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Haz que el auto al chocar rebote y pierda velocidad
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Please fix the bug: 'TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(200, 5);' Line Number: 233
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Agrega física de choque con rebotes
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Agrega un texto en UI para ver la velocidad actual
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Suaviza la fricción, no se siente natural y la perdida de velocidad es mucha
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Agrega fricción al girar
Code edit (1 edits merged)
Please save this source code
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Agrega drift con momentum sin tweet plugin
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Agrega momentum ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Mejora la lógica aplicando fuerzas, si el auto acelera y gira el auto se ira un poco de largo manteniendo la posición anterior
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haz que el auto rote más lento mientras menos velocidad tenga como en la vida real
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Agrega derrapes
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Haz que al rotar se pierda muy poco la velocidad
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Haz que al rotar se pierda un poco la velocidad como cuando en la vida real rotas
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Haz que el periodo de aceleración dure más para pronuncia mas el tiempo de arranque
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Pronuncia mas el tiempo de aceleración y aumenta un 50% la velocidad máxima
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Haz que al soltar el auto mantenga la posición de giro y no se reinicie su rotación
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Sin tweet plugin
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Haz que el movimiento del auto sea más realista con aceleración y frenado ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Cuando se gira todo a la izquierda llega un punto donde el auto gira todo para la derecha para hacer un giro que la para la izquierda es más corto, arregla eso
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Agrega una formula para el movimiento de car teniendo en cuenta la potencia si es 1 va al máximo de velocidad si va a 0,5 la mitad. Etc
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Agrega una variable de potencia, valor máximo 1. Si Joystickpoinr está en el centro es 0 si está en los bordes es uno
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Agrega un pequeño diley de giro para hacerlo natural
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Haz que la rotación de car player se maneje con joystick
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create gameplay background - 4/5 of screen height (top portion) var gameplayBackground = game.attachAsset('gameplayBg', { x: 0, y: 0, anchorX: 0, anchorY: 0 }); // Create carPlayer character on top of gameplayBackground var carPlayer = gameplayBackground.attachAsset('CarPlayer', { x: 1024, // Center horizontally y: 1800, // Position in lower portion of gameplay area anchorX: 0.5, anchorY: 0.5 }); // Create UI background - 1/5 of screen height (bottom portion) var uiBackground = game.attachAsset('uiBg', { x: 0, y: 2186, anchorX: 0, anchorY: 0 }); // Create joystickBG centered in UI background var joystickBG = uiBackground.attachAsset('JoystickBG', { x: 1024, // Center horizontally in UI y: 273, // Center vertically in UI (546/2 = 273) anchorX: 0.5, anchorY: 0.5 }); // Create point object that will follow touch position var point = null; // Create JoystickPoinr that will follow point position smoothly var joystickPoinr = game.attachAsset('JoystickPoinr', { x: 1024, y: 2459, anchorX: 0.5, anchorY: 0.5 }); // Variables for smooth movement var targetX = 1024; var targetY = 2459; var smoothSpeed = 0.2; // Variables for smooth rotation var targetRotation = 0; var rotationSpeed = 0.15; // Variables for realistic car physics var currentVelocity = 0; var acceleration = 0.2; var deceleration = 0.95; var maxSpeed = 24; // Drift physics variables var velocityX = 0; var velocityY = 0; var driftFactor = 0.85; // How much the car maintains sideways momentum (lower = more drift) var gripFactor = 0.15; // How quickly the car aligns with its facing direction // Handle touch down - create and show point game.down = function (x, y, obj) { // Create point at touch position point = game.attachAsset('Puntero', { x: x, y: y, anchorX: 0.5, anchorY: 0.5 }); }; // Handle touch move - update point position game.move = function (x, y, obj) { if (point) { point.x = x; point.y = y; // Calculate joystickBG world position var joystickWorldX = joystickBG.x + uiBackground.x; var joystickWorldY = joystickBG.y + uiBackground.y; // Calculate distance from joystick center var deltaX = x - joystickWorldX; var deltaY = y - joystickWorldY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var maxRadius = joystickBG.width / 2; // Limit movement to joystick radius if (distance > maxRadius) { var angle = Math.atan2(deltaY, deltaX); deltaX = Math.cos(angle) * maxRadius; deltaY = Math.sin(angle) * maxRadius; } // Update target position for smooth movement (constrained) targetX = joystickWorldX + deltaX; targetY = joystickWorldY + deltaY; } }; // Handle touch up - remove point game.up = function (x, y, obj) { if (point) { point.destroy(); point = null; // Reset target position to joystick center var joystickWorldX = joystickBG.x + uiBackground.x; var joystickWorldY = joystickBG.y + uiBackground.y; targetX = joystickWorldX; targetY = joystickWorldY; } }; // Update function for smooth movement game.update = function () { // Smoothly move JoystickPoinr towards target position var deltaX = targetX - joystickPoinr.x; var deltaY = targetY - joystickPoinr.y; joystickPoinr.x += deltaX * smoothSpeed; joystickPoinr.y += deltaY * smoothSpeed; // Double-check that joystickPoinr stays within bounds var joystickWorldX = joystickBG.x + uiBackground.x; var joystickWorldY = joystickBG.y + uiBackground.y; var currentDeltaX = joystickPoinr.x - joystickWorldX; var currentDeltaY = joystickPoinr.y - joystickWorldY; var currentDistance = Math.sqrt(currentDeltaX * currentDeltaX + currentDeltaY * currentDeltaY); var maxRadius = joystickBG.width / 2; if (currentDistance > maxRadius) { var angle = Math.atan2(currentDeltaY, currentDeltaX); joystickPoinr.x = joystickWorldX + Math.cos(angle) * maxRadius; joystickPoinr.y = joystickWorldY + Math.sin(angle) * maxRadius; } // Update car rotation based on joystick position var joystickOffsetX = joystickPoinr.x - joystickWorldX; var joystickOffsetY = joystickPoinr.y - joystickWorldY; var joystickDistance = Math.sqrt(joystickOffsetX * joystickOffsetX + joystickOffsetY * joystickOffsetY); // Calculate power based on distance from center (0 to 1) var power = Math.min(joystickDistance / maxRadius, 1); // Only rotate if joystick is moved significantly from center if (joystickDistance > 10) { var joystickAngle = Math.atan2(joystickOffsetX, -joystickOffsetY); targetRotation = joystickAngle; } // Smoothly interpolate car rotation towards target var rotationDelta = targetRotation - carPlayer.rotation; // Handle angle wrapping for shortest rotation path while (rotationDelta > Math.PI) { rotationDelta -= 2 * Math.PI; } while (rotationDelta < -Math.PI) { rotationDelta += 2 * Math.PI; } carPlayer.rotation += rotationDelta * rotationSpeed; // Calculate target velocity based on joystick power var targetVelocity = maxSpeed * power; // Apply acceleration or deceleration without tween if (power > 0.1) { // Accelerating - gradually increase velocity towards target var velocityDiff = targetVelocity - currentVelocity; currentVelocity += velocityDiff * acceleration * 0.1; } else { // Decelerating when joystick is near center currentVelocity *= deceleration; if (Math.abs(currentVelocity) < 0.1) { currentVelocity = 0; } } // Limit velocity to max speed currentVelocity = Math.min(currentVelocity, maxSpeed); // Calculate intended movement