User prompt
Move the gauge asset left by 5 units
User prompt
Move the gauge asset left by 5 units
User prompt
Move the gauge asset left by 5 units
User prompt
Move the gauge asset left by 5 units
User prompt
Move the gauge asset left by 25 units
User prompt
Move the gauge asset down by 10 units
User prompt
Move the gauge asset down by 10 units
User prompt
Move the gauge asset down by 25 units
User prompt
Move the gauge asset to the top right corner of the map
User prompt
Move the gauge to the top right corner of the map
User prompt
Move the fuelindicator to the right top corner of the map
User prompt
Add to the game fuelindicator asset
User prompt
Display more overtakes
User prompt
Fix it
User prompt
Repair it
User prompt
Increase fuel level by 50% when player's vehicle touches the FuelCanister
User prompt
Repair it
User prompt
Increase fuel level by 60% when player's vehicle touches the FuelCanister asset
User prompt
Increase fuel level by 70% when player's vehicle touches the FuelCanister
User prompt
Increase fuel level by 60% when player's vehicle touches the FuelCanister
User prompt
Repair the 30% to 50%
User prompt
Repair it
User prompt
Increase fuel level by 30% when player's vehicle touch the FuelCanister
User prompt
Increase fuel level by 40% when player's vehicle touch the FuelCanister
User prompt
Increase fuel level by 50% when player's vehicle touch with FuelCanister
/**** * Classes ****/ var FuelCanister = Container.expand(function () { var self = Container.call(this); var fuelGraphics = self.attachAsset('fuelCanister', { anchorX: 0.5, anchorY: 0.5, width: 111, height: 150 }); self.update = function () { self.y += 25; // Move the fuel canister downwards at the same speed as the road if (self.y > 2732) { self.destroy(); // Remove the canister if it goes off-screen } self.lastY = self.y; // Track last Y position for correct repositioning }; }); var FuelGauge = Container.expand(function () { var self = Container.call(this); var gaugeGraphics = self.attachAsset('gauge', { anchorX: 0.5, anchorY: 0.5 }); self.rotation = Math.PI; // Start at 50% fuel level self.update = function () { // Rotate counterclockwise to decrease fuel self.rotation -= Math.PI / 100 / 60; // 1% per second if (self.rotation <= 0) { self.rotation = 0; // Stop at 0% fuel } }; }); // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics; var randomNum = Math.floor(Math.random() * 4); // Randomly select between 0 and 3 for obstacle type 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 = obstacleGraphics.id === '6782d97d7974b0fd3cf55603' ? 40 : 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; // Prevent obstacles from reaching the left and right sides of the map if (self.x < 100) { self.x = 100; } else if (self.x > 1948 - self.width) { self.x = 1948 - self.width; } if (self.lastY !== undefined && self.y > self.lastY) { for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] !== self && self.intersects(obstacles[i])) { if (self.x < obstacles[i].x) { if (self.x - 10 > 0) { // Ensure there's enough space on the left self.x -= 10; // Move left to overtake } } else { if (self.x + 10 < 2048 - self.width) { // Ensure there's enough space on the right self.x += 10; // Move right to overtake } } } } // Check if the obstacle is close to the left or right edge and adjust speed for overtaking if (self.x < 100 || self.x > 1948) { self.speed += 5; // Increase speed to overtake } else { self.speed = obstacleGraphics.id === '6782d97d7974b0fd3cf55603' ? 40 : 5; // Reset speed } } self.lastY = self.y; 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 fuelCanister; // Define fuelCanister in the global scope 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 fuel gauge var fuelGauge = new FuelGauge(); fuelGauge.x = 2048 - fuelGauge.width / 2; // Position the gauge on the right side fuelGauge.y = 2732 - fuelGauge.height / 2; // Position the gauge at the bottom game.addChild(fuelGauge); // 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 = 2000; // 2 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']; // 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 () { if (LK.ticks % (60 * 20) === 0) { // Every 20 seconds LK.setTimeout(function () { fuelCanister = new FuelCanister(); fuelCanister.x = 50 + Math.random() * (2048 - fuelCanister.width - 100); fuelCanister.y = -fuelCanister.height; // Start above the screen game.addChild(fuelCanister); }, 3000); // Delay by 3 seconds } player.update(); fuelGauge.update(); // Handle fuel depletion effects if (fuelGauge.rotation <= 0) { road.y += 25 * (fuelGauge.rotation / Math.PI); // Slow down the road as fuel depletes if (road.y > 2732) { road.y = 0; } } else { road.y += 25; if (road.y > 2732) { road.y = 0; } } sandDust.update(); sandDust.animate(); sandDust.x = player.x; sandDust.y = player.y + player.height / 2; if (Date.now() - lastObstacleLoadTime >= obstacleLoadDelay * 3 && obstacles.length < 5) { var obstacle = new Obstacle(vehicleTypes[Math.floor(Math.random() * vehicleTypes.length)]); obstacle.lastY = obstacle.y; // Initialize lastY for tracking changes on Y obstacle.x = 100 + Math.random() * (2048 - obstacle.width - 200); 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 * 1.5) { 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 } else { obstacles.push(obstacle); game.addChild(obstacle); lastObstacleLoadTime = Date.now(); } 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()); } // Check for intersection with FuelCanister if (fuelCanister && player.intersects(fuelCanister)) { fuelGauge.rotation += Math.PI / 100 * 60; // Increase fuel by 60% if (fuelGauge.rotation > Math.PI) { fuelGauge.rotation = Math.PI; // Cap at 100% } fuelCanister.destroy(); // Remove the canister after use fuelCanister = null; // Reset fuelCanister to ensure it's not reused } 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
@@ -286,9 +286,9 @@
scoreTxt.setText(score.toString());
}
// Check for intersection with FuelCanister
if (fuelCanister && player.intersects(fuelCanister)) {
- fuelGauge.rotation += Math.PI / 100 * 50; // Increase fuel by 50%
+ fuelGauge.rotation += Math.PI / 100 * 60; // Increase fuel by 60%
if (fuelGauge.rotation > Math.PI) {
fuelGauge.rotation = Math.PI; // Cap at 100%
}
fuelCanister.destroy(); // Remove the canister after use
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.