User prompt
Направи така че когато Ф1 колата прескача друга да се вижда ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Направи така че когато Ф1 колата прескача друга кола да мине наднея
User prompt
Качи Ф1 колата на по-горе слой
User prompt
Make sportcars light pink ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the trucks yellow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the trucks orange ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the trucks yellow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make sportcars red ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make trucks yellow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the trafficCars normal colour
User prompt
Make the traffiCars ars look the same
User prompt
Make the trafficcars like the foto
User prompt
Добави още два вида коли
User prompt
Увеличете честотата на генериране на трафик чрез намаляване на минималния интервал на генериране от 1-2 на 100 кадъра
User prompt
Увеличи броя на автомобилите с три пъти
User prompt
Увеличи броя на автомобилите
User prompt
Увеличи броя на автомобилите
User prompt
Добави още два вида коли
User prompt
Reduce the number of cars three times
User prompt
Направи броя на колите три пъти по-малко
User prompt
Направи колите три пъти по-малко по брой
User prompt
Намали броя на колите три пъти
User prompt
Намали броя на колите три пъти
User prompt
Намали колите три пъти
User prompt
Update the info button according to the new changes
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var F1Car = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('f1Car', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 1; // 0 = left, 1 = center, 2 = right
self.isJumping = false;
self.jumpStartY = 0;
self.moveToLane = function (targetLane) {
if (targetLane < 0 || targetLane > 2) return;
self.lane = targetLane;
var targetX = lanePositions[targetLane];
tween(self, {
x: targetX
}, {
duration: 200,
easing: tween.easeOut
});
};
self.jump = function () {
if (self.isJumping || jumpPower < 5) return;
self.isJumping = true;
self.jumpStartY = self.y;
// Consume 5 jump power points
jumpPower -= 5;
// Update jump power bar scale
jumpPowerBar.scaleY = Math.min(jumpPower / 20, 1);
// Jump animation
tween(self, {
y: self.jumpStartY - 100,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
y: self.jumpStartY,
scaleX: 1,
scaleY: 1
}, {
duration: 600,
easing: tween.easeIn,
onFinish: function onFinish() {
self.isJumping = false;
}
});
}
});
// Play sound only (no points awarded)
LK.getSound('jump').play();
};
return self;
});
var SportsCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('sportsCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 12; // Faster than regular traffic
self.lane = 0;
self.update = function () {
self.y += self.speed;
};
return self;
});
var TrafficCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('trafficCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lane = 0;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Truck = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('truck', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6; // Slower than regular traffic
self.lane = 0;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x228B22
});
/****
* Game Code
****/
// Game state management
var gameState = "menu"; // "menu", "playing"
// Lane positions
var lanePositions = [2048 / 2 - 300, 2048 / 2, 2048 / 2 + 300];
// Global game variables
var roadBg;
var leftLane;
var rightLane;
var playerCar;
var trafficCars;
var spawnTimer;
var gameSpeed;
var difficultyTimer;
var scoreTxt;
var dragStartX;
var dragStartY;
var isDragging;
var lastMoveTime;
var jumpPowerBarBg;
var jumpPowerBar;
var jumpPower = 0;
// Main menu elements
var menuContainer;
var titleText;
var playButton;
var playButtonText;
function createMainMenu() {
