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you still not loading all type vehicle... DO IT!!!!
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load them at the same game
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do it
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Add truck2 to the opponent class and load into the map
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play car sound if you load one of the ccrcar asset
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create animated dust cloud under the vehicles from the GrainOfSand class
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Add grain of sand particle to the map
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i said grain of sand particle under the vehicles not sand dust
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Add grain of sand particle under the vehicles
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Add animated grain of sand particle under the vehicles
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crossmotor sound in loop
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play crossmotor sound if load a motorracer opponent
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decrease the size of the text and number by quarter
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decrease the size of the text and number to the half
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move the text and the number left by 77 units
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move the text and the number left by 777 units
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Move the 'Overtakes:' text and score number to the top center of the map
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move the text and the number to the center top of the map
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decrease the size of the text and number to the half
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Add 'Overtakes:' text on the number's left side
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'self.speed += 10; // Increase speed when overtaking player' Line Number: 330
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ensure more vehicle overtakes from oponents
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You still jumping back the gauge when player not touching the FuelCanister but repair this issue
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Fix the gauge place at here
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Move gauge left by 5 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.lastRotation = self.lastRotation || self.rotation; // Initialize lastRotation if undefined self.rotation -= Math.PI / 100 / 60; // 1% per second if (self.rotation <= 0) { self.rotation = 0; // Stop at 0% fuel player.speed = 2; // Slow down the player's vehicle LK.setTimeout(function () { player.speed = 0; // Stop the player's vehicle after 3 seconds LK.showGameOver(); // Trigger game over }, 3000); } self.lastRotation = self.rotation; // Update lastRotation }; }); // 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') { LK.getSound('crossmotor').play({ loop: true }); } 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 += 10; // Increase speed more to ensure overtaking } 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 Max asset var max = LK.getAsset('max', { anchorX: 0.5, // Center the anchor point anchorY: 0.5 }); max.x = 2048 / 2 + 920; // Move right by 920 units max.y = 2732 / 2 - 1180; // Move up by 1180 units game.addChild(max); // 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 - 70; // Move the gauge right by 10 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 scoreLabel = new Text2('Overtakes:', { size: 56.25, fill: 0xFFFFFF }); scoreLabel.anchor.set(1, 0); // Align to the right of the text scoreLabel.x = 1024 - 10 - 777 - 77; // Move left by an additional 77 units scoreLabel.y = 0; LK.gui.top.addChild(scoreLabel); var scoreTxt = new Text2(score.toString(), { size: 56.25, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 1024 + 10 - 777 - 77; // Move left by an additional 77 units 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 fuelGauge position remains constant fuelGauge.x = 2048 - fuelGauge.width / 2 - 70; // Position 70 units from the right fuelGauge.y = 2732 - fuelGauge.height / 2 - 2450; // Position 2450 units from the top // 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 += player.speed * (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()); obstacle.speed += 10; // Increase speed when overtaking player } // 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 fuelGauge.lastRotation = fuelGauge.rotation; // Update lastRotation after refueling } 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
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.