User prompt
delete road line
User prompt
make a barrier animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add a barrier animation
User prompt
make a road animatipn
User prompt
add a backround image
User prompt
use backround image road
User prompt
make it move in the barrier
User prompt
Let the barrier heat up with the player
User prompt
use barriyer image for road barrier
User prompt
add barriers outside the road
User prompt
increase traffic vehicles and delete the environment
User prompt
road bigger
User prompt
add environment to the game
User prompt
polices dont spawn players behind
User prompt
police speed slower
User prompt
police dont spawn in game starts
User prompt
police chasing player back
User prompt
add police chase
User prompt
make me a car chase game
User prompt
reload game code
Code edit (1 edits merged)
Please save this source code
User prompt
Highway Pursuit
Initial prompt
make me a car chase game
/**** * Classes ****/ // Player's car class var PlayerCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.lane = 1; // 0: left, 1: center, 2: right self.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; }; return self; }); // Police car class var PoliceCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('policeCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.speed = 18 + Math.random() * 8; self.lastY = 0; self.update = function () { self.lastY = self.y; // Police car steering logic: steer toward playerCar.x if (typeof playerCar !== "undefined") { // Only steer if not already close to player var dx = playerCar.x - self.x; // Steer a bit each frame, but not too fast var steerAmount = Math.max(-18, Math.min(18, dx * 0.12)); self.x += steerAmount; } else if (typeof getLaneX === "function" && typeof self.lane !== "undefined") { // Defensive: if no playerCar, reset to lane self.x = getLaneX(self.lane); } self.y += self.speed; }; return self; }); // Power-up class var PowerUp = Container.expand(function () { var self = Container.call(this); var pu = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.width = pu.width; self.height = pu.height; self.speed = 22; self.lastY = 0; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); // Traffic car class var TrafficCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('trafficCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.speed = 20 + Math.random() * 10; self.lastY = 0; self.update = function () { self.lastY = self.y; self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ ; // --- Car Chase Game Variables --- var playerCar; var policeCars = []; var trafficCars = []; var powerUps = []; var roadLines = []; var score = 0; var gameSpeed = 22; var laneCount = 3; var laneWidth = 410; var roadLeft = (2048 - laneCount * laneWidth) / 2 + laneWidth / 2; var roadRight = 2048 - roadLeft; var dragNode = null; var lastTouchX = 0; var scoreTxt; // --- Helper: Get lane X position --- function getLaneX(lane) { return roadLeft + lane * laneWidth; } // --- Setup Player Car --- playerCar = new PlayerCar(); playerCar.x = getLaneX(1); playerCar.y = 2732 - 400; game.addChild(playerCar); // --- Setup Score Text --- scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Setup Road Lines --- for (var i = 0; i < 10; i++) { var line = LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5 }); line.x = 2048 / 2; line.y = i * 300 + 100; roadLines.push(line); game.addChild(line); } // --- Touch Controls for Player Car --- game.down = function (x, y, obj) { if (x > playerCar.x - playerCar.width / 2 && x < playerCar.x + playerCar.width / 2 && y > playerCar.y - playerCar.height / 2 && y < playerCar.y + playerCar.height / 2) { dragNode = playerCar; lastTouchX = x; } }; game.move = function (x, y, obj) { if (dragNode === playerCar) { var dx = x - lastTouchX; playerCar.x += dx; // Clamp to road if (playerCar.x < roadLeft) playerCar.x = roadLeft; if (playerCar.x > roadRight) playerCar.x = roadRight; lastTouchX = x; } }; game.up = function (x, y, obj) { dragNode = null; }; // --- Main Game Update Loop --- game.update = function () { // Move road lines for (var i = 0; i < roadLines.length; i++) { var line = roadLines[i]; line.y += gameSpeed; if (line.y > 2732 + 60) { line.y -= 300 * roadLines.length; } } // Spawn traffic cars if (LK.ticks % 45 === 0) { var lane = Math.floor(Math.random() * laneCount); var tcar = new TrafficCar(); tcar.x = getLaneX(lane); tcar.y = -200; trafficCars.push(tcar); game.addChild(tcar); } // Spawn police cars if (LK.ticks % 180 === 0) { var lane = Math.floor(Math.random() * laneCount); var pcar = new PoliceCar(); pcar.lane = lane; // Assign lane for defensive code pcar.x = getLaneX(lane); pcar.y = -220; policeCars.push(pcar); game.addChild(pcar); } // Spawn power-ups if (LK.ticks % 300 === 0) { var lane = Math.floor(Math.random() * laneCount); var pu = new PowerUp(); pu.x = getLaneX(lane); pu.y = -100; powerUps.push(pu); game.addChild(pu); } // Update player car playerCar.update(); // Update and remove off-screen traffic cars for (var i = trafficCars.length - 1; i >= 0; i--) { var tcar = trafficCars[i]; tcar.update(); if (tcar.y > 2732 + 200) { tcar.destroy(); trafficCars.splice(i, 1); continue; } // Collision with player if (tcar.intersects(playerCar)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Update and remove off-screen police cars for (var i = policeCars.length - 1; i >= 0; i--) { var pcar = policeCars[i]; pcar.update(); if (pcar.y > 2732 + 220) { pcar.destroy(); policeCars.splice(i, 1); continue; } // Collision with player if (pcar.intersects(playerCar)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Update and remove off-screen power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var pu = powerUps[i]; pu.update(); if (pu.y > 2732 + 100) { pu.destroy(); powerUps.splice(i, 1); continue; } // Collision with player if (pu.intersects(playerCar)) { score += 10; scoreTxt.setText(score); LK.effects.flashObject(playerCar, 0xffeb3b, 500); pu.destroy(); powerUps.splice(i, 1); continue; } } // Score increases with distance if (LK.ticks % 6 === 0) { score += 1; scoreTxt.setText(score); } // Gradually increase game speed if (LK.ticks % 180 === 0 && gameSpeed < 40) { gameSpeed += 1; } };
===================================================================
--- original.js
+++ change.js
@@ -31,8 +31,19 @@
self.speed = 18 + Math.random() * 8;
self.lastY = 0;
self.update = function () {
self.lastY = self.y;
+ // Police car steering logic: steer toward playerCar.x
+ if (typeof playerCar !== "undefined") {
+ // Only steer if not already close to player
+ var dx = playerCar.x - self.x;
+ // Steer a bit each frame, but not too fast
+ var steerAmount = Math.max(-18, Math.min(18, dx * 0.12));
+ self.x += steerAmount;
+ } else if (typeof getLaneX === "function" && typeof self.lane !== "undefined") {
+ // Defensive: if no playerCar, reset to lane
+ self.x = getLaneX(self.lane);
+ }
self.y += self.speed;
};
return self;
});
@@ -166,8 +177,9 @@
// Spawn police cars
if (LK.ticks % 180 === 0) {
var lane = Math.floor(Math.random() * laneCount);
var pcar = new PoliceCar();
+ pcar.lane = lane; // Assign lane for defensive code
pcar.x = getLaneX(lane);
pcar.y = -220;
policeCars.push(pcar);
game.addChild(pcar);
car top view. In-Game asset. 2d. High contrast. No shadows
police car top view. In-Game asset. 2d. High contrast. No shadows
add highway barrier top view. In-Game asset. 2d. High contrast. No shadows
power coin. In-Game asset. 2d. High contrast. No shadows. power coin
a highway road but top view. In-Game asset. 2d. High contrast. No shadows