User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(leftLine).to({' Line Number: 358 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug
User prompt
Enhance the overall visual quality.
User prompt
Everything appears slightly too small in the scene. Zoom in a bit to make all elements—cars, road, trees, signs—slightly larger and more visible, while keeping the slight rear top view and real-world proportions
User prompt
A realistic 3-lane asphalt road with dashed white lane markings, viewed from a slight rear top angle. Each lane is about 3.5 meters wide, and vehicles follow real-world scale and proportions based on their type and name (e.g., sedan, bus, motorcycle, etc.). Place a [CAR_NAME] centered in one lane, perfectly aligned and driving straight forward, showing only the top and rear of the vehicle. Other traffic vehicles (also realistic) may appear in other lanes or ahead at a distance, but none of them overlap or touch each other — no collisions. Vehicles are spaced clearly apart, and if any overlap occurs, trigger a visible crash or explosion effect. No visible drivers. Daylight environment with occasional roadside trees and traffic signs. ---
User prompt
A realistic 3-lane asphalt road with dashed white lane markings, viewed from a slight rear top angle. The road and vehicles follow real-world scale: each lane is about 3.5 meters wide. Automatically use realistic proportions for each vehicle based on its type and name (e.g., sedan, bus, motorcycle, etc.). Place a [CAR_NAME] centered in one of the lanes, perfectly aligned and driving straight ahead, showing only the top and rear of the vehicle. Other traffic vehicles may appear in the background with correct real-life proportions. No visible driver. Daylight, clean scene with occasional roadside trees and traffic signs.
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Highway Rush
Initial prompt
Create a 3-lane asphalt road driving game with a top-rear camera view showing the top and back of the player's car. The player moves left or right by tapping, with slight steering animations. Random vehicles (buses, trucks, police, ambulance, fire trucks, etc.) appear at different speeds and lanes, occasionally switching lanes randomly. Player car speed and handling improve over levels, boosted by pickups (fuel, nitro, tuning). Show current speed and gear at the top of the screen. Add roadside signs, plants, and occasional pedestrians.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.currentLane = 1; // 0 = left, 1 = center, 2 = right
self.targetX = 0;
self.speed = 0;
self.maxSpeed = 15;
self.gear = 1;
self.nitroBoost = 0;
self.tuningLevel = 1;
self.update = function () {
// Smooth lane switching with steering animation
if (Math.abs(self.x - self.targetX) > 2) {
self.x += (self.targetX - self.x) * 0.15;
// Add steering tilt based on movement direction
var steerDirection = self.targetX - self.x;
carGraphics.rotation = Math.max(-0.15, Math.min(0.15, steerDirection * 0.001));
} else {
// Return to straight position when not steering
carGraphics.rotation *= 0.9;
}
// Update speed based on gear and power-ups
var baseSpeed = 8 + self.gear * 2;
if (self.nitroBoost > 0) {
baseSpeed *= 1.5;
self.nitroBoost--;
// Add nitro visual effect
if (self.nitroBoost % 10 === 0) {
LK.effects.flashObject(carGraphics, 0x00ccff, 200);
}
}
self.speed = Math.min(baseSpeed * self.tuningLevel, self.maxSpeed);
// Update gear based on speed
var newGear = Math.floor(self.speed / 3) + 1;
if (newGear > self.gear) {
self.gear = newGear;
updateGearDisplay();
