User prompt
Make the car can move to wider sides
User prompt
Make it outer side of the grey line
User prompt
Add asset for auto button
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'autoBtn.setText(autoMode ? "AUTO ON" : "AUTO");' Line Number: 379
User prompt
Add a auto button at the right bottom,when it pressed car will start to dodge obstacles automatically.
User prompt
Nothing changed,try again
User prompt
Make my car further from the dotted lines
User prompt
Make it side ways on the gray line
User prompt
Make the car move on more sideways of the grey line
User prompt
No, make it 0.75 as the obstacles
User prompt
Make my car,the 1.5 size of the obstacles
User prompt
Make the dotted lines white
User prompt
Make obstacles random colors,when a obstacles spawn it can be green,blue,red,black
User prompt
Make obstacles cant move on dotted lines,make them side ways on the gray line
User prompt
Make the obstacles bigger
User prompt
Make the obstacles tilt 90°
User prompt
I said change the obstacles (that yellow circles)
User prompt
Makes the obstacles red,blue,green rectangles,pointing at top.just change the visuals
User prompt
Make lines at same speed of the obstacles.
User prompt
When a line touch to bottom new one spawns at top,and make the bottom touching line despawn
User prompt
Make the lines spawn at the top middle for the all game
User prompt
Lines must spawn ad top middle
User prompt
Please fix the bug: 'dottedLines is not defined' in or related to this line: 'for (var i = 0; i < dottedLines.length; ++i) {' Line Number: 199
User prompt
Add white dotted lines in middle of grey line,the need to move down with same speed of objects
User prompt
Remove this dark grey thing from cars back
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Car class
var Car = Container.expand(function () {
var self = Container.call(this);
var carAsset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
// Direction: 1 = up-right (45deg), -1 = up-left (135deg)
self.direction = 1;
self.speed = 16; // initial speed in px per tick
self.angleRight = Math.PI / 4; // 45deg (up-right)
self.angleLeft = 3 * Math.PI / 4; // 135deg (up-left)
carAsset.rotation = self.angleRight;
// Only allow up-left and up-right, always moving up at an angle
self.setDirection = function (dir) {
// Only allow -1 (up-left) or 1 (up-right)
if (dir !== 1 && dir !== -1) return;
self.direction = dir;
// Animate rotation
tween(carAsset, {
rotation: dir === 1 ? self.angleRight : self.angleLeft
}, {
duration: 120,
easing: tween.cubicOut
});
};
// Move car visually left/right (simulate up-left/up-right)
self.moveForward = function () {
// Car moves left/right along the gray road line based on direction
// Road line is centered at 2048/2, width 960
var roadLineCenter = 2048 / 2;
var roadLineWidth = 960;
var carTravelEdge = roadLineWidth / 2 - self.width / 2 - 30; // 30px margin
// -1 = left, 1 = right
var targetX = roadLineCenter + self.direction * carTravelEdge;
// Smoothly move car toward targetX
var moveSpeed = 0.22; // 0..1, how fast to interpolate
self.x += (targetX - self.x) * moveSpeed;
};
// Reset to center bottom
self.resetPosition = function () {
self.x = 2048 / 2;
self.y = 2732 - 350;
self.setDirection(1);
};
return self;
});
// White dotted line class
var DottedLine = Container.expand(function () {
var self = Container.call(this);
// Each dotted line is a white rectangle (box)
var dotWidth = 32;
var dotHeight = 120;
var dotAsset = self.attachAsset('dottedLine', {
anchorX: 0.5,
anchorY: 0.5
});
// Set size and color
dotAsset.width = dotWidth;
dotAsset.height = dotHeight;
dotAsset.color = 0xffffff;
// Center on road
self.x = 2048 / 2;
// y is set on spawn
self.update = function () {
// Move down at car speed
self.y += car.speed;
// Remove if offscreen (handled in game.update)
};
return self;
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obsAsset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
// side: -1 = left, 1 = right
self.side = 1;
self.passed = false;
// Set position based on side
self.setSide = function (side) {
self.side = side;
// Road is centered at 2048/2, width 600
var roadCenter = 2048 / 2;
var roadWidth = 600;
var margin = 80;
var xOffset = (roadWidth / 2 - obsAsset.width / 2 - margin) * side;
self.x = roadCenter + xOffset;
};
// Set y position
self.setY = function (y) {
self.y = y;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Road
// Car: red box, 180x120
// Obstacle: yellow ellipse, 160x100
// Road: dark gray box, 600x2732 (full height)
var road = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 0
});
game.addChild(road);
// Add a vertical gray line in the center of the road
var roadLine;
var roadLineAsset = LK.getAsset('roadLine', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 0
});
game.addChild(roadLineAsset);
// Car
// (Drifting line removed)
var car = new Car();
game.addChild(car);
car.resetPosition();
// Obstacles array
var obstacles = [];
// Score
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Dotted lines (white, moving down the center of the road)
var dottedLines = [];
var dottedLineHeight = 120;
