User prompt
The white lines shift the 90 degrees
User prompt
The white lines need to be roadlines and you get points when you avoid them, the road needs a city landscape around
User prompt
make the lines vertical and different lenghts
Code edit (1 edits merged)
Please save this source code
User prompt
Road Rhythm: Line Jump
Initial prompt
Design an engaging video game that showcases the front view of a car navigating through a variety of vibrant cityscapes. The primary objective of the game is for players to skillfully jump between different road lines as the car speeds along. To score points, players must click only when the car is traveling on sections of the road without any visible lines. Successfully timing these clicks will reward players with points, encouraging them to stay alert and focused. However, caution is keyโif players mistakenly jump over the road lines, they will incur a point penalty. In addition to the basic mechanics, the game could introduce unique challenges and power-ups, such as changing environments or obstacles that require quick reflexes, adding layers of complexity and excitement to the gameplay.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Building = Container.expand(function () {
var self = Container.call(this);
var buildingGraphics = self.attachAsset('building', {
anchorX: 0.5,
anchorY: 0
});
// Randomize building properties
var shade = Math.floor(Math.random() * 40) + 40;
buildingGraphics.tint = shade << 16 | shade << 8 | shade;
buildingGraphics.height = Math.random() * 600 + 400;
buildingGraphics.width = Math.random() * 100 + 100;
self.speed = 10; // Default speed
self.update = function () {
self.y += self.speed;
// Reset building when it goes off screen
if (self.y > 2732 + buildingGraphics.height) {
self.y = -buildingGraphics.height;
self.x = Math.random() * 2048;
var shade = Math.floor(Math.random() * 40) + 40;
buildingGraphics.tint = shade << 16 | shade << 8 | shade;
buildingGraphics.height = Math.random() * 600 + 400;
buildingGraphics.width = Math.random() * 100 + 100;
}
};
return self;
});
var Car = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
self.jumping = false;
self.jumpHeight = 100;
self.originalY = 0;
self.jump = function () {
if (self.jumping) {
return;
}
self.jumping = true;
self.originalY = self.y;
// Jump animation using tween
tween(self, {
y: self.y - self.jumpHeight
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Fall back down
tween(self, {
y: self.originalY
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
self.jumping = false;
}
});
}
});
// Play jump sound
LK.getSound('jump').play();
};
self.down = function () {
self.jump();
};
return self;
});
var Line = Container.expand(function () {
var self = Container.call(this);
var lineGraphics = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15; // Default speed
self.active = true; // Whether the line is active for scoring
self.update = function () {
self.y += self.speed;
// Remove when off screen
if (self.y > 2732 + lineGraphics.height / 2) {
self.active = false;
}
};
return self;
});
var ScoreEffect = Container.expand(function () {
var self = Container.call(this);
var effectGraphics = self.attachAsset('scoreEffect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
self.show = function (x, y, isPositive) {
self.x = x;
self.y = y;
if (!isPositive) {
effectGraphics.tint = 0xFF0000;
} else {
effectGraphics.tint = 0x00FF00;
}
// Animation for the effect
tween(self, {
alpha: 0,
y: y - 100
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
self.alpha = 1;
self.visible = false;
}
});
self.visible = true;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var car;
var lines = [];
var buildings = [];
var score = 0;
var scoreText;
var speedMultiplier = 1;
var lineSpawnRate = 60; // Frames between line spawns
var difficulty = 1;
var isGameActive = true;
var scoreEffects = [];
var effectIndex = 0;
var lastJumpScore = 0;
// Initialize the road
var road = game.addChild(LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Initialize score display
scoreText = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Create buildings for background
for (var i = 0; i < 10; i++) {
var building = new Building();
building.x = Math.random() * 2048;
building.y = Math.random() * 2732;
buildings.push(building);
game.addChild(building);
}
// Create car
car = new Car();
car.x = 2048 / 2;
car.y = 2732 - 400;