menuContainer = game.addChild(new Container());
// Game title
titleText = new Text2('F1 HIGHWAY RUSH', {
size: 120,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 800;
menuContainer.addChild(titleText);
// Best score display
var bestScore = storage.bestScore || 0;
var bestScoreText = new Text2('BEST: ' + bestScore, {
size: 60,
fill: 0xFFD700
});
bestScoreText.anchor.set(0.5, 0.5);
bestScoreText.x = 2048 / 2;
bestScoreText.y = 950;
menuContainer.addChild(bestScoreText);
// Play button background
playButton = menuContainer.addChild(LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1400,
scaleX: 0.4,
scaleY: 0.3
}));
// Play button text
playButtonText = new Text2('TAP TO PLAY', {
size: 80,
fill: 0xFFFFFF
});
playButtonText.anchor.set(0.5, 0.5);
playButtonText.x = 2048 / 2;
playButtonText.y = 1400;
menuContainer.addChild(playButtonText);
// Info button background
var infoButton = menuContainer.addChild(LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1700,
scaleX: 0.3,
scaleY: 0.2
}));
// Info button text
var infoButtonText = new Text2('INFO', {
size: 60,
fill: 0xFFFFFF
});
infoButtonText.anchor.set(0.5, 0.5);
infoButtonText.x = 2048 / 2;
infoButtonText.y = 1700;
menuContainer.addChild(infoButtonText);
// Info button press effect
infoButton.down = function (x, y, obj) {
tween(infoButton, {
scaleX: 0.25,
scaleY: 0.15
}, {
duration: 100,
easing: tween.easeOut
});
};
infoButton.up = function (x, y, obj) {
tween(infoButton, {
scaleX: 0.3,
scaleY: 0.2
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
showInfoScreen();
}
});
};
// Button press effect
playButton.down = function (x, y, obj) {
tween(playButton, {
scaleX: 0.35,
scaleY: 0.25
}, {
duration: 100,
easing: tween.easeOut
});
};
playButton.up = function (x, y, obj) {
tween(playButton, {
scaleX: 0.4,
scaleY: 0.3
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
startGame();
}
});
};
}
function startGame() {
gameState = "playing";
menuContainer.destroy();
initializeGameplay();
}
function showInfoScreen() {
// Hide main menu
menuContainer.visible = false;
// Create info container
var infoContainer = game.addChild(new Container());
// Info background
var infoBg = infoContainer.addChild(LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 0.8,
scaleY: 1.2
}));
// Info title
var infoTitle = new Text2('HOW TO PLAY', {
size: 100,
fill: 0xFFFFFF
});
infoTitle.anchor.set(0.5, 0.5);
infoTitle.x = 2048 / 2;
infoTitle.y = 600;
infoContainer.addChild(infoTitle);
// Instructions text
var instructions = new Text2('SWIPE LEFT/RIGHT: Change lanes\nFREE VERTICAL MOVEMENT: Move forward/back\nTAP: Jump (costs 5 power)\nAvoid traffic cars!\nSurvival = points\nJump power charges 2x faster than score', {
size: 50,
fill: 0xFFFFFF,
align: 'center'
});
instructions.anchor.set(0.5, 0.5);
instructions.x = 2048 / 2;
instructions.y = 1200;
infoContainer.addChild(instructions);
// Back button
var backButton = infoContainer.addChild(LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1800,
scaleX: 0.3,
scaleY: 0.2
}));
var backButtonText = new Text2('BACK', {
size: 60,
fill: 0xFFFFFF
});
backButtonText.anchor.set(0.5, 0.5);
backButtonText.x = 2048 / 2;
backButtonText.y = 1800;
infoContainer.addChild(backButtonText);
// Back button functionality
backButton.down = function (x, y, obj) {
tween(backButton, {
scaleX: 0.25,
scaleY: 0.15
}, {
duration: 100,
easing: tween.easeOut
});
};
backButton.up = function (x, y, obj) {
tween(backButton, {
scaleX: 0.3,
scaleY: 0.2
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
infoContainer.destroy();
menuContainer.visible = true;
}
});
};
}
function initializeGameplay() {
// Initialize game variables
// Create road background
roadBg = game.addChild(LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 0,
scaleY: 10
}));
// Create lane dividers
leftLane = game.addChild(LK.getAsset('lane', {
