User prompt
move the backgorund down
User prompt
make the bacgkordun an asset
User prompt
make the opponents shhifting and drag race skills get better with each level: 1-3 easy, 4-6 medium, 7-10 hard
User prompt
make the cars a little faster
User prompt
move the starting line to the left symetrically like same value as the finish line
User prompt
move it even more
User prompt
move the finish line further right
User prompt
Widen the camera angle so that the entire track is visible
User prompt
make the race longer and the cars faster
User prompt
Move the cars a little further apart so they don't appear to be inside each other.
User prompt
move the perfect zones asset a little right
User prompt
reset the rpm needles position once the race starts to avoid player to shift the first gear lately
User prompt
make 4 red lights, they ar not open at first and they turn on in order and once the fourth red light is opened and stayed open for a little while all lights tunr green and the race starts ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
the cars shift will be neutral when in the reving phase it shifts up to 1 once the race starts
User prompt
change the eng sound mechanic from pitch shift to play single individual sound asset for each gear and before the race starts(reving)
User prompt
make thge pitch change dynamic as the needle moves, needle position and sound pitch change happens at the same time
User prompt
the pitch varies with rpmneedles psition, the more to the left more low pitch more to the right more hight pitch
User prompt
Let the sound pitch increase in direct proportion to the rpm of the vehicle.
User prompt
pitch updates are not working the pitch of the soıund stays same no matter wihch rpm
User prompt
the pitch change of engines sound is not working or not noticable because of some other sound mechainc is interrupting it, can you fix it
User prompt
remake the engine sound mechanic with these: **1. Engine Sound (`engineSound`)** - This is the main ambient sound that plays continuously during racing - It has **dynamic pitch control** that changes based on the car's RPM - The pitch ranges from 0.5 to 2.0, mapping to the RPM range of 1000-7000 - Creates a realistic engine sound that gets higher pitched as you rev the engine - Plays when the race starts or when the player is revving before the race - Stops when not racing or revving
User prompt
there is no sound playing right nıow
User prompt
the pitch change of engines sound is not working or not noticable because of some other sound mechainc is interrupting it, can you fix it
User prompt
the pitch of the soun dis n ot changing can you fix it
User prompt
The pitch of eng sound ranges from 0.5 to 500
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Car = Container.expand(function (carType) { var self = Container.call(this); var carBody = self.attachAsset(carType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.maxSpeed = 200; self.acceleration = 0; self.rpm = 1000; self.gear = 1; self.maxGear = 6; self.perfectShiftZone = { min: 6000, max: 6500 }; self.redline = 7000; self.isRevving = false; self.raceStarted = false; self.raceFinished = false; self.startRevving = function () { self.isRevving = true; }; self.stopRevving = function () { self.isRevving = false; }; self.shift = function () { if (self.gear < self.maxGear && self.raceStarted && !self.raceFinished) { var perfect = self.rpm >= self.perfectShiftZone.min && self.rpm <= self.perfectShiftZone.max; if (perfect) { self.gear++; self.rpm = 2000; self.acceleration = 