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add the car to the middle of the screen
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add a car class
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remove all code and start over
Code edit (1 edits merged)
Please save this source code
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center car pivox
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car should face upwards on start
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center pivot on car
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obstacles should be placed randomly, starting from car position. And there should be a minimal distance between them
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the rotation should be relative to car position
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add more obstacles
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add some obstacles to avoid
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make the car center of view
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keep the car rotation between updates and keep rotating depending on where you press
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in game.move, let the argument to car.drift be a variable from -1 to 1, depending on left/right on sceen
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decrease acceleration
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rotate less
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car is moving weird, can you fix?
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face upwars from the start
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car should move in the direction its facing
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rotate left when pressing on left side
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car should have 4 tires
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add tires
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keep rotating if down
Code edit (1 edits merged)
Please save this source code
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rotate right on when down on right side of screen
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Car class to represent the player's car
var Car = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
// Add tires to the car
var tire1 = self.attachAsset('tire', {
anchorX: 0.5,
anchorY: 0.5
});
tire1.x = -25;
tire1.y = -25;
var tire2 = self.attachAsset('tire', {
anchorX: 0.5,
anchorY: 0.5
});
tire2.x = 25;
tire2.y = -25;
var tire3 = self.attachAsset('tire', {
anchorX: 0.5,
anchorY: 0.5
});
tire3.x = -25;
tire3.y = 25;
var tire4 = self.attachAsset('tire', {
anchorX: 0.5,
anchorY: 0.5
});
tire4.x = 25;
tire4.y = 25;
self.speed = 0;
self.angle = 0;
self.update = function () {
self.y -= self.speed * Math.sin(self.rotation);
self.x += self.speed * Math.cos(self.rotation);
};
self.drift = function (direction) {
self.rotation += direction * 0.1; // Adjust angle for drifting
};
});
// Obstacle class to represent slalom obstacles
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Obstacles can have their own behavior if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var car = game.addChild(new Car());
car.x = 2048 / 2;
car.y = 2732 * 0.75;
// Handle game updates
game.update = function () {
if (game.isDown) {
car.speed += 0.1; // Accelerate
if (car.speed > 20) {
car.speed = 20; // Ensure speed doesn't go above 20
}
} else {
car.speed -= 0.1; // Decelerate
if (car.speed < 0) {
car.speed = 0; // Ensure speed doesn't go below 0
}
}
car.update();
};
// Handle touch events for acceleration
game.down = function (x, y, obj) {
game.isDown = true;
car.speed += 5; // Accelerate
if (x > 2048 / 2) {
// If the screen is pressed on the right side
car.drift(1); // Rotate the car to the right
} else if (x < 2048 / 2) {
// If the screen is pressed on the left side
car.drift(-1); // Rotate the car to the left
}
};
game.move = function (x, y, obj) {
if (game.isDown) {
if (x > 2048 / 2) {
// If the screen is pressed on the right side
car.drift(1); // Rotate the car to the right
} else if (x < 2048 / 2) {
// If the screen is pressed on the left side
car.drift(-1); // Rotate the car to the left
}
}
};
game.up = function (x, y, obj) {
car.speed -= 5; // Decelerate
game.isDown = false;
if (car.speed < 0) {
car.speed = 0; // Ensure speed doesn't go below 0
}
}; ===================================================================
--- original.js
+++ change.js
@@ -37,10 +37,10 @@
tire4.y = 25;
self.speed = 0;
self.angle = 0;
self.update = function () {
- self.y -= self.speed * Math.cos(self.angle);
- self.x -= self.speed * Math.sin(self.angle);
+ self.y -= self.speed * Math.sin(self.rotation);
+ self.x += self.speed * Math.cos(self.rotation);
};
self.drift = function (direction) {
self.rotation += direction * 0.1; // Adjust angle for drifting
};
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a salt can, viewed from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A checked pattern in nice soft pastel colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.