User prompt
Show the score when die
User prompt
Make the enemy car spiraled from each other
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'tween.create(scorePopup).to({' Line Number: 700
User prompt
Invincibility powrup and a score counter
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'tween.create(scorePopup).to({' Line Number: 548 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make a score counter and show the lane where the player can go
Code edit (1 edits merged)
Please save this source code
User prompt
Road Rush Racer
Initial prompt
Driving game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, coins: 0, carSpeed: 1, carHandling: 1 }); /**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.width = coinGraphics.width; self.height = coinGraphics.height; // Add a little rotation animation self.update = function () { self.y += self.speed; coinGraphics.rotation += 0.05; // Reset with random position when coin goes off screen if (self.y > 2732 + self.height) { self.visible = false; self.needsReset = true; } }; return self; }); var EnemyCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('enemy_car', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.width = carGraphics.width; self.height = carGraphics.height; self.update = function () { // Store original position if not set yet if (self.startX === undefined) { self.startX = self.x; self.angle = Math.random() * Math.PI * 2; // Random starting angle self.radius = Math.random() * 150 + 50; // Random radius between 50-200 self.rotationSpeed = (Math.random() > 0.5 ? 1 : -1) * (Math.random() * 0.03 + 0.01); // Random speed and direction } // Move down self.y += self.speed; // Apply spiral motion self.angle += self.rotationSpeed; self.x = self.startX + Math.cos(self.angle) * self.radius; // Reset with random position when car goes off screen if (self.y > 2732 + self.height) { self.visible = false; self.needsReset = true; // Clear spiral motion variables for reset self.startX = undefined; self.angle = undefined; self.radius = undefined; self.rotationSpeed = undefined; } }; return self; }); var InvincibilityPowerup = Container.expand(function () { var self = Container.call(this); var shieldGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); // Change tint to purple for shield powerup shieldGraphics.tint = 0x8A2BE2; self.speed = 0; self.width = shieldGraphics.width; self.height = shieldGraphics.height; // Add a rotation animation self.update = function () { self.y += self.speed; shieldGraphics.rotation -= 0.08; // Reset with random position when powerup goes off screen if (self.y > 2732 + self.height) { self.visible = false; self.needsReset = true; } }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.width = obstacleGraphics.width; self.height = obstacleGraphics.height; self.update = function () { self.y += self.speed; // Reset with random position when obstacle goes off screen if (self.y > 2732 + self.height) { self.visible = false; self.needsReset = true; } }; return self; }); var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('player_car', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 0; self.width = carGraphics.width; self.height = carGraphics.height; self.speed = 10 + storage.carSpeed * 2; self.handling = 0.1 + storage.carHandling * 0.03; self.update = function () { // Move car toward target position with smooth handling self.x += (self.targetX - self.x) * self.handling; }; return self; }); var RoadLine = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('road_line', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.update = function () { self.y += self.speed; // Reset position when line goes off screen if (self.y > 2732 + lineGraphics.height) { self.y = -lineGraphics.height; } }; return self; }); var SpeedBoost = Container.expand(function () { var self = Container.call(this); var boostGraphics = self.attachAsset('speedup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.width = boostGraphics.width; self.height = boostGraphics.height; // Add a pulsing animation var pulseUp = true; self.update = function () { self.y += self.speed; // Pulse animation if (pulseUp) { boostGraphics.scale.x += 0.01; boostGraphics.scale.y += 0.01; if (boostGraphics.scale.x >= 1.2) { pulseUp = false; } } else { boostGraphics.scale.x -= 0.01; boostGraphics.scale.y -= 0.01; if (boostGraphics.scale.x <= 0.8) { pulseUp = true; } } // Reset with random position when boost goes off screen if (self.y > 2732 + self.height) { self.visible = false; self.needsReset = true; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Game states var STATE_READY = 0; var STATE_PLAYING = 1; var STATE_GAME_OVER = 2; var gameState = STATE_READY; // Game area constants var ROAD_WIDTH = 1600; var ROAD_LEFT = (2048 - ROAD_WIDTH) / 2; var ROAD_RIGHT = ROAD_LEFT + ROAD_WIDTH; var LANES = 4; var LANE_WIDTH = ROAD_WIDTH / LANES; // Game variables var score = 0; var coinsCollected = 0; var gameSpeed = 8; var baseSpeed = 8; var speedMultiplier = 1; var spawnRate = 0.02; // Chance to spawn an object each frame var difficultyTimer = 0; var boostTime = 0; var invincibilityTime = 0; var isInvincible = false; // Create road background var road = LK.getAsset('road', { anchorX: 0.5, anchorY: 0 }); road.x = 2048 / 2; road.y = 0; game.addChild(road); // Create road lines var roadLines = []; var totalLines = 20; var lineSpacing = 2732 / totalLines; for (var i = 0; i < totalLines; i++) { var line = new RoadLine(); line.x = 2048 / 2; line.y = i * lineSpacing; roadLines.push(line); game.addChild(line); } // Create player car var player = new PlayerCar(); player.x = 2048 / 2; player.y = 2732 - 300; game.addChild(player); // Create enemy cars pool var enemyCars = []; var MAX_ENEMY_CARS = 10; for (var i = 0; i < MAX_ENEMY_CARS; i++) { var car = new EnemyCar(); car.visible = false; car.needsReset = true; enemyCars.push(car); game.addChild(car); } // Create coins pool var coins = []; var MAX_COINS = 10; for (var i = 0; i < MAX_COINS; i++) { var coin = new Coin(); coin.visible = false; coin.needsReset = true; coins.push(coin); game.addChild(coin); } // Create obstacles pool var obstacles = []; var MAX_OBSTACLES = 5; for (var i = 0; i < MAX_OBSTACLES; i++) { var obstacle = new Obstacle(); obstacle.visible = false; obstacle.needsReset = true; obstacles.push(obstacle); game.addChild(obstacle); } // Create speed boosts pool var speedBoosts = []; var MAX_SPEED_BOOSTS = 3; for (var i = 0; i < MAX_SPEED_BOOSTS; i++) { var boost = new SpeedBoost(); boost.visible = false; boost.needsReset = true; speedBoosts.push(boost); game.addChild(boost); } // Create shield powerups pool var shieldPowerups = []; var MAX_SHIELD_POWERUPS = 2; for (var i = 0; i < MAX_SHIELD_POWERUPS; i++) { var shield = new InvincibilityPowerup(); shield.visible = false; shield.needsReset = true; shieldPowerups.push(shield); game.addChild(shield); } // Setup UI var scoreTxt = new Text2('DISTANCE: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); var coinsTxt = new Text2('COINS: 0', { size: 60, fill: 0xFFDD00 }); coinsTxt.anchor.set(1, 0); LK.gui.top.addChild(coinsTxt); var highScoreTxt = new Text2('BEST: ' + storage.highScore, { size: 40, fill: 0xAAAAAA }); highScoreTxt.anchor.set(0, 1); LK.gui.topRight.addChild(highScoreTxt); var startTxt = new Text2('TAP TO START', { size: 80, fill: 0xFFFFFF }); startTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(startTxt); // Create lane indicators var laneIndicators = []; for (var i = 0; i < LANES; i++) { var indicator = LK.getAsset('road_line', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 0.5, alpha: 0.6 }); indicator.x = getLanePosition(i); indicator.y = player.y - 100; indicator.tint = 0x33ff33; // Light green tint laneIndicators.push(indicator); game.addChild(indicator); } // Add current lane text var laneTxt = new Text2('LANE: 1', { size: 50, fill: 0x33ff33 }); laneTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(laneTxt); // Add shield status text var shieldTxt = new