0.8; LK.getSound('perfectShift').play(); LK.effects.flashScreen(0x4CAF50, 200); } else { self.gear++; self.rpm = 2000; self.acceleration = 0.3; LK.getSound('badShift').play(); LK.effects.flashScreen(0xF44336, 200); } } }; self.update = function () { if (self.raceFinished) return; if (self.isRevving && !self.raceStarted) { self.rpm += 160; if (self.rpm > self.redline) { self.rpm = self.redline; } } else if (!self.isRevving && !self.raceStarted) { self.rpm -= 40; if (self.rpm < 1000) { self.rpm = 1000; } } if (self.raceStarted) { var rpmIncrease = 120 / self.gear; // RPM increases slower in higher gears self.rpm += rpmIncrease; if (self.rpm > self.redline) { self.rpm = self.redline; self.acceleration = 0.1; } // Calculate target speed based on RPM and gear var rpmRatio = (self.rpm - 1000) / (self.redline - 1000); // Normalize RPM to 0-1 var gearMaxSpeed = self.maxSpeed * (self.gear / self.maxGear); // Max speed for current gear var targetSpeed = rpmRatio * gearMaxSpeed; // Rev limiter: when at redline, speed is capped at gear's max speed if (self.rpm >= self.redline) { targetSpeed = gearMaxSpeed; } // Gradually adjust speed towards target speed if (targetSpeed > self.speed) { self.speed += self.acceleration; } else { self.speed = targetSpeed; } if (self.speed > self.maxSpeed) { self.speed = self.maxSpeed; } self.x += self.speed * 0.1; self.acceleration *= 0.95; } }; return self; }); var OpponentCar = Car.expand(function () { var self = Car.call(this, 'opponentCar'); self.aiShiftTimer = 0; self.aiShiftDelay = 90 + Math.random() * 30; self.update = function () { // Call parent update manually since we're using expand() if (self.raceFinished) return; if (self.isRevving && !self.raceStarted) { self.rpm += 160; if (self.rpm > self.redline) { self.rpm = self.redline; } } else if (!self.isRevving && !self.raceStarted) { self.rpm -= 40; if (self.rpm < 1000) { self.rpm = 1000; } } if (self.raceStarted) { var rpmIncrease = 120 / self.gear; // RPM increases slower in higher gears self.rpm += rpmIncrease; if (self.rpm > self.redline) { self.rpm = self.redline; self.acceleration = 0.1; } // Calculate target speed based on RPM and gear var rpmRatio = (self.rpm - 1000) / (self.redline - 1000); // Normalize RPM to 0-1 var gearMaxSpeed = self.maxSpeed * (self.gear / self.maxGear); // Max speed for current gear var targetSpeed = rpmRatio * gearMaxSpeed; // Rev limiter: when at redline, speed is capped at gear's max speed if (self.rpm >= self.redline) { targetSpeed = gearMaxSpeed; } // Gradually adjust speed towards target speed if (targetSpeed > self.speed) { self.speed += self.acceleration; } else { self.speed = targetSpeed; } if (self.speed > self.maxSpeed) { self.speed = self.maxSpeed; } self.x += self.speed * 0.1; self.acceleration *= 0.95; } if (self.raceStarted && !self.raceFinished) { self.aiShiftTimer++; if (self.aiShiftTimer >= self.aiShiftDelay && self.gear < self.maxGear) { // Opponent car shifts automatically with consistent performance self.gear++; self.rpm = 2000; self.acceleration = 0.6 + Math.random() * 0.2; // Random performance between 0.6-0.8 self.aiShiftTimer = 0; self.aiShiftDelay = 80 + Math.random() * 40; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var currentRace = 1; var maxRaces = 10; var raceState = 'countdown'; var countdownTimer = 0; var startLightTimer = 0; var perfectStartWindow = false; var engineSound = null; var lastRpm = 1000; var track = game.attachAsset('track', { anchorX: 0, anchorY: 0.5, x: 0, y: 1366 }); var startLine = game.attachAsset('startLine', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 