User prompt
runner is not visible fix this
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fix game
User prompt
fix the game
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fix the game runner add
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bring the game to its oldest
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runner invisible fix it
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restore game
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fix the game
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Runner is not visible, fix this game
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fix this the game is not playable
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fix it game
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You broke it again, fix it
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lane')' in or related to this line: 'if (!mag.collected && mag.lane === runner.lane && Math.abs(mag.y - runner.y) < 120) {' Line Number: 446
User prompt
fix this the game is not playable
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lane')' in or related to this line: 'if (!gameOver && obs.lane === runner.lane && !obs.passed && obs.y + 180 > runner.y - 200 && obs.y < runner.y) {' Line Number: 394
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'lane')' in or related to this line: 'if (!gameOver && obs.lane === runner.lane && !obs.passed && obs.y + 180 > runner.y - 200 && obs.y < runner.y) {' Line Number: 389
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'lane')' in or related to this line: 'moveRunnerToLane(runner.lane - 1);' Line Number: 291
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'magnetActive')' in or related to this line: 'if (runner.magnetActive) {' Line Number: 470
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undo this and bring the game back to its previous state
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Add "play" button when we first enter the game
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add rails to the places we step on and the other area will be grass
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add rails to the places we step on and the other area will be grass
Code edit (1 edits merged)
Please save this source code
User prompt
Subway Dash
Initial prompt
make a game like subway surfers
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Coin
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGfx = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 1
});
self.lane = 1;
self.collected = false;
return self;
});
// Magnet Powerup
var Magnet = Container.expand(function () {
var self = Container.call(this);
var magGfx = self.attachAsset('magnet', {
anchorX: 0.5,
anchorY: 1
});
self.lane = 1;
self.collected = false;
return self;
});
// Obstacle (train/barrier)
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obsGfx = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1
});
self.lane = 1; // 0,1,2
self.passed = false;
return self;
});
// Player Runner
var Runner = Container.expand(function () {
var self = Container.call(this);
var runnerGfx = self.attachAsset('runner', {
anchorX: 0.5,
anchorY: 1
});
self.lane = 1; // 0: left, 1: center, 2: right
self.isShielded = false;
self.magnetActive = false;
self.shieldActive = false;
self.magnetTimer = 0;
self.shieldTimer = 0;
// Animate shield effect
self.showShield = function () {
if (!self.shieldCircle) {
self.shieldCircle = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 1,
scaleX: 1.3,
scaleY: 1.3,
alpha: 0.5
});
}
self.shieldCircle.visible = true;
};
self.hideShield = function () {
if (self.shieldCircle) self.shieldCircle.visible = false;
};
// Animate magnet effect
self.showMagnet = function () {
if (!self.magnetCircle) {
self.magnetCircle = self.attachAsset('magnet', {
anchorX: 0.5,
anchorY: 1,
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.3
});
}
self.magnetCircle.visible = true;
};
self.hideMagnet = function () {
if (self.magnetCircle) self.magnetCircle.visible = false;
};
return self;
});
// Shield Powerup
var Shield = Container.expand(function () {
var self = Container.call(this);
var shGfx = self.attachAsset('shield', {
anchorX: 0.5,
anchorY: 1
});
self.lane = 1;
self.collected = false;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No title, no description
// Always backgroundColor is black
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Lane positions (3 lanes)
// Character (player)
