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); // Create vertical line with randomized length var lineGraphics = self.attachAsset('line', { anchorX: 0.5, anchorY: 0.5 }); // Make the line vertical by rotating it 90 degrees lineGraphics.rotation = Math.PI / 2; // Randomize line length lineGraphics.height = Math.random() * 400 + 200; // Random height between 200-600 lineGraphics.width = 40; // Keep the width consistent (this becomes thickness of vertical line) 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.width / 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 or intersects with a vertical line var overLine = false; for (var i = 0; i < lines.length; i++) { // For vertical lines, we need to check both X and Y proximity // The car should be within the vertical line's height range and close on X axis if (lines[i].active && Math.abs(lines[i].y - car.y) < 50 && Math.abs(lines[i].x - car.x) < 100) { 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(); // Position lines randomly across the road width line.x = Math.random() * (2048 - 400) + 200; // Random X between 200 and 1648 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
@@ -76,18 +76,24 @@
return self;
});
var Line = Container.expand(function () {
var self = Container.call(this);
+ // Create vertical line with randomized length
var lineGraphics = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Make the line vertical by rotating it 90 degrees
+ lineGraphics.rotation = Math.PI / 2;
+ // Randomize line length
+ lineGraphics.height = Math.random() * 400 + 200; // Random height between 200-600
+ lineGraphics.width = 40; // Keep the width consistent (this becomes thickness of vertical line)
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) {
+ if (self.y > 2732 + lineGraphics.width / 2) {
self.active = false;
}
};
return self;
@@ -188,12 +194,14 @@
}
// Check if car is already jumping
if (!car.jumping) {
car.jump();
- // Check if car is over a line
+ // Check if car is over a line or intersects with a vertical line
var overLine = false;
for (var i = 0; i < lines.length; i++) {
- if (lines[i].active && Math.abs(lines[i].y - car.y) < 50) {
+ // For vertical lines, we need to check both X and Y proximity
+ // The car should be within the vertical line's height range and close on X axis
+ if (lines[i].active && Math.abs(lines[i].y - car.y) < 50 && Math.abs(lines[i].x - car.x) < 100) {
overLine = true;
break;
}
}
@@ -245,9 +253,10 @@
}
// Create new lines at intervals
if (LK.ticks % Math.floor(lineSpawnRate / speedMultiplier) === 0) {
var line = new Line();
- line.x = 2048 / 2;
+ // Position lines randomly across the road width
+ line.x = Math.random() * (2048 - 400) + 200; // Random X between 200 and 1648
line.y = -20;
line.speed = 15 * speedMultiplier;
lines.push(line);
game.addChild(line);