1366 }); var finishLine = game.attachAsset('finishLine', { anchorX: 0.5, anchorY: 0.5, x: 1748, y: 1366 }); var playerCar = game.addChild(new Car('playerCar')); playerCar.x = 250; playerCar.y = 1340; var opponentCar = game.addChild(new OpponentCar()); opponentCar.x = 250; opponentCar.y = 1390; var rpmGauge = game.attachAsset('rpmGauge', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1600 }); var perfectZone = game.attachAsset('perfectZone', { anchorX: 0.5, anchorY: 0.5, x: 1150, y: 1600 }); var rpmNeedle = game.attachAsset('rpmNeedle', { anchorX: 0.5, anchorY: 0.5, x: 824, y: 1600 }); var redLight = game.attachAsset('redLight', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 600 }); var greenLight = game.attachAsset('greenLight', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 600, alpha: 0 }); var speedText = new Text2('0 MPH', { size: 80, fill: 0xFFFFFF }); speedText.anchor.set(0.5, 0); speedText.x = 1024; speedText.y = 1700; game.addChild(speedText); var gearText = new Text2('GEAR: 1', { size: 60, fill: 0xFFFFFF }); gearText.anchor.set(0.5, 0); gearText.x = 1024; gearText.y = 1500; game.addChild(gearText); var raceText = new Text2('RACE ' + currentRace, { size: 100, fill: 0xFFFFFF }); raceText.anchor.set(0.5, 0.5); raceText.x = 1024; raceText.y = 300; game.addChild(raceText); var instructionText = new Text2('HOLD TO REV - RELEASE ON GREEN', { size: 50, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 800; game.addChild(instructionText); function startCountdown() { raceState = 'countdown'; countdownTimer = 0; startLightTimer = 0; redLight.alpha = 1; greenLight.alpha = 0; LK.setTimeout(function () { redLight.alpha = 0; greenLight.alpha = 1; perfectStartWindow = true; instructionText.setText('TAP TO SHIFT IN GREEN ZONE'); LK.getSound('raceStart').play(); LK.setTimeout(function () { raceState = 'racing'; playerCar.raceStarted = true; opponentCar.raceStarted = true; var launchQuality = 0.5; if (playerCar.rpm >= 4000 && playerCar.rpm <= 5000) { launchQuality = 1.0; } else if (playerCar.rpm >= 3000 && playerCar.rpm <= 6000) { launchQuality = 0.8; } playerCar.acceleration = launchQuality; opponentCar.acceleration = 0.8 + Math.random() * 0.2; perfectStartWindow = false; }, 500); }, 3000); } function resetRace() { raceState = 'countdown'; playerCar.x = 250; playerCar.y = 1340; playerCar.speed = 0; playerCar.rpm = 1000; playerCar.gear = 1; playerCar.acceleration = 0; playerCar.raceStarted = false; playerCar.raceFinished = false; playerCar.isRevving = false; opponentCar.x = 250; opponentCar.y = 1390; opponentCar.speed = 0; opponentCar.rpm = 1000; opponentCar.gear = 1; opponentCar.acceleration = 0; opponentCar.raceStarted = false; opponentCar.raceFinished = false; opponentCar.aiShiftTimer = 0; raceText.setText('RACE ' + currentRace); instructionText.setText('HOLD TO REV - RELEASE ON GREEN'); startCountdown(); } game.down = function (x, y, obj) { if (raceState === 'countdown') { playerCar.startRevving(); LK.getSound('engineRev').play(); } else if (raceState === 'racing') { // Only player car shifting is controlled by player input playerCar.shift(); } }; game.up = function (x, y, obj) { if (raceState === 'countdown') { playerCar.stopRevving(); } }; game.update = function () { var needlePosition = 824 + (playerCar.rpm - 1000) / 6000 * 400; if (needlePosition > 1224) needlePosition = 1224; if (needlePosition < 824) needlePosition = 824; rpmNeedle.x = needlePosition; speedText.setText(Math.floor(playerCar.speed * 2) + ' MPH'); gearText.setText('GEAR: ' + playerCar.gear); // Engine