User prompt
Move up the gauge by 1900 units
User prompt
Move the gauge center to the center of the fuelindicator.
User prompt
Move the gauge to the center of the fuelindicator center
User prompt
Why is the fuelindicator position not constans? Repair it!
User prompt
Add to the game fuelindicator asset and place it 50 units from the right top corner of the map
User prompt
Why is the fuelindicator place is not constans? Repair it!
User prompt
Add to the game fuelindicator asset and place it 100 units from the right top corner of the map
User prompt
Helyezd át azt a tetves fuelIndicatort 1900 egységgel ahogy mondtam és ne tartsál fel baszomaszád!
User prompt
you should move up the fuelindicator asset by 1000 units!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
User prompt
i said Move the fuelIndicator asset up by 1000 units
User prompt
you didn't do it
User prompt
Move the fuelIndicator asset up by 1200 units
User prompt
Move the fuelIndicator asset up by 1100 units
User prompt
Move the fuelIndicator asset up by 1100 units
User prompt
Move the fuelIndicator asset up by 1000 units
User prompt
Move the fuelindicator asset up by 900 units
User prompt
Move the fuelindicator asset up by 1000 units
User prompt
Add to the game fuelindicator asset
User prompt
Move up the fuelCanister asset up by 1500 units
User prompt
Move up the fuelCanister asset up by 1000 units
User prompt
move the FuelCanister asset left by 100 units
User prompt
Ensure if fuel is out the left obstacles overtakes thr player
User prompt
Why the gauge jump up to full when player didn't touch FuelCanister?
User prompt
Move the gauge asset down by 5 units
User prompt
Move the gauge asset down by 7 units
/**** * 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 fuel gauge var fuelIndicator = game.attachAsset('fuelIndicator', { anchorX: 0.5, anchorY: 0.5 }); fuelIndicator.x = 2048 - fuelIndicator.width / 2; // Position the indicator on the right side fuelIndicator.y = fuelIndicator.height / 2; // Position the indicator at the top game.addChild(fuelIndicator); 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 - 45; // Move the gauge left by 45 units fuelGauge.y = fuelGauge.height / 2 + 52; // Move the gauge down by 52 units 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 * 50; // Increase fuel by 50% if (fuelGauge.rotation > Math.PI) { fuelGauge.rotation = Math.PI; // Cap at 100% } fuelCanister.destroy(); // Remove the canister after use } 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; } };
/****
* 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 fuel gauge
var fuelIndicator = game.attachAsset('fuelIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
fuelIndicator.x = 2048 - fuelIndicator.width / 2; // Position the indicator on the right side
fuelIndicator.y = fuelIndicator.height / 2; // Position the indicator at the top
game.addChild(fuelIndicator);
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 - 45; // Move the gauge left by 45 units
fuelGauge.y = fuelGauge.height / 2 + 52; // Move the gauge down by 52 units
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 * 50; // Increase fuel by 50%
if (fuelGauge.rotation > Math.PI) {
fuelGauge.rotation = Math.PI; // Cap at 100%
}
fuelCanister.destroy(); // Remove the canister after use
}
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;
}
};
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.