User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(box).to({' Line Number: 162
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(box).to({' Line Number: 162
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(box).to({' Line Number: 162
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(box).to({' Line Number: 161
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(box, {' Line Number: 161
User prompt
After you kill the first 10 cars, when you kill some cars, there will be a skill box where the cars died and this skill will allow you to fire multiple shots.
User prompt
When the screen is clicked, only the player's car accelerates and the other cars continue at the same speed.
User prompt
Put distance between the kill counter and the duration counter.
User prompt
Put distance between the kill counter and the duration counter.
User prompt
Put very little distance between the kill counter and the duration counter.
User prompt
Keep a distance between the kill counter and the duration counter. Keep it aligned above the center of the screen.
User prompt
Keep the time counter at the top right of the screen.
User prompt
Keep the player car moving without stopping at the edges of the screen. The camera follows the car in the same way.
User prompt
An open world where the player's car can move infinitely. The camera follows the player car with the movement of the player car.
User prompt
Next to the score section where the cars killed are counted, there should be a counter to calculate the time elapsed in the game. There should be no limit to the number of cars killed. Increase the number of spawns for every 10 cars killed.
User prompt
Let there be a timer, and as the timer progresses, the speed at which cars appear increases. Make the game harder so that a car appears in the last 1 second.
Code edit (1 edits merged)
Please save this source code
User prompt
Car Clash: Pursuit Arena
User prompt
In the center of the screen is the player's car. The camera always follows this car. This car moves in the direction the mouse is pointing. Every 3 seconds another car will come towards the player's car and the player will shoot from the top of the car, focusing on the nearest car. The player's car speeds up when clicked.
Initial prompt
In the center of the screen is the player's car. The camera always follows this car. This car moves in the direction the mouse is pointing. Every 3 seconds another car will drive towards the car and the player will shoot at the other cars from above the player's car. The player's car speeds up when clicked.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet Class var Bullet = Container.expand(function () { var self = Container.call(this); var bullet = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); // Direction vector self.dirX = 0; self.dirY = -1; // Speed self.speed = 38; // For collision self.radius = 30; // Update self.update = function () { self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; }; // Set direction self.setDirection = function (dx, dy) { var len = Math.sqrt(dx * dx + dy * dy); if (len > 0.01) { self.dirX = dx / len; self.dirY = dy / len; } }; return self; }); // Enemy Car Class var EnemyCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); // Target position (player car) self.targetX = 2048 / 2; self.targetY = 2732 / 2; // Speed (pixels per tick) self.speed = 7; // Direction vector self.dirX = 0; self.dirY = 1; // For collision self.radius = 90; // Update method self.update = function () { // Move toward target (player car) var dx = self.targetX - self.x; var dy = self.targetY - self.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 0.01) { self.dirX = dx / len; self.dirY = dy / len; self.x += self.dirX * self.speed; self.y += self.dirY * self.speed; // Rotate car to face movement car.rotation = Math.atan2(self.dirY, self.dirX) + Math.PI / 2; } }; // Set target (player car position) self.setTarget = function (x, y) { self.targetX = x; self.targetY = y; }; return self; }); // Player Car Class var PlayerCar = Container.expand(function () { var self = Container.call(this); // Attach car asset, anchor center var car = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); // For visual orientation, add a "gun" at the top (optional) // Not required for MVP // Movement speed (pixels per