direction based on car rotation and current velocity var intendedMoveX = Math.sin(carPlayer.rotation) * currentVelocity; var intendedMoveY = -Math.cos(carPlayer.rotation) * currentVelocity; // Apply drift physics - blend between current velocity and intended direction velocityX = velocityX * driftFactor + intendedMoveX * gripFactor; velocityY = velocityY * driftFactor + intendedMoveY * gripFactor; // Update car position using drift-affected velocity carPlayer.x += velocityX; carPlayer.y += velocityY; // Keep car within gameplay area bounds var halfCarWidth = 50; // CarPlayer width is 100, so half is 50 var halfCarHeight = 75; // CarPlayer height is 150, so half is 75 if (carPlayer.x < halfCarWidth) { carPlayer.x = halfCarWidth; velocityX = Math.abs(velocityX) * 0.3; // Bounce back with reduced velocity } if (carPlayer.x > 2048 - halfCarWidth) { carPlayer.x = 2048 - halfCarWidth; velocityX = -Math.abs(velocityX) * 0.3; // Bounce back with reduced velocity } if (carPlayer.y < halfCarHeight) { carPlayer.y = halfCarHeight; velocityY = Math.abs(velocityY) * 0.3; // Bounce back with reduced velocity } if (carPlayer.y > 2186 - halfCarHeight) { carPlayer.y = 2186 - halfCarHeight; velocityY = -Math.abs(velocityY) * 0.3; // Bounce back with reduced velocity } };
===================================================================
--- original.js
+++ change.js
@@ -60,8 +60,13 @@
var currentVelocity = 0;
var acceleration = 0.2;
var deceleration = 0.95;
var maxSpeed = 24;
+// Drift physics variables
+var velocityX = 0;
+var velocityY = 0;
+var driftFactor = 0.85; // How much the car maintains sideways momentum (lower = more drift)
+var gripFactor = 0.15; // How quickly the car aligns with its facing direction
// Handle touch down - create and show point
game.down = function (x, y, obj) {
// Create point at touch position
point = game.attachAsset('Puntero', {
@@ -160,35 +165,35 @@
if (Math.abs(currentVelocity) < 0.1) {
currentVelocity = 0;
}
}
- // Apply velocity retention during rotation to minimize speed loss
- // When rotating, maintain 95% of current velocity instead of losing speed
- var rotationIntensity = Math.abs(rotationDelta);
- if (rotationIntensity > 0.1 && currentVelocity > 0) {
- var velocityRetentionFactor = 0.95; // Retain 95% of velocity during rotation
- currentVelocity = Math.max(currentVelocity * velocityRetentionFactor, currentVelocity * 0.9);
- }
// Limit velocity to max speed
currentVelocity = Math.min(currentVelocity, maxSpeed);
- // Calculate movement direction based on car rotation and current velocity
- var moveX = Math.sin(carPlayer.rotation) * currentVelocity;
- var moveY = -Math.cos(carPlayer.rotation) * currentVelocity;
- // Update car position
- carPlayer.x += moveX;
- carPlayer.y += moveY;
+ // Calculate intended movement direction based on car rotation and current velocity
+ var intendedMoveX = Math.sin(carPlayer.rotation) * currentVelocity;
+ var intendedMoveY = -Math.cos(carPlayer.rotation) * currentVelocity;
+ // Apply drift physics - blend between current velocity and intended direction
+ velocityX = velocityX * driftFactor + intendedMoveX * gripFactor;
+ velocityY = velocityY * driftFactor + intendedMoveY * gripFactor;
+ // Update car position using drift-affected velocity
+ carPlayer.x += velocityX;
+ carPlayer.y += velocityY;
// Keep car within gameplay area bounds
var halfCarWidth = 50; // CarPlayer width is 100, so half is 50
var halfCarHeight = 75; // CarPlayer height is 150, so half is 75
if (carPlayer.x < halfCarWidth) {
carPlayer.x = halfCarWidth;
+ velocityX = Math.abs(velocityX) * 0.3; // Bounce back with reduced velocity
}
if (carPlayer.x > 2048 - halfCarWidth) {
carPlayer.x = 2048 - halfCarWidth;
+ velocityX = -Math.abs(velocityX) * 0.3; // Bounce back with reduced velocity
}
if (carPlayer.y < halfCarHeight) {
carPlayer.y = halfCarHeight;
+ velocityY = Math.abs(velocityY) * 0.3; // Bounce back with reduced velocity
}
if (carPlayer.y > 2186 - halfCarHeight) {
carPlayer.y = 2186 - halfCarHeight;
+ velocityY = -Math.abs(velocityY) * 0.3; // Bounce back with reduced velocity
}
};
\ No newline at end of file