User prompt
Increase truck falling speed by 2x
User prompt
Increase falling speed of truck by quarter
User prompt
Increase truck falling speed by quarter
User prompt
Decrease number of obstacles
User prompt
Avoid cars, truck, motorracer overlapping!
User prompt
Wait 5 seconds with new vehicle load to avoid overlaps.
User prompt
Remove overlapped vehicles
User prompt
PREVENT VEHICLE OVERLAPS!!! :@
User prompt
Then do it!!!! :@
User prompt
ENSURE 300 UNITS DISTANCE BETWEEN VEHICHLES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
User prompt
I said let place between vehicles but you peeing it
User prompt
Wait 4 seconds with new vehicle load to avoid overlaps.
User prompt
Wait 3 seconds with new vehicle load to avoid overlaps.
User prompt
Wait 2 second with new vehicle load to avoid overlaps
User prompt
Waith with 1 second new vehicleload to avoid overlaps
User prompt
No! This loading arragment is horrible!!!!!!!!
User prompt
Still not good
User prompt
Its still not ok!!!!
User prompt
Don't even try to explain. And you did override the command, even what you had already done, and stacked the obstacle vehicles. Repair your bugs now!!!!!!!!!!!!!!!!!!!!!
User prompt
Ensure that obstacles never touch each other
User prompt
Repair this bug because this was your fail
User prompt
Why cover an obstacle an other obstacle? Repair this bug!!!!
User prompt
Increase the map loading speed by quarter
User prompt
Increase the map loading speed to 1.5
User prompt
I SAID ENSURE VEHICLES CANNOT COVER AN OTHER VEHICLE!
/**** * Classes ****/ // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics; var randomNum = Math.floor(Math.random() * 4); // Ensure truck is included in the random selection 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; // Ensure the game load variable is initialized var gameLoad = true; 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 obstacleLoadDelay = 5000; // 5 seconds delay for loading new obstacles var lastObstacleLoadTime = Date.now(); var previousY = -300; // Initialize previousY to ensure the first obstacle is placed correctly with a minimum distance of 300 units var minDistance = 300; // Ensure minimum distance between obstacles is 300 units var minXDistance = 300; // Ensure minimum distance between obstacles on the X axis var lastX = 0; // Track last X position for obstacles var vehicleTypes = ['motorracer', 'ccrcar', 'truck', 'ccrcar2']; for (var i = 0; i < vehicleTypes.length / 2; i++) { var obstacle = new Obstacle(vehicleTypes[i]); // 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); obstacle.y = previousY - minDistance - Math.random() * 100; // Ensure a minimum distance of 300 units between obstacles var repositionAttempts = 0; while (repositionAttempts < 10) { var overlap = false; for (var j = 0; j < obstacles.length; j++) { if (obstacle.intersects(obstacles[j]) || Math.abs(obstacle.x - obstacles[j].x) < minXDistance) { overlap = true; break; } } if (!overlap) { break; } // If it overlaps, reposition the obstacle obstacle.x = 50 + Math.random() * (2048 - obstacle.width - 100); obstacle.y = previousY - minDistance - Math.random() * 100; repositionAttempts++; } if (overlap) { obstacle.destroy(); // Remove the obstacle if it still overlaps after 10 attempts } previousY = obstacle.y; // Update previousY after setting the obstacle's y position obstacles.push(obstacle); game.addChild(obstacle); previousY = obstacle.y; // Update previousY after setting the obstacle's y position // Check if the new obstacle overlaps with any of the existing obstacles var repositionAttempts = 0; while (repositionAttempts < 10) { var overlap = false; for (var j = 0; j < obstacles.length; j++) { if (obstacle.intersects(obstacles[j])) { overlap = true; break; } } if (!overlap) { break; } // If it overlaps, reposition the obstacle obstacle.x = 50 + Math.random() * (2048 - obstacle.width - 100); obstacle.y = previousY - minDistance - Math.random() * 100; repositionAttempts++; } if (overlap) { obstacle.destroy(); // Remove the obstacle if it still overlaps after 10 attempts } previousY = obstacle.y; // Update previousY after setting the obstacle's y position 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; if (Date.now() - lastObstacleLoadTime >= obstacleLoadDelay * 2) { var obstacle = new Obstacle(vehicleTypes[Math.floor(Math.random() * vehicleTypes.length)]); obstacle.x = 50 + Math.random() * (2048 - obstacle.width - 100); obstacle.y = previousY - minDistance - Math.random() * 100; var repositionAttempts = 0; while (repositionAttempts < 10) { var overlap = false; for (var j = 0; j < obstacles.length; j++) { if (obstacle.intersects(obstacles[j]) || Math.abs(obstacle.x - obstacles[j].x) < minXDistance) { overlap = true; break; } } if (!overlap) { break; } obstacle.x = 50 + Math.random() * (2048 - obstacle.width - 100); obstacle.y = previousY - minDistance - Math.random() * 100; repositionAttempts++; } if (overlap) { obstacle.destroy(); // Remove the obstacle if it still overlaps after 10 attempts } previousY = obstacle.y; // Update previousY after setting the obstacle's y position obstacles.push(obstacle); game.addChild(obstacle); lastObstacleLoadTime = Date.now(); // Check for overlaps and reposition if necessary var repositionAttempts = 0; while (repositionAttempts < 10) { var overlap = false; for (var j = 0; j < obstacles.length; j++) { if (obstacle.intersects(obstacles[j])) { overlap = true; break; } } if (!overlap) { break; } obstacle.x = 50 + Math.random() * (2048 - obstacle.width - 100); obstacle.y = previousY - minDistance - Math.random() * 100; repositionAttempts++; } if (overlap) { obstacle.destroy(); // Remove the obstacle if it still overlaps after 10 attempts } previousY = obstacle.y; // Update previousY after setting the obstacle's y position obstacles.push(obstacle); game.addChild(obstacle); lastObstacleLoadTime = Date.now(); } obstacles.forEach(function (obstacle) { var lastY = obstacle.lastY || obstacle.y; var lastX = obstacle.lastX || obstacle.x; obstacle.lastY = obstacle.y; // Track last Y position for correct repositioning obstacle.lastX = obstacle.x; // Track last X position for correct repositioning 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; obstacle.lastX = obstacle.x; }); // 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
@@ -128,9 +128,9 @@
var minDistance = 300; // Ensure minimum distance between obstacles is 300 units
var minXDistance = 300; // Ensure minimum distance between obstacles on the X axis
var lastX = 0; // Track last X position for obstacles
var vehicleTypes = ['motorracer', 'ccrcar', 'truck', 'ccrcar2'];
-for (var i = 0; i < vehicleTypes.length; i++) {
+for (var i = 0; i < vehicleTypes.length / 2; i++) {
var obstacle = new Obstacle(vehicleTypes[i]);
// 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
@@ -205,9 +205,9 @@
sandDust.update();
sandDust.animate();
sandDust.x = player.x;
sandDust.y = player.y + player.height / 2;
- if (Date.now() - lastObstacleLoadTime >= obstacleLoadDelay) {
+ if (Date.now() - lastObstacleLoadTime >= obstacleLoadDelay * 2) {
var obstacle = new Obstacle(vehicleTypes[Math.floor(Math.random() * vehicleTypes.length)]);
obstacle.x = 50 + Math.random() * (2048 - obstacle.width - 100);
obstacle.y = previousY - minDistance - Math.random() * 100;
var repositionAttempts = 0;
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.