tick) self.baseSpeed = 12; self.boostSpeed = 24; self.currentSpeed = self.baseSpeed; // Direction vector (normalized) self.dirX = 0; self.dirY = -1; // Set initial position to center self.x = 2048 / 2; self.y = 2732 / 2; // For auto-shoot cooldown self.shootCooldown = 0; // Update method: called every tick self.update = function () { // Move in direction of pointer self.x += self.dirX * self.currentSpeed; self.y += self.dirY * self.currentSpeed; // No clamping: allow infinite movement // Cooldown for shooting if (self.shootCooldown > 0) self.shootCooldown--; }; // Set direction toward pointer self.setDirection = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 0.01) { self.dirX = dx / len; self.dirY = dy / len; // Rotate car to face direction car.rotation = Math.atan2(self.dirY, self.dirX) + Math.PI / 2; } }; // Boost on press self.setBoost = function (boosting) { self.currentSpeed = boosting ? self.boostSpeed : self.baseSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Bullet: yellow ellipse // Enemy car: red box // Player car: blue box // --- Global variables --- var player = new PlayerCar(); game.addChild(player); var enemies = []; var bullets = []; // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); // Timer text (elapsed time in seconds, right of score) var timerTxt = new Text2('0:00', { size: 90, fill: 0xFFFFFF }); timerTxt.anchor.set(0, 0); // Position timer to the right of score timerTxt.x = scoreTxt.width / 2 + 40; timerTxt.y = 20; LK.gui.top.addChild(scoreTxt); LK.gui.top.addChild(timerTxt); // For pointer tracking var pointerX = 2048 / 2; var pointerY = 2732 / 2; // For boost var boosting = false; // For enemy spawn timer var enemySpawnTicks = 0; // Dynamic spawn interval variables var ENEMY_SPAWN_INTERVAL_START = 180; // 3 seconds at 60fps var ENEMY_SPAWN_INTERVAL_END = 60; // 1 second at 60fps var ENEMY_SPAWN_INTERVAL = ENEMY_SPAWN_INTERVAL_START; // Timer for game progression (in ticks) var gameTimerTicks = 0; var GAME_TIMER_MAX = 60 * 60; // 60 seconds to reach max difficulty // --- Event Handlers --- // Move: update pointer position and direction function handleMove(x, y, obj) { // Clamp pointer to game area (avoid top left 100x100) if (x < 100) x = 100; if (y < 100) y = 100; if (x > 2048 - 100) x = 2048 - 100; if (y > 2732 - 100) y = 2732 - 100; pointerX = x; pointerY = y; player.setDirection(pointerX, pointerY); } game.move = handleMove; // Down: boost on press game.down = function (x, y, obj) { boosting = true; player.setBoost(true); handleMove(x, y, obj); }; // Up: stop boost game.up = function (x, y, obj) { boosting = false; player.setBoost(false); }; // --- Main Game Loop --- game.update = function () { // Update player player.update(); // --- Timer and Dynamic Enemy Spawning --- gameTimerTicks++; // Update timer text (show mm:ss) var elapsedSec = Math.floor(gameTimerTicks / 60); var min = Math.floor(elapsedSec / 60); var sec = elapsedSec % 60; timerTxt.setText(min + ':' + (sec < 10 ? '0' : '') + sec); // Calculate progression (0 to 1) var progress = Math.min(gameTimerTicks / GAME_TIMER_MAX, 1); // Linearly interpolate spawn interval from start to end ENEMY_SPAWN_INTERVAL = Math.round(ENEMY_SPAWN_INTERVAL_START + (ENEMY_SPAWN_INTERVAL_END - ENEMY_SPAWN_INTERVAL_START) * progress); enemySpawnTicks++; // Determine how many enemies to spawn this cycle (1 + extra for every 10 kills) var spawnCount = 1 + Math.floor(score / 10); if (enemySpawnTicks >= ENEMY_SPAWN_INTERVAL) { enemySpawnTicks = 0; for (var spawnIdx = 0; spawnIdx < spawnCount; spawnIdx++) { // Spawn enemy at random edge of the world relative to player var edge = Math.floor(Math.random() * 4); // 0:top, 1:right, 2:bottom, 3:left var ex, ey; var px = player.worldX !== undefined ? player.worldX : player.x; var py = player.worldY !== undefined ? player.worldY : player.y; if (edge === 0) { // top ex = px - 1024 + 200 + Math.random() * (2048 - 400); ey = py - 1366 - 160; } else if (edge === 1) { // right ex = px + 1024 + 160; ey = py - 1366 + 200 + Math.random() * (2732 - 400); } else if (edge === 2) { // bottom ex = px - 1024 + 200 + Math.random() * (2048 - 400); ey = py + 1366 + 160; } else { // left ex = px - 1024 - 160; ey = py - 1366 + 200 + Math.random() * (2732 - 400); } var enemy = new EnemyCar(); enemy.worldX = ex; enemy.worldY = ey; // Set initial screen position (will be offset in camera logic) enemy.x = ex - px + 2048 / 2; enemy.y = ey - py + 2732 / 2; enemy.setTarget(2048 / 2, 2732 / 2); // always target player center enemies.push(enemy); game.addChild(enemy); } } // --- Update Enemies --- for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.setTarget(2048 / 2, 2732 / 2); // always target player center enemy.update(); // Check collision with player (circle collision) in world coordinates var dx = (enemy.worldX !