sound pitch control based on RPM if (playerCar.raceStarted || playerCar.isRevving) { if (!engineSound || !engineSound.isPlaying) { engineSound = LK.getSound('engineSound'); engineSound.play(); } // Calculate pitch based on RPM (1000-7000 RPM maps to 0.5-500.0 pitch) var rpmRange = playerCar.redline - 1000; // 6000 var currentRpmNormalized = (playerCar.rpm - 1000) / rpmRange; // 0-1 var targetPitch = 0.5 + currentRpmNormalized * 499.5; // 0.5-500.0 // Smooth pitch transitions if (engineSound && engineSound.setPitch) { engineSound.setPitch(targetPitch); } lastRpm = playerCar.rpm; } else { // Stop engine sound when not racing or revving if (engineSound && engineSound.isPlaying) { engineSound.stop(); engineSound = null; } } if (raceState === 'racing') { if (playerCar.x >= 1700 && !playerCar.raceFinished) { playerCar.raceFinished = true; opponentCar.raceFinished = true; if (currentRace < maxRaces) { currentRace++; LK.setScore(currentRace - 1); LK.setTimeout(function () { resetRace(); }, 2000); } else { LK.showYouWin(); } } else if (opponentCar.x >= 1700 && !opponentCar.raceFinished) { playerCar.raceFinished = true; opponentCar.raceFinished = true; LK.showGameOver(); } } }; startCountdown();
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Car = Container.expand(function (carType) {
var self = Container.call(this);
var carBody = self.attachAsset(carType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.maxSpeed = 200;
self.acceleration = 0;
self.rpm = 1000;
self.gear = 1;
self.maxGear = 6;
self.perfectShiftZone = {
min: 6000,
max: 6500
};
self.redline = 7000;
self.isRevving = false;
self.raceStarted = false;
self.raceFinished = false;
self.startRevving = function () {
self.isRevving = true;
};
self.stopRevving = function () {
self.isRevving = false;
};
self.shift = function () {
if (self.gear < self.maxGear && self.raceStarted && !self.raceFinished) {
var perfect = self.rpm >= self.perfectShiftZone.min && self.rpm <= self.perfectShiftZone.max;
if (perfect) {
self.gear++;
self.rpm = 2000;
self.acceleration = 0.8;
LK.getSound('perfectShift').play();
LK.effects.flashScreen(0x4CAF50, 200);
} else {
self.gear++;
self.rpm = 2000;
self.acceleration = 0.3;
LK.getSound('badShift').play();
LK.effects.flashScreen(0xF44336, 200);
}
}
};
self.update = function () {
if (self.raceFinished) return;
if (self.isRevving && !self.raceStarted) {
self.rpm += 160;
if (self.rpm > self.redline) {
self.rpm = self.redline;
}
} else if (!self.isRevving && !self.raceStarted) {
self.rpm -= 40;
if (self.rpm < 1000) {
self.rpm = 1000;
}
}
if (self.raceStarted) {
var rpmIncrease = 120 / self.gear; // RPM increases slower in higher gears
self.rpm += rpmIncrease;
if (self.rpm > self.redline) {
self.rpm = self.redline;
self.acceleration = 0.1;
}
// Calculate target speed based on RPM and gear
var rpmRatio = (self.rpm - 1000) / (self.redline - 1000); // Normalize RPM to 0-1
var gearMaxSpeed = self.maxSpeed * (self.gear / self.maxGear); // Max speed for current gear
var targetSpeed = rpmRatio * gearMaxSpeed;
// Rev limiter: when at redline, speed is capped at gear's max speed
if (self.rpm >= self.redline) {
targetSpeed = gearMaxSpeed;
}
// Gradually adjust speed towards target speed
if (targetSpeed > self.speed) {
self.speed += self.acceleration;
} else {
self.speed = targetSpeed;
}
if (self.speed > self.maxSpeed) {
self.speed = self.maxSpeed;
}
self.x += self.speed * 0.1;
self.acceleration *= 0.95;
}
};
return self;
});
var OpponentCar = Car.expand(function () {
var self = Car.call(this, 'opponentCar');
self.aiShiftTimer = 0;
