User prompt
Ensure punchProjectile moves upward and only disappears after traveling 40 pixels upward from its initial Y position.
User prompt
Ensure a new punchProjectile is added to the game state every 2 seconds and appears on screen.
User prompt
Ensure each punchProjectile is rendered visibly as it moves upward, until it disappears.
User prompt
Ensure punchProjectile moves upward and only disappears after traveling 40 pixels upward from its initial Y position.
User prompt
Make punchProjectile disappear after traveling 40 pixels or hitting an enemy.
User prompt
Make the player automatically fire a punchProjectile every 1.5 seconds, regardless of enemy proximity.
User prompt
Ensure that punchProjectile is visibly rendered on screen when fired by the player every 2 seconds.
User prompt
Make the player automatically fire a punchProjectile every 2 seconds, regardless of enemy proximity.
User prompt
Increase the size of the punchProjectile to make it more visible.
User prompt
Change the punchProjectile color to bright red.
User prompt
Add a visible sprite or simple shape (like a small glowing orb or rectangle) for each punchProjectile so that the attack is visible during gameplay.
User prompt
Add an automatic attack effect: when an enemy motorcycle gets close to the player, fire a short-range projectile forward from the player to simulate a punch.
User prompt
Remove the punch button from the bottom right corner of the screen, including its icon and any related click functionality.
User prompt
Replace the heart icons used for the health display with tire icons that represent motorcycle wheels.
User prompt
Remove the entire shield system, including the playerShield variable, shield power-up, shield icon, and any related logic or UI elements.
User prompt
Please fix the bug: 'TypeError: LK.effects.setGlow is not a function' in or related to this line: 'LK.effects.setGlow(healthTxt, {' Line Number: 448
User prompt
When the shield is active, add a glowing neon outline around the health hearts to indicate shield protection.
User prompt
Add a shield power-up that prevents damage from one enemy collision.
User prompt
Gradually increase the speed and spawn rate of enemy motorcycles over time.
User prompt
Add a health system to the player. Decrease health when colliding with an enemy motorcycle.
User prompt
Make enemy motorcycles choose a random lane when they spawn and move straight down.
User prompt
Remove the behavior that makes enemy motorcycles follow or align with the player motorcycle.
User prompt
Handle the enemyInPunchRange event by triggering a punch on the enemy.
User prompt
When the enemyInPunchRange event is triggered, make the player motorcycle punch the enemy motorcycle using punchHitboxRect.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var punchHitboxRect = {' Line Number: 130
/**** * Classes ****/ // EnemyBike class: faster enemy type var EnemyBike = Container.expand(function () { var self = Container.call(this); // Attach enemyBike asset (image, facing upward) var bike = self.attachAsset('enemyBike', { anchorX: 0.5, anchorY: 0.5 }); // Set vertical speed (will be set on spawn) self.speedY = 24; // Track lastY for event triggers self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; // EnemyBike moves straight down in its lane }; return self; }); // Motorcycle class: player-controlled bike var Motorcycle = Container.expand(function () { var self = Container.call(this); // Attach motorcycle asset (image, facing upward) 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 ****/ // (auto-punch logic moved to game.update) // Road background: gray // --- Game State --- // PowerUp asset (yellow ellipse) // Obstacle asset (red box) // Motorcycle asset (blue box) // --- Road Background --- var roadCenterX = 2048 / 2; var roadBg1 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: 0 }); var roadBg2 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: -2732 }); // If the asset doesn't exist, create it as a gray box if (!roadBg1) { roadBg1 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: 0 }); roadBg2 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: -2732 }); } game.addChild(roadBg1); game.addChild(roadBg2); // Lane definitions for 3-lane road (centered, full width 2048) var laneCount = 3; var laneWidth = 400; var laneX = [2048 / 2 - laneWidth, // left lane center 2048 / 2, // center lane center 2048 / 2 + laneWidth // right lane center ]; // --- Lane Lines (dashed) --- var laneLineContainers = []; var laneLineCount = 2; // 2 lines between 3 lanes var dashHeight = 80; var dashGap = 80; var lineWidth = 16; var lineColor = 0xffffff; var roadTop = 0; var roadBottom = 2732; var dashesPerLine = Math.ceil((roadBottom - roadTop) / (dashHeight + dashGap)) + 2; for (var i = 0; i < laneLineCount; i++) { var lineContainer = new Container(); var x = (laneX[i] + laneX[i + 1]) / 2; for (var d = 0; d < dashesPerLine; d++) { // Use the laneDash asset for white dashes var dash = LK.getAsset('laneDash', { width: lineWidth, height: dashHeight, anchorX: 0.5, anchorY: 0 }); dash.x = x; dash.y = roadTop + d * (dashHeight + dashGap); lineContainer.addChild(dash); } laneLineContainers.push(lineContainer); game.addChild(lineContainer); } var player = new Motorcycle(); player.x = 2048 / 2; // Center horizontally player.y = 2732 - 220; // Place near bottom (220 is half the motorcycle height) game.addChild(player); var obstacles = []; var enemyBikes = []; var powerups = []; // --- Score --- var score = 0; var distance = 0; // --- Health --- var playerHealth = 3; var maxPlayerHealth = 3; var healthTxt = new Text2('❤❤❤', { size: 120, fill: 0xFF5252 }); healthTxt.anchor.set(0, 0); // Add to top-left GUI overlay (leave 100px for menu) healthTxt.x = 110; LK.gui.top.addChild(healthTxt); // Score display var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); // Anchor to the right edge, top (1, 0) scoreTxt.anchor.set(1, 0); // Add to top-right GUI overlay LK.gui.topRight.addChild(scoreTxt); // --- Punch Button (bottom-right) --- var punchButtonSize = 260; var punchButton = LK.getAsset('powerup', { width: punchButtonSize, height: punchButtonSize, anchorX: 1, anchorY: 1, x: 0, y: 0 }); // Overlay a label var punchLabel = new Text2('Punch', { size: 70, fill: "#222", align: "center" }); punchLabel.anchor.set(0.5, 0.5); punchLabel.x = punchButton.width / 2; punchLabel.y = punchButton.height / 2; punchButton.addChild(punchLabel); // Place in bottom-right GUI overlay LK.gui.bottomRight.addChild(punchButton); // Add tap/click handler for Punch button punchButton.down = function (x, y, obj) { // Define what is 'close' horizontally (within 15px) var punchRange = 15; for (var i = enemyBikes.length - 1; i >= 0; i--) { var eb = enemyBikes[i]; if (Math.abs(eb.x - player.x) <= punchRange) { eb.destroy(); enemyBikes.splice(i, 1); } } }; // Touch drag to steer var dragActive = false; var dragOffsetX = 0; game.down = function (x, y, obj) { // If tap is on right half of the screen, trigger punch action if (x > 2048 / 2) { // Define what is 'close' horizontally (within 15px) var punchRange = 15; for (var i = enemyBikes.length - 1; i >= 0; i--) { var eb = enemyBikes[i]; if (Math.abs(eb.x - player.x) <= punchRange) { eb.destroy(); enemyBikes.splice(i, 1); } } return; // Don't start drag if punch was triggered } // 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; // --- Difficulty scaling --- var enemyBaseSpeed = 24; // initial EnemyBike speed var enemySpeed = enemyBaseSpeed; var enemyBaseSpawnInterval = 40; // initial spawn interval (frames) var enemySpawnInterval = enemyBaseSpawnInterval; var difficultyTimer = 0; // counts frames for difficulty increase var difficultyInterval = 600; // every 600 frames (~10s at 60fps), increase difficulty var enemySpeedIncrement = 2; // how much to increase speed each interval var enemySpawnDecrement = 4; // how much to decrease spawn interval each interval (minimum capped) var minEnemySpawnInterval = 12; // minimum allowed spawn interval // --- Main update loop --- game.update = function () { // Scroll road background downward to simulate forward motion roadBg1.y += player.speedY; roadBg2.y += player.speedY; // Loop backgrounds if (roadBg1.y >= 2732) { roadBg1.y = roadBg2.y - 2732; } if (roadBg2.y >= 2732) { roadBg2.y = roadBg1.y - 2732; } // Scroll and loop lane lines downward for (var i = 0; i < laneLineContainers.length; i++) { var lineContainer = laneLineContainers[i]; for (var j = 0; j < lineContainer.children.length; j++) { var dash = lineContainer.children[j]; dash.y += player.speedY; if (dash.y > 2732) { dash.y -= (dashHeight + dashGap) * lineContainer.children.length; // This ensures the dash loops back to the top } } } // 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); } // Handle enemyBikes for (var i = enemyBikes.length - 1; i >= 0; i--) { var eb = enemyBikes[i]; eb.update(); // Remove if off screen if (eb.lastY < 2732 && eb.y >= 2732 + 100) { eb.destroy(); enemyBikes.splice(i, 1); continue; } // Collision detection (trigger on first intersect) if (!eb.lastWasIntersecting && eb.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); playerHealth--; // Update health display var hearts = ''; for (var h = 0; h < playerHealth; h++) hearts += '❤'; healthTxt.setText(hearts); if (playerHealth <= 0) { LK.showGameOver(); return; } healthTxt.setStyle({ fill: 0xFF5252, dropShadow: false }); } eb.lastWasIntersecting = eb.intersects(player); // (auto-punch logic removed) } // Auto-punch logic: punch any enemyBike within punchHitboxRect in front of the player var punchHitboxWidth = 120; // width of punch area (in front of player) var punchHitboxHeight = 180; // height of punch area (centered on player) var punchHitboxOffset = 60; // how far in front of player the hitbox starts var punchHitboxRect = { x: player.x - punchHitboxWidth / 2, y: player.y - punchHitboxOffset - punchHitboxHeight, width: punchHitboxWidth, height: punchHitboxHeight }; // Listen for the 'enemyInPunchRange' event and punch using punchHitboxRect if (typeof LK !