var dottedLineSpacing = 320;
var numDottedLines = Math.ceil(2732 / dottedLineSpacing) + 2; // enough to cover screen + buffer
for (var i = 0; i < numDottedLines; ++i) {
var dot = new DottedLine();
// Always spawn at the top middle, spaced downwards
dot.x = 2048 / 2;
dot.y = -dottedLineHeight / 2 + i * dottedLineSpacing;
dottedLines.push(dot);
game.addChild(dot);
}
// Game state
var gameOver = false;
var passedObstacles = 0;
var ticksSinceLastObstacle = 0;
var obstacleInterval = 90; // ticks between obstacles (start)
var minObstacleInterval = 36; // minimum interval (faster)
var speedIncreaseEvery = 10; // every 10 obstacles, speed up
var carBaseSpeed = 16;
var carMaxSpeed = 36;
// Helper: spawn obstacle
function spawnObstacle() {
var obs = new Obstacle();
// Randomly left or right
var side = Math.random() < 0.5 ? -1 : 1;
obs.setSide(side);
// Place near top of road, but not offscreen
obs.setY(-120);
obstacles.push(obs);
game.addChild(obs);
}
// Helper: update score
function updateScore() {
scoreTxt.setText(LK.getScore());
}
// Helper: reset game state
function resetGame() {
// Remove all obstacles
for (var i = 0; i < obstacles.length; ++i) {
obstacles[i].destroy();
}
obstacles = [];
car.resetPosition();
car.speed = carBaseSpeed;
obstacleInterval = 90;
passedObstacles = 0;
ticksSinceLastObstacle = 0;
// Reset dotted lines to initial positions
for (var i = 0; i < dottedLines.length; ++i) {
dottedLines[i].x = 2048 / 2;
dottedLines[i].y = -dottedLineHeight / 2 + i * dottedLineSpacing;
}
LK.setScore(0);
updateScore();
gameOver = false;
}
// Touch/tap: switch direction (visual only)
game.down = function (x, y, obj) {
if (gameOver) return;
var newDir = car.direction === 1 ? -1 : 1;
car.setDirection(newDir);
};
// Main game loop
game.update = function () {
if (gameOver) return;
// Move car
car.moveForward();
// (Drifting line update removed)
// Keep car inside road bounds
var roadCenter = 2048 / 2;
var roadWidth = 600;
var carHalfW = car.width / 2;
if (car.x < roadCenter - roadWidth / 2 + carHalfW) {
car.x = roadCenter - roadWidth / 2 + carHalfW;
}
if (car.x > roadCenter + roadWidth / 2 - carHalfW) {
car.x = roadCenter + roadWidth / 2 - carHalfW;
}
// Move dotted lines down
for (var i = 0; i < dottedLines.length; ++i) {
var dot = dottedLines[i];
dot.y += car.speed;
// If offscreen at bottom, move to top
if (dot.y > 2732 + dottedLineHeight / 2) {
// Find highest y among all dots
var maxY = -Infinity;
for (var j = 0; j < dottedLines.length; ++j) {
if (dottedLines[j].y > maxY) maxY = dottedLines[j].y;
}
dot.y = maxY - dottedLineSpacing * (dottedLines.length - 1);
// Place at top, spaced above highest
dot.y = maxY - dottedLineSpacing + car.speed;
}
}
// Move obstacles straight down
for (var i = obstacles.length - 1; i >= 0; --i) {
var obs = obstacles[i];
obs.y += car.speed;
// Check for collision
if (!gameOver && car.intersects(obs)) {
LK.effects.flashScreen(0xff0000, 800);
gameOver = true;
LK.showGameOver();
return;
}
// Check if passed (obstacle is below car, and not already counted)
if (!obs.passed && obs.y > car.y) {
obs.passed = true;
LK.setScore(LK.getScore() + 5);
updateScore();
passedObstacles += 1;
// Speed up every N obstacles
if (passedObstacles % speedIncreaseEvery === 0 && car.speed < carMaxSpeed) {
car.speed += 2;
if (obstacleInterval > minObstacleInterval) {
obstacleInterval -= 6;
if (obstacleInterval < minObstacleInterval) obstacleInterval = minObstacleInterval;
}
}
}
// Remove if offscreen
if (obs.y > 2732 + 120 || obs.x < 0 - 200 || obs.x > 2048 + 200) {
obs.destroy();
obstacles.splice(i, 1);
}
}
// Spawn new obstacles
ticksSinceLastObstacle += 1;
if (ticksSinceLastObstacle >= obstacleInterval) {
spawnObstacle();
ticksSinceLastObstacle = 0;
}
};
// Reset game on game over
game.on('reset', function () {
resetGame();
});
// Initial state
resetGame(); ===================================================================
--- original.js
+++ change.js
@@ -154,9 +154,10 @@
var dottedLineSpacing = 320;
var numDottedLines = Math.ceil(2732 / dottedLineSpacing) + 2; // enough to cover screen + buffer
for (var i = 0; i < numDottedLines; ++i) {
var dot = new DottedLine();
- // Spawn at top middle, spaced downwards
+ // Always spawn at the top middle, spaced downwards
+ dot.x = 2048 / 2;
dot.y = -dottedLineHeight / 2 + i * dottedLineSpacing;
dottedLines.push(dot);
game.addChild(dot);
}
@@ -197,9 +198,10 @@
passedObstacles = 0;
ticksSinceLastObstacle = 0;
// Reset dotted lines to initial positions
for (var i = 0; i < dottedLines.length; ++i) {
- dottedLines[i].y = i * dottedLineSpacing - dottedLineHeight;
+ dottedLines[i].x = 2048 / 2;
+ dottedLines[i].y = -dottedLineHeight / 2 + i * dottedLineSpacing;
}
LK.setScore(0);
updateScore();
gameOver = false;
2d red car. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat,upper profile
A truck,2d,upper profile. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat.upper looking
A car crash effect,red,yellow and orange colors,put the outer side black line. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Coin with 10 on it . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat