User prompt
move it a little down
User prompt
make it an asset
User prompt
add a small background for gear indicator
User prompt
move it a little down
User prompt
Show the player's gear with just a number, a little further to the right and a bigger font.
User prompt
add a main menu to the game and load all assets while on the menu
User prompt
Add loading screen and wait for all assets to load before starting the game
User prompt
Please fix the bug: 'LK.onAssetsLoaded is not a function' in or related to this line: 'LK.onAssetsLoaded(function () {' Line Number: 441
User prompt
make a loading screen on the start and wait for all assets to load before starting the game
User prompt
remove the release on green part on the first text
User prompt
The car should not stop when it crosses the finish line.
User prompt
increase the volumes of all eng sound assets by overriding sound limits
User prompt
start playing the music once the game opens not when race 2 starts
User prompt
Start playing background music asset
User prompt
play bg music
User prompt
reduce the cars acc speed
User prompt
reduce them more
User prompt
reduce the cars max speed on each gear
User prompt
all sounds stop playing when the pop-up comes. increase the popups bacground alpha
User prompt
Please fix the bug: 'Timeout.tick error: showWinPopup is not defined' in or related to this line: 'showWinPopup();' Line Number: 641
User prompt
Please fix the bug: 'Timeout.tick error: showWinPopup is not defined' in or related to this line: 'showWinPopup();' Line Number: 672
User prompt
When the player wins the race, a pop-up saying "YOU WON" will appear and when the pop-up appears, the background will be blurred, there will be a next race button in the pop-up and when pressed, it will move on to the next race.
User prompt
make the lights bigger and separater them
User prompt
make the instruction text bigger
User prompt
make all the texts black
/**** * 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.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 * 0.15; 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.difficultyLevel = 'easy'; // Will be updated based on current race self.baseLaunchAcceleration = 0.5; // Base launch performance self.baseShiftAcceleration = 0.4; // Base shift performance self.update = function () { // Call parent update manually since we're using expand() 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 * 0.15; self.acceleration *= 0.95; } if (self.raceStarted && !self.raceFinished) { self.aiShiftTimer++; // Difficulty-based shift timing and performance var shiftDelay, minAcceleration, maxAcceleration; if (self.difficultyLevel === 'easy') { shiftDelay = 100 + Math.random() * 60; // Slower shifts: 100-160 frames minAcceleration = 0.4; maxAcceleration = 0.6; } else if (self.difficultyLevel === 'medium') { shiftDelay = 80 + Math.random() * 40; // Medium shifts: 80-120 frames minAcceleration = 0.6; maxAcceleration = 0.75; } else { // hard shiftDelay = 60 + Math.random() * 20; // Fast shifts: 60-80 frames minAcceleration = 0.75; maxAcceleration = 0.9; } if (self.aiShiftTimer >= self.aiShiftDelay && self.gear < self.maxGear) { // Opponent car shifts automatically with difficulty-based performance self.gear++; self.rpm = 2000; self.acceleration = minAcceleration + Math.random() * (maxAcceleration - minAcceleration); self.aiShiftTimer = 0; self.aiShiftDelay = shiftDelay; } } }; return self; }); var WinPopup = Container.expand(function () { var self = Container.call(this); // Semi-transparent background overlay var overlay = self.attachAsset('rpmGauge', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, scaleY: 15, alpha: 0.95, x: 1024, y: 1366 }); overlay.tint = 0x000000; // Win text var winText = new Text2('YOU WON!', { size: 120, fill: 0xFFD700 }); winText.anchor.set(0.5, 0.5); winText.x = 1024; winText.y = 1200; self.addChild(winText); // Next race button background var buttonBg = self.attachAsset('rpmGauge', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 0.8, x: 1024, y: 1500 }); buttonBg.tint = 0x4CAF50; // Next race button text var buttonText = new Text2('NEXT RACE', { size: 60, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); buttonText.x = 1024; buttonText.y = 1500; self.addChild(buttonText); self.down = function (x, y, obj) { // Check if click is on button area if (x > 824 && x < 1224 && y > 1420 && y < 1580) { self.onNextRace(); } }; self.onNextRace = function () { // This will be set from outside }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var background = game.attachAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); var currentRace = 1; var maxRaces = 10; var raceState = 'countdown'; var countdownTimer = 0; var startLightTimer = 0; var perfectStartWindow = false; var lightSequenceStep = 0; var lightSequenceTimer = 0; var currentGearSound = null; var revSound = null; var lastGear = 1; var isCurrentlyRevving = false; 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: 100, y: 1366 }); var finishLine = game.attachAsset('finishLine', { anchorX: 0.5, anchorY: 0.5, x: 1948, y: 1366 }); var playerCar = game.addChild(new Car('playerCar')); playerCar.x = 50; playerCar.y = 1320; var opponentCar = game.addChild(new OpponentCar()); opponentCar.x = 50; opponentCar.y = 1420; 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: 1180, y: 1600 }); var rpmNeedle = game.attachAsset('rpmNeedle', { anchorX: 0.5, anchorY: 0.5, x: 824, y: 1600 }); var redLight1 = game.attachAsset('redLight1', { anchorX: 0.5, anchorY: 0.5, x: 824, y: 600, alpha: 0.3 }); var redLight2 = game.attachAsset('redLight2', { anchorX: 0.5, anchorY: 0.5, x: 924, y: 600, alpha: 0.3 }); var redLight3 = game.attachAsset('redLight3', { anchorX: 0.5, anchorY: 0.5, x: 1124, y: 600, alpha: 0.3 }); var redLight4 = game.attachAsset('redLight4', { anchorX: 0.5, anchorY: 0.5, x: 1224, y: 600, alpha: 0.3 }); 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: 0x000000 }); speedText.anchor.set(0.5, 0); speedText.x = 1024; speedText.y = 1700; game.addChild(speedText); var gearBackground = game.attachAsset('gearBackground', { anchorX: 0.5, anchorY: 0.5, x: 1400, y: 1580 }); var gearText = new Text2('1', { size: 120, fill: 0xFFFFFF }); gearText.anchor.set(0.5, 0); gearText.x = 1400; gearText.y = 1580; game.addChild(gearText); var raceText = new Text2('RACE ' + currentRace, { size: 100, fill: 0x000000 }); raceText.anchor.set(0.5, 0.5); raceText.x = 1024; raceText.y = 300; game.addChild(raceText); var instructionText = new Text2('HOLD TO REV', { size: 80, fill: 0x000000 }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 800; game.addChild(instructionText); var winPopup = null; // Play background music LK.playMusic('back'); function showWinPopup() { // Stop all sounds when popup appears if (currentGearSound) { currentGearSound.stop(); currentGearSound = null; } if (revSound) { revSound.stop(); revSound = null; } isCurrentlyRevving = false; if (!winPopup) { winPopup = new WinPopup(); winPopup.onNextRace = function () { hideWinPopup(); currentRace++; if (currentRace > maxRaces) { currentRace = 1; } resetRace(); }; game.addChild(winPopup); } } function hideWinPopup() { if (winPopup) { game.removeChild(winPopup); winPopup = null; } } function startCountdown() { raceState = 'countdown'; countdownTimer = 0; startLightTimer = 0; lightSequenceStep = 0; lightSequenceTimer = 0; // Reset all lights to dim state redLight1.alpha = 0.3; redLight2.alpha = 0.3; redLight3.alpha = 0.3; redLight4.alpha = 0.3; redLight.alpha = 0; greenLight.alpha = 0; // Start light sequence after 1 second LK.setTimeout(function () { // Light 1 turns on tween(redLight1, { alpha: 1 }, { duration: 200 }); LK.setTimeout(function () { // Light 2 turns on tween(redLight2, { alpha: 1 }, { duration: 200 }); LK.setTimeout(function () { // Light 3 turns on tween(redLight3, { alpha: 1 }, { duration: 200 }); LK.setTimeout(function () { // Light 4 turns on tween(redLight4, { alpha: 1 }, { duration: 200 }); LK.setTimeout(function () { // All red lights turn off and green lights turn on tween(redLight1, { alpha: 0.3 }, { duration: 100 }); tween(redLight2, { alpha: 0.3 }, { duration: 100 }); tween(redLight3, { alpha: 0.3 }, { duration: 100 }); tween(redLight4, { alpha: 0.3 }, { duration: 100 }); tween(greenLight, { alpha: 1 }, { duration: 200 }); 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; // Use difficulty-based launch acceleration with some randomness var launchVariation = Math.random() * 0.15; // ±0.15 variation opponentCar.acceleration = opponentCar.baseLaunchAcceleration + launchVariation; perfectStartWindow = false; // Reset RPM needle position to starting position playerCar.rpm = 1000; opponentCar.rpm = 1000; }, 500); }, 800); }, 800); }, 800); }, 800); }, 1000); } function updateOpponentDifficulty() { if (currentRace >= 1 && currentRace <= 3) { opponentCar.difficultyLevel = 'easy'; opponentCar.baseLaunchAcceleration = 0.5; opponentCar.baseShiftAcceleration = 0.4; } else if (currentRace >= 4 && currentRace <= 6) { opponentCar.difficultyLevel = 'medium'; opponentCar.baseLaunchAcceleration = 0.7; opponentCar.baseShiftAcceleration = 0.6; } else { // races 7-10 opponentCar.difficultyLevel = 'hard'; opponentCar.baseLaunchAcceleration = 0.85; opponentCar.baseShiftAcceleration = 0.75; } } function resetRace() { raceState = 'countdown'; playerCar.x = 50; playerCar.y = 1320; playerCar.speed = 0; playerCar.rpm = 1000; playerCar.gear = 1; playerCar.acceleration = 0; playerCar.raceStarted = false; playerCar.raceFinished = false; playerCar.isRevving = false; opponentCar.x = 50; opponentCar.y = 1420; opponentCar.speed = 0; opponentCar.rpm = 1000; opponentCar.gear = 1; opponentCar.acceleration = 0; opponentCar.raceStarted = false; opponentCar.raceFinished = false; opponentCar.aiShiftTimer = 0; updateOpponentDifficulty(); // Update difficulty based on current race lightSequenceStep = 0; lightSequenceTimer = 0; // Reset all lights to dim state redLight1.alpha = 0.3; redLight2.alpha = 0.3; redLight3.alpha = 0.3; redLight4.alpha = 0.3; greenLight.alpha = 0; raceText.setText('RACE ' + currentRace); instructionText.setText('HOLD TO REV'); // Stop any existing gear sound if (currentGearSound) { currentGearSound.stop(); currentGearSound = null; } // Stop revving sound if (revSound) { revSound.stop(); revSound = null; } isCurrentlyRevving = false; // Create loading screen var loadingText = new Text2('LOADING...', { size: 120, fill: 0x000000 }); loadingText.anchor.set(0.5, 0.5); loadingText.x = 1024; loadingText.y = 1366; game.addChild(loadingText); // Wait for assets to load then start countdown LK.setTimeout(function () { // Remove loading text game.removeChild(loadingText); // Start the game startCountdown(); }, 1000); } 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(playerCar.gear); // Sound control - play individual gear sounds or revving sound if (playerCar.isRevving && !playerCar.raceStarted) { // Handle revving before race starts if (!isCurrentlyRevving) { // Stop any current gear sound if (currentGearSound) { currentGearSound.stop(); currentGearSound = null; } // Start revving sound revSound = LK.getSound('revSound'); revSound.play(); isCurrentlyRevving = true; } } else if (playerCar.raceStarted) { // Handle gear sounds during racing if (isCurrentlyRevving) { // Stop revving sound if (revSound) { revSound.stop(); revSound = null; } isCurrentlyRevving = false; } // Check if gear changed if (playerCar.gear !== lastGear) { // Stop current gear sound if (currentGearSound) { currentGearSound.stop(); currentGearSound = null; } // Start new gear sound var gearSoundId = 'gear' + playerCar.gear + 'Sound'; currentGearSound = LK.getSound(gearSoundId); currentGearSound.play(); lastGear = playerCar.gear; } } else { // Stop all sounds when not racing or revving if (currentGearSound) { currentGearSound.stop(); currentGearSound = null; } if (revSound) { revSound.stop(); revSound = null; } isCurrentlyRevving = false; } if (raceState === 'racing') { if (playerCar.x >= 1900 && !playerCar.raceFinished) { playerCar.raceFinished = true; opponentCar.raceFinished = true; LK.setTimeout(function () { showWinPopup(); }, 1000); } else if (opponentCar.x >= 1900 && !opponentCar.raceFinished) { playerCar.raceFinished = true; opponentCar.raceFinished = true; LK.showGameOver(); } } }; startCountdown();
===================================================================
--- original.js
+++ change.js
@@ -352,9 +352,9 @@
fill: 0xFFFFFF
});
gearText.anchor.set(0.5, 0);
gearText.x = 1400;
-gearText.y = 1550;
+gearText.y = 1580;
game.addChild(gearText);
var raceText = new Text2('RACE ' + currentRace, {
size: 100,
fill: 0x000000
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