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 sideways along the gray road line based on direction
// Road line is centered at 2048/2, width 960
var roadLineCenter = 2048 / 2;
var roadLineWidth = 960;
// Allow car to move fully sideways: use the full roadLineWidth minus car width and a small margin
var carTravelEdge = roadLineWidth / 2 - self.width / 2 - 10; // 10px margin for more sideways
// -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);
// Randomly pick a color for the obstacle: green, blue, red, or black
var colors = [0x2ecc40, 0x1877f7, 0xd83318, 0x000000];
var colorIdx = Math.floor(Math.random() * colors.length);
// Use a box shape for the obstacle, colored accordingly
var obsAsset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
obsAsset.shape = 'box';
obsAsset.width = 320;
obsAsset.height = 200;
obsAsset.color = colors[colorIdx];
// Rotate 90 degrees (PI/2 radians) so the rectangle is horizontal
obsAsset.rotation = Math.PI / 2;
// side: -1 = left, 1 = right
self.side = 1;
self.passed = false;
// setSide is no longer needed, obstacles are placed directly on the gray line in spawnObstacle
// 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();
// Always spawn obstacles on the gray road line, not on the dotted line
// The gray road line is centered at 2048/2, width 960
// Place obstacles randomly left or right of the center gray line, but not overlapping the center (dotted) line
var roadLineCenter = 2048 / 2;
var roadLineWidth = 960;
var obsMargin = 80;
var obsWidth = 320;
var obsXOffset = roadLineWidth / 2 - obsWidth / 2 - obsMargin;
// Randomly left or right of the center gray line
var side = Math.random() < 0.5 ? -1 : 1;
obs.x = roadLineCenter + side * obsXOffset;
obs.y = -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 and handle despawn/spawn
for (var i = dottedLines.length - 1; i >= 0; --i) {
var dot = dottedLines[i];
dot.update(); // Move the dotted line at car.speed
// If offscreen at bottom, despawn and spawn a new one at the top
if (dot.y > 2732 + dottedLineHeight / 2) {
// Remove from game and array
dot.destroy();
dottedLines.splice(i, 1);
// Find minimum y among all remaining dots
var minY = Infinity;
for (var j = 0; j < dottedLines.length; ++j) {
if (dottedLines[j].y < minY) minY = dottedLines[j].y;
}
// Spawn new dot at top middle, spaced above the highest
var newDot = new DottedLine();
newDot.x = 2048 / 2;
// If there are no dots left, just place at top
if (dottedLines.length === 0) {
newDot.y = -dottedLineHeight / 2;
} else {
newDot.y = minY - dottedLineSpacing;
}
dottedLines.push(newDot);
game.addChild(newDot);
}
}
// 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
@@ -33,13 +33,13 @@
});
};
// 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
+ // Car moves sideways along the gray road line based on direction
// Road line is centered at 2048/2, width 960
var roadLineCenter = 2048 / 2;
var roadLineWidth = 960;
- // Allow car to move further sideways: use the full roadLineWidth minus car width and a small margin
+ // Allow car to move fully sideways: use the full roadLineWidth minus car width and a small margin
var carTravelEdge = roadLineWidth / 2 - self.width / 2 - 10; // 10px margin for more sideways
// -1 = left, 1 = right
var targetX = roadLineCenter + self.direction * carTravelEdge;
// Smoothly move car toward targetX
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