User prompt
Altın toplama hızını oyunla beraber optimize et ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Silah sesini azalt
User prompt
Polis aracına mermi isabet ettigi zaman kızmızı bir yanma efekti ver sonra kaybolsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Patlama efekti olmadı
User prompt
Polis arabaları vuruldugunda patlama efekti ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Polis arabalarına patlama efekti ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Silah atış hızını biraz azalt
User prompt
Silah sesi için ses ekle
User prompt
Silah varligini biraz büyült ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
7 saniye sonra kaybolsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Başlangıçta silah gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gun 1dk aralıklarla gelicek 10 saniye sonra kaybolacak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gun güçlendirmesi 2dkda sadece 1 kere gelicek ve 20 saniye sonra kaybolucak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuna yeni bir varlık ekicez bu varlık altın gibi bazen yolda belirecek oyuncu onu aldıgında 20 saniye boyunca ateş edip polis arabalarını patlatabilecek sonra silah kaybolacak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Saglık cubugunu kalp olarak degiştir
User prompt
Can hakkı ekranda gözükmüyor
User prompt
Sag üst tarafa 3 can barı koy
User prompt
Araç ve polis arabalarını biraz büyült
User prompt
Oyuncuya 3 kere çarpma hakkı ver
User prompt
Kesik şerit çizgileri çok uzaktan başlıyor
User prompt
Şerit çizgileri zeminden başlasın
User prompt
Yol başlangıvı çok uzaktan başlıyor zeminle sıfır olsun
User prompt
Zıplama özelligini kaldır
User prompt
Altın toplama sesini yükselt
User prompt
Sanırım oyun bitti ekranı çabuk geldigi için kaza sesi duyulmuyor
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.collected = false; self.update = function () { self.y += self.speed; self.rotation += 0.1; }; return self; }); var LaneLine = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('laneLine', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0 }); self.speed = gameSpeed; // Add police lights to the obstacle (police car) var leftLight = self.attachAsset('policeLight', { anchorX: 0.5, anchorY: 0.5 }); leftLight.x = -30; leftLight.y = -60; var rightLight = self.attachAsset('policeLight', { anchorX: 0.5, anchorY: 0.5 }); rightLight.x = 30; rightLight.y = -60; rightLight.tint = 0x0000ff; // Make right light blue self.lightTimer = 0; self.isRedActive = true; self.update = function () { self.y += self.speed; // Animate police lights self.lightTimer++; if (self.lightTimer >= 15) { // Change every 15 frames (0.25 seconds at 60fps) self.lightTimer = 0; self.isRedActive = !self.isRedActive; if (self.isRedActive) { leftLight.alpha = 1; rightLight.alpha = 0.3; } else { leftLight.alpha = 0.3; rightLight.alpha = 1; } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); self.groundY = 2300; self.jumpSpeed = 0; self.isJumping = false; self.gravity = 1.2; self.jumpPower = -22; self.lanes = [650, 1024, 1398]; // Three lanes self.currentLane = 1; // Middle lane self.targetX = self.lanes[self.currentLane]; self.x = self.targetX; self.y = self.groundY; self.jump = function () { if (!self.isJumping) { self.jumpSpeed = self.jumpPower; self.isJumping = true; LK.getSound('jump').play(); tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); } }; self.moveLeft = function () { if (self.currentLane > 0) { self.currentLane--; self.targetX = self.lanes[self.currentLane]; } }; self.moveRight = function () { if (self.currentLane < 2) { self.currentLane++; self.targetX = self.lanes[self.currentLane]; } }; self.update = function () { // Handle jumping if (self.isJumping) { self.jumpSpeed += self.gravity; self.y += self.jumpSpeed; if (self.y >= self.groundY) { self.y = self.groundY; self.isJumping = false; self.jumpSpeed = 0; } } // Handle lane switching var dx = self.targetX - self.x; if (Math.abs(dx) > 2) { self.x += dx * 0.15; } else { self.x = self.targetX; } }; return self; }); var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1.0 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var player; var obstacles = []; var coins = []; var laneLines = []; var trees = []; var gameSpeed = 8; var maxSpeed = 20; var speedIncrement = 0.005; var distance = 0; var obstacleSpawnTimer = 0; var coinSpawnTimer = 0; var laneLineSpawnTimer = 0; var treeSpawnTimer = 0; var lastSwipeX = 0; var lastSwipeY = 0; var swipeStarted = false; var policeMusicPlaying = false; var policeOnScreen = false; // Create road background var roadBackground = game.addChild(LK.getAsset('roadBackground', { anchorX: 0.5, anchorY: 0.5 })); roadBackground.x = 1024; // Center of screen roadBackground.y = 1366; // Create green forest backgrounds on sides var leftForest = game.addChild(LK.getAsset('forestBackground', { anchorX: 0.5, anchorY: 0.5 })); leftForest.x = 238; // Center of left side area leftForest.y = 1366; var rightForest = game.addChild(LK.getAsset('forestBackground', { anchorX: 0.5, anchorY: 0.5 })); rightForest.x = 1810; // Center of right side area rightForest.y = 1366; // Create road borders var leftBorder = game.addChild(LK.getAsset('roadBorder', { anchorX: 0.5, anchorY: 0.5 })); leftBorder.x = 476; // Left of leftmost lane leftBorder.y = 1366; var rightBorder = game.addChild(LK.getAsset('roadBorder', { anchorX: 0.5, anchorY: 0.5 })); rightBorder.x = 1572; // Right of rightmost lane rightBorder.y = 1366; // Create player player = game.addChild(new Player()); // Create score display var scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Create distance display var distanceText = new Text2('Distance: 0m', { size: 50, fill: 0xFFFFFF }); distanceText.anchor.set(0, 0); distanceText.x = 50; distanceText.y = 120; LK.gui.topLeft.addChild(distanceText); // Touch controls game.down = function (x, y, obj) { lastSwipeX = x; lastSwipeY = y; swipeStarted = true; }; game.up = function (x, y, obj) { if (swipeStarted) { var deltaX = x - lastSwipeX; var deltaY = y - lastSwipeY; var swipeThreshold = 100; if (Math.abs(deltaX) > Math.abs(deltaY)) { // Horizontal swipe if (deltaX > swipeThreshold) { player.moveRight(); } else if (deltaX < -swipeThreshold) { player.moveLeft(); } } else { // Vertical swipe or tap if (deltaY < -swipeThreshold || Math.abs(deltaX) < 50 && Math.abs(deltaY) < 50) { player.jump(); } } } swipeStarted = false; }; function spawnObstacle() { var obstacle = new Obstacle(); var laneIndex = Math.floor(Math.random() * 3); obstacle.x = player.lanes[laneIndex]; obstacle.y = -100; obstacle.speed = gameSpeed; obstacle.scaleX = 0.7; obstacle.scaleY = 0.7; tween(obstacle, { scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeOut }); obstacles.push(obstacle); game.addChild(obstacle); } function spawnCoin() { var coin = new Coin(); var laneIndex = Math.floor(Math.random() * 3); coin.x = player.lanes[laneIndex]; coin.y = -50; coin.speed = gameSpeed; coin.scaleX = 0.5; coin.scaleY = 0.5; tween(coin, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeOut }); coins.push(coin); game.addChild(coin); } function spawnLaneLine() { // Lane dividers between lanes var positions = [837, 1211]; // Between lanes 0-1 and 1-2 for (var i = 0; i < positions.length; i++) { var laneLine = new LaneLine(); laneLine.x = positions[i]; laneLine.y = -60; laneLine.speed = gameSpeed; laneLines.push(laneLine); game.addChild(laneLine); } } function spawnTrees() { // Spawn trees on left side of road var leftPositions = [100, 200, 300, 400]; for (var i = 0; i < leftPositions.length; i++) { if (Math.random() < 0.3) { var leftTree = new Tree(); leftTree.x = leftPositions[i]; leftTree.y = -80; leftTree.speed = gameSpeed; // Add some variation in scale leftTree.scaleX = 0.8 + Math.random() * 0.4; leftTree.scaleY = 0.8 + Math.random() * 0.4; // Add slight tint variation for natural look var tintVariation = 0.9 + Math.random() * 0.2; leftTree.tint = tintVariation * 0x90EE90 | 0; trees.push(leftTree); game.addChild(leftTree); } } // Spawn trees on right side of road var rightPositions = [1648, 1748, 1848, 1948]; for (var j = 0; j < rightPositions.length; j++) { if (Math.random() < 0.3) { var rightTree = new Tree(); rightTree.x = rightPositions[j]; rightTree.y = -80; rightTree.speed = gameSpeed; // Add some variation in scale rightTree.scaleX = 0.8 + Math.random() * 0.4; rightTree.scaleY = 0.8 + Math.random() * 0.4; // Add slight tint variation for natural look var tintVariation = 0.9 + Math.random() * 0.2; rightTree.tint = tintVariation * 0x90EE90 | 0; trees.push(rightTree); game.addChild(rightTree); } } } // Main game loop game.update = function () { // Increase game speed gradually if (gameSpeed < maxSpeed) { gameSpeed += speedIncrement; } // Update distance distance += gameSpeed * 0.1; distanceText.setText('Distance: ' + Math.floor(distance) + 'm'); // Spawn obstacles obstacleSpawnTimer++; if (obstacleSpawnTimer > 60 + Math.random() * 60) { spawnObstacle(); obstacleSpawnTimer = 0; } // Spawn coins coinSpawnTimer++; if (coinSpawnTimer > 90 + Math.random() * 90) { spawnCoin(); coinSpawnTimer = 0; } // Spawn lane lines laneLineSpawnTimer++; if (laneLineSpawnTimer > 30) { spawnLaneLine(); laneLineSpawnTimer = 0; } // Spawn trees treeSpawnTimer++; if (treeSpawnTimer > 45) { spawnTrees(); treeSpawnTimer = 0; } // Update obstacles var currentPoliceOnScreen = false; for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; obstacle.speed = gameSpeed; // Check if police car is on screen if (obstacle.y >= -200 && obstacle.y <= 2900) { currentPoliceOnScreen = true; } // Remove obstacles that are off screen if (obstacle.y > 2800) { obstacle.destroy(); obstacles.splice(i, 1); continue; } // Check collision with player if (player.intersects(obstacle)) { // Play crash sound try { LK.getSound('crash').play(); } catch (e) { console.log('Crash sound error:', e); } LK.effects.flashScreen(0xff0000, 1000); // Add delay to allow crash sound to play before game over LK.setTimeout(function () { LK.showGameOver(); }, 800); // Wait 800ms for crash sound to play return; } } // Handle police music based on police presence if (currentPoliceOnScreen && !policeMusicPlaying) { LK.playMusic('policemusic'); policeMusicPlaying = true; policeOnScreen = true; } else if (!currentPoliceOnScreen && policeMusicPlaying) { LK.playMusic('bgmusic'); policeMusicPlaying = false; policeOnScreen = false; } // Update coins for (var j = coins.length - 1; j >= 0; j--) { var coin = coins[j]; coin.speed = gameSpeed; // Remove coins that are off screen if (coin.y > 2800) { coin.destroy(); coins.splice(j, 1); continue; } // Check collection if (!coin.collected && player.intersects(coin)) { coin.collected = true; LK.setScore(LK.getScore() + 10); scoreText.setText('Score: ' + LK.getScore()); LK.getSound('collect').play(); // Visual effect tween(coin, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, onFinish: function onFinish() { coin.destroy(); } }); coins.splice(j, 1); } } // Update lane lines