User prompt
Reduce de igualmente las partículas para hacerlas proporcional al auto (duración, velocidad, tamaño, etc) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ajustas las proporciones de tamaño, velocidades, cambios y etc para un auto un 20% más pequeño ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Haz que el giro sea muy lento a menor velocidad
User prompt
Haz que el auto no pueda girar si no se tiene mínimo 5 de velocidad
Code edit (1 edits merged)
Please save this source code
User prompt
Aumenta el diley de giro
Code edit (1 edits merged)
Please save this source code
User prompt
Elimina el requisito de velocidad para creación de partículas, haz que sea proporcional a la velocidad actual de muy poco a mucho ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que la cantidad de partículas sea proporcional a la velocidad ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Disminuye un poco su duración, reduce un 10% su tamaño, haz que salgan un poco más atrás ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Aumenta su tamaño y cantidad, haz que solo salga cuando se va ya rápido ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Agrega particular que salan detrás de car. Haz que salgan con tamaños random y velocidad variada ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ajustas las proporciones de tamaño, velocidades, cambios y etc para un auto un 20% más pequeño
User prompt
Ajustas las proporciones de tamaño, velocidades, cambios y etc para un auto un 50% más pequeño
Code edit (1 edits merged)
Please save this source code
User prompt
Replace linear acceleration with realistic smooth velocity transitions (no tweet plugin)
User prompt
Desde la velocidad mínima a la maxima no se siente natural, haz más realista el cambio de velocidades y la aceleración ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que el choque sea más realista
User prompt
Haz que el auto al chocar rebote proporcional a la velocidad actual
User prompt
Haz que mientras mayor sea la velocidad mas fuerte ser ael rebote
User prompt
Haz que el auto al chocar rebote y pierda velocidad
User prompt
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
User prompt
Agrega física de choque con rebotes
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create gameplay background - 4/5 of screen height (top portion) 6; 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 speed display text var speedText = new Text2('Speed: 0', { size: 60, fill: 0x000000 }); speedText.anchor.set(0, 0.5); speedText.x = 50; speedText.y = 2459; // Center vertically in UI area game.addChild(speedText); // 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; // Variables for drift physics var velocityX = 0; var velocityY = 0; var driftFactor = 0.85; // How much momentum is retained (lower = more drift) var gripFactor = 0.3; // How quickly car aligns with direction (lower = more drift) // Variables for collision physics var bounceReduction = 0.6; // How much velocity is retained after bounce (0.6 = 60% retained) var minBounceVelocity = 2; // Minimum velocity required for bounce effect // 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; // Calculate turning friction based on rotation speed var rotationFriction = Math.abs(rotationDelta * rotationSpeed) * 0.8; // Reduced friction intensity for smoother feel var frictionMultiplier = Math.max(0.85, 1 - rotationFriction); // Less velocity reduction when turning (min 0.85 for more natural feel) // Apply drift physics - blend current momentum with intended direction velocityX = velocityX * driftFactor + intendedMoveX * gripFactor; velocityY = velocityY * driftFactor + intendedMoveY * gripFactor; // Apply turning friction to reduce velocity when steering velocityX *= frictionMultiplier; velocityY *= frictionMultiplier; // Apply some base deceleration to drift momentum velocityX *= 0.98; velocityY *= 0.98; // Update car position using drift momentum carPlayer.x += velocityX; carPlayer.y += velocityY; // Keep car within gameplay area bounds with realistic bounce physics var halfCarWidth = 50; // CarPlayer width is 100, so half is 50 var halfCarHeight = 75; // CarPlayer height is 150, so half is 75 // Left boundary collision if (carPlayer.x < halfCarWidth) { carPlayer.x = halfCarWidth; if (Math.abs(velocityX) > minBounceVelocity) { velocityX = Math.abs(velocityX) * bounceReduction; // Bounce right with reduced momentum // Add screen shake effect for impact LK.effects.shakeScreen(200, 5); } else { velocityX = 0; // Stop if velocity too low } } // Right boundary collision if (carPlayer.x > 2048 - halfCarWidth) { carPlayer.x = 2048 - halfCarWidth; if (Math.abs(velocityX) > minBounceVelocity) { velocityX = -Math.abs(velocityX) * bounceReduction; // Bounce left with reduced momentum // Add screen shake effect for impact LK.effects.shakeScreen(200, 5); } else { velocityX = 0; // Stop if velocity too low } } // Top boundary collision if (carPlayer.y < halfCarHeight) { carPlayer.y = halfCarHeight; if (Math.abs(velocityY) > minBounceVelocity) { velocityY = Math.abs(velocityY) * bounceReduction; // Bounce down with reduced momentum // Add screen shake effect for impact LK.effects.shakeScreen(200, 5); } else { velocityY = 0; // Stop if velocity too low } } // Bottom boundary collision if (carPlayer.y > 2186 - halfCarHeight) { carPlayer.y = 2186 - halfCarHeight; if (Math.abs(velocityY) > minBounceVelocity) { velocityY = -Math.abs(velocityY) * bounceReduction; // Bounce up with reduced momentum // Add screen shake effect for impact LK.effects.shakeScreen(200, 5); } else { velocityY = 0; // Stop if velocity too low } } // Update speed display var totalSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY); speedText.setText('Speed: ' + Math.round(totalSpeed)); };
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Create gameplay background - 4/5 of screen height (top portion)
6;
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 speed display text
var speedText = new Text2('Speed: 0', {
size: 60,
fill: 0x000000
});
speedText.anchor.set(0, 0.5);
speedText.x = 50;
speedText.y = 2459; // Center vertically in UI area
game.addChild(speedText);
// 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;
// Variables for drift physics
var velocityX = 0;
var velocityY = 0;
var driftFactor = 0.85; // How much momentum is retained (lower = more drift)
var gripFactor = 0.3; // How quickly car aligns with direction (lower = more drift)
// Variables for collision physics
var bounceReduction = 0.6; // How much velocity is retained after bounce (0.6 = 60% retained)
var minBounceVelocity = 2; // Minimum velocity required for bounce effect
// 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;
// Calculate turning friction based on rotation speed
var rotationFriction = Math.abs(rotationDelta * rotationSpeed) * 0.8; // Reduced friction intensity for smoother feel
var frictionMultiplier = Math.max(0.85, 1 - rotationFriction); // Less velocity reduction when turning (min 0.85 for more natural feel)
// Apply drift physics - blend current momentum with intended direction
velocityX = velocityX * driftFactor + intendedMoveX * gripFactor;
velocityY = velocityY * driftFactor + intendedMoveY * gripFactor;
// Apply turning friction to reduce velocity when steering
velocityX *= frictionMultiplier;
velocityY *= frictionMultiplier;
// Apply some base deceleration to drift momentum
velocityX *= 0.98;
velocityY *= 0.98;
// Update car position using drift momentum
carPlayer.x += velocityX;
carPlayer.y += velocityY;
// Keep car within gameplay area bounds with realistic bounce physics
var halfCarWidth = 50; // CarPlayer width is 100, so half is 50
var halfCarHeight = 75; // CarPlayer height is 150, so half is 75
// Left boundary collision
if (carPlayer.x < halfCarWidth) {
carPlayer.x = halfCarWidth;
if (Math.abs(velocityX) > minBounceVelocity) {
velocityX = Math.abs(velocityX) * bounceReduction; // Bounce right with reduced momentum
// Add screen shake effect for impact
LK.effects.shakeScreen(200, 5);
} else {
velocityX = 0; // Stop if velocity too low
}
}
// Right boundary collision
if (carPlayer.x > 2048 - halfCarWidth) {
carPlayer.x = 2048 - halfCarWidth;
if (Math.abs(velocityX) > minBounceVelocity) {
velocityX = -Math.abs(velocityX) * bounceReduction; // Bounce left with reduced momentum
// Add screen shake effect for impact
LK.effects.shakeScreen(200, 5);
} else {
velocityX = 0; // Stop if velocity too low
}
}
// Top boundary collision
if (carPlayer.y < halfCarHeight) {
carPlayer.y = halfCarHeight;
if (Math.abs(velocityY) > minBounceVelocity) {
velocityY = Math.abs(velocityY) * bounceReduction; // Bounce down with reduced momentum
// Add screen shake effect for impact
LK.effects.shakeScreen(200, 5);
} else {
velocityY = 0; // Stop if velocity too low
}
}
// Bottom boundary collision
if (carPlayer.y > 2186 - halfCarHeight) {
carPlayer.y = 2186 - halfCarHeight;
if (Math.abs(velocityY) > minBounceVelocity) {
velocityY = -Math.abs(velocityY) * bounceReduction; // Bounce up with reduced momentum
// Add screen shake effect for impact
LK.effects.shakeScreen(200, 5);
} else {
velocityY = 0; // Stop if velocity too low
}
}
// Update speed display
var totalSpeed = Math.sqrt(velocityX * velocityX + velocityY * velocityY);
speedText.setText('Speed: ' + Math.round(totalSpeed));
};