User prompt
Avoid vehicle overlapps!!!!!!!!!!!!!!
User prompt
Ensure the game load variable
User prompt
Ensure Truck, ccrcar, ccrcar2, motorracer loaded in the same game
User prompt
Ensure all types of vehicles are loaded in the same load but ensure 300 units distance
User prompt
Fix it
User prompt
ENSURE THAT VEHICLES CANNOT COVER EACH OTHER
User prompt
ENSURE THAT VEHICLES DO NOT COVER EACH OTHER
User prompt
ensure all type of vehicle loaded in the same loaded game
User prompt
ensure at least 500 units distance between each vehicles in all directions
User prompt
ensure obstacle vehicles never reach the side edges of the map
User prompt
remove wheeltrack from the game
User prompt
Add sand scattering effect behind the vehicles
User prompt
Add WHEELTRACK ASSET TO THE GAME AND generate IT behind the vehicles to the bottom of the map
User prompt
CHANGE THE WHEELtrack movement direction from up to down
User prompt
REPAIR THIS BUG
User prompt
STOP WHEELTRACK MOVEMENT TO UP
User prompt
Add WHEELTRACK ASSET TO THE GAME AND PLACE IT UNDER the vehicles
User prompt
Add WHEELTRACK ASSET TO THE GAME AND PLACE IT behind the vehicles
User prompt
ADD SANDCLOUD FROM PARTICLES BEHIND THE VEHICLES
User prompt
REMOVE wheelTrack FROM THE GAME
User prompt
Add wheelTrack asset BEHIND the vehicles
User prompt
ADD ANIMATED WHEELTRACK UNDER THE VEHICLES
User prompt
ADD ANIMATED STEAM UNDER THE VEHICLES
User prompt
ADD DUSTCLOUD PARTICLES EFFECT BEHIND THE VEHICLES
User prompt
REMOVE SANDPIT FROM THE GAME
/**** * Classes ****/ // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics; var randomNum = Math.floor(Math.random() * 4); 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 { obstacleGraphics = self.attachAsset('ccrcar2', { anchorX: 0.5, anchorY: 0.5 }); } self.speed = 5; if (obstacleGraphics.id === 'motorracer') { 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; } }; }); /**** * 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 score var score = 0; var scoreTxt = new Text2(score.toString(), { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // 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 = 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 // Add a buffer of 50px to each side of the map to prevent obstacles from reaching the edges obstacle.x = 50 + Math.random() * (2048 - obstacle.width - 100); // 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++) { while (obstacle.intersects(obstacles[j])) { // If it overlaps, reposition the obstacle // Add a buffer of 50px to each side of the map to prevent obstacles from reaching the edges obstacle.x = 50 + Math.random() * (2048 - obstacle.width - 100); obstacle.y = previousY - 300 - Math.random() * 100; } } 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) { var lastY = obstacle.lastY || obstacle.y; obstacle.update(); if (player.intersects(obstacle)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (lastY > player.y && obstacle.y <= player.y) { score++; scoreTxt.setText(score.toString()); } obstacle.lastY = obstacle.y; }); // 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
@@ -130,21 +130,14 @@
// 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
- var overlap = true;
- while (overlap) {
- overlap = false;
- for (var j = 0; j < obstacles.length; j++) {
- if (obstacle.intersects(obstacles[j])) {
- overlap = true;
- // If it overlaps, reposition the obstacle
- // Add a buffer of 50px to each side of the map to prevent obstacles from reaching the edges
- obstacle.x = 50 + Math.random() * (2048 - obstacle.width - 100);
- obstacle.y = previousY - 300 - Math.random() * 100;
- previousY = obstacle.y;
- break;
- }
+ for (var j = 0; j < obstacles.length; j++) {
+ while (obstacle.intersects(obstacles[j])) {
+ // If it overlaps, reposition the obstacle
+ // Add a buffer of 50px to each side of the map to prevent obstacles from reaching the edges
+ obstacle.x = 50 + Math.random() * (2048 - obstacle.width - 100);
+ obstacle.y = previousY - 300 - Math.random() * 100;
}
}
obstacles.push(obstacle);
game.addChild(obstacle);
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.