// Flash for gear change
LK.effects.flashObject(carGraphics, 0xffff00, 300);
}
};
self.switchLane = function (direction) {
if (direction === 'left' && self.currentLane > 0) {
self.currentLane--;
} else if (direction === 'right' && self.currentLane < 2) {
self.currentLane++;
}
self.targetX = getLaneX(self.currentLane);
};
return self;
});
var PowerUp = Container.expand(function (powerUpType) {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset(powerUpType, {
anchorX: 0.5,
anchorY: 0.5
});
self.powerUpType = powerUpType;
self.speed = 4;
self.bobOffset = Math.random() * Math.PI * 2;
self.bobSpeed = 0.1;
self.update = function () {
self.y += self.speed;
// Bobbing animation
self.bobOffset += self.bobSpeed;
powerUpGraphics.y = Math.sin(self.bobOffset) * 5;
};
return self;
});
var RoadElement = Container.expand(function (elementType) {
var self = Container.call(this);
var elementGraphics = self.attachAsset(elementType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
};
return self;
});
var TrafficVehicle = Container.expand(function (vehicleType) {
var self = Container.call(this);
var vehicleGraphics = self.attachAsset(vehicleType, {
anchorX: 0.5,
anchorY: 0.5
});
// Apply realistic proportions based on vehicle type
switch (vehicleType) {
case 'bus':
vehicleGraphics.width = 135;
vehicleGraphics.height = 300;
break;
case 'truck':
vehicleGraphics.width = 150;
vehicleGraphics.height = 330;
break;
case 'fireTruck':
vehicleGraphics.width = 135;
vehicleGraphics.height = 270;
break;
case 'enemyCar':
case 'policeCar':
vehicleGraphics.width = 120;
vehicleGraphics.height = 210;
break;
case 'van':
vehicleGraphics.width = 110;
vehicleGraphics.height = 240;
break;
case 'motorcycle':
vehicleGraphics.width = 60;
vehicleGraphics.height = 120;
break;
}
self.vehicleType = vehicleType;
self.speed = 3 + Math.random() * 4;
self.currentLane = Math.floor(Math.random() * 3);
self.targetX = getLaneX(self.currentLane);
self.laneChangeTimer = 0;
self.laneChangeDelay = 120 + Math.random() * 240;
self.update = function () {
// Move vehicle forward
self.y += self.speed;
// Smooth lane switching with steering animation
if (Math.abs(self.x - self.targetX) > 2) {
self.x += (self.targetX - self.x) * 0.1;
// Add subtle steering rotation
var steerDirection = self.targetX - self.x;
vehicleGraphics.rotation = Math.max(-0.08, Math.min(0.08, steerDirection * 0.0005));
} else {
// Return to straight position
vehicleGraphics.rotation *= 0.95;
}
// Add subtle engine vibration for larger vehicles
if (self.vehicleType === 'truck' || self.vehicleType === 'bus') {
vehicleGraphics.x = Math.sin(LK.ticks * 0.1) * 0.5;
}
// Occasional lane switching
self.laneChangeTimer++;
if (self.laneChangeTimer > self.laneChangeDelay && Math.random() < 0.02) {
var newLane = Math.floor(Math.random() * 3);
if (newLane !== self.currentLane) {
self.currentLane = newLane;
self.targetX = getLaneX(self.currentLane);
self.laneChangeTimer = 0;
self.laneChangeDelay = 120 + Math.random() * 240;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Game variables
var player;
var trafficVehicles = [];
var powerUps = [];
var roadElements = [];
var roadLines = [];
var gameSpeed = 1;
var distanceTraveled = 0;
var spawnTimer = 0;
var powerUpSpawnTimer = 0;
var environmentSpawnTimer = 0;
var roadLineSpawnTimer = 0;
var pedestrianSpawnTimer = 0;
// Lane positions - realistic 3.5m wide lanes (scaled to game coordinates)
var lanePositions = [2048 / 2 - 420,
// Left lane
2048 / 2,
// Center lane
2048 / 2 + 420 // Right lane
];
function getLaneX(lane) {
return lanePositions[lane];
}