// Obstacle (train/barrier)
// Coin
// Magnet Powerup
// Shield Powerup
// Add rails and grass background
var railWidth = 180;
var railSpacing = 260;
var grassWidth = (2048 - (railWidth * 3 + railSpacing * 2)) / 2;
// Grass left
var grassLeft = LK.getAsset('grass', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: grassWidth,
height: 2732
});
game.addChild(grassLeft);
// Grass right
var grassRight = LK.getAsset('grass', {
anchorX: 0,
anchorY: 0,
x: 2048 - grassWidth,
y: 0,
width: grassWidth,
height: 2732
});
game.addChild(grassRight);
// Rails
var railX = [grassWidth, grassWidth + railWidth + railSpacing, grassWidth + (railWidth + railSpacing) * 2];
for (var i = 0; i < 3; ++i) {
var rail = LK.getAsset('rail', {
anchorX: 0,
anchorY: 0,
x: railX[i],
y: 0,
width: railWidth,
height: 2732
});
game.addChild(rail);
}
// Lane positions (center of each rail)
var laneX = [railX[0] + railWidth / 2, railX[1] + railWidth / 2, railX[2] + railWidth / 2];
// Track Y positions
var groundY = 2732 - 200;
// Game state
var runner;
var obstacles = [];
var coins = [];
var magnets = [];
var shields = [];
var speed = 18; // Initial speed (pixels per frame)
var maxSpeed = 38;
var speedInc = 0.0007; // Speed increase per tick
var score = 0;
var coinScore = 0;
var lastObstacleTick = 0;
var lastCoinTick = 0;
var lastPowerupTick = 0;
var dragStartX = null;
var dragStartY = null;
var dragStartTime = null;
var swipeThreshold = 80; // px
var swipeTime = 350; // ms
var isMovingLane = false;
var moveTween = null;
var magnetDuration = 600; // ticks (10s)
var shieldDuration = 600; // ticks (10s)
var gameOver = false;
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Coin text
var coinTxt = new Text2('0', {
size: 80,
fill: 0xFFE066
});
coinTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(coinTxt);
// Helper: spawn runner
function spawnRunner() {
runner = new Runner();
runner.x = laneX[1];
runner.y = groundY;
runner.lane = 1;
game.addChild(runner);
}
// Helper: spawn obstacle
function spawnObstacle() {
var obs = new Obstacle();
obs.lane = Math.floor(Math.random() * 3);
obs.x = laneX[obs.lane];
obs.y = -20;
obstacles.push(obs);
game.addChild(obs);
}
// Helper: spawn coin
function spawnCoin() {
var coin = new Coin();
coin.lane = Math.floor(Math.random() * 3);
coin.x = laneX[coin.lane];
coin.y = -20;
coins.push(coin);
game.addChild(coin);
}
// Helper: spawn magnet
function spawnMagnet() {
var mag = new Magnet();
mag.lane = Math.floor(Math.random() * 3);
mag.x = laneX[mag.lane];
mag.y = -20;
magnets.push(mag);
game.addChild(mag);
}
// Helper: spawn shield
function spawnShield() {
var sh = new Shield();
sh.lane = Math.floor(Math.random() * 3);
sh.x = laneX[sh.lane];
sh.y = -20;
shields.push(sh);
game.addChild(sh);
}
// Helper: move runner to lane
function moveRunnerToLane(targetLane) {
if (isMovingLane || targetLane < 0 || targetLane > 2 || targetLane === runner.lane) return;
isMovingLane = true;
if (moveTween) tween.stop(runner, {
x: true
});
moveTween = tween(runner, {
x: laneX[targetLane]
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function onFinish() {
runner.lane = targetLane;
isMovingLane = false;
}
});
}
// Helper: handle swipe
function handleSwipe(startX, startY, endX, endY, dt) {
var dx = endX - startX;
var dy = endY - startY;
if (Math.abs(dx) > Math.abs(dy) && Math.abs(dx) > swipeThreshold && dt < swipeTime) {
// Horizontal swipe
if (dx > 0) {
// Swipe right
if (runner) moveRunnerToLane(runner.lane + 1);
} else {
// Swipe left
if (runner) moveRunnerToLane(runner.lane - 1);
}
}
}
// Helper: reset game state
function resetGame() {
// Remove all obstacles, coins, powerups
for (var i = 0; i < obstacles.length; ++i) obstacles[i].destroy();
for (var i = 0; i < coins.length; ++i) coins[i].destroy();
for (var i = 0; i < magnets.length; ++i) magnets[i].destroy();
for (var i = 0; i < shields.length; ++i) shields[i].destroy();
obstacles = [];
coins = [];
magnets = [];
shields = [];
if (runner) runner.destroy();
runner = null;
speed = 18;
score = 0;
coinScore = 0;
lastObstacleTick = 0;
lastCoinTick = 0;
lastPowerupTick = 0;
isMovingLane = false;
moveTween = null;
gameOver = false;
scoreTxt.setText('0');
coinTxt.setText('0');
spawnRunner();
}
// Game move handler (for swipe)
game.down = function (x, y, obj) {
dragStartX = x;
dragStartY = y;
dragStartTime = Date.now();
};
game.up = function (x, y, obj) {
if (dragStartX !== null && dragStartY !== null && dragStartTime !== null) {
var dt = Date.now() - dragStartTime;
handleSwipe(dragStartX, dragStartY, x, y, dt);
}
dragStartX = null;
dragStartY = null;
dragStartTime = null;
};
game.move = function (x, y, obj) {
// No drag-to-move, only swipe
};
// Main game update loop
game.update = function () {
if (gameOver) return;
// Increase speed over time
if (speed < maxSpeed) speed += speedInc;
// Score increases with distance
score += Math.floor(speed / 8);
scoreTxt.setText(score + '');
// Spawn obstacles
if (LK.ticks - lastObstacleTick > 38 + Math.floor(60 / speed * 10)) {
spawnObstacle();
lastObstacleTick = LK.ticks;
}
// Spawn coins
if (LK.ticks - lastCoinTick > 28 + Math.floor(60 / speed * 6)) {
spawnCoin();
lastCoinTick = LK.ticks;
}
// Spawn powerups (magnet/shield) occasionally
if (LK.ticks - lastPowerupTick > 600 && Math.random() < 0.015) {
if (Math.random() < 0.5) {
spawnMagnet();
} else {
spawnShield();
}
lastPowerupTick = LK.ticks;
}
// Move obstacles
for (var i = obstacles.length - 1; i >= 0; --i) {
var obs = obstacles[i];
obs.y += speed;
if (obs.y > 2732 + 100) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision with runner
if (!gameOver && runner &&
// Defensive: runner must be defined
obs.lane === runner.lane && !obs.passed && obs.y + 180 > runner.y - 200 && obs.y < runner.y) {
if (runner.shieldActive) {
// Shield absorbs hit
runner.shieldActive = false;
runner.hideShield();
obs.passed = true;
LK.effects.flashObject(runner, 0x00ffff, 400);
} else {
// Game over
gameOver = true;
LK.effects.flashScreen(0xff0000, 900);
LK.showGameOver();
return;
}
}
}
// Move coins
for (var i = coins.length - 1; i >= 0; --i) {
var coin = coins[i];
coin.y += speed;
if (coin.y > 2732 + 100) {
coin.destroy();
coins.splice(i, 1);
continue;
}
// Magnet effect: attract coins in any lane if active
if (runner && runner.magnetActive && Math.abs(coin.y - runner.y) < 400) {
var dx = laneX[runner.lane] - coin.x;
coin.x += dx * 0.18;
}
// Collect coin
if (runner && !coin.collected && Math.abs(coin.lane - runner.lane) <= (runner.magnetActive ? 1 : 0) && Math.abs(coin.y - runner.y) < 120) {
coin.collected = true;
coin.destroy();
coins.splice(i, 1);
coinScore += 1;
coinTxt.setText(coinScore + '');
LK.effects.flashObject(runner, 0xf7d21a, 200);
}
}
// Move magnets
for (var i = magnets.length - 1; i >= 0; --i) {
var mag = magnets[i];
mag.y += speed;
if (mag.y > 2732 + 100) {
mag.destroy();
magnets.splice(i, 1);
continue;
}
// Collect magnet
if (runner && !mag.collected && mag.lane === runner.lane && Math.abs(mag.y - runner.y) < 120) {
mag.collected = true;
mag.destroy();
magnets.splice(i, 1);
runner.magnetActive = true;
runner.magnetTimer = magnetDuration;
runner.showMagnet();
LK.effects.flashObject(runner, 0xff00ff, 300);
}
}
// Move shields
for (var i = shields.length - 1; i >= 0; --i) {
var sh = shields[i];
sh.y += speed;
if (sh.y > 2732 + 100) {
sh.destroy();
shields.splice(i, 1);
continue;
}
// Collect shield
if (runner && !sh.collected && sh.lane === runner.lane && Math.abs(sh.y - runner.y) < 120) {
sh.collected = true;
sh.destroy();
shields.splice(i, 1);
runner.shieldActive = true;
runner.shieldTimer = shieldDuration;
runner.showShield();
LK.effects.flashObject(runner, 0x00ffff, 300);
}
}
// Powerup timers
if (runner && runner.magnetActive) {
runner.magnetTimer--;
if (runner.magnetTimer <= 0) {
runner.magnetActive = false;
runner.hideMagnet();
}
}
if (runner && runner.shieldActive) {
runner.shieldTimer--;
if (runner.shieldTimer <= 0) {
runner.shieldActive = false;
runner.hideShield();
}
}
};
// On game over, reset state for replay
LK.on('gameover', function () {
resetGame();
});
// On you win (not used in endless runner, but for completeness)
LK.on('youwin', function () {
resetGame();
}); ===================================================================
--- original.js
+++ change.js
@@ -424,9 +424,9 @@
shields.splice(i, 1);
continue;
}
// Collect shield
- if (!sh.collected && sh.lane === runner.lane && Math.abs(sh.y - runner.y) < 120) {
+ if (runner && !sh.collected && sh.lane === runner.lane && Math.abs(sh.y - runner.y) < 120) {
sh.collected = true;
sh.destroy();
shields.splice(i, 1);
runner.shieldActive = true;
coin. In-Game asset. 2d. High contrast. No shadows
obstacle. In-Game asset. 2d. High contrast. No shadows
man. In-Game asset. 2d. High contrast. No shadows
magnet. In-Game asset. 2d. High contrast. No shadows
shield. In-Game asset. 2d. High contrast. No shadows
road. In-Game asset. 2d. High contrast. No shadows
grass road. In-Game asset. 2d. High contrast. No shadows