User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var localPos = joystickBG.toLocal(obj.position);' Line Number: 80
User prompt
Haz a joystickpointr arrastrable y limita el area de movimiento el tamaño de joystickBG
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = joystickBG.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 72
User prompt
Haz que joystickPoinr se pueda arrastrar dentro del área de joystickBG y al soltar regrese al centro ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega JoystickPoinr en el centro de joystickBG
User prompt
Agrega joystickBG en el centro de UI
User prompt
Agrega al juego un personaje llamado carPlayer sin código aún hijo de que este por encima de gameplayBG y por debajo de UI
User prompt
Agrega un objeto llamado "gameplay background" de tamaño 4/5 de pantalla en la parte superior color gris oscuro y crea un objeto llamado "UI" 1/5 en la parte inferior color gris claro
User prompt
Crea un objeto llamado "gameplay background" de tamaño 4/5 de pantalla en la parte superior y crea un objeto llamado "UI" 1/5 en la parte inferior
User prompt
Crea un objeto llamado "gameplay background" de tamaño 3/5 de pantalla en la parte superior y crea un objeto llamado "UI" 2/5 en la parte inferior
Code edit (1 edits merged)
Please save this source code
User prompt
Speed Rush Racing
Initial prompt
Juego de carreras
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.lastY = 0; self.lastIntersecting = false; self.update = function () { self.y += self.speed + gameSpeed; self.rotation += 0.1; }; return self; }); var RoadLine = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('roadLine', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12; self.update = function () { self.y += self.speed; if (self.y > 2732 + 50) { self.y = -50; } }; return self; }); var TrafficCar = Container.expand(function () { var self = Container.call(this); var carTypes = ['trafficCar1', 'trafficCar2', 'trafficCar3']; var selectedType = carTypes[Math.floor(Math.random() * carTypes.length)]; var carGraphics = self.attachAsset(selectedType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8 + Math.random() * 4; self.lastY = 0; self.lastIntersecting = false; self.update = function () { self.y += self.speed + gameSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x27ae60 }); /**** * Game Code ****/ // Game variables var playerCar; var trafficCars = []; var powerUps = []; var roadLines = []; var gameSpeed = 0; var baseSpeed = 6; var maxSpeed = 20; var speedIncrement = 0.005; var distance = 0; var isInvincible = false; var invincibilityTimer = 0; var scoreMultiplier = 1; var multiplierTimer = 0; // Lane positions var lanes = [512, 768, 1024, 1280, 1536]; var laneWidth = 256; // Create road background var roadBg = game.addChild(LK.getAsset('road', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, scaleY: 7 })); // Create road lines for (var i = 0; i < 20; i++) { for (var j = 1; j < lanes.length; j++) { var roadLine = new RoadLine(); roadLine.x = lanes[j] - laneWidth / 2; roadLine.y = i * 150 - 300; roadLines.push(roadLine); game.addChild(roadLine); } } // Create player car playerCar = game.addChild(LK.getAsset('playerCar', { anchorX: 0.5, anchorY: 0.5, x: lanes[2], y: 2200 })); // UI Elements var scoreTxt = new Text2('Distance: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var speedTxt = new Text2('Speed: 0', { size: 60, fill: 0xFFFFFF }); speedTxt.anchor.set(0, 0); speedTxt.x = 50; speedTxt.y = 100; LK.gui.topLeft.addChild(speedTxt); // Game state tracking var dragStartX = 0; var isDragging = false; // Input handling game.down = function (x, y, obj) { isDragging = true; dragStartX = x; }; game.move = function (x, y, obj) { if (isDragging) { var deltaX = x - dragStartX; var newX = playerCar.x + deltaX * 2; // Constrain to lanes newX = Math.max(lanes[0], Math.min(lanes[lanes.length - 1], newX)); playerCar.x = newX; dragStartX = x; } }; game.up = function (x, y, obj) { isDragging = false; }; // Spawn traffic car function spawnTrafficCar() { var trafficCar = new TrafficCar(); var laneIndex = Math.floor(Math.random() * lanes.length); trafficCar.x = lanes[laneIndex]; trafficCar.y = -200; trafficCar.lastY = trafficCar.y; trafficCar.lastIntersecting = false; trafficCars.push(trafficCar); game.addChild(trafficCar); } // Spawn power-up function spawnPowerUp() { var powerUp = new PowerUp(); var laneIndex = Math.floor(Math.random() * lanes.length); powerUp.x = lanes[laneIndex]; powerUp.y = -200; powerUp.lastY = powerUp.y; powerUp.lastIntersecting = false; powerUps.push(powerUp); game.addChild(powerUp); } // Apply power-up effect function applyPowerUp(type) { if (type === 'invincibility') { isInvincible = true; invincibilityTimer = 180; // 3 seconds at 60 FPS playerCar.tint = 0xffff00; } else if (type === 'multiplier') { scoreMultiplier = 2; multiplierTimer = 300; // 5 seconds at 60 FPS } } // Game update loop game.update = function () { // Increase speed gradually if (gameSpeed < maxSpeed) { gameSpeed += speedIncrement; } // Update distance distance += (baseSpeed + gameSpeed) / 10; // Update UI scoreTxt.setText('Distance: ' + Math.floor(distance)); speedTxt.setText('Speed: ' + Math.floor(gameSpeed + baseSpeed)); // Handle invincibility if (isInvincible) { invincibilityTimer--; if (invincibilityTimer <= 0) { isInvincible = false; playerCar.tint = 0xffffff; } else { // Flashing effect playerCar.alpha = LK.ticks % 10 < 5 ? 0.5 : 1.0; } } else { playerCar.alpha = 1.0; } // Handle score multiplier if (scoreMultiplier > 1) { multiplierTimer--; if (multiplierTimer <= 0) { scoreMultiplier = 1; } } // Update road lines for (var r = roadLines.length - 1; r >= 0; r--) { var roadLine = roadLines[r]; // Road lines update themselves } // Spawn traffic cars if (LK.ticks % Math.max(30, 60 - Math.floor(gameSpeed * 2)) === 0) { spawnTrafficCar(); } // Spawn power-ups occasionally if (LK.ticks % 600 === 0 && Math.random() < 0.3) { spawnPowerUp(); } // Update traffic cars for (var t = trafficCars.length - 1; t >= 0; t--) { var trafficCar = trafficCars[t]; // Check if car went off screen if (trafficCar.lastY < 2732 + 100 && trafficCar.y >= 2732 + 100) { // Car left screen, add to score var points = Math.floor(10 * scoreMultiplier); LK.setScore(LK.getScore() + points); trafficCar.destroy(); trafficCars.splice(t, 1); continue; } // Check collision with player (if not invincible) if (!isInvincible) { var currentIntersecting = trafficCar.intersects(playerCar); if (!trafficCar.lastIntersecting && currentIntersecting) { // Collision detected LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } trafficCar.lastIntersecting = currentIntersecting; } trafficCar.lastY = trafficCar.y; } // Update power-ups for (var p = powerUps.length - 1; p >= 0; p--) { var powerUp = powerUps[p]; // Check if power-up went off screen if (powerUp.lastY < 2732 + 100 && powerUp.y >= 2732 + 100) { powerUp.destroy(); powerUps.splice(p, 1); continue; } // Check collection by player var currentIntersecting = powerUp.intersects(playerCar); if (!powerUp.lastIntersecting && currentIntersecting) { // Power-up collected LK.getSound('powerUpSound').play(); // Random power-up effect var powerUpType = Math.random() < 0.5 ? 