// Create road background with realistic asphalt appearance
var roadBackground = LK.getAsset('roadLane', {
anchorX: 0.5,
anchorY: 0.5,
scaleY: 30
});
roadBackground.x = 2048 / 2;
roadBackground.y = 2732 / 2;
game.addChild(roadBackground);
// Create road shoulders
var leftShoulder = LK.getAsset('roadShoulder', {
anchorX: 0.5,
anchorY: 0.5,
scaleY: 30
});
leftShoulder.x = 2048 / 2 - 840;
leftShoulder.y = 2732 / 2;
game.addChild(leftShoulder);
var rightShoulder = LK.getAsset('roadShoulder', {
anchorX: 0.5,
anchorY: 0.5,
scaleY: 30
});
rightShoulder.x = 2048 / 2 + 840;
rightShoulder.y = 2732 / 2;
game.addChild(rightShoulder);
// Create player car
player = new PlayerCar();
player.x = getLaneX(1);
player.y = 2732 - 300;
game.addChild(player);
// UI Elements
var speedText = new Text2('Speed: 0 KM/H', {
size: 60,
fill: '#ffffff'
});
speedText.anchor.set(0, 0);
speedText.x = 200;
speedText.y = 50;
LK.gui.topLeft.addChild(speedText);
var gearText = new Text2('Gear: 1', {
size: 60,
fill: '#ffffff'
});
gearText.anchor.set(1, 0);
gearText.x = -200;
gearText.y = 50;
LK.gui.topRight.addChild(gearText);
var scoreText = new Text2('Distance: 0m', {
size: 50,
fill: '#ffffff'
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 0;
scoreText.y = 120;
LK.gui.top.addChild(scoreText);
function updateGearDisplay() {
gearText.setText('Gear: ' + player.gear);
}
// Touch controls
game.down = function (x, y, obj) {
if (x < 2048 / 2) {
// Left tap - switch left
player.switchLane('left');
} else {
// Right tap - switch right
player.switchLane('right');
}
};
// Spawn traffic vehicles
function spawnTrafficVehicle() {
var vehicleTypes = ['enemyCar', 'bus', 'truck', 'policeCar', 'fireTruck'];
var vehicleType = vehicleTypes[Math.floor(Math.random() * vehicleTypes.length)];
var vehicle = new TrafficVehicle(vehicleType);
vehicle.x = getLaneX(vehicle.currentLane);
vehicle.y = -100;
vehicle.speed += gameSpeed;
// Check for nearby vehicles in the same lane to maintain spacing
var tooClose = false;
for (var i = 0; i < trafficVehicles.length; i++) {
var existingVehicle = trafficVehicles[i];
if (Math.abs(existingVehicle.x - vehicle.x) < 150 &&
// Same lane (within 150px)
existingVehicle.y < 350 && existingVehicle.y > -400) {
// Within spawn safety zone
tooClose = true;
break;
}
}
// Only spawn if there's enough space
if (!tooClose) {
trafficVehicles.push(vehicle);
game.addChild(vehicle);
} else {
// Don't spawn, try again next frame
vehicle.destroy();
}
}
// Spawn power-ups
function spawnPowerUp() {
var powerUpTypes = ['fuelPowerUp', 'nitroPowerUp', 'tuningPowerUp'];
var powerUpType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)];
var powerUp = new PowerUp(powerUpType);
powerUp.x = getLaneX(Math.floor(Math.random() * 3));
powerUp.y = -50;
powerUps.push(powerUp);
game.addChild(powerUp);
}
// Spawn road elements
function spawnRoadElement() {
var elementTypes = ['roadSign', 'tree'];
var elementType = elementTypes[Math.floor(Math.random() * elementTypes.length)];
var element = new RoadElement(elementType);
// Place on road shoulders with proper spacing
element.x = Math.random() < 0.5 ? 2048 / 2 - 900 : 2048 / 2 + 900; // Roadside shoulders
element.y = -50;
roadElements.push(element);
game.addChild(element);
}
// Spawn pedestrians
function spawnPedestrian() {
var pedestrian = new RoadElement('pedestrian');
// Place pedestrians on far roadside (sidewalk areas)
pedestrian.x = Math.random() < 0.5 ? 2048 / 2 - 1000 : 2048 / 2 + 1000;
pedestrian.y = -30;
pedestrian.speed = 1 + Math.random() * 2; // Slower than vehicles
roadElements.push(pedestrian);
