User prompt
Cars can only go through road asset noting else on the background
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There are still cars that not go through the road
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Make a road asset and cars can only go through that asset
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Cars which goes to same direction shoulnt go through each other
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Now make the background as asse so I can change the photo of it
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Can you se that background is green make it black
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Only revert the change of Make background like a freeway
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Make background like a freeway
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We have CarOnlyRight asset now. Make it same as CarOnlyLeft but obly differance is it goes from left to right
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Dont spawn the character to its start place after I reach there I also want to go back to my place and if I can turn back I want to gain point again. Make points increase one by one not 10 by 10
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When I achieve the ground on the top I want to gain point instead of finishing the game
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use ground asset and put it also to top of the screen,
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Still they cann seeable on the left side of the scene make them remove
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They stuck on the leftside make them gothrough and dissepear from the screen
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I cant see any cars add cars
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Still there is no car
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I cant see any car in my scene
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I want CarOnlyLeft asset to act like a car now add it but it shoukld only goes from right to left but not left to right
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pit, log, rock, delete these assets
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Please fix the bug: 'TypeError: car.getCollisionRect is not a function' in or related to this line: 'var cRect = car.getCollisionRect();' Line Number: 323
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We have a asset called CarOnlyLeft now make this as a car but only comes w-from right and goes to left nothing not vise verse
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there is a car left behind the healt bars remove it
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Remove the powerup asset please
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make healthbar red
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make a health bar for chicken and if a car hits it only 1 healt goes down. Chicken have a toatl of 3 health
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // CarOnlyLeft class var CarOnlyLeft = Container.expand(function () { var self = Container.call(this); self.attachAsset('CarOnlyLeft', { anchorX: 0.5, anchorY: 1 }); self.speed = -16 - Math.random() * 8; // Speed from right to left self.update = function () { self.x += self.speed; // Check for collision with other cars moving in the same direction for (var i = 0; i < cars.length; i++) { var otherCar = cars[i]; if (otherCar !== self && otherCar instanceof CarOnlyLeft) { var selfRect = self.getCollisionRect(); var otherRect = otherCar.getCollisionRect(); if (rectsIntersect(selfRect, otherRect)) { // Adjust position to prevent overlap self.x = otherCar.x + otherCar.width + 10; } } } // Check if the car is off-screen to the left if (self.x < -300) { self.destroy(); } }; self.getCollisionRect = function () { return new Rectangle(self.x - 100, self.y - 65, 200, 130); }; return self; }); // CarOnlyRight class var CarOnlyRight = Container.expand(function () { var self = Container.call(this); self.attachAsset('CarOnlyRight', { anchorX: 0.5, anchorY: 1 }); self.speed = 16 + Math.random() * 8; // Speed from left to right self.update = function () { self.x += self.speed; // Check for collision with other cars moving in the same direction for (var i = 0; i < cars.length; i++) { var otherCar = cars[i]; if (otherCar !== self && otherCar instanceof CarOnlyRight) { var selfRect = self.getCollisionRect(); var otherRect = otherCar.getCollisionRect(); if (rectsIntersect(selfRect, otherRect)) { // Adjust position to prevent overlap self.x = otherCar.x - self.width - 10; } } } // Check if the car is off-screen to the right if (self.x > 2048 + 300) { self.destroy(); } }; self.getCollisionRect = function () { return new Rectangle(self.x - 100, self.y - 65, 200, 130); }; return self; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); self.lane = 1; self.collected = false; self.attachAsset('coin', { anchorX: 0.5, anchorY: 1 }); self.getCollisionRect = function () { return new Rectangle(self.x - 35, self.y - 80, 70, 70); }; self.update = function () { self.y += game.speed; }; return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); self.type = 'CarOnlyLeft'; // CarOnlyLeft self.lane = 1; self.passed = false; self.setType = function (type) { self.type = type; self.removeChildren(); if (type === 'CarOnlyLeft') { self.attachAsset('CarOnlyLeft', { anchorX: 0.5, anchorY: 1 }); self.width = 200; self.height = 130; } }; self.getCollisionRect = function () { return new Rectangle(self.x - 100, self.y - 65, 200, 130); }; self.update = function () { self.y += game.speed; }; return self; }); // Runner class (Penguin for crossing game) var Runner = Container.expand(function () { var self = Container.call(this); var runnerSprite = self.attachAsset('runner', { anchorX: 0.5, anchorY: 1 }); self.width = runnerSprite.width; self.height = runnerSprite.height; // For collision box self.getCollisionRect = function () { var w = self.width * 0.7; var h = self.height * 0.9; return new Rectangle(self.x - w / 2, self.y - h, w, h); }; self.update = function () { // No-op for penguin (no auto movement) }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // New road asset // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // Sound effects // Jungle ground // Power-up (not yet used, but for future) // Coin // Lane obstacles // Character (runner) // Penguin crossing game setup // Define lanes for cars (3 lanes, horizontal) game.laneY = [2732 - 600, // bottom lane (closest to player) 2732 - 900, // middle lane 2732 - 1200 // top lane (furthest from player) ]; // X positions for cars (off-screen left/right) game.carStartLeft = -200; game.carStartRight = 2048 + 200; // Penguin start position (bottom center) game.penguinStartX = 2048 / 2; game.penguinStartY = 2732 - 200; // Game state game.ticks = 0; game.score = 0; game.isGameOver = false; // Arrays for cars var cars = []; // Add road asset to the game var road = LK.getAsset('road', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2732 - 300 // Position road at the bottom of the screen }); game.addChild(road); // Add ground to the top of the screen var topGround = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 0 }); game.addChild(topGround); // Add penguin (player) var penguin = new Runner(); penguin.x = game.penguinStartX; penguin.y = game.penguinStartY; penguin.lane = 1; // start in center game.addChild(penguin); // Health bar setup var maxHealth = 3; var penguinHealth = maxHealth; // Health bar background (red) var healthBarBg = LK.getAsset('ground', { anchorX: 0, anchorY: 0, x: 120, y: 30, scaleX: 0.1, scaleY: 0.1, tint: 0xff0000 // red }); LK.gui.top.addChild(healthBarBg); // Health bar foreground (dynamic hearts) var healthHearts = []; for (var i = 0; i < maxHealth; i++) { var heart = LK.getAsset('coin', { anchorX: 0, anchorY: 0, x: 130 + i * 90, y: 40, scaleX: 0.8, scaleY: 0.8 }); LK.gui.top.addChild(heart); healthHearts.push(heart); } // Helper to update health bar function updateHealthBar() { for (var i = 0; i < maxHealth; i++) { healthHearts[i].alpha = i < penguinHealth ? 1 : 0.2; } } updateHealthBar(); // Score text var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Helper: spawn car function spawnCar() { var obs = new Obstacle(); // Randomly pick car type: 'log', 'rock', or 'pit' var carTypes = ['CarOnlyLeft', 'CarOnlyRight']; var carType = carTypes[Math.floor(Math.random() * carTypes.length)]; obs.setType(carType); // Random lane (0, 1, 2) obs.lane = Math.floor(Math.random() * 3); // Set direction to right-to-left for CarOnlyLeft obs.dir = -1; // Set X and Y obs.y = road.y - road.height / 2 + 150; // Adjust Y position to ensure cars are on the road if (carType === 'CarOnlyLeft') { var car = new CarOnlyLeft(); car.x = game.carStartRight; car.y = game.laneY[obs.lane]; game.addChild(car); cars.push(car); } else if (carType === 'CarOnlyRight') { var car = new CarOnlyRight(); car.x = game.carStartLeft; car.y = game.laneY[obs.lane]; game.addChild(car); cars.push(car); } else { if (obs.dir === 1) { obs.x = game.carStartLeft; obs.speed = 16 + Math.random() * 8; } else { obs.x = game.carStartRight; obs.speed = -(16 + Math.random() * 8); } game.addChild(obs); cars.push(obs); } // Set width/height for visual consistency if (carType === 'log') { obs.width = 260; obs.height = 100; } else if (carType === 'rock') { obs.width = 140; obs.height = 140; } else if (carType === 'pit') { obs.width = 240; obs.height = 60; } game.addChild(obs); cars.push(obs); } // Touch/Swipe handling for penguin movement (up/down/left/right) var touchStartX = 0, touchStartY = 0, touchStartTime = 0; var swipeThreshold = 80; // px var swipeTime = 400; // ms game.down = function (x, y, obj) { touchStartX = x; touchStartY = y; touchStartTime = Date.now(); }; game.up = function (x, y, obj) { var dx = x - touchStartX; var dy = y - touchStartY; var dt = Date.now() - touchStartTime; if (dt > swipeTime) return; // Too slow if (Math.abs(dx) > Math.abs(dy)) { // Horizontal swipe if (dx > swipeThreshold) { // Move right if (penguin.x < 2048 - 200) penguin.x += 320; } else if (dx < -swipeThreshold) { // Move left if (penguin.x > 200) penguin.x -= 320; } } else { // Vertical swipe if (dy < -swipeThreshold) { // Move up if (penguin.y > road.y - road.height + 300) penguin.y -= 300; // Adjust to ensure penguin stays on the road } else if (dy > swipeThreshold) { // Move down if (penguin.y < road.y) penguin.y += 300; } } }; // Main update loop game.update = function () { if (game.isGameOver) return; game.ticks++; // Spawn cars at intervals // Car spawn interval decreases as time passes (minimum 12 ticks, max 36 at start) var minInterval = 12; var maxInterval = 36; var interval = Math.max(minInterval, maxInterval - Math.floor(game.ticks / 300)); if (game.ticks % interval === 0) { spawnCar(); } // Update cars for (var i = cars.length - 1; i >= 0; i--) { var car = cars[i]; if (car.y >= road.y - road.height && car.y <= road.y) { car.x += car.speed; } // Remove if off screen if (car.speed > 0 && car.x > 2048 + 300 || car.speed < 0 && car.x < -300) { car.destroy(); cars.splice(i, 1); continue; } // Collision with penguin var pRect = penguin.getCollisionRect(); var cRect = car.getCollisionRect(); if (rectsIntersect(pRect, cRect)) { LK.getSound('hitSound').play(); LK.effects.flashScreen(0xff0000, 800); // Remove car after hit car.destroy(); cars.splice(i, 1); // Reduce health penguinHealth--; updateHealthBar(); if (penguinHealth <= 0) { game.isGameOver = true; LK.showGameOver(); return; } // Brief invulnerability: move penguin back to start Y (optional, or just flash) // penguin.y = game.penguinStartY; continue; } } // Check if penguin reached the top (success) if (penguin.y <= 400) { // Penguin reached the top side, award points game.score += 1; // Award 1 point for reaching the top scoreTxt.setText(game.score.toString()); penguin.y = game.penguinStartY; // Reset penguin position to start } // No win for reaching the bottom, only top is the goal }; // Rectangle intersection helper function rectsIntersect(r1, r2) { return !(r2.x > r1.x + r1.width || r2.x + r2.width < r1.x || r2.y > r1.y + r1.height || r2.y + r2.height < r1.y); } // Reset on game restart game.on('reset', function () { // Remove all cars for (var i = 0; i < cars.length; i++) cars[i].destroy(); cars = []; game.ticks = 0; game.score = 0; game.isGameOver = false; scoreTxt.setText('0'); penguin.x = game.penguinStartX; penguin.y = game.penguinStartY; // Reset health penguinHealth = maxHealth; updateHealthBar(); });
===================================================================
--- original.js
+++ change.js
make a cobblestone sidewalk butt be sure that the image is competible with 2048x300. In-Game asset. 2d. High contrast. No shadows
make the runner as crazy chicken. In-Game asset. 2d. High contrast. No shadows
make a fancy car. In-Game asset. 2d. High contrast. No shadows
pixel hearth. In-Game asset. 2d. High contrast. No shadows
Car image but its head should be on right side not left. Make a fancy car. In-Game asset. 2d. High contrast. No shadows
Make a freeway with image ratio of 2048x2732 but freeway should be seem like top view and should go from left to right. In-Game asset. 2d. High contrast. No shadows
A pixel shield image. In-Game asset. 2d. High contrast. No shadows
Car image but its head should be on right side not left. Make a fancy car colored green.. In-Game asset. 2d. High contrast. No shadows