User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'lastWasIntersecting')' in or related to this line: 'fuelCanister.lastWasIntersecting = true;' Line Number: 337
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'lastWasIntersecting')' in or related to this line: 'fuelCanister.lastWasIntersecting = true;' Line Number: 336
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'lastWasIntersecting')' in or related to this line: 'fuelCanister.lastWasIntersecting = true;' Line Number: 338
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'lastWasIntersecting')' in or related to this line: 'fuelCanister.lastWasIntersecting = true;' Line Number: 336
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'lastWasIntersecting')' in or related to this line: 'fuelCanister.lastWasIntersecting = true;' Line Number: 335
User prompt
Please fix the bug: 'TypeError: Cannot set properties of null (setting 'lastWasIntersecting')' in or related to this line: 'fuelCanister.lastWasIntersecting = true;' Line Number: 334
User prompt
But it still jumping back to full. Repair it!!!
User prompt
Why is the fuelIndicator's gauge jumping back to full if player didn't touch the FuelCanister?
User prompt
If the fuelIndicator gauge reaches empty, slow down the player's vehicle completely in 3 seconds. As soon as the player's vehicle comes to a complete stop, the game is over.
User prompt
If the fuelIndicator's gauge reach the empty than you should slow down the player's vehicle and after 3 seconds stop the player's vehicle.
User prompt
Why is the gauge place is not constans? Fix it!
User prompt
Move the gauge right by 10 units
User prompt
Move the gauge right by 20 units
User prompt
Move the gauge up by 50 units
User prompt
Move the gauge up by 100 units
User prompt
Its not the right place
User prompt
Then why yod dont moving up the gauge to the center of the fuelIndicator? Fix it!
User prompt
Place the gauge on the center of the fuelIndicator.
User prompt
Move the gauge up by 100 units
User prompt
Move the gauge up by 50 units
User prompt
Move the gauge left by 100 units
User prompt
Move the gauge up by 200 units
User prompt
Move the gauge up by 2200 units
User prompt
Move up the gauge by 2200 units
User prompt
Move the gauge up by 1900 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 indicator var fuelIndicator = LK.getAsset('fuelIndicator', { anchorX: 0.5, anchorY: 0.5 }); game.addChild(fuelIndicator); // Initialize score 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 - 100; // Move the gauge left by 100 units fuelGauge.y = 2732 - fuelGauge.height / 2 - 2450; // Move the gauge up by 2450 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(); // Ensure fuelIndicator position remains constant fuelIndicator.x = 2048 - 50 - fuelIndicator.width / 2; // Position 50 units from the right fuelIndicator.y = 50 + fuelIndicator.height / 2; // Position 50 units from the top // 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; } };
===================================================================
--- original.js
+++ change.js
@@ -175,9 +175,9 @@
game.addChild(player);
// Initialize fuel gauge
var fuelGauge = new FuelGauge();
fuelGauge.x = 2048 - fuelGauge.width / 2 - 100; // Move the gauge left by 100 units
-fuelGauge.y = 2732 - fuelGauge.height / 2 - 2400; // Move the gauge up by 2400 units
+fuelGauge.y = 2732 - fuelGauge.height / 2 - 2450; // Move the gauge up by 2450 units
game.addChild(fuelGauge);
// Initialize score
var score = 0;
// Ensure the game load variable is initialized
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.