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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
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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
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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
@@ -474,9 +474,11 @@
// 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
+ if (otherIndex < i) {
+ i--;
+ } // Adjust current index if needed
}
break; // Exit inner loop since vehicle is destroyed
}
}
Tuning Material image. In-Game asset. 2d. High contrast. No shadows
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