'invincibility' : 'multiplier'; applyPowerUp(powerUpType); var points = Math.floor(50 * scoreMultiplier); LK.setScore(LK.getScore() + points); powerUp.destroy(); powerUps.splice(p, 1); continue; } powerUp.lastIntersecting = currentIntersecting; powerUp.lastY = powerUp.y; } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,273 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var powerUpGraphics = self.attachAsset('powerUp', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 4;
+ self.lastY = 0;
+ self.lastIntersecting = false;
+ self.update = function () {
+ self.y += self.speed + gameSpeed;
+ self.rotation += 0.1;
+ };
+ return self;
+});
+var RoadLine = Container.expand(function () {
+ var self = Container.call(this);
+ var lineGraphics = self.attachAsset('roadLine', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 12;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732 + 50) {
+ self.y = -50;
+ }
+ };
+ return self;
+});
+var TrafficCar = Container.expand(function () {
+ var self = Container.call(this);
+ var carTypes = ['trafficCar1', 'trafficCar2', 'trafficCar3'];
+ var selectedType = carTypes[Math.floor(Math.random() * carTypes.length)];
+ var carGraphics = self.attachAsset(selectedType, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 8 + Math.random() * 4;
+ self.lastY = 0;
+ self.lastIntersecting = false;
+ self.update = function () {
+ self.y += self.speed + gameSpeed;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x27ae60
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var playerCar;
+var trafficCars = [];
+var powerUps = [];
+var roadLines = [];
+var gameSpeed = 0;
+var baseSpeed = 6;
+var maxSpeed = 20;
+var speedIncrement = 0.005;
+var distance = 0;
+var isInvincible = false;
+var invincibilityTimer = 0;
+var scoreMultiplier = 1;
+var multiplierTimer = 0;
+// Lane positions
+var lanes = [512, 768, 1024, 1280, 1536];
+var laneWidth = 256;
+// Create road background
+var roadBg = game.addChild(LK.getAsset('road', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1024,
+ y: 1366,
+ scaleY: 7
+}));
+// Create road lines
+for (var i = 0; i < 20; i++) {
+ for (var j = 1; j < lanes.length; j++) {
+ var roadLine = new RoadLine();
+ roadLine.x = lanes[j] - laneWidth / 2;
+ roadLine.y = i * 150 - 300;
+ roadLines.push(roadLine);
+ game.addChild(roadLine);
+ }
+}
+// Create player car
+playerCar = game.addChild(LK.getAsset('playerCar', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: lanes[2],
+ y: 2200
+}));
+// UI Elements
+var scoreTxt = new Text2('Distance: 0', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+var speedTxt = new Text2('Speed: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+speedTxt.anchor.set(0, 0);
+speedTxt.x = 50;
+speedTxt.y = 100;
+LK.gui.topLeft.addChild(speedTxt);
+// Game state tracking
+var dragStartX = 0;
+var isDragging = false;
+// Input handling
+game.down = function (x, y, obj) {
+ isDragging = true;
+ dragStartX = x;
+};
+game.move = function (x, y, obj) {
+ if (isDragging) {
+ var deltaX = x - dragStartX;
+ var newX = playerCar.x + deltaX * 2;
+ // Constrain to lanes
+ newX = Math.max(lanes[0], Math.min(lanes[lanes.length - 1], newX));
+ playerCar.x = newX;
+ dragStartX = x;
+ }
+};
+game.up = function (x, y, obj) {
+ isDragging = false;
+};
+// Spawn traffic car
+function spawnTrafficCar() {
+ var trafficCar = new TrafficCar();
+ var laneIndex = Math.floor(Math.random() * lanes.length);
+ trafficCar.x = lanes[laneIndex];
+ trafficCar.y = -200;
