User prompt
The pitch of eng sound ranges from 0.5 to 5
User prompt
can you make a sound mechanic where the pitch of the sound is increasing with the rpmneedle going up just like a cars enginesound where the engine sounds pitch is increased by the rpm
User prompt
make all the things (rpmgauge, rpmneedle, speedometer, gear indicator,) closer to the race track so player can watch the cars race and concentrate on shifting at the same time
User prompt
the max speed for each gear is reached when the rpm reaches its max and the car goes to rev limiter
User prompt
speed up the rpms (the cars power)
User prompt
the car speeds up as the rpm goes higher
User prompt
make the rpm going up slower with each gear shift like in a real car
User prompt
player onşy control the green car and playersshifting only affects green car. enemys shifting doesnt affect green car
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'Car.prototype.update.call(self);' Line Number: 107
Code edit (1 edits merged)
Please save this source code
User prompt
Perfect Shift - Drag Race Championship
Initial prompt
a pixel art drag race sim where you need to shift gears perfeclty in time in order to win
/**** * 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 0.5-5.0 pitch) var rpmRange = playerCar.redline - 1000; // 6000 var currentRpmNormalized = (playerCar.rpm - 1000) / rpmRange; // 0-1 var targetPitch = 0.5 + currentRpmNormalized * 4.5; // 0.5-5.0 // 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();
===================================================================
--- original.js
+++ change.js
@@ -336,12 +336,12 @@
if (!engineSound || !engineSound.isPlaying) {
engineSound = LK.getSound('engineSound');
engineSound.play();
}
- // Calculate pitch based on RPM (1000-7000 RPM maps to 0.5-2.0 pitch)
+ // Calculate pitch based on RPM (1000-7000 RPM maps to 0.5-5.0 pitch)
var rpmRange = playerCar.redline - 1000; // 6000
var currentRpmNormalized = (playerCar.rpm - 1000) / rpmRange; // 0-1
- var targetPitch = 0.5 + currentRpmNormalized * 1.5; // 0.5-2.0
+ var targetPitch = 0.5 + currentRpmNormalized * 4.5; // 0.5-5.0
// Smooth pitch transitions
if (engineSound && engineSound.setPitch) {
engineSound.setPitch(targetPitch);
}
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