self.aiShiftDelay = 90 + Math.random() * 30;
self.update = function () {
// Call parent update manually since we're using expand()
if (self.raceFinished) return;
if (self.isRevving && !self.raceStarted) {
self.rpm += 160;
if (self.rpm > self.redline) {
self.rpm = self.redline;
}
} else if (!self.isRevving && !self.raceStarted) {
self.rpm -= 40;
if (self.rpm < 1000) {
self.rpm = 1000;
}
}
if (self.raceStarted) {
var rpmIncrease = 120 / self.gear; // RPM increases slower in higher gears
self.rpm += rpmIncrease;
if (self.rpm > self.redline) {
self.rpm = self.redline;
self.acceleration = 0.1;
}
// Calculate target speed based on RPM and gear
var rpmRatio = (self.rpm - 1000) / (self.redline - 1000); // Normalize RPM to 0-1
var gearMaxSpeed = self.maxSpeed * (self.gear / self.maxGear); // Max speed for current gear
var targetSpeed = rpmRatio * gearMaxSpeed;
// Rev limiter: when at redline, speed is capped at gear's max speed
if (self.rpm >= self.redline) {
targetSpeed = gearMaxSpeed;
}
// Gradually adjust speed towards target speed
if (targetSpeed > self.speed) {
self.speed += self.acceleration;
} else {
self.speed = targetSpeed;
}
if (self.speed > self.maxSpeed) {
self.speed = self.maxSpeed;
}
self.x += self.speed * 0.1;
self.acceleration *= 0.95;
}
if (self.raceStarted && !self.raceFinished) {
self.aiShiftTimer++;
if (self.aiShiftTimer >= self.aiShiftDelay && self.gear < self.maxGear) {
// Opponent car shifts automatically with consistent performance
self.gear++;
self.rpm = 2000;
self.acceleration = 0.6 + Math.random() * 0.2; // Random performance between 0.6-0.8
self.aiShiftTimer = 0;
self.aiShiftDelay = 80 + Math.random() * 40;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
var currentRace = 1;
var maxRaces = 10;
var raceState = 'countdown';
var countdownTimer = 0;
var startLightTimer = 0;
var perfectStartWindow = false;
var engineSound = null;
var lastRpm = 1000;
var track = game.attachAsset('track', {
anchorX: 0,
anchorY: 0.5,
x: 0,
y: 1366
});
var startLine = game.attachAsset('startLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 300,
y: 1366
});
var finishLine = game.attachAsset('finishLine', {
anchorX: 0.5,
anchorY: 0.5,
x: 1748,
y: 1366
});
var playerCar = game.addChild(new Car('playerCar'));
playerCar.x = 250;
playerCar.y = 1340;
var opponentCar = game.addChild(new OpponentCar());
opponentCar.x = 250;
opponentCar.y = 1390;
var rpmGauge = game.attachAsset('rpmGauge', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1600
});
var perfectZone = game.attachAsset('perfectZone', {
anchorX: 0.5,
anchorY: 0.5,
x: 1150,
y: 1600
});
var rpmNeedle = game.attachAsset('rpmNeedle', {
anchorX: 0.5,
anchorY: 0.5,
x: 824,
y: 1600
});
var redLight = game.attachAsset('redLight', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 600
});
var greenLight = game.attachAsset('greenLight', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 600,
alpha: 0
});
var speedText = new Text2('0 MPH', {
size: 80,
fill: 0xFFFFFF
});
speedText.anchor.set(0.5, 0);
speedText.x = 1024;
speedText.y = 1700;
game.addChild(speedText);
var gearText = new Text2('GEAR: 1', {
size: 60,
fill: 0xFFFFFF
});
gearText.anchor.set(0.5, 0);
gearText.x = 1024;
gearText.y = 1500;
game.addChild(gearText);
var raceText = new Text2('RACE ' + currentRace, {
size: 100,
fill: 0xFFFFFF
});
raceText.anchor.set(0.5, 0.5);
raceText.x = 1024;
raceText.y = 300;
game.addChild(raceText);
var instructionText = new Text2('HOLD TO REV - RELEASE ON GREEN', {
size: 50,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 800;
game.addChild(instructionText);
