas your fault. Repair this bug. Load cars, trucks, motors, sandpit at the same load spawning.
User prompt
Fix the bug to load motor asset with other motors, cars, trucks, sandpit at the same load.
User prompt
Still not working at the same load
User prompt
Fix the bug to load motor asset with cars and trucks and sandpit at the same load
User prompt
But you still not load motor asset with cars and trucks at the same load. This is bug. Repair it!!!!
User prompt
Repair this bug to To make the game more diverse
User prompt
Ensure All obstacle assets occur within a track load
User prompt
Do it
User prompt
Please fix the bug: 'obstacle is not defined' in or related to this line: 'obstacle.x = Math.random() * (2048 - obstacle.width);' Line Number: 130
/**** * Classes ****/ // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics; var randomNum = Math.floor(Math.random() * 5); if (randomNum === 0) { obstacleGraphics = self.attachAsset('motorracer', { anchorX: 0.5, anchorY: 0.5 }); } else if (randomNum === 1) { obstacleGraphics = self.attachAsset('ccrcar', { anchorX: 0.5, anchorY: 0.5 }); } else if (randomNum === 2) { obstacleGraphics = self.attachAsset('truck', { anchorX: 0.5, anchorY: 0.5 }); } else if (randomNum === 3) { obstacleGraphics = self.attachAsset('sandpit', { anchorX: 0.5, anchorY: 0.5 }); } else { obstacleGraphics = self.attachAsset('ccrcar2', { anchorX: 0.5, anchorY: 0.5 }); } self.speed = 5; if (obstacleGraphics.id === 'motorracer' || obstacleGraphics.id === 'ccrcar' || obstacleGraphics.id === 'ccrcar2') { self.sandDust = new SandDust(); self.sandDust.x = self.x; self.sandDust.y = self.y + self.height / 2; game.addChild(self.sandDust); } self.update = function () { self.y += self.speed; if (self.sandDust) { self.sandDust.x = self.x; self.sandDust.y = self.y + self.height / 2; self.sandDust.update(); self.sandDust.animate(); } if (self.y > 2732) { self.y = -self.height; } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Player update logic }; }); // Define the SandDust class var SandDust = Container.expand(function () { var self = Container.call(this); var dustGraphics = self.attachAsset('sandDust', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -self.height; } }; self.animate = function () { // Add animation logic here dustGraphics.alpha -= 0.08; if (dustGraphics.alpha <= 0) { dustGraphics.alpha = 1; } }; }); // Define the Sandpit class var Sandpit = Container.expand(function () { var self = Container.call(this); var sandpitGraphics = self.attachAsset('sandpit', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -self.height; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var road = game.attachAsset('road', { anchorX: 0.5, anchorY: 0.5 }); road.x = 2048 / 2; road.y = 2732 / 2; // Initialize player var player = new Player(); player.x = 2048 / 2; player.y = 2732 - 200; game.addChild(player); // Initialize sand dust under the player var sandDust = new SandDust(); sandDust.x = player.x; sandDust.y = player.y + player.height / 2; game.addChild(sandDust); // Initialize obstacles var obstacles = []; var previousY = 0; for (var i = 0; i < 3; i++) { var obstacle; // Randomly decide whether to create a sandpit or a regular obstacle if (Math.random() > 0.5) { obstacle = new Sandpit(); } else { obstacle = new Obstacle(); } // Ensure that obstacles cannot reach the left and right side edges of the map // Subtract the width of the obstacle from the total width to prevent the obstacle from reaching the edges obstacle.x = Math.random() * (2048 - obstacle.width); // Increase the minimum spacing between obstacles to 300px obstacle.y = previousY - 300 - Math.random() * 100; previousY = obstacle.y; // Check if the new obstacle overlaps with any of the existing obstacles for (var j = 0; j < obstacles.length; j++) { if (obstacle.intersects(obstacles[j])) { // If it overlaps, reposition the obstacle obstacle.x = Math.random() * (2048 - obstacle.width); obstacle.y = previousY - 300 - Math.random() * 100; previousY = obstacle.y; } } obstacles.push(obstacle); game.addChild(obstacle); } // Handle touch events for player movement game.down = function (x, y, obj) { this.startX = x; }; game.move = function (x, y, obj) { if (this.startX) { var deltaX = x - this.startX; this.startX = x; player.x += deltaX; } }; game.up = function (x, y, obj) { this.startX = null; }; // Update game logic game.update = function () { player.update(); sandDust.update(); sandDust.animate(); sandDust.x = player.x; sandDust.y = player.y + player.height / 2; obstacles.forEach(function (obstacle) { obstacle.update(); if (player.intersects(obstacle)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }); // Move the road downwards to create an illusion of player moving forward road.y += 25; // If the road has moved off the screen, reset its position to create a loop if (road.y > 2732) { road.y = 0; } };
===================================================================
--- original.js
+++ change.js
@@ -32,9 +32,9 @@
anchorY: 0.5
});
}
self.speed = 5;
- if (obstacleGraphics.id === 'motorracer') {
+ if (obstacleGraphics.id === 'motorracer' || obstacleGraphics.id === 'ccrcar' || obstacleGraphics.id === 'ccrcar2') {
self.sandDust = new SandDust();
self.sandDust.x = self.x;
self.sandDust.y = self.y + self.height / 2;
game.addChild(self.sandDust);
Photorealistic crossmotor racer, from back and verytop view
Photorealistic Cross-Country Dakar-Rally-Car from back,Top view.
Photorealistic Cross-Country Dakar-Rally-Car from topback view.
Photorealistic Dakar-Rally-Truck from back, Top view.
TOTALY SMOOT SANDROAD TEXTURE TOP VIEW
DUNE BUSH, TOP VIEW
Black fuelindicator no-gauge, with chrome round frame, white levelindicators, front view.