game.addChild(pedestrian);
}
// Spawn road lines
function spawnRoadLine() {
// Left lane divider (between left and center lanes)
var leftLine = new RoadElement('roadLine');
leftLine.x = 2048 / 2 - 210;
leftLine.y = -40;
// Add subtle fade in animation
leftLine.alpha = 0;
tween(leftLine).to({
alpha: 1
}, 300).start();
roadLines.push(leftLine);
game.addChild(leftLine);
// Right lane divider (between center and right lanes)
var rightLine = new RoadElement('roadLine');
rightLine.x = 2048 / 2 + 210;
rightLine.y = -40;
// Add subtle fade in animation
rightLine.alpha = 0;
tween(rightLine).to({
alpha: 1
}, 300).start();
roadLines.push(rightLine);
game.addChild(rightLine);
}
// Handle power-up collection
function collectPowerUp(powerUp) {
// Add visual collection effect
LK.effects.flashObject(powerUp, 0x00ff00, 300);
tween(powerUp).to({
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, 300).start();
switch (powerUp.powerUpType) {
case 'fuelPowerUp':
// Fuel extends game time or boosts score
LK.setScore(LK.getScore() + 50);
// Flash player car green for fuel
LK.effects.flashObject(player, 0x00ff00, 500);
break;
case 'nitroPowerUp':
player.nitroBoost = 180; // 3 seconds of boost
// Flash player car blue for nitro
LK.effects.flashObject(player, 0x0099ff, 500);
break;
case 'tuningPowerUp':
player.tuningLevel = Math.min(player.tuningLevel + 0.1, 2.0);
// Flash player car purple for tuning
LK.effects.flashObject(player, 0x9b59b6, 500);
break;
}
LK.getSound('powerUpCollect').play();
}
// Main game loop
game.update = function () {
// Update distance traveled
distanceTraveled += player.speed * 0.1;
// Update speed display
var speedKmh = Math.floor(player.speed * 10);
speedText.setText('Speed: ' + speedKmh + ' KM/H');
scoreText.setText('Distance: ' + Math.floor(distanceTraveled) + 'm');
// Increase game difficulty over time
gameSpeed = 1 + distanceTraveled / 1000;
// Spawn traffic vehicles
spawnTimer++;
if (spawnTimer > Math.max(60 - gameSpeed * 5, 20)) {
spawnTrafficVehicle();
spawnTimer = 0;
}
// Spawn power-ups
powerUpSpawnTimer++;
if (powerUpSpawnTimer > 300 + Math.random() * 300) {
spawnPowerUp();
powerUpSpawnTimer = 0;
}
// Spawn road elements
environmentSpawnTimer++;
if (environmentSpawnTimer > 90 + Math.random() * 60) {
spawnRoadElement();
environmentSpawnTimer = 0;
}
// Spawn road lines
roadLineSpawnTimer++;
if (roadLineSpawnTimer > 40) {
spawnRoadLine();
roadLineSpawnTimer = 0;
}
// Spawn pedestrians occasionally
pedestrianSpawnTimer++;
if (pedestrianSpawnTimer > 200 + Math.random() * 400) {
spawnPedestrian();
pedestrianSpawnTimer = 0;
}
// Update and clean up traffic vehicles
for (var i = trafficVehicles.length - 1; i >= 0; i--) {
var vehicle = trafficVehicles[i];
// Check collision with player
if (vehicle.intersects(player)) {
LK.getSound('carCrash').play();
// Enhanced crash effect with multiple flashes
LK.effects.flashScreen(0xff0000, 1000);
LK.effects.flashObject(player, 0xff0000, 800);
LK.effects.flashObject(vehicle, 0xff0000, 800);
// Screen shake effect
tween(game).to({
x: 10
}, 50).to({
x: -10
}, 50).to({
x: 5
}, 50).to({
x: -5
}, 50).to({
x: 0
}, 50).start();
LK.showGameOver();
return;
}
// Check collisions between traffic vehicles
for (var j = trafficVehicles.length - 1; j >= 0; j--) {
if (i !== j) {
var otherVehicle = trafficVehicles[j];
if (vehicle.intersects(otherVehicle)) {
// Create enhanced crash effect
LK.effects.flashObject(vehicle, 0xff0000, 500);
LK.effects.flashObject(otherVehicle, 0xff0000, 500);
// Add explosion-like scaling effect
tween(vehicle).to({
scaleX: 1.3,
scaleY: 1.3