function startCountdown() {
raceState = 'countdown';
countdownTimer = 0;
startLightTimer = 0;
redLight.alpha = 1;
greenLight.alpha = 0;
LK.setTimeout(function () {
redLight.alpha = 0;
greenLight.alpha = 1;
perfectStartWindow = true;
instructionText.setText('TAP TO SHIFT IN GREEN ZONE');
LK.getSound('raceStart').play();
LK.setTimeout(function () {
raceState = 'racing';
playerCar.raceStarted = true;
opponentCar.raceStarted = true;
var launchQuality = 0.5;
if (playerCar.rpm >= 4000 && playerCar.rpm <= 5000) {
launchQuality = 1.0;
} else if (playerCar.rpm >= 3000 && playerCar.rpm <= 6000) {
launchQuality = 0.8;
}
playerCar.acceleration = launchQuality;
opponentCar.acceleration = 0.8 + Math.random() * 0.2;
perfectStartWindow = false;
}, 500);
}, 3000);
}
function resetRace() {
raceState = 'countdown';
playerCar.x = 250;
playerCar.y = 1340;
playerCar.speed = 0;
playerCar.rpm = 1000;
playerCar.gear = 1;
playerCar.acceleration = 0;
playerCar.raceStarted = false;
playerCar.raceFinished = false;
playerCar.isRevving = false;
opponentCar.x = 250;
opponentCar.y = 1390;
opponentCar.speed = 0;
opponentCar.rpm = 1000;
opponentCar.gear = 1;
opponentCar.acceleration = 0;
opponentCar.raceStarted = false;
opponentCar.raceFinished = false;
opponentCar.aiShiftTimer = 0;
raceText.setText('RACE ' + currentRace);
instructionText.setText('HOLD TO REV - RELEASE ON GREEN');
startCountdown();
}
game.down = function (x, y, obj) {
if (raceState === 'countdown') {
playerCar.startRevving();
LK.getSound('engineRev').play();
} else if (raceState === 'racing') {
// Only player car shifting is controlled by player input
playerCar.shift();
}
};
game.up = function (x, y, obj) {
if (raceState === 'countdown') {
playerCar.stopRevving();
}
};
game.update = function () {
var needlePosition = 824 + (playerCar.rpm - 1000) / 6000 * 400;
if (needlePosition > 1224) needlePosition = 1224;
if (needlePosition < 824) needlePosition = 824;
rpmNeedle.x = needlePosition;
speedText.setText(Math.floor(playerCar.speed * 2) + ' MPH');
gearText.setText('GEAR: ' + playerCar.gear);
// Engine sound pitch control based on RPM
if (playerCar.raceStarted || playerCar.isRevving) {
if (!engineSound || !engineSound.isPlaying) {
engineSound = LK.getSound('engineSound');
engineSound.play();
}
// Calculate pitch based on RPM (1000-7000 RPM maps to 0.5-500.0 pitch)
var rpmRange = playerCar.redline - 1000; // 6000
var currentRpmNormalized = (playerCar.rpm - 1000) / rpmRange; // 0-1
var targetPitch = 0.5 + currentRpmNormalized * 499.5; // 0.5-500.0
// Smooth pitch transitions
if (engineSound && engineSound.setPitch) {
engineSound.setPitch(targetPitch);
}
lastRpm = playerCar.rpm;
} else {
// Stop engine sound when not racing or revving
if (engineSound && engineSound.isPlaying) {
engineSound.stop();
engineSound = null;
}
}
if (raceState === 'racing') {
if (playerCar.x >= 1700 && !playerCar.raceFinished) {
playerCar.raceFinished = true;
opponentCar.raceFinished = true;
if (currentRace < maxRaces) {
currentRace++;
LK.setScore(currentRace - 1);
LK.setTimeout(function () {
resetRace();
}, 2000);
} else {
LK.showYouWin();
}
} else if (opponentCar.x >= 1700 && !opponentCar.raceFinished) {
playerCar.raceFinished = true;
opponentCar.raceFinished = true;
LK.showGameOver();
}
}
};
startCountdown();
engineSound
Sound effect
gear1Sound
Sound effect
gear2Sound
Sound effect
gear3Sound
Sound effect
gear4Sound
Sound effect
gear5Sound
Sound effect
gear6Sound
Sound effect
revSound
Sound effect
perfectShift
Sound effect
badShift
Sound effect
raceStart
Sound effect
back
Music
fabulousShift
Sound effect