User prompt
Move the gauge to the right bottom of the map
User prompt
If the player touches the FuelCanister asset with their battery, the fuel level will suddenly increase by 50%
User prompt
Please fix the bug: 'ReferenceError: fuelCanister is not defined' in or related to this line: 'if (player.intersects(fuelCanister)) {' Line Number: 301
User prompt
Add a fuel gauge to the game, which rotates counterclockwise from right to left, from 100% to zero. When loading the game, the indicator is in the middle position, i.e. 50% of the fuel. Every second, the amount of fuel is reduced by 1%. When the meter reaches zero, the track speed slows down more and more and finally stops within 5 seconds. If the player touches the FuelCanister asset with their battery, the fuel level will suddenly increase by 30%.
User prompt
Add a fuel gauge to the game, which rotates counterclockwise from right to left, from 100% to zero. When loading the game, the indicator is in the middle position, i.e. 50% of the fuel. Every second, the amount of fuel is reduced by 1%. When the meter reaches zero, the track speed slows down more and more and finally stops within 5 seconds. If the player touches the FuelCanister asset with their battery, the fuel level will suddenly increase by 30%.
User prompt
Ensure gauge is top im display order
User prompt
Add a fuel gauge to the game, which rotates counterclockwise from right to left, from 100% to zero. When loading the game, the indicator is in the middle position, i.e. 50% of the fuel. Every second, the amount of fuel is reduced by 2%. When the meter reaches zero, the track speed slows down more and more and finally stops within 5 seconds. If the player touches the FuelCanister asset with their battery, the fuel level will suddenly increase by 30%.
User prompt
Show the Gauge on right bottom of the map
User prompt
Add a fuel gauge to the game, which rotates counterclockwise from right to left, from 100% to zero. When loading the game, the indicator is in the middle position, i.e. 50% of the fuel. Every second, the amount of fuel is reduced by 1%. When the meter reaches zero, the track speed slows down more and more and finally stops within 5 seconds. If the player touches the FuelCanister asset with their battery, the fuel level will suddenly increase by 30%.
User prompt
Please fix the bug: 'ReferenceError: fuelCanister is not defined' in or related to this line: 'if (player.intersects(fuelCanister)) {' Line Number: 285
User prompt
Add a fuel gauge to the game, which rotates counterclockwise from right to left, from 100% to zero. When loading the game, the indicator is in the middle position, i.e. 50% of the fuel. Every second, the amount of fuel is reduced by 0,5%. When the meter reaches zero, the track speed slows down more and more and finally stops within 5 seconds. If the player touches the FuelCanister asset with their battery, the fuel level will suddenly increase by 30%.
User prompt
Add a fuel gauge to the game, which rotates counterclockwise from right to left, from 100% to zero. When loading the game, the indicator is in the middle position, i.e. 50% of the fuel. Every second, the amount of fuel is reduced by 0.5%. When the meter reaches zero, the track speed slows down more and more and finally stops within 5 seconds. If the player touches the FuelCanister asset with their battery, the fuel level will suddenly increase by 30%.
User prompt
Resize FuelCanister to 111x150
User prompt
Modify the 2% to 0.5% because fuel is empty to early
User prompt
Modify the 2% to 1% because fuel is empty to early
User prompt
Move the Gauge to the right bottom of the map
User prompt
Please fix the bug: 'ReferenceError: fuelCanister is not defined' in or related to this line: 'if (player.intersects(fuelCanister)) {' Line Number: 283
User prompt
Add a fuel gauge to the game, which rotates counterclockwise from right to left, from 100% to zero. When loading the game, the indicator is in the middle position, i.e. 50% of the fuel. Every second, the amount of fuel is reduced by 2%. When the meter reaches zero, the track speed slows down more and more and finally stops within 5 seconds. If the player touches the FuelCanister asset with their battery, the fuel level will suddenly increase by 30%.
User prompt
Delay FuelCanister load to the map by 3 seconds
User prompt
Delay FuelCanister load to the map by 2 seconds
User prompt
Ensure the FuelCanister has the same speed as the road
User prompt
Avoid vehicles reach the left and right sides of the map. Load them from minimum 100 units distance.
User prompt
Stop fuelcanister overtaking event
User prompt
Stop FuelCanister movement to up
User prompt
Load a Fuel Canister to the map in every 20 seconds
/****
* 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 () {
var 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 (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
@@ -168,10 +168,10 @@
player.y = 2732 - 200;
game.addChild(player);
// Initialize fuel gauge
var fuelGauge = new FuelGauge();
-fuelGauge.x = 100; // Position the gauge on the left side
-fuelGauge.y = 100; // Position the gauge at the top
+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
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.