Text2('', { size: 50, fill: 0x8A2BE2 }); shieldTxt.anchor.set(0, 0); shieldTxt.y = 60; // Position below lane text LK.gui.topLeft.addChild(shieldTxt); // Function to get lane position function getLanePosition(laneNum) { return ROAD_LEFT + LANE_WIDTH * (laneNum + 0.5); } // Function to check which lane a position is in function getLaneNumberFromPosition(xPos) { if (xPos < ROAD_LEFT) return 0; if (xPos > ROAD_RIGHT) return LANES - 1; return Math.floor((xPos - ROAD_LEFT) / LANE_WIDTH); } // Function to reset and position game object function resetObject(obj, type) { // Choose random lane var lane = Math.floor(Math.random() * LANES); obj.x = getLanePosition(lane); obj.y = -obj.height; obj.visible = true; obj.needsReset = false; // Set speed based on game speed obj.speed = gameSpeed; // Extra setup for specific object types if (type === 'car') { // Random color tint variation for enemy cars var colorVariation = Math.random() * 0x333333; obj.children[0].tint = 0x3377ff + colorVariation; // Clear spiral variables to reset motion obj.startX = undefined; obj.angle = undefined; obj.radius = undefined; obj.rotationSpeed = undefined; } } // Function to start the game function startGame() { if (gameState !== STATE_READY) return; gameState = STATE_PLAYING; startTxt.visible = false; // Reset game variables score = 0; coinsCollected = 0; gameSpeed = baseSpeed; speedMultiplier = 1; difficultyTimer = 0; boostTime = 0; invincibilityTime = 0; isInvincible = false; shieldTxt.setText(''); // Update UI scoreTxt.setText('DISTANCE: 0'); coinsTxt.setText('COINS: 0'); // Reset lane indicators var currentLane = getLaneNumberFromPosition(player.x); laneTxt.setText('LANE: ' + (currentLane + 1)); for (var i = 0; i < laneIndicators.length; i++) { if (i === currentLane) { laneIndicators[i].alpha = 0.9; laneIndicators[i].tint = 0x33ff33; } else { laneIndicators[i].alpha = 0.4; laneIndicators[i].tint = 0xcccccc; } laneIndicators[i].visible = true; } laneTxt.visible = true; // Play background music LK.playMusic('game_music'); } // Handle player movement function handleMove(x, y, obj) { if (gameState === STATE_PLAYING) { // Limit player movement to the road area with some buffer var targetX = Math.max(ROAD_LEFT + player.width / 2, Math.min(ROAD_RIGHT - player.width / 2, x)); player.targetX = targetX; // Update the lane text based on player position var currentLane = getLaneNumberFromPosition(targetX); laneTxt.setText('LANE: ' + (currentLane + 1)); // Highlight the current lane indicator for (var i = 0; i < laneIndicators.length; i++) { if (i === currentLane) { laneIndicators[i].alpha = 0.9; laneIndicators[i].tint = 0x33ff33; // Bright green for current lane } else { laneIndicators[i].alpha = 0.4; laneIndicators[i].tint = 0xcccccc; // Gray for other lanes } } } } // Check collisions between player and other objects function checkCollisions() { // Check enemy cars - skip if invincible for (var i = 0; i < enemyCars.length; i++) { if (enemyCars[i].visible && player.intersects(enemyCars[i])) { if (!isInvincible) { gameOver(); LK.getSound('crash').play(); return; } else { // Just make the car disappear if we have a shield enemyCars[i].visible = false; enemyCars[i].needsReset = true; // Flash player to show invincibility worked LK.effects.flashObject(player, 0x8A2BE2, 300); // Add score for destroying car with shield score += 100; var bonusTxt = new Text2('+100', { size: 60, fill: 0x8A2BE2 }); bonusTxt.anchor.set(0.5, 0.5); bonusTxt.x = player.x; bonusTxt.y = player.y - 50; game.addChild(bonusTxt); tween(bonusTxt, { alpha: 0, y: bonusTxt.y - 100 }, { duration: 1000, onComplete: function onComplete() { game.removeChild(bonusTxt); } }); } } } // Check obstacles - skip if invincible for (var i = 0; i < obstacles.length; i++) { if (obstacles[i].visible && player.intersects(obstacles[i])) { if (!isInvincible) { gameOver(); LK.getSound('crash').play(); return; } else { // Just make the obstacle disappear if we have a shield obstacles[i].visible = false; obstacles[i].needsReset = true; // Flash player to show invincibility worked LK.effects.flashObject(player, 0x8A2BE2, 300); // Add score for destroying obstacle with shield score += 50; var bonusTxt = new Text2('+50', { size: 60, fill: 0x8A2BE2 }); bonusTxt.anchor.set(0.5, 0.5); bonusTxt.x = player.x; bonusTxt.y = player.y - 50; game.addChild(bonusTxt); tween(bonusTxt, { alpha: 0, y: bonusTxt.y - 100 }, { duration: 1000, onComplete: function onComplete() { game.removeChild(bonusTxt); } }); } } } // Check coins for (var i = 0; i < coins.length; i++) { if (coins[i].visible && player.intersects(coins[i])) { coins[i].visible = false; coins[i].needsReset = true; coinsCollected++; coinsTxt.setText('COINS: ' + coinsCollected); LK.getSound('coin_pickup').play(); } } // Check speed boosts for (var i = 0; i < speedBoosts.length; i++) { if (speedBoosts[i].visible && player.intersects(speedBoosts[i])) { speedBoosts[i].visible = false; speedBoosts[i].needsReset = true; activateSpeedBoost(); LK.getSound('powerup').play(); } } // Check shield powerups for (var i = 0; i < shieldPowerups.length; i++) { if (shieldPowerups[i].visible && player.intersects(shieldPowerups[i])) { shieldPowerups[i].visible = false; shieldPowerups[i].needsReset = true; activateInvincibility(); LK.getSound('powerup').play(); } } } // Activate speed boost function activateSpeedBoost() { boostTime = 180; // 3 seconds at 60fps speedMultiplier = 2; // Flash screen green briefly LK.effects.flashScreen(0x00ff00, 300); } // Activate invincibility shield function activateInvincibility() { invincibilityTime = 300; // 5 seconds at 60fps isInvincible = true; // Update shield status text shieldTxt.setText('SHIELD: ACTIVE'); shieldTxt.visible = true; // Flash screen purple briefly LK.effects.flashScreen(0x8A2BE2, 300); // Add visual effect to player player.children[0].tint = 0x8A2BE2; } // Spawn game objects function spawnObjects() { // Increase spawn rate based on score var currentSpawnRate = spawnRate * (1 + score / 5000); // Enemy cars if (Math.random() < currentSpawnRate) { for (var i = 0; i < enemyCars.length; i++) { if (enemyCars[i].needsReset) { resetObject(enemyCars[i], 'car'); break; } } } // Coins (more frequent) if (Math.random() < currentSpawnRate * 1.5) { for (var i = 0; i < coins.length; i++) { if (coins[i].needsReset) { resetObject(coins[i], 'coin'); break; } } } // Obstacles (less frequent) if (Math.random() < currentSpawnRate * 0.7) { for (var i = 0; i < obstacles.length; i++) { if (obstacles[i].needsReset) { resetObject(obstacles[i], 'obstacle'); break; } } } // Speed boosts (rare) if (Math.random() < currentSpawnRate * 0.3) { for (var i = 0; i < speedBoosts.length; i++) { if (speedBoosts[i].needsReset) { resetObject(speedBoosts[i], 'boost'); break; } } } // Shield powerups (very rare) if (Math.random() < currentSpawnRate * 0.15) { for (var i = 0; i < shieldPowerups.length; i++) { if (shieldPowerups[i].needsReset) { resetObject(shieldPowerups[i], 'shield'); break; } } } } // End the game function gameOver() { if (gameState !== STATE_PLAYING) return; gameState = STATE_GAME_OVER; // Save coins storage.coins += coinsCollected; // Update high score if needed if (score > storage.highScore) { storage.highScore = score; highScoreTxt.setText('BEST: ' + storage.highScore); } // Create final score text to display var finalScoreTxt = new Text2('FINAL SCORE: ' + score, { size: 100, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 8 }); finalScoreTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(finalScoreTxt); // Flash screen red LK.effects.flashScreen(0xff0000, 1000); // Show game over screen after a short delay to allow score to be visible LK.setTimeout(function () { LK.showGameOver(); }, 2000); } // Main game update function game.update = function () { // Update lane indicators visibility based on game state for (var i = 0; i < laneIndicators.length; i++) { laneIndicators[i].visible = gameState === STATE_PLAYING; } laneTxt.visible = gameState === STATE_PLAYING; // Handle game state if (gameState === STATE_PLAYING) { // Update game speed var currentGameSpeed = gameSpeed * speedMultiplier; // Update boost time if (boostTime > 0) { boostTime--; if (boostTime === 0) { speedMultiplier = 1; } } // Update invincibility time if (invincibilityTime > 0) { invincibilityTime--; // Update shield status text with countdown shieldTxt.setText('SHIELD: ' + Math.ceil(invincibilityTime / 60) + 's'); // Blink player when shield is about to expire (last second) if (invincibilityTime < 60) { player.visible = LK.ticks % 10 < 5; } if (invincibilityTime === 0) { isInvincible = false; shieldTxt.setText(''); player.visible = true; player.children[0].tint = 0xff0000; // Reset to original color } } // Update road lines for (var i = 0; i < roadLines.length; i++) { roadLines[i].speed = currentGameSpeed; } // Update all game objects for (var i = 0; i < enemyCars.length; i++) { if (enemyCars[i].visible) enemyCars[i].speed = currentGameSpeed * 0.7; } for (var i = 0; i < coins.length; i++) { if (coins[i].visible) coins[i].speed = currentGameSpeed; } for (var i = 0; i < obstacles.length; i++) { if (obstacles[i].visible) obstacles[i].speed = currentGameSpeed; } for (var i = 0; i < speedBoosts.length; i++) { if (speedBoosts[i].visible) speedBoosts[i].speed = currentGameSpeed; } for (var i = 0; i < shieldPowerups.length; i++) { if (shieldPowerups[i].visible) shieldPowerups[i].speed = currentGameSpeed; } // Increment score based on speed with bonus during invincibility var scoreMultiplier = isInvincible ? 1.5 : 1; var scoreIncrease = Math.round(currentGameSpeed / 4 * scoreMultiplier); score += scoreIncrease; scoreTxt.setText('DISTANCE: ' + score); // Visual feedback for score increases if (LK.ticks % 15 === 0 && scoreIncrease > 0) { var scorePopup = new Text2('+' + scoreIncrease, { size: 40, fill: speedMultiplier > 1 ? 0x33ff33 : isInvincible ? 0x8A2BE2 : 0xffffff }); scorePopup.anchor.set(0.5, 0.5); scorePopup.x = scoreTxt.x - 150; scorePopup.y = scoreTxt.y + 50; LK.gui.topRight.addChild(scorePopup); // Animate the score popup tween(scorePopup, { alpha: 0, y: scorePopup.y - 50 }, { duration: 1000, onComplete: function onComplete() { LK.gui.topRight.removeChild(scorePopup); } }); } // Increase game difficulty over time difficultyTimer++; if (difficultyTimer >= 300) { // Every 5 seconds difficultyTimer = 0; gameSpeed += 0.2; // Gradually increase speed } // Check collisions checkCollisions(); // Spawn new objects spawnObjects(); } }; // Game input events game.down = function (x, y, obj) { if (gameState === STATE_READY) { startGame(); } }; game.move = handleMove; // Start with the game in ready state gameState = STATE_READY;
===================================================================
--- original.js
+++ change.js
@@ -609,12 +609,23 @@
if (score > storage.highScore) {
storage.highScore = score;
highScoreTxt.setText('BEST: ' + storage.highScore);
}
+ // Create final score text to display
+ var finalScoreTxt = new Text2('FINAL SCORE: ' + score, {
+ size: 100,
+ fill: 0xFFFFFF,
+ stroke: 0x000000,
+ strokeThickness: 8
+ });
+ finalScoreTxt.anchor.set(0.5, 0.5);
+ LK.gui.center.addChild(finalScoreTxt);
// Flash screen red
LK.effects.flashScreen(0xff0000, 1000);
- // Show game over screen
- LK.showGameOver();
+ // Show game over screen after a short delay to allow score to be visible
+ LK.setTimeout(function () {
+ LK.showGameOver();
+ }, 2000);
}
// Main game update function
game.update = function () {
// Update lane indicators visibility based on game state
Coin 2d pixilated top down. In-Game asset. 2d. High contrast. No shadows
Red car top down 24 pixilated. In-Game asset. 2d. High contrast. No shadows
Blue car 2d pixilated topdown. In-Game asset. 2d. High contrast. No shadows
Box 2d pixilated topdown. In-Game asset. 2d. High contrast. No shadows
Black Road no lines 2d pixilated topdown. In-Game asset. 2d. High contrast. No shadows
Powerup speed boost 2d pixilated topdown. In-Game asset. 2d. High contrast. No shadows