User prompt
Ensure that opponent vehicles speed is not the same
User prompt
ensure vehicel loading more variable
User prompt
Add variety to obstacle loading by introducing random delays
User prompt
Please fix the bug: 'TypeError: obstacles[(obstacles.length - 1)].obstacleGraphics is undefined' in or related to this line: 'randomVehicleIndex = Math.floor(Math.random() * vehicleTypes.length);' Line Number: 292
User prompt
Please fix the bug: 'TypeError: obstacles[(obstacles.length - 1)].obstacleGraphics is undefined' in or related to this line: 'randomVehicleIndex = Math.floor(Math.random() * vehicleTypes.length);' Line Number: 292
User prompt
Please fix the bug: 'TypeError: obstacles[(obstacles.length - 1)].obstacleGraphics is undefined' in or related to this line: 'randomVehicleIndex = Math.floor(Math.random() * vehicleTypes.length);' Line Number: 292
User prompt
avoid loading the same vehicles from the same place in row
User prompt
avoid monoton loadings
User prompt
Ensure crossmotor sound plays in loop
User prompt
play them
User prompt
add bush to the game
User prompt
enusre fuelcanister not covering player in the display order
User prompt
Ensure fuelcanister disappear when the player's vehicle touching it
/**** * 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 vehicleTypes = ['motorracer', 'ccrcar', 'truck', 'truck2', 'ccrcar2']; var randomNum = Math.floor(Math.random() * vehicleTypes.length); obstacleGraphics = self.attachAsset(vehicleTypes[randomNum], { anchorX: 0.5, anchorY: 0.5 }); self.speed = (obstacleGraphics.id === '6782d97d7974b0fd3cf55603' ? 40 : 5) + Math.random() * 5; // Add random speed variation if (obstacleGraphics.id === 'motorracer') { LK.getSound('crossmotor').play({ loop: true }); } else if (obstacleGraphics.id === 'ccrcar' || obstacleGraphics.id === 'ccrcar2') { LK.getSound('car').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 + Math.random() * 5; // Add random horizontal movement to the left } } else { if (self.x + 10 < 2048 - self.width) { // Ensure there's enough space on the right self.x += 10 + Math.random() * 5; // Add random horizontal movement to the right } } } } // 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 + Math.random() * 1000; // Random delay between 2 to 3 seconds 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', 'truck2']; // 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() * 200; // Increase randomness in initial Y position 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 fuelCanister = null; // Set fuelCanister to null to ensure it is removed 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
@@ -48,9 +48,9 @@
obstacleGraphics = self.attachAsset(vehicleTypes[randomNum], {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = obstacleGraphics.id === '6782d97d7974b0fd3cf55603' ? 40 : 5;
+ self.speed = (obstacleGraphics.id === '6782d97d7974b0fd3cf55603' ? 40 : 5) + Math.random() * 5; // Add random speed variation
if (obstacleGraphics.id === 'motorracer') {
LK.getSound('crossmotor').play({
loop: true
});
@@ -76,14 +76,14 @@
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
+ self.x -= 10 + Math.random() * 5; // Add random horizontal movement to the left
}
} else {
if (self.x + 10 < 2048 - self.width) {
// Ensure there's enough space on the right
- self.x += 10; // Move right to overtake
+ self.x += 10 + Math.random() * 5; // Add random horizontal movement to the right
}
}
}
}
@@ -210,9 +210,9 @@
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 obstacleLoadDelay = 2000 + Math.random() * 1000; // Random delay between 2 to 3 seconds 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
@@ -270,9 +270,9 @@
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;
+ obstacle.y = previousY - minDistance - Math.random() * 200; // Increase randomness in initial Y position
var repositionAttempts = 0;
while (repositionAttempts < 10) {
var overlap = false;
for (var j = 0; j < obstacles.length; j++) {
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.