User prompt
Направи така че да може да се движи свободно напред по пътищата
User prompt
Направи така че да може да се движи свободно по пътищата
User prompt
Направи вдясно барче зареждащо се два пъти по бързо от точките и ако има най-малко пет да може да се скочи и когато скочиш да се махат пет точки от барчето
User prompt
Направи вдясно барче зареждащо се на заедно с точките и ако има най-малко пет да може да се скочи и когато скочиш да се махат пет точки от барчето
User prompt
Спри увеличаването на точките при скок
User prompt
Направи на всеки 10 точки скороста на колите да се увеличава с 10%
User prompt
Направи на всеки 10 точки скороста на колите да се увеличава с 5%
User prompt
Промени играта така че колите да не преминават през камионите
User prompt
Slightly reduc the number of cars and add trucks
User prompt
Make the best score chancing during the game ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make the best score change during the game ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make the best score visible during the game
User prompt
Add best score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make the speed of different car colors different
User prompt
If possible, differentiate the lanes better.
User prompt
Make Info button
User prompt
Make it so I can move in the air when I jump ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: scoreTxt is not defined' in or related to this line: 'scoreTxt.setText(LK.getScore());' Line Number: 332
User prompt
Make main menu
User prompt
Atlamayı iki kat uzun yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
F1 Highway Rush
Initial prompt
F1 oyunu uç yol ,trafik akımı bize karşı ve biz araçlara çarpmamaya çalışıyoruz , ileri geri sağ sol hareketleri var ve atlama ,ama atlama beş puanlık
/****
* 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 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;
});
/****
* 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\nSWIPE UP/DOWN: Move forward/back\nTAP: Jump (+5 points)\nAvoid traffic cars!\nSurvival = points', {
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 = new TrafficCar();
traffic.x = lanePositions[lane];
traffic.y = -100;
traffic.lane = lane;
traffic.speed = 8 + gameSpeed * 2;
// Random car colors
var colors = [0x0066FF, 0xFF6600, 0x9900FF, 0x00FF99];
traffic.tint = colors[Math.floor(Math.random() * colors.length)];
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);
if (distance < 150) {
// 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;
}
}
// 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
@@ -15,9 +15,19 @@
});
self.lane = 1; // 0 = left, 1 = center, 2 = right
self.isJumping = false;
self.jumpStartY = 0;
- // moveToLane method removed - now using free movement
+ 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;
@@ -362,41 +372,43 @@
lastMoveTime = Date.now();
};
game.move = function (x, y, obj) {
if (gameState !== "playing" || !isDragging) return;
- // Free movement - directly position car based on touch input
- // Keep car within road boundaries (road width is 400px, centered at 1024px)
- var roadLeft = 2048 / 2 - 300; // Left boundary of road
- var roadRight = 2048 / 2 + 300; // Right boundary of road
- var targetX = Math.max(roadLeft, Math.min(roadRight, x));
- var targetY = Math.max(1800, Math.min(2400, y));
- // Update car position smoothly
- tween(playerCar, {
- x: targetX,
- y: targetY
- }, {
- duration: 100,
- easing: tween.easeOut
- });
- // Update lane tracking for collision detection
- if (targetX < 2048 / 2 - 100) {
- playerCar.lane = 0; // Left lane
- } else if (targetX > 2048 / 2 + 100) {
- playerCar.lane = 2; // Right lane
- } else {
- playerCar.lane = 1; // Center lane
+ 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;
}
- // If jumping, update jump start position
- if (playerCar.isJumping) {
- playerCar.jumpStartY = targetY;
+ // 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 tap)
+ // Tap for jump (small movement distance indicates a tap)
if (swipeDistance < 30) {
playerCar.jump();
}
isDragging = false;
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