}, 100).to({
scaleX: 1,
scaleY: 1
}, 100).start();
tween(otherVehicle).to({
scaleX: 1.3,
scaleY: 1.3
}, 100).to({
scaleX: 1,
scaleY: 1
}, 100).start();
LK.getSound('carCrash').play();
// Remove both vehicles involved in crash
vehicle.destroy();
otherVehicle.destroy();
trafficVehicles.splice(i, 1);
// Adjust index for removed vehicle
var otherIndex = trafficVehicles.indexOf(otherVehicle);
if (otherIndex > -1) {
trafficVehicles.splice(otherIndex, 1);
if (otherIndex < i) i--; // Adjust current index if needed
}
break; // Exit inner loop since vehicle is destroyed
}
}
}
// Remove off-screen vehicles
if (vehicle.y > 2732 + 100) {
vehicle.destroy();
trafficVehicles.splice(i, 1);
// Award points for successful overtake
LK.setScore(LK.getScore() + 10);
}
}
// Update and clean up power-ups
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
// Check collection
if (powerUp.intersects(player)) {
collectPowerUp(powerUp);
powerUp.destroy();
powerUps.splice(i, 1);
continue;
}
// Remove off-screen power-ups
if (powerUp.y > 2732 + 50) {
powerUp.destroy();
powerUps.splice(i, 1);
}
}
// Update and clean up road elements
for (var i = roadElements.length - 1; i >= 0; i--) {
var element = roadElements[i];
// Add speed-based movement for visual effect
element.speed = 5 + gameSpeed * 2;
// Add subtle sway animation to trees
if (element.elementType === 'tree') {
element.x += Math.sin(LK.ticks * 0.02 + element.y * 0.01) * 0.3;
}
if (element.y > 2732 + 100) {
element.destroy();
roadElements.splice(i, 1);
}
}
// Update and clean up road lines
for (var i = roadLines.length - 1; i >= 0; i--) {
var line = roadLines[i];
if (line.y > 2732 + 100) {
line.destroy();
roadLines.splice(i, 1);
}
}
// Update final score
LK.setScore(Math.floor(distanceTraveled));
}; ===================================================================
--- original.js
+++ change.js
@@ -265,9 +265,9 @@
}
};
// Spawn traffic vehicles
function spawnTrafficVehicle() {
- var vehicleTypes = ['enemyCar', 'bus', 'truck', 'policeCar', 'ambulance', 'fireTruck'];
+ var vehicleTypes = ['enemyCar', 'bus', 'truck', 'policeCar', 'fireTruck'];
var vehicleType = vehicleTypes[Math.floor(Math.random() * vehicleTypes.length)];
var vehicle = new TrafficVehicle(vehicleType);
vehicle.x = getLaneX(vehicle.currentLane);
vehicle.y = -100;
Tuning Material image. In-Game asset. 2d. High contrast. No shadows
A realistic 2D render of a Yellow Taxi viewed from a slight rear top angle, perfectly aligned and driving straight forward on a clean 3-lane asphalt road with dashed white lane markings. The car is centered, facing directly ahead with no turn, showing only the top and back clearly. No visible driver. Daylight scene. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
Draw a health elixir.. In-Game asset. 2d. High contrast. No shadows
A 2D top-down tree (a little bit short and weird) viewed from a slight rear top angle, positioned beside a road, showing the top and a bit of the back side. The tree is slightly angled to match the camera perspective, with visible foliage and trunk shape. Daylight, clean background, suitable for roadside environment in a driving game.. In-Game. In-Game asset. 2d. High contrast. No shadows
A realistic 2D render of a BMW M3 viewed from a slight rear top angle, perfectly aligned and driving straight forward on a clean 3-lane asphalt road with dashed white lane markings. The car is centered, facing directly ahead with no turn, showing only the top and back clearly. No visible driver. Daylight scene. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows