User prompt
Add a new enemy type called "enemyBike" that spawns like the cars but moves slightly faster.
User prompt
Display the score in the top-right corner of the screen.
User prompt
Display the score in the top-left corner of the screen.
User prompt
Spawn a new car every few seconds at the top of the screen in a random lane.
User prompt
Detect collision between the motorcycle and cars.
User prompt
Make the cars scroll downward continuously.
User prompt
Place the motorcycle near the bottom center of the screen.
User prompt
Create a top-down 2D motorcycle sprite facing upward.
User prompt
Make the road tile scroll downward continuously to simulate forward motion
User prompt
Make the road tile scroll upward continuously to simulate forward motion.
User prompt
Place the road tile in the center of the background.
User prompt
Create a 2D vertical road tile with three lanes and dashed white lines. Make it gray and suitable for racing games.
User prompt
Make the road move upward continuously to simulate forward motion.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'var x = (laneX[i] + laneX[i + 1]) / 2;' Line Number: 143
User prompt
Draw three white dashed lane lines on the road.
User prompt
Add a gray road background that scrolls vertically.
User prompt
Create a vertically scrolling road with three lanes.
User prompt
Create a 2D motorcycle racing game with a top-down view.
User prompt
Moto Dash: Top-Down Racer
Initial prompt
Create a 2D motorcycle racing game with a top-down view.
/**** * Classes ****/ // Motorcycle class: player-controlled bike var Motorcycle = Container.expand(function () { var self = Container.call(this); // Attach motorcycle asset (box, blue) var bike = self.attachAsset('motorcycle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial speed and direction self.speedY = 18; // vertical speed (track scrolls down) self.laneSpeed = 0; // horizontal speed (player control) self.maxX = 2048 - bike.width / 2; self.minX = bike.width / 2; // Track lastX for event triggers self.lastX = self.x; // Update method: move forward, apply lane movement self.update = function () { self.lastX = self.x; self.x += self.laneSpeed; // Clamp to track bounds if (self.x < self.minX) self.x = self.minX; if (self.x > self.maxX) self.x = self.maxX; }; return self; }); // Obstacle class: static/dynamic hazards var Obstacle = Container.expand(function () { var self = Container.call(this); // Attach obstacle asset (box, red) var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Set vertical speed (scrolls with track) self.speedY = 18; // Track lastY for event triggers self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; }; return self; }); // PowerUp class: collectible items var PowerUp = Container.expand(function () { var self = Container.call(this); // Attach powerup asset (ellipse, yellow) var pu = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 18; self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; }; return self; }); /**** * Initialize Game ****/ // Motorcycle asset (blue box) // Obstacle asset (red box) // PowerUp asset (yellow ellipse) var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Game State --- // PowerUp asset (yellow ellipse) // Obstacle asset (red box) // Motorcycle asset (blue box) var player = new Motorcycle(); player.x = 2048 / 2; player.y = 2200; game.addChild(player); var obstacles = []; var powerups = []; var distance = 0; var score = 0; // Score display var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Touch drag to steer var dragActive = false; var dragOffsetX = 0; game.down = function (x, y, obj) { // Only start drag if touch is near the player var dx = x - player.x; var dy = y - player.y; if (dx * dx + dy * dy < 300 * 300) { dragActive = true; dragOffsetX = player.x - x; } }; game.move = function (x, y, obj) { if (dragActive) { player.x = x + dragOffsetX; } }; game.up = function (x, y, obj) { dragActive = false; }; // --- Spawning logic --- var obstacleTimer = 0; var powerupTimer = 0; // --- Main update loop --- game.update = function () { // Move player (handled in class) player.update(); // Scroll obstacles and powerups for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.lastY < 2732 && obs.y >= 2732 + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection (trigger on first intersect) if (!obs.lastWasIntersecting && obs.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } obs.lastWasIntersecting = obs.intersects(player); } for (var i = powerups.length - 1; i >= 0; i--) { var pu = powerups[i]; pu.update(); // Remove if off screen if (pu.lastY < 2732 && pu.y >= 2732 + 100) { pu.destroy(); powerups.splice(i, 1); continue; } // Collect powerup if (!pu.lastWasIntersecting && pu.intersects(player)) { score += 10; scoreTxt.setText(score); pu.destroy(); powerups.splice(i, 1); continue; } pu.lastWasIntersecting = pu.intersects(player); } // --- Spawning --- obstacleTimer++; if (obstacleTimer > 40) { obstacleTimer = 0; var obs = new Obstacle(); obs.x = 200 + Math.random() * (2048 - 400); obs.y = -100; obs.lastWasIntersecting = false; game.addChild(obs); obstacles.push(obs); } powerupTimer++; if (powerupTimer > 120) { powerupTimer = 0; var pu = new PowerUp(); pu.x = 200 + Math.random() * (2048 - 400); pu.y = -100; pu.lastWasIntersecting = false; game.addChild(pu); powerups.push(pu); } // --- Distance/score --- distance += player.speedY; if (distance % 1000 < player.speedY) { score += 1; scoreTxt.setText(score); } // Win condition: reach distance if (distance > 20000) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,191 @@
-/****
+/****
+* Classes
+****/
+// Motorcycle class: player-controlled bike
+var Motorcycle = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach motorcycle asset (box, blue)
+ var bike = self.attachAsset('motorcycle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set initial speed and direction
+ self.speedY = 18; // vertical speed (track scrolls down)
+ self.laneSpeed = 0; // horizontal speed (player control)
+ self.maxX = 2048 - bike.width / 2;
+ self.minX = bike.width / 2;
+ // Track lastX for event triggers
+ self.lastX = self.x;
+ // Update method: move forward, apply lane movement
+ self.update = function () {
+ self.lastX = self.x;
+ self.x += self.laneSpeed;
+ // Clamp to track bounds
+ if (self.x < self.minX) self.x = self.minX;
+ if (self.x > self.maxX) self.x = self.maxX;
+ };
+ return self;
+});
+// Obstacle class: static/dynamic hazards
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach obstacle asset (box, red)
+ var obs = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set vertical speed (scrolls with track)
+ self.speedY = 18;
+ // Track lastY for event triggers
+ self.lastY = self.y;
+ self.update = function () {
+ self.lastY = self.y;
+ self.y += self.speedY;
+ };
+ return self;
+});
+// PowerUp class: collectible items
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach powerup asset (ellipse, yellow)
+ var pu = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speedY = 18;
+ self.lastY = self.y;
+ self.update = function () {
+ self.lastY = self.y;
+ self.y += self.speedY;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
+// Motorcycle asset (blue box)
+// Obstacle asset (red box)
+// PowerUp asset (yellow ellipse)
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// --- Game State ---
+// PowerUp asset (yellow ellipse)
+// Obstacle asset (red box)
+// Motorcycle asset (blue box)
+var player = new Motorcycle();
+player.x = 2048 / 2;
+player.y = 2200;
+game.addChild(player);
+var obstacles = [];
+var powerups = [];
+var distance = 0;
+var score = 0;
+// Score display
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: "#fff"
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Touch drag to steer
+var dragActive = false;
+var dragOffsetX = 0;
+game.down = function (x, y, obj) {
+ // Only start drag if touch is near the player
+ var dx = x - player.x;
+ var dy = y - player.y;
+ if (dx * dx + dy * dy < 300 * 300) {
+ dragActive = true;
+ dragOffsetX = player.x - x;
+ }
+};
+game.move = function (x, y, obj) {
+ if (dragActive) {
+ player.x = x + dragOffsetX;
+ }
+};
+game.up = function (x, y, obj) {
+ dragActive = false;
+};
+// --- Spawning logic ---
+var obstacleTimer = 0;
+var powerupTimer = 0;
+// --- Main update loop ---
+game.update = function () {
+ // Move player (handled in class)
+ player.update();
+ // Scroll obstacles and powerups
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ var obs = obstacles[i];
+ obs.update();
+ // Remove if off screen
+ if (obs.lastY < 2732 && obs.y >= 2732 + 100) {
+ obs.destroy();
+ obstacles.splice(i, 1);
+ continue;
+ }
+ // Collision detection (trigger on first intersect)
+ if (!obs.lastWasIntersecting && obs.intersects(player)) {
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.showGameOver();
+ return;
+ }
+ obs.lastWasIntersecting = obs.intersects(player);
+ }
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ var pu = powerups[i];
+ pu.update();
+ // Remove if off screen
+ if (pu.lastY < 2732 && pu.y >= 2732 + 100) {
+ pu.destroy();
+ powerups.splice(i, 1);
+ continue;
+ }
+ // Collect powerup
+ if (!pu.lastWasIntersecting && pu.intersects(player)) {
+ score += 10;
+ scoreTxt.setText(score);
+ pu.destroy();
+ powerups.splice(i, 1);
+ continue;
+ }
+ pu.lastWasIntersecting = pu.intersects(player);
+ }
+ // --- Spawning ---
+ obstacleTimer++;
+ if (obstacleTimer > 40) {
+ obstacleTimer = 0;
+ var obs = new Obstacle();
+ obs.x = 200 + Math.random() * (2048 - 400);
+ obs.y = -100;
+ obs.lastWasIntersecting = false;
+ game.addChild(obs);
+ obstacles.push(obs);
+ }
+ powerupTimer++;
+ if (powerupTimer > 120) {
+ powerupTimer = 0;
+ var pu = new PowerUp();
+ pu.x = 200 + Math.random() * (2048 - 400);
+ pu.y = -100;
+ pu.lastWasIntersecting = false;
+ game.addChild(pu);
+ powerups.push(pu);
+ }
+ // --- Distance/score ---
+ distance += player.speedY;
+ if (distance % 1000 < player.speedY) {
+ score += 1;
+ scoreTxt.setText(score);
+ }
+ // Win condition: reach distance
+ if (distance > 20000) {
+ LK.showYouWin();
+ }
+};
\ No newline at end of file
Create a 2D motorcycle sprite viewed from behind, positioned to ride on the road.. In-Game asset. 2d. High contrast. No shadows
Create a top-down 2D car sprite facing downward.. In-Game asset. 2d. High contrast. No shadows
Draw a 2D side-view katana with a sleek silver blade and a black-and-red hilt, in a flat cartoon style suitable for an action game. The sword should be horizontal with a transparent background. In-Game asset. 2d. High contrast. No shadows
Create a shiny golden coin (token) asset for a game. The coin should have a polished, reflective surface with subtle engravings or ridges around the edge. It should look 3D with soft highlights and shadows to give depth. The size should be suitable as a collectible power-up floating slightly above the ground. Style should be clean and vibrant, fitting a modern arcade or action game.. In-Game asset. 2d. High contrast. No shadows
Create a simple 2D animation of an enemy motorcycle falling sideways to the ground. The animation should have 5 frames showing the bike tilting and then lying flat. Use a cartoonish style matching a simple 2D game.. In-Game asset. 2d. High contrast. No shadows
katanaslashsound
Sound effect
katanaslash
Sound effect
katanaslash1
Sound effect
katanaslash2
Sound effect
katanaslash3
Sound effect
runsong
Music
gamesound
Music
carcrashsound
Sound effect
motorcrashsound
Sound effect
powerupsound
Sound effect
chassound
Sound effect