game.addChild(car);
// Create score effects pool
for (var i = 0; i < 5; i++) {
var effect = new ScoreEffect();
effect.visible = false;
scoreEffects.push(effect);
game.addChild(effect);
}
// Game click handler
game.down = function (x, y, obj) {
if (!isGameActive) {
return;
}
// Check if car is already jumping
if (!car.jumping) {
car.jump();
// Check if car is over a line
var overLine = false;
for (var i = 0; i < lines.length; i++) {
if (lines[i].active && Math.abs(lines[i].y - car.y) < 50) {
overLine = true;
break;
}
}
// Score or penalty based on jump
if (overLine) {
// Penalty for jumping over a line
score = Math.max(0, score - 5);
// Show penalty effect
var effect = scoreEffects[effectIndex];
effectIndex = (effectIndex + 1) % scoreEffects.length;
effect.show(car.x, car.y - 50, false);
// Play penalty sound
LK.getSound('penalty').play();
} else {
// Points for jumping on empty road
var pointsGained = 10 * difficulty;
score += pointsGained;
lastJumpScore = pointsGained;
// Show score effect
var effect = scoreEffects[effectIndex];
effectIndex = (effectIndex + 1) % scoreEffects.length;
effect.show(car.x, car.y - 50, true);
// Play point sound
LK.getSound('point').play();
}
// Update score display
scoreText.setText(score);
LK.setScore(score);
}
};
// Game update function
game.update = function () {
if (!isGameActive) {
return;
}
// Update all lines
for (var i = lines.length - 1; i >= 0; i--) {
lines[i].update();
// Remove inactive lines
if (!lines[i].active) {
lines[i].destroy();
lines.splice(i, 1);
}
}
// Update all buildings
for (var i = 0; i < buildings.length; i++) {
buildings[i].speed = 5 * speedMultiplier;
buildings[i].update();
}
// Create new lines at intervals
if (LK.ticks % Math.floor(lineSpawnRate / speedMultiplier) === 0) {
var line = new Line();
line.x = 2048 / 2;
line.y = -20;
line.speed = 15 * speedMultiplier;
lines.push(line);
game.addChild(line);
}
// Increase difficulty over time
if (LK.ticks % 600 === 0) {
// Every 10 seconds
difficulty += 0.1;
speedMultiplier = 1 + (difficulty - 1) * 0.5;
}
// Check for game over condition
if (score < 0) {
isGameActive = false;
LK.showGameOver();
}
// Check for win condition (arbitrary high score for demo)
if (score >= 500) {
isGameActive = false;
LK.showYouWin();
}
};
// Start background music
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
}); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,279 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Building = Container.expand(function () {
+ var self = Container.call(this);
+ var buildingGraphics = self.attachAsset('building', {
+ anchorX: 0.5,
+ anchorY: 0
+ });
+ // Randomize building properties
+ var shade = Math.floor(Math.random() * 40) + 40;
+ buildingGraphics.tint = shade << 16 | shade << 8 | shade;
+ buildingGraphics.height = Math.random() * 600 + 400;
+ buildingGraphics.width = Math.random() * 100 + 100;
+ self.speed = 10; // Default speed
+ self.update = function () {
+ self.y += self.speed;
+ // Reset building when it goes off screen
+ if (self.y > 2732 + buildingGraphics.height) {
+ self.y = -buildingGraphics.height;
+ self.x = Math.random() * 2048;
+ var shade = Math.floor(Math.random() * 40) + 40;
+ buildingGraphics.tint = shade << 16 | shade << 8 | shade;
+ buildingGraphics.height = Math.random() * 600 + 400;
+ buildingGraphics.width = Math.random() * 100 + 100;
+ }
+ };
+ return self;
+});
+var Car = Container.expand(function () {
+ var self = Container.call(this);
+ var carGraphics = self.attachAsset('car', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.jumping = false;
+ self.jumpHeight = 100;
+ self.originalY = 0;
+ self.jump = function () {
+ if (self.jumping) {
+ return;
+ }
+ self.jumping = true;
+ self.originalY = self.y;
+ // Jump animation using tween
+ tween(self, {
+ y: self.y - self.jumpHeight
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ // Fall back down
+ tween(self, {
+ y: self.originalY
+ }, {
+ duration: 300,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ self.jumping = false;
+ }
+ });
+ }
+ });
+ // Play jump sound
+ LK.getSound('jump').play();
+ };
+ self.down = function () {
+ self.jump();
+ };
+ return self;
+});
+var Line = Container.expand(function () {
+ var self = Container.call(this);
+ var lineGraphics = self.attachAsset('line', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 15; // Default speed
+ self.active = true; // Whether the line is active for scoring
+ self.update = function () {
+ self.y += self.speed;
+ // Remove when off screen
+ if (self.y > 2732 + lineGraphics.height / 2) {
+ self.active = false;
+ }
+ };
+ return self;
+});
+var ScoreEffect = Container.expand(function () {
+ var self = Container.call(this);
+ var effectGraphics = self.attachAsset('scoreEffect', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.8
+ });
+ self.show = function (x, y, isPositive) {
+ self.x = x;
+ self.y = y;
+ if (!isPositive) {
+ effectGraphics.tint = 0xFF0000;
+ } else {
+ effectGraphics.tint = 0x00FF00;
+ }
+ // Animation for the effect
+ tween(self, {
+ alpha: 0,
+ y: y - 100
+ }, {
+ duration: 800,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ self.alpha = 1;
+ self.visible = false;
+ }
+ });
+ self.visible = true;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
+ backgroundColor: 0x87CEEB
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var car;
+var lines = [];
+var buildings = [];
+var score = 0;
+var scoreText;
+var speedMultiplier = 1;
+var lineSpawnRate = 60; // Frames between line spawns
+var difficulty = 1;
+var isGameActive = true;
+var scoreEffects = [];
+var effectIndex = 0;
+var lastJumpScore = 0;
+// Initialize the road
+var road = game.addChild(LK.getAsset('road', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2
+}));
+// Initialize score display
+scoreText = new Text2('0', {
+ size: 120,
+ fill: 0xFFFFFF
+});
+scoreText.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreText);
+// Create buildings for background
+for (var i = 0; i < 10; i++) {
+ var building = new Building();
+ building.x = Math.random() * 2048;
+ building.y = Math.random() * 2732;
+ buildings.push(building);
+ game.addChild(building);
+}
+// Create car
+car = new Car();
+car.x = 2048 / 2;
+car.y = 2732 - 400;
+game.addChild(car);
+// Create score effects pool
+for (var i = 0; i < 5; i++) {
+ var effect = new ScoreEffect();
+ effect.visible = false;
+ scoreEffects.push(effect);
+ game.addChild(effect);
+}
+// Game click handler
+game.down = function (x, y, obj) {
+ if (!isGameActive) {
+ return;
+ }
+ // Check if car is already jumping
+ if (!car.jumping) {
+ car.jump();
+ // Check if car is over a line
+ var overLine = false;
+ for (var i = 0; i < lines.length; i++) {
+ if (lines[i].active && Math.abs(lines[i].y - car.y) < 50) {
+ overLine = true;
+ break;
+ }
+ }
+ // Score or penalty based on jump
+ if (overLine) {
+ // Penalty for jumping over a line
+ score = Math.max(0, score - 5);
+ // Show penalty effect
+ var effect = scoreEffects[effectIndex];
+ effectIndex = (effectIndex + 1) % scoreEffects.length;
+ effect.show(car.x, car.y - 50, false);
+ // Play penalty sound
+ LK.getSound('penalty').play();
+ } else {
+ // Points for jumping on empty road
+ var pointsGained = 10 * difficulty;
+ score += pointsGained;
+ lastJumpScore = pointsGained;
+ // Show score effect
+ var effect = scoreEffects[effectIndex];
+ effectIndex = (effectIndex + 1) % scoreEffects.length;
+ effect.show(car.x, car.y - 50, true);
+ // Play point sound
+ LK.getSound('point').play();
+ }
+ // Update score display
+ scoreText.setText(score);
+ LK.setScore(score);
+ }
+};
+// Game update function
+game.update = function () {
+ if (!isGameActive) {
+ return;
+ }
+ // Update all lines
+ for (var i = lines.length - 1; i >= 0; i--) {
+ lines[i].update();
+ // Remove inactive lines
+ if (!lines[i].active) {
+ lines[i].destroy();
+ lines.splice(i, 1);
+ }
+ }
+ // Update all buildings
+ for (var i = 0; i < buildings.length; i++) {
+ buildings[i].speed = 5 * speedMultiplier;
+ buildings[i].update();
+ }
+ // Create new lines at intervals
+ if (LK.ticks % Math.floor(lineSpawnRate / speedMultiplier) === 0) {
+ var line = new Line();
+ line.x = 2048 / 2;
+ line.y = -20;
+ line.speed = 15 * speedMultiplier;
+ lines.push(line);
+ game.addChild(line);
+ }
+ // Increase difficulty over time
+ if (LK.ticks % 600 === 0) {
+ // Every 10 seconds
+ difficulty += 0.1;
+ speedMultiplier = 1 + (difficulty - 1) * 0.5;
+ }
+ // Check for game over condition
+ if (score < 0) {
+ isGameActive = false;
+ LK.showGameOver();
+ }
+ // Check for win condition (arbitrary high score for demo)
+ if (score >= 500) {
+ isGameActive = false;
+ LK.showYouWin();
+ }
+};
+// Start background music
+LK.playMusic('bgmusic', {
+ fade: {
+ start: 0,
+ end: 0.4,
+ duration: 1000
+ }
});
\ No newline at end of file