== "undefined" && typeof LK.on === "function") { LK.on('enemyInPunchRange', function () { // When the event is triggered, punch all enemyBikes within punchHitboxRect for (var j = enemyBikes.length - 1; j >= 0; j--) { var eb2 = enemyBikes[j]; if (eb2.x >= punchHitboxRect.x && eb2.x <= punchHitboxRect.x + punchHitboxRect.width && eb2.y >= punchHitboxRect.y && eb2.y <= punchHitboxRect.y + punchHitboxRect.height) { // Trigger punch: destroy the enemy and remove from array eb2.destroy(); enemyBikes.splice(j, 1); } } }); } 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); } // --- Difficulty scaling --- difficultyTimer++; if (difficultyTimer >= difficultyInterval) { difficultyTimer = 0; // Increase enemy speed enemySpeed += enemySpeedIncrement; // Decrease spawn interval, but not below minimum enemySpawnInterval -= enemySpawnDecrement; if (enemySpawnInterval < minEnemySpawnInterval) enemySpawnInterval = minEnemySpawnInterval; } // --- Spawning --- obstacleTimer++; if (obstacleTimer > enemySpawnInterval) { obstacleTimer = 0; // Randomly decide to spawn an Obstacle or an EnemyBike (e.g. 70% car, 30% enemyBike) if (Math.random() < 0.3) { var laneIdx = Math.floor(Math.random() * laneCount); var eb = new EnemyBike(); eb.laneIdx = laneIdx; // Store lane index for reference eb.x = laneX[laneIdx]; eb.y = -100; eb.lastWasIntersecting = false; eb.speedY = enemySpeed; // Set current enemy speed game.addChild(eb); enemyBikes.push(eb); } else { var obs = new Obstacle(); // Place obstacle in a random lane var laneIdx = Math.floor(Math.random() * laneCount); obs.x = laneX[laneIdx]; obs.y = -100; obs.lastWasIntersecting = false; game.addChild(obs); obstacles.push(obs); } } powerupTimer++; if (powerupTimer > 120) { powerupTimer = 0; var pu = new PowerUp(); // Place powerup in a random lane var laneIdx = Math.floor(Math.random() * laneCount); pu.x = laneX[laneIdx]; 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
@@ -187,29 +187,16 @@
var distance = 0;
// --- Health ---
var playerHealth = 3;
var maxPlayerHealth = 3;
-var playerShield = 0; // 0 = no shield, 1 = shield active
var healthTxt = new Text2('❤❤❤', {
size: 120,
fill: 0xFF5252
});
healthTxt.anchor.set(0, 0);
// Add to top-left GUI overlay (leave 100px for menu)
healthTxt.x = 110;
LK.gui.top.addChild(healthTxt);
-// --- Shield Icon ---
-var shieldIcon = LK.getAsset('powerup', {
- width: 90,
- height: 90,
- anchorX: 0,
- anchorY: 0,
- x: 0,
- y: 0
-});
-shieldIcon.visible = false;
-shieldIcon.x = 110 + healthTxt.width + 20;
-LK.gui.top.addChild(shieldIcon);
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
@@ -353,37 +340,22 @@
continue;
}
// Collision detection (trigger on first intersect)
if (!eb.lastWasIntersecting && eb.intersects(player)) {
- if (playerShield > 0) {
- // Shield absorbs the hit
- playerShield = 0;
- shieldIcon.visible = false;
- LK.effects.flashObject(player, 0x00e5ff, 600);
- // Remove neon glow from health hearts when shield is lost
- // Workaround: revert text color and shadow to normal
- healthTxt.setStyle({
- fill: 0xFF5252,
- dropShadow: false
- });
- } else {
- LK.effects.flashScreen(0xff0000, 800);
- playerHealth--;
- // Update health display
- var hearts = '';
- for (var h = 0; h < playerHealth; h++) hearts += '❤';
- healthTxt.setText(hearts);
- if (playerHealth <= 0) {
- LK.showGameOver();
- return;
- }
- // Remove neon glow if not shielded
- // Workaround: revert text color and shadow to normal
- healthTxt.setStyle({
- fill: 0xFF5252,
- dropShadow: false
- });
+ LK.effects.flashScreen(0xff0000, 800);
+ playerHealth--;
+ // Update health display
+ var hearts = '';
+ for (var h = 0; h < playerHealth; h++) hearts += '❤';
+ healthTxt.setText(hearts);
+ if (playerHealth <= 0) {
+ LK.showGameOver();
+ return;
}
+ healthTxt.setStyle({
+ fill: 0xFF5252,
+ dropShadow: false
+ });
}
eb.lastWasIntersecting = eb.intersects(player);
// (auto-punch logic removed)
}
@@ -423,22 +395,8 @@
// Collect powerup
if (!pu.lastWasIntersecting && pu.intersects(player)) {
score += 10;
scoreTxt.setText(score);
- // Grant shield if not already active
- if (playerShield === 0) {
- playerShield = 1;
- shieldIcon.visible = true;
- // Add neon glow to health hearts to indicate shield
- // Workaround: use text shadow and color for neon effect
- healthTxt.setStyle({
- fill: 0x00e5ff,
- dropShadow: true,
- dropShadowColor: 0x00e5ff,
- dropShadowBlur: 18,
- dropShadowDistance: 0
- });
- }
pu.destroy();
powerups.splice(i, 1);
continue;
}
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