Game Suggestion

I have recently working on this game called Dino Dash. In this game you play as a dinosaur who must eat everyone he sees. If you miss a person the game is over. What should I add? What should I change? Sorry about the sprites. I used custom sprites and so they do not line up right. Please leave a comment. Here is my code:


function setup()
b1x=-100 --x of first person
b1y=200 --y of first person
    
b2x=-100 --x of second person
b2y=150 --y of second person

b3x=-100 --x of third person
b3y=50 --y of third person

lx=-100
ly=150

l2x=-300
l2y=150
    
l3x=-500
l3y=150
    
l4x=-700
l4y=150
    
l5x=-900
l5y=150
    
l6x=-1100
l6y=150 --^^^^^^^ these are the variables for the road marks
        
score=0 --the score

t=0 --the speed of animation movement

x2=500 --tap to start text x
y2=500 --tap to start text y
    
rsx=-100 --x of rocket ship
rsy=100 --y of rocket ship
end
function draw()
    
    r=math.random(-200, 200) --the random math for random people
    
    sy=CurrentTouch.y - 100 --setting the dino head to touch position
    sx=CurrentTouch.x - 100 --setting the dino head to touch position
    
    iy=CurrentTouch.y - 100 --setting dino image
    ix=CurrentTouch.x - 100 --setting dino image
    
    background(0, 112, 255, 255) --background

    sprite("Platformer Art:Block Brick", 500, 600, 1100, 600) --city background
    
    fill(88, 88, 88, 255) --road color
    rect(0, 0, WIDTH, 300) --road
    
    fill(183, 210, 13, 255) --road mark color
    lx=lx+t
    rect(lx, ly, 70, 20)
    if lx>WIDTH+70 then lx=-100
    end
    
    l2x=l2x+t
    rect(l2x, l2y, 70, 20)
    if l2x>WIDTH+70 then l2x=-100
    end
    
    l3x=l3x+t
    rect(l3x, l3y, 70, 20)
    if l3x>WIDTH+70 then l3x=-100
    end
    
    l4x=l4x+t
    rect(l4x, l4y, 70, 20)
    if l4x>WIDTH+70 then l4x=-100
    end
    
    l5x=l5x+t
    rect(l5x, l5y, 70, 20)
    if l5x>WIDTH+70 then l5x=-100
    end
    
    l6x=l6x+t
    rect(l6x, l6y, 70, 20)
    if l6x>WIDTH+70 then l6x=-100
    end --^^^^^^ road mark animation and placemnt
    
    b1x=b1x+t
    sprite("Planet Cute:Character Boy",b1x, b1y, 70, 70) --person 1
    
    b2x=b2x+t
    sprite("Planet Cute:Character Princess Girl",b2x, b2y, 70, 70) --person 2
    
    b3x=b3x+t
    sprite("Planet Cute:Character Cat Girl",b3x, b3y, 60, 60) --person 3
    
    sprite("Tyrian Remastered:Blimp Boss Destroyed", sx, sy, 100) --dino head
    
    sprite("Tyrian Remastered:Brown Capsule 1", ix, iy, 100) --full dino
    
    rsx=rsx+t
    sprite("SpaceCute:Rocketship", rsx, rsy, 150)
    
    fill(0, 0, 0, 255) --text color
    fontSize(20) --score text size
    text(score, 100, 700) --score placement
    fontSize(100) --tap to start text size
    text("Tap To Start", x2, y2) --tap to start text placement
    
    
    if rsx>WIDTH+200 then rsx=-400 rsy=rsy+r --resetting the spaceship
    end

    if b1x ==1100 then t=0 b1x=-200 text(score, 500, 300) --if person 1 moves off screen then game over
    end
    
    if b2x ==1100 then t=0 b1x=-200 text(score, 500, 300) --if person 2 moves off screen then game over
    end
    
    if b3x ==1100 then t=0 b1x=-200 text(score, 500, 300) --if person 2 moves off screen then game over
  end
    
    if b1x==-200 then text("Game Over", 500, 500) --if person moves off screen then game over text
    end

    if b1y<20 or b1y>300 then b1y=300 --making sure person 1 doesnt move off the road. 
    end
    
    if b2y<20 or b2y>300 then b2y=300 --making sure person 2 doesnt move off the road
    end
    
    if b3y<20 or b3y>300 then b3y=300 --making sure person 3 doesnt move off the road
    end

    if score>10 then t=6
    end
    
    if score>20 then t=7
    end
    
    if score>30 then t=8
    end
    
    if score>40 then t=9
    end
    
    if score>50 then t=10
    end

    collision()
end
function collision()

    a=(sx-b1x-155)^2
    b=(sy-b1y+90)^2
    c=math.sqrt(a+b)
    if c<40 then score=score+1 b1x=-100 b1y=b1y+r
 sound("Game Sounds One:Pop 1") --collision for person 1
        end

    a=(sx-b2x-155)^2
    b=(sy-b2y+90)^2
    c=math.sqrt(a+b)
    if c<40 then score=score+1 b2x=-100 b2y=b2y+r 
  sound("Game Sounds One:Pop 1") --collision for person 2
        end

    a=(sx-b3x-155)^2
    b=(sy-b3y+90)^2
    c=math.sqrt(a+b)
    if c<40 then score=score+2 b3x=-100 b3y=b3y+r 
  sound("Game Sounds One:Pop 1") --collision for person 3
        end
    
    if CurrentTouch.state == BEGAN then t=5 x2=-1000 y2=-1000 --moves game over text off screen
        end
    end

@sawyer797 1.) When you post code, put 3 ~'s before and after your code so it formats correctly in the forum. I added them for you. 2.) You’re code would be easier to read if it was indented properly. 3.) Looks like you need to learn about tables. 4.) Using your own sprites means that other people on the forum who don’t have those sprites won’t see your game the way it’s supposed to run. 5.) I didn’t try to run your code because there’s no point because of the sprites. 6.) Because I didn’t run it, I don’t know anything else to comment on.

@dave1707 I have reposted this with sprites that you can use. The collision is no where close to right with the sprite images but it works.

@sawyer797 Remove the numbers -155 and +90 from your a and b statements in the function collision. That should help with the sprite collision.

@sawyer797 maybe use a table, for loops, and math.random to make more spawning, and also spawn different items. you might find something like this cooler. Try increasing how many times it draws(drawCount), and the speed(speed). I didn’t test this, tell me if there is a problem with it, or if you have a question.

function setup()
people = {}
type = {}
p = {}

drawCount = 3
speed = 2

for i = 0, drawCount do
temp = math.random(1,3)

if type[i] == 1 then sprite("Planet Cute:Character Pink Girl")
elseif type[i] == 2 then sprite("Planet Cute:Character Boy")
else type[i] == 3 then sprite("Planet Cute:Character Princess Girl")
end
p[i] = vec2(math.random(WIDTH, WIDTH*2), 100)
end

end
function draw()
background(255,255,255,255)
strokeWidth(5)

for i = 0, drawCount do
img = type[i]
pushMatrix()
translate(p[i].x, p[i].y)
sprite(img)
popMatrix()
p[i].x = p[i].x - speed
end


end