== undefined ? enemy.worldX : enemy.x) - (player.worldX !== undefined ? player.worldX : player.x); var dy = (enemy.worldY !== undefined ? enemy.worldY : enemy.y) - (player.worldY !== undefined ? player.worldY : player.y); var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 160) { // Game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // --- Auto-shoot at nearest enemy --- // Only if there are enemies and cooldown is 0 if (enemies.length > 0 && player.shootCooldown === 0) { // Find nearest enemy var minDist = 999999; var nearest = null; for (var i = 0; i < enemies.length; i++) { var dx = enemies[i].x - player.x; var dy = enemies[i].y - player.y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; nearest = enemies[i]; } } if (nearest) { // Shoot bullet toward nearest enemy from top of car (in world coordinates) var bullet = new Bullet(); var carDir = Math.atan2(player.dirY, player.dirX); var offsetX = Math.cos(carDir) * 180; var offsetY = Math.sin(carDir) * 180; var px = player.worldX !== undefined ? player.worldX : player.x; var py = player.worldY !== undefined ? player.worldY : player.y; bullet.worldX = px + offsetX; bullet.worldY = py + offsetY; bullet.x = bullet.worldX - px + 2048 / 2; bullet.y = bullet.worldY - py + 2732 / 2; // Direction: from bullet to enemy (in world coordinates) var ex = nearest.worldX !== undefined ? nearest.worldX : nearest.x; var ey = nearest.worldY !== undefined ? nearest.worldY : nearest.y; var bdx = ex - bullet.worldX; var bdy = ey - bullet.worldY; bullet.setDirection(bdx, bdy); bullets.push(bullet); game.addChild(bullet); player.shootCooldown = 30; // 0.5s cooldown } } // --- Update Bullets --- for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Remove if out of bounds (infinite world: remove if far from player world position) var bx = bullet.worldX !== undefined ? bullet.worldX : bullet.x; var by = bullet.worldY !== undefined ? bullet.worldY : bullet.y; var px = player.worldX !== undefined ? player.worldX : player.x; var py = player.worldY !== undefined ? player.worldY : player.y; if (Math.abs(bx - px) > 3000 || Math.abs(by - py) > 3000) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check collision with enemies (in world coordinates) var hit = false; for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; var ex = enemy.worldX !== undefined ? enemy.worldX : enemy.x; var ey = enemy.worldY !== undefined ? enemy.worldY : enemy.y; var dx = bx - ex; var dy = by - ey; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 100) { // Hit! hit = true; // Remove enemy enemy.destroy(); enemies.splice(j, 1); // Remove bullet bullet.destroy(); bullets.splice(i, 1); // Score score++; scoreTxt.setText(score); break; } } if (hit) continue; } // --- Camera: keep player visually centered in infinite world --- // Calculate offset so player is always at center of screen var camOffsetX = 2048 / 2 - player.x; var camOffsetY = 2732 / 2 - player.y; // Offset all enemies and bullets (player stays visually centered) for (var i = 0; i < enemies.length; i++) { enemies[i].position.x += camOffsetX; enemies[i].position.y += camOffsetY; } for (var i = 0; i < bullets.length; i++) { bullets[i].position.x += camOffsetX; bullets[i].position.y += camOffsetY; } // Player stays visually centered player.x += camOffsetX; player.y += camOffsetY; // After offsetting, update all world positions to match new logical positions // (player.x, player.y) is now at center, but logical world position is tracked separately // To keep logic correct, track world position separately: if (!player.worldX) player.worldX = 2048 / 2; if (!player.worldY) player.worldY = 2732 / 2; player.worldX += player.dirX * player.currentSpeed; player.worldY += player.dirY * player.currentSpeed; player.x = 2048 / 2; player.y = 2732 / 2; for (var i = 0; i < enemies.length; i++) { if (!enemies[i].worldX) enemies[i].worldX = enemies[i].x - camOffsetX; if (!enemies[i].worldY) enemies[i].worldY = enemies[i].y - camOffsetY; enemies[i].worldX += enemies[i].dirX * enemies[i].speed; enemies[i].worldY += enemies[i].dirY * enemies[i].speed; enemies[i].x = enemies[i].worldX + camOffsetX; enemies[i].y = enemies[i].worldY + camOffsetY; } for (var i = 0; i < bullets.length; i++) { if (!bullets[i].worldX) bullets[i].worldX = bullets[i].x - camOffsetX; if (!bullets[i].worldY) bullets[i].worldY = bullets[i].y - camOffsetY; bullets[i].worldX += bullets[i].dirX * bullets[i].speed; bullets[i].worldY += bullets[i].dirY * bullets[i].speed; bullets[i].x = bullets[i].worldX + camOffsetX; bullets[i].y = bullets[i].worldY + camOffsetY; } // --- Decrement player shoot cooldown --- if (player.shootCooldown > 0) player.shootCooldown--; }; // --- Initial pointer direction --- player.setDirection(pointerX, pointerY);
===================================================================
--- original.js
+++ change.js
@@ -100,13 +100,9 @@
self.update = function () {
// Move in direction of pointer
self.x += self.dirX * self.currentSpeed;
self.y += self.dirY * self.currentSpeed;
- // Clamp to game area (keep inside bounds)
- if (self.x < 90) self.x = 90;
- if (self.x > 2048 - 90) self.x = 2048 - 90;
- if (self.y < 160) self.y = 160;
- if (self.y > 2732 - 160) self.y = 2732 - 160;
+ // No clamping: allow infinite movement
// Cooldown for shooting
if (self.shootCooldown > 0) self.shootCooldown--;
};
// Set direction toward pointer
@@ -222,44 +218,49 @@
var spawnCount = 1 + Math.floor(score / 10);
if (enemySpawnTicks >= ENEMY_SPAWN_INTERVAL) {
enemySpawnTicks = 0;
for (var spawnIdx = 0; spawnIdx < spawnCount; spawnIdx++) {
- // Spawn enemy at random edge
+ // Spawn enemy at random edge of the world relative to player
var edge = Math.floor(Math.random() * 4); // 0:top, 1:right, 2:bottom, 3:left
var ex, ey;
+ var px = player.worldX !== undefined ? player.worldX : player.x;
+ var py = player.worldY !== undefined ? player.worldY : player.y;
if (edge === 0) {
// top
- ex = 200 + Math.random() * (2048 - 400);
- ey = -160;
+ ex = px - 1024 + 200 + Math.random() * (2048 - 400);
+ ey = py - 1366 - 160;
} else if (edge === 1) {
// right
- ex = 2048 + 160;
- ey = 200 + Math.random() * (2732 - 400);
+ ex = px + 1024 + 160;
+ ey = py - 1366 + 200 + Math.random() * (2732 - 400);
} else if (edge === 2) {
// bottom
- ex = 200 + Math.random() * (2048 - 400);
- ey = 2732 + 160;
+ ex = px - 1024 + 200 + Math.random() * (2048 - 400);
+ ey = py + 1366 + 160;
} else {
// left
- ex = -160;
- ey = 200 + Math.random() * (2732 - 400);
+ ex = px - 1024 - 160;
+ ey = py - 1366 + 200 + Math.random() * (2732 - 400);
}
var enemy = new EnemyCar();
- enemy.x = ex;
- enemy.y = ey;
- enemy.setTarget(player.x, player.y);
+ enemy.worldX = ex;
+ enemy.worldY = ey;
+ // Set initial screen position (will be offset in camera logic)
+ enemy.x = ex - px + 2048 / 2;
+ enemy.y = ey - py + 2732 / 2;
+ enemy.setTarget(2048 / 2, 2732 / 2); // always target player center
enemies.push(enemy);
game.addChild(enemy);
}
}
// --- Update Enemies ---
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
- enemy.setTarget(player.x, player.y);
+ enemy.setTarget(2048 / 2, 2732 / 2); // always target player center
enemy.update();
- // Check collision with player (circle collision)
- var dx = enemy.x - player.x;
- var dy = enemy.y - player.y;
+ // Check collision with player (circle collision) in world coordinates
+ var dx = (enemy.worldX !== undefined ? enemy.worldX : enemy.x) - (player.worldX !== undefined ? player.worldX : player.x);
+ var dy = (enemy.worldY !== undefined ? enemy.worldY : enemy.y) - (player.worldY !== undefined ? player.worldY : player.y);
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 160) {
// Game over
LK.effects.flashScreen(0xff0000, 1000);
@@ -282,19 +283,24 @@
nearest = enemies[i];
}
}
if (nearest) {
- // Shoot bullet toward nearest enemy from top of car
+ // Shoot bullet toward nearest enemy from top of car (in world coordinates)
var bullet = new Bullet();
- // Place bullet at top of car (offset in direction of car)
var carDir = Math.atan2(player.dirY, player.dirX);
var offsetX = Math.cos(carDir) * 180;
var offsetY = Math.sin(carDir) * 180;
- bullet.x = player.x + offsetX;
- bullet.y = player.y + offsetY;
- // Direction: from bullet to enemy
- var bdx = nearest.x - bullet.x;
- var bdy = nearest.y - bullet.y;
+ var px = player.worldX !== undefined ? player.worldX : player.x;
+ var py = player.worldY !== undefined ? player.worldY : player.y;
+ bullet.worldX = px + offsetX;
+ bullet.worldY = py + offsetY;
+ bullet.x = bullet.worldX - px + 2048 / 2;
+ bullet.y = bullet.worldY - py + 2732 / 2;
+ // Direction: from bullet to enemy (in world coordinates)
+ var ex = nearest.worldX !== undefined ? nearest.worldX : nearest.x;
+ var ey = nearest.worldY !== undefined ? nearest.worldY : nearest.y;
+ var bdx = ex - bullet.worldX;
+ var bdy = ey - bullet.worldY;
bullet.setDirection(bdx, bdy);
bullets.push(bullet);
game.addChild(bullet);
player.shootCooldown = 30; // 0.5s cooldown
@@ -303,20 +309,26 @@
// --- Update Bullets ---
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
bullet.update();
- // Remove if out of bounds
- if (bullet.x < -100 || bullet.x > 2048 + 100 || bullet.y < -100 || bullet.y > 2732 + 100) {
+ // Remove if out of bounds (infinite world: remove if far from player world position)
+ var bx = bullet.worldX !== undefined ? bullet.worldX : bullet.x;
+ var by = bullet.worldY !== undefined ? bullet.worldY : bullet.y;
+ var px = player.worldX !== undefined ? player.worldX : player.x;
+ var py = player.worldY !== undefined ? player.worldY : player.y;
+ if (Math.abs(bx - px) > 3000 || Math.abs(by - py) > 3000) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
- // Check collision with enemies
+ // Check collision with enemies (in world coordinates)
var hit = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
- var dx = bullet.x - enemy.x;
- var dy = bullet.y - enemy.y;
+ var ex = enemy.worldX !== undefined ? enemy.worldX : enemy.x;
+ var ey = enemy.worldY !== undefined ? enemy.worldY : enemy.y;
+ var dx = bx - ex;
+ var dy = by - ey;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 100) {
// Hit!
hit = true;
@@ -333,11 +345,49 @@
}
}
if (hit) continue;
}
- // --- Camera: keep player centered ---
- // (In LK, the game area is fixed, so we simulate by keeping player in center and moving everything else if needed)
- // For MVP, player always stays in center, so no need to move camera.
+ // --- Camera: keep player visually centered in infinite world ---
+ // Calculate offset so player is always at center of screen
+ var camOffsetX = 2048 / 2 - player.x;
+ var camOffsetY = 2732 / 2 - player.y;
+ // Offset all enemies and bullets (player stays visually centered)
+ for (var i = 0; i < enemies.length; i++) {
+ enemies[i].position.x += camOffsetX;
+ enemies[i].position.y += camOffsetY;
+ }
+ for (var i = 0; i < bullets.length; i++) {
+ bullets[i].position.x += camOffsetX;
+ bullets[i].position.y += camOffsetY;
+ }
+ // Player stays visually centered
+ player.x += camOffsetX;
+ player.y += camOffsetY;
+ // After offsetting, update all world positions to match new logical positions
+ // (player.x, player.y) is now at center, but logical world position is tracked separately
+ // To keep logic correct, track world position separately:
+ if (!player.worldX) player.worldX = 2048 / 2;
+ if (!player.worldY) player.worldY = 2732 / 2;
+ player.worldX += player.dirX * player.currentSpeed;
+ player.worldY += player.dirY * player.currentSpeed;
+ player.x = 2048 / 2;
+ player.y = 2732 / 2;
+ for (var i = 0; i < enemies.length; i++) {
+ if (!enemies[i].worldX) enemies[i].worldX = enemies[i].x - camOffsetX;
+ if (!enemies[i].worldY) enemies[i].worldY = enemies[i].y - camOffsetY;
+ enemies[i].worldX += enemies[i].dirX * enemies[i].speed;
+ enemies[i].worldY += enemies[i].dirY * enemies[i].speed;
+ enemies[i].x = enemies[i].worldX + camOffsetX;
+ enemies[i].y = enemies[i].worldY + camOffsetY;
+ }
+ for (var i = 0; i < bullets.length; i++) {
+ if (!bullets[i].worldX) bullets[i].worldX = bullets[i].x - camOffsetX;
+ if (!bullets[i].worldY) bullets[i].worldY = bullets[i].y - camOffsetY;
+ bullets[i].worldX += bullets[i].dirX * bullets[i].speed;
+ bullets[i].worldY += bullets[i].dirY * bullets[i].speed;
+ bullets[i].x = bullets[i].worldX + camOffsetX;
+ bullets[i].y = bullets[i].worldY + camOffsetY;
+ }
// --- Decrement player shoot cooldown ---
if (player.shootCooldown > 0) player.shootCooldown--;
};
// --- Initial pointer direction ---
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