+ trafficCar.lastY = trafficCar.y;
+ trafficCar.lastIntersecting = false;
+ trafficCars.push(trafficCar);
+ game.addChild(trafficCar);
+}
+// Spawn power-up
+function spawnPowerUp() {
+ var powerUp = new PowerUp();
+ var laneIndex = Math.floor(Math.random() * lanes.length);
+ powerUp.x = lanes[laneIndex];
+ powerUp.y = -200;
+ powerUp.lastY = powerUp.y;
+ powerUp.lastIntersecting = false;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+}
+// Apply power-up effect
+function applyPowerUp(type) {
+ if (type === 'invincibility') {
+ isInvincible = true;
+ invincibilityTimer = 180; // 3 seconds at 60 FPS
+ playerCar.tint = 0xffff00;
+ } else if (type === 'multiplier') {
+ scoreMultiplier = 2;
+ multiplierTimer = 300; // 5 seconds at 60 FPS
+ }
+}
+// Game update loop
+game.update = function () {
+ // Increase speed gradually
+ if (gameSpeed < maxSpeed) {
+ gameSpeed += speedIncrement;
+ }
+ // Update distance
+ distance += (baseSpeed + gameSpeed) / 10;
+ // Update UI
+ scoreTxt.setText('Distance: ' + Math.floor(distance));
+ speedTxt.setText('Speed: ' + Math.floor(gameSpeed + baseSpeed));
+ // Handle invincibility
+ if (isInvincible) {
+ invincibilityTimer--;
+ if (invincibilityTimer <= 0) {
+ isInvincible = false;
+ playerCar.tint = 0xffffff;
+ } else {
+ // Flashing effect
+ playerCar.alpha = LK.ticks % 10 < 5 ? 0.5 : 1.0;
+ }
+ } else {
+ playerCar.alpha = 1.0;
+ }
+ // Handle score multiplier
+ if (scoreMultiplier > 1) {
+ multiplierTimer--;
+ if (multiplierTimer <= 0) {
+ scoreMultiplier = 1;
+ }
+ }
+ // Update road lines
+ for (var r = roadLines.length - 1; r >= 0; r--) {
+ var roadLine = roadLines[r];
+ // Road lines update themselves
+ }
+ // Spawn traffic cars
+ if (LK.ticks % Math.max(30, 60 - Math.floor(gameSpeed * 2)) === 0) {
+ spawnTrafficCar();
+ }
+ // Spawn power-ups occasionally
+ if (LK.ticks % 600 === 0 && Math.random() < 0.3) {
+ spawnPowerUp();
+ }
+ // Update traffic cars
+ for (var t = trafficCars.length - 1; t >= 0; t--) {
+ var trafficCar = trafficCars[t];
+ // Check if car went off screen
+ if (trafficCar.lastY < 2732 + 100 && trafficCar.y >= 2732 + 100) {
+ // Car left screen, add to score
+ var points = Math.floor(10 * scoreMultiplier);
+ LK.setScore(LK.getScore() + points);
+ trafficCar.destroy();
+ trafficCars.splice(t, 1);
+ continue;
+ }
+ // Check collision with player (if not invincible)
+ if (!isInvincible) {
+ var currentIntersecting = trafficCar.intersects(playerCar);
+ if (!trafficCar.lastIntersecting && currentIntersecting) {
+ // Collision detected
+ LK.getSound('crash').play();
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ trafficCar.lastIntersecting = currentIntersecting;
+ }
+ trafficCar.lastY = trafficCar.y;
+ }
+ // Update power-ups
+ for (var p = powerUps.length - 1; p >= 0; p--) {
+ var powerUp = powerUps[p];
+ // Check if power-up went off screen
+ if (powerUp.lastY < 2732 + 100 && powerUp.y >= 2732 + 100) {
+ powerUp.destroy();
+ powerUps.splice(p, 1);
+ continue;
+ }
+ // Check collection by player
+ var currentIntersecting = powerUp.intersects(playerCar);
+ if (!powerUp.lastIntersecting && currentIntersecting) {
+ // Power-up collected
+ LK.getSound('powerUpSound').play();
+ // Random power-up effect
+ var powerUpType = Math.random() < 0.5 ? 'invincibility' : 'multiplier';
+ applyPowerUp(powerUpType);
+ var points = Math.floor(50 * scoreMultiplier);
+ LK.setScore(LK.getScore() + points);
+ powerUp.destroy();
+ powerUps.splice(p, 1);
+ continue;
+ }
+ powerUp.lastIntersecting = currentIntersecting;
+ powerUp.lastY = powerUp.y;
+ }
+};
\ No newline at end of file