anchorX: 0.5,
anchorY: 0,
x: lanePositions[0] + 150,
y: 0
}));
rightLane = game.addChild(LK.getAsset('lane', {
anchorX: 0.5,
anchorY: 0,
x: lanePositions[1] + 150,
y: 0
}));
// Create player car
playerCar = game.addChild(new F1Car());
playerCar.x = lanePositions[1];
playerCar.y = 2200;
// Traffic management
trafficCars = [];
spawnTimer = 0;
gameSpeed = 1;
difficultyTimer = 0;
// Score display
scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Best score display during gameplay
var bestScoreGameTxt = new Text2('BEST: ' + (storage.bestScore || 0), {
size: 60,
fill: 0xFFD700
});
bestScoreGameTxt.anchor.set(0.5, 0);
bestScoreGameTxt.y = 100;
LK.gui.top.addChild(bestScoreGameTxt);
// Store reference globally for efficient updates
window.bestScoreGameTxt = bestScoreGameTxt;
// Jump power bar background
jumpPowerBarBg = game.addChild(LK.getAsset('jumpPowerBarBg', {
anchorX: 0.5,
anchorY: 1,
x: 2048 - 100,
y: 2400
}));
// Jump power bar fill
jumpPowerBar = game.addChild(LK.getAsset('jumpPowerBar', {
anchorX: 0.5,
anchorY: 1,
x: 2048 - 100,
y: 2400,
scaleY: 0
}));
// Control variables
dragStartX = 0;
dragStartY = 0;
isDragging = false;
lastMoveTime = 0;
}
// Touch controls
game.down = function (x, y, obj) {
if (gameState !== "playing") return;
dragStartX = x;
dragStartY = y;
isDragging = true;
lastMoveTime = Date.now();
};
game.move = function (x, y, obj) {
if (gameState !== "playing" || !isDragging) return;
var deltaX = x - dragStartX;
var deltaY = y - dragStartY;
var currentTime = Date.now();
// Lane switching (horizontal swipe)
if (Math.abs(deltaX) > 150 && Math.abs(deltaX) > Math.abs(deltaY)) {
if (deltaX > 0 && playerCar.lane < 2) {
playerCar.moveToLane(playerCar.lane + 1);
} else if (deltaX < 0 && playerCar.lane > 0) {
playerCar.moveToLane(playerCar.lane - 1);
}
isDragging = false;
return;
}
// Free movement - follow drag position for vertical movement
if (isDragging) {
// Calculate new Y position based on drag
var newY = playerCar.y + deltaY * 0.5; // Scale factor for smooth movement
// Constrain movement within road boundaries
newY = Math.max(Math.min(newY, 2500), 200);
// Update player position
playerCar.y = newY;
if (playerCar.isJumping) {
// If jumping, update jump start position to maintain relative jump height
playerCar.jumpStartY = newY;
}
// Update drag start position for continuous movement
dragStartY = y;
}
};
game.up = function (x, y, obj) {
if (gameState !== "playing" || !isDragging) return;
var deltaX = x - dragStartX;
var deltaY = y - dragStartY;
var swipeDistance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
// Tap for jump (small movement distance indicates a tap)
if (swipeDistance < 30) {
playerCar.jump();
}
isDragging = false;
};
// Spawn traffic
function spawnTraffic() {
var lane = Math.floor(Math.random() * 3);
var traffic;
var carType = Math.random();
// 60% regular cars, 25% sports cars, 15% trucks
if (carType < 0.6) {
traffic = new TrafficCar();
traffic.speed = 8 + gameSpeed * 2;
} else if (carType < 0.85) {
traffic = new SportsCar();
traffic.speed = 12 + gameSpeed * 2;
} else {
traffic = new Truck();
traffic.speed = 6 + gameSpeed * 2;
}
traffic.x = lanePositions[lane];
traffic.y = -100;
traffic.lane = lane;
trafficCars.push(traffic);
game.addChild(traffic);
}
// Check collisions
function checkCollisions() {
for (var i = trafficCars.length - 1; i >= 0; i--) {
var traffic = trafficCars[i];
// Check collision with player (only if not jumping)
if (!playerCar.isJumping && traffic.lane === playerCar.lane) {
var distance = Math.abs(traffic.y - playerCar.y);
// Different collision distances based on car type
var collisionDistance = 150; // Default for TrafficCar
if (traffic instanceof SportsCar) {
collisionDistance = 125; // Smaller sports car
} else if (traffic instanceof Truck) {
collisionDistance = 175; // Larger truck
}
if (distance < collisionDistance) {
// Collision detected
var currentScore = LK.getScore();
var bestScore = storage.bestScore || 0;
if (currentScore > bestScore) {
storage.bestScore = currentScore;
// Update best score display during gameplay using stored reference
if (window.bestScoreGameTxt) {
window.bestScoreGameTxt.setText('BEST: ' + currentScore);
}
}
LK.getSound('crash').play();
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
} else if (playerCar.isJumping && traffic.lane === playerCar.lane) {
// When jumping, check if we're passing over a car for visual feedback
var distance = Math.abs(traffic.y - playerCar.y);
if (distance < 100) {
// Visual effect when passing over a car while jumping
LK.effects.flashObject(traffic, 0x00FF00, 300);
}
}
// Remove off-screen traffic
if (traffic.y > 2800) {
traffic.destroy();
trafficCars.splice(i, 1);
}
}
}
// Initialize main menu
createMainMenu();
// Main game loop
game.update = function () {
if (gameState !== "playing") return;
// Update score display
scoreTxt.setText(LK.getScore());
// Update best score display in real-time
var currentScore = LK.getScore();
var bestScore = storage.bestScore || 0;
if (currentScore > bestScore) {
storage.bestScore = currentScore;
// Update best score display during gameplay using stored reference
if (window.bestScoreGameTxt) {
window.bestScoreGameTxt.setText('BEST: ' + currentScore);
}
}
// Spawn traffic
spawnTimer++;
var spawnRate = Math.max(30 - Math.floor(gameSpeed * 3), 15);
if (spawnTimer >= spawnRate) {
spawnTimer = 0;
spawnTraffic();
}
// Increase difficulty over time
difficultyTimer++;
if (difficultyTimer >= 300) {
// Every 5 seconds
difficultyTimer = 0;
gameSpeed += 0.1;
}
// Increase car speed by 10% every 10 points
var currentScore = LK.getScore();
var speedMultiplier = 1 + Math.floor(currentScore / 10) * 0.1;
for (var i = 0; i < trafficCars.length; i++) {
trafficCars[i].speed = (8 + gameSpeed * 2) * speedMultiplier;
}
// Check collisions
checkCollisions();
// Add survival points
if (LK.ticks % 60 === 0) {
// Every second
LK.setScore(LK.getScore() + 1);
}
// Update jump power (fills twice as fast as points)
if (LK.ticks % 30 === 0) {
// Every half second
jumpPower = Math.min(jumpPower + 1, 20); // Max 20 power points
// Update jump power bar scale
jumpPowerBar.scaleY = Math.min(jumpPower / 20, 1);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -345,11 +345,8 @@
// Create player car
playerCar = game.addChild(new F1Car());
playerCar.x = lanePositions[1];
playerCar.y = 2200;
- // Move player car to highest layer (render on top)
- game.removeChild(playerCar);
- game.addChild(playerCar);
// Traffic management
trafficCars = [];
spawnTimer = 0;
gameSpeed = 1;
@@ -493,8 +490,15 @@
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
+ } else if (playerCar.isJumping && traffic.lane === playerCar.lane) {
+ // When jumping, check if we're passing over a car for visual feedback
+ var distance = Math.abs(traffic.y - playerCar.y);
+ if (distance < 100) {
+ // Visual effect when passing over a car while jumping
+ LK.effects.flashObject(traffic, 0x00FF00, 300);
+ }
}
// Remove off-screen traffic
if (traffic.y > 2800) {
traffic.destroy();
F1 from a bird's eye view. In-Game asset. High contrast. No shadows
car bird's eye view. In-Game asset. 2d. High contrast. No shadows
Red car bird's eye view. In-Game asset. 2d. High contrast. No shadows
Yellow car bird's eye view. In-Game asset. 2d. High contrast. No shadows
Tree 2d. In-Game asset. 2d. High contrast. No shadows
Blue F1 from a bird's eye view.. In-Game asset. 2d. High contrast. No shadows
Green F1 from a bird's eye view.. In-Game asset. 2d. High contrast. No shadows
Purple F1 from a bird's eye view.. In-Game asset. 2d. High contrast. No shadows
Yellow F1 from a bird's eye view.. In-Game asset. 2d. High contrast. No shadows