for (var k = laneLines.length - 1; k >= 0; k--) { var laneLine = laneLines[k]; laneLine.speed = gameSpeed; // Remove lane lines that are off screen if (laneLine.y > 2800) { laneLine.destroy(); laneLines.splice(k, 1); } } // Update trees for (var t = trees.length - 1; t >= 0; t--) { var tree = trees[t]; tree.speed = gameSpeed; // Remove trees that are off screen if (tree.y > 2800) { tree.destroy(); trees.splice(t, 1); } } // Add distance bonus to score if (LK.ticks % 60 === 0) { LK.setScore(LK.getScore() + 1); scoreText.setText('Score: ' + LK.getScore()); } // Road color no longer changes automatically }; // Road color change function (kept for potential future use) function changeRoadColor(newColor) { roadBackground.tint = newColor; } // Start background music LK.playMusic('bgmusic'); ;
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = gameSpeed;
self.collected = false;
self.update = function () {
self.y += self.speed;
self.rotation += 0.1;
};
return self;
});
var LaneLine = Container.expand(function () {
var self = Container.call(this);
var lineGraphics = self.attachAsset('laneLine', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = gameSpeed;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 1.0
});
self.speed = gameSpeed;
// Add police lights to the obstacle (police car)
var leftLight = self.attachAsset('policeLight', {
anchorX: 0.5,
anchorY: 0.5
});
leftLight.x = -30;
leftLight.y = -60;
var rightLight = self.attachAsset('policeLight', {
anchorX: 0.5,
anchorY: 0.5
});
rightLight.x = 30;
rightLight.y = -60;
rightLight.tint = 0x0000ff; // Make right light blue
self.lightTimer = 0;
self.isRedActive = true;
self.update = function () {
self.y += self.speed;
// Animate police lights
self.lightTimer++;
if (self.lightTimer >= 15) {
// Change every 15 frames (0.25 seconds at 60fps)
self.lightTimer = 0;
self.isRedActive = !self.isRedActive;
if (self.isRedActive) {
leftLight.alpha = 1;
rightLight.alpha = 0.3;
} else {
leftLight.alpha = 0.3;
rightLight.alpha = 1;
}
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1.0
});
self.groundY = 2300;
self.jumpSpeed = 0;
self.isJumping = false;
self.gravity = 1.2;
self.jumpPower = -22;
self.lanes = [650, 1024, 1398]; // Three lanes
self.currentLane = 1; // Middle lane
self.targetX = self.lanes[self.currentLane];
self.x = self.targetX;
self.y = self.groundY;
self.jump = function () {
if (!self.isJumping) {
self.jumpSpeed = self.jumpPower;
self.isJumping = true;
LK.getSound('jump').play();
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
}
};
self.moveLeft = function () {
if (self.currentLane > 0) {
self.currentLane--;
self.targetX = self.lanes[self.currentLane];
}
};
self.moveRight = function () {
if (self.currentLane < 2) {
self.currentLane++;
self.targetX = self.lanes[self.currentLane];
}
};
self.update = function () {
// Handle jumping
if (self.isJumping) {
self.jumpSpeed += self.gravity;
self.y += self.jumpSpeed;
if (self.y >= self.groundY) {
self.y = self.groundY;
self.isJumping = false;
self.jumpSpeed = 0;
}
}
// Handle lane switching
var dx = self.targetX - self.x;
if (Math.abs(dx) > 2) {
self.x += dx * 0.15;
} else {
self.x = self.targetX;
}
};
return self;
});
var Tree = Container.expand(function () {
var self = Container.call(this);
var treeGraphics = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 1.0
});
self.speed = gameSpeed;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
var player;
var obstacles = [];
var coins = [];
var laneLines = [];
var trees = [];
var gameSpeed = 8;
var maxSpeed = 20;
var speedIncrement = 0.005;
var distance = 0;
var obstacleSpawnTimer = 0;
var coinSpawnTimer = 0;
var laneLineSpawnTimer = 0;
var treeSpawnTimer = 0;
var lastSwipeX = 0;
var lastSwipeY = 0;
var swipeStarted = false;
var policeMusicPlaying = false;
var policeOnScreen = false;
// Create road background
var roadBackground = game.addChild(LK.getAsset('roadBackground', {
anchorX: 0.5,
anchorY: 0.5
}));
roadBackground.x = 1024; // Center of screen
roadBackground.y = 1366;
// Create green forest backgrounds on sides
var leftForest = game.addChild(LK.getAsset('forestBackground', {
anchorX: 0.5,
anchorY: 0.5
}));
leftForest.x = 238; // Center of left side area
leftForest.y = 1366;
var rightForest = game.addChild(LK.getAsset('forestBackground', {
anchorX: 0.5,
anchorY: 0.5
}));
rightForest.x = 1810; // Center of right side area
rightForest.y = 1366;
// Create road borders
var leftBorder = game.addChild(LK.getAsset('roadBorder', {
anchorX: 0.5,
anchorY: 0.5
}));
leftBorder.x = 476; // Left of leftmost lane
leftBorder.y = 1366;
var rightBorder = game.addChild(LK.getAsset('roadBorder', {
anchorX: 0.5,
anchorY: 0.5
}));
rightBorder.x = 1572; // Right of rightmost lane
rightBorder.y = 1366;
// Create player
player = game.addChild(new Player());
// Create score display
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Create distance display
var distanceText = new Text2('Distance: 0m', {
size: 50,
fill: 0xFFFFFF
});
distanceText.anchor.set(0, 0);
distanceText.x = 50;
distanceText.y = 120;
LK.gui.topLeft.addChild(distanceText);
// Touch controls
game.down = function (x, y, obj) {
lastSwipeX = x;
lastSwipeY = y;
swipeStarted = true;
};
game.up = function (x, y, obj) {
if (swipeStarted) {
var deltaX = x - lastSwipeX;
var deltaY = y - lastSwipeY;
var swipeThreshold = 100;
if (Math.abs(deltaX) > Math.abs(deltaY)) {
// Horizontal swipe
if (deltaX > swipeThreshold) {
player.moveRight();
} else if (deltaX < -swipeThreshold) {
player.moveLeft();
}
} else {
// Vertical swipe or tap
if (deltaY < -swipeThreshold || Math.abs(deltaX) < 50 && Math.abs(deltaY) < 50) {
player.jump();
}
}
}
swipeStarted = false;
};
function spawnObstacle() {
var obstacle = new Obstacle();
var laneIndex = Math.floor(Math.random() * 3);
obstacle.x = player.lanes[laneIndex];
obstacle.y = -100;
obstacle.speed = gameSpeed;
obstacle.scaleX = 0.7;
obstacle.scaleY = 0.7;
tween(obstacle, {
scaleX: 1,
scaleY: 1
}, {
duration: 400,
easing: tween.easeOut
});
obstacles.push(obstacle);
game.addChild(obstacle);
}
function spawnCoin() {
var coin = new Coin();
var laneIndex = Math.floor(Math.random() * 3);
coin.x = player.lanes[laneIndex];
coin.y = -50;
coin.speed = gameSpeed;
coin.scaleX = 0.5;
coin.scaleY = 0.5;
tween(coin, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.easeOut
});
coins.push(coin);
game.addChild(coin);
}
function spawnLaneLine() {
// Lane dividers between lanes
var positions = [837, 1211]; // Between lanes 0-1 and 1-2
for (var i = 0; i < positions.length; i++) {
var laneLine = new LaneLine();
laneLine.x = positions[i];
laneLine.y = -60;
laneLine.speed = gameSpeed;
laneLines.push(laneLine);
game.addChild(laneLine);
}
}
function spawnTrees() {
// Spawn trees on left side of road
var leftPositions = [100, 200, 300, 400];
for (var i = 0; i < leftPositions.length; i++) {
if (Math.random() < 0.3) {
var leftTree = new Tree();
leftTree.x = leftPositions[i];
leftTree.y = -80;
leftTree.speed = gameSpeed;
// Add some variation in scale
leftTree.scaleX = 0.8 + Math.random() * 0.4;
leftTree.scaleY = 0.8 + Math.random() * 0.4;
// Add slight tint variation for natural look
var tintVariation = 0.9 + Math.random() * 0.2;
leftTree.tint = tintVariation * 0x90EE90 | 0;
trees.push(leftTree);
game.addChild(leftTree);
}
}
// Spawn trees on right side of road
var rightPositions = [1648, 1748, 1848, 1948];
for (var j = 0; j < rightPositions.length; j++) {
if (Math.random() < 0.3) {
var rightTree = new Tree();
rightTree.x = rightPositions[j];
rightTree.y = -80;
rightTree.speed = gameSpeed;
// Add some variation in scale
rightTree.scaleX = 0.8 + Math.random() * 0.4;
rightTree.scaleY = 0.8 + Math.random() * 0.4;
// Add slight tint variation for natural look
var tintVariation = 0.9 + Math.random() * 0.2;
rightTree.tint = tintVariation * 0x90EE90 | 0;
trees.push(rightTree);
game.addChild(rightTree);
}
}
}
// Main game loop
game.update = function () {
// Increase game speed gradually
if (gameSpeed < maxSpeed) {
gameSpeed += speedIncrement;
}
// Update distance
distance += gameSpeed * 0.1;
distanceText.setText('Distance: ' + Math.floor(distance) + 'm');
// Spawn obstacles
obstacleSpawnTimer++;
if (obstacleSpawnTimer > 60 + Math.random() * 60) {
spawnObstacle();
obstacleSpawnTimer = 0;
}
// Spawn coins
coinSpawnTimer++;
if (coinSpawnTimer > 90 + Math.random() * 90) {
spawnCoin();
coinSpawnTimer = 0;
}
// Spawn lane lines
laneLineSpawnTimer++;
if (laneLineSpawnTimer > 30) {
spawnLaneLine();
laneLineSpawnTimer = 0;
}
// Spawn trees
treeSpawnTimer++;
if (treeSpawnTimer > 45) {
spawnTrees();
treeSpawnTimer = 0;
}
// Update obstacles
var currentPoliceOnScreen = false;
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
obstacle.speed = gameSpeed;
// Check if police car is on screen
if (obstacle.y >= -200 && obstacle.y <= 2900) {
currentPoliceOnScreen = true;
}
// Remove obstacles that are off screen
if (obstacle.y > 2800) {
obstacle.destroy();
obstacles.splice(i, 1);
continue;
}
// Check collision with player
if (player.intersects(obstacle)) {
// Play crash sound
try {
LK.getSound('crash').play();
} catch (e) {
console.log('Crash sound error:', e);
}
LK.effects.flashScreen(0xff0000, 1000);
// Add delay to allow crash sound to play before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 800); // Wait 800ms for crash sound to play
return;
}
}
// Handle police music based on police presence
if (currentPoliceOnScreen && !policeMusicPlaying) {
LK.playMusic('policemusic');
policeMusicPlaying = true;
policeOnScreen = true;
} else if (!currentPoliceOnScreen && policeMusicPlaying) {
LK.playMusic('bgmusic');
policeMusicPlaying = false;
policeOnScreen = false;
}
// Update coins
for (var j = coins.length - 1; j >= 0; j--) {
var coin = coins[j];
coin.speed = gameSpeed;
// Remove coins that are off screen
if (coin.y > 2800) {
coin.destroy();
coins.splice(j, 1);
continue;
}
// Check collection
if (!coin.collected && player.intersects(coin)) {
coin.collected = true;
LK.setScore(LK.getScore() + 10);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('collect').play();
// Visual effect
tween(coin, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
onFinish: function onFinish() {
coin.destroy();
}
});
coins.splice(j, 1);
}
}
// Update lane lines
for (var k = laneLines.length - 1; k >= 0; k--) {
var laneLine = laneLines[k];
laneLine.speed = gameSpeed;
// Remove lane lines that are off screen
if (laneLine.y > 2800) {
laneLine.destroy();
laneLines.splice(k, 1);
}
}
// Update trees
for (var t = trees.length - 1; t >= 0; t--) {
var tree = trees[t];
tree.speed = gameSpeed;
// Remove trees that are off screen
if (tree.y > 2800) {
tree.destroy();
trees.splice(t, 1);
}
}
// Add distance bonus to score
if (LK.ticks % 60 === 0) {
LK.setScore(LK.getScore() + 1);
scoreText.setText('Score: ' + LK.getScore());
}
// Road color no longer changes automatically
};
// Road color change function (kept for potential future use)
function changeRoadColor(newColor) {
roadBackground.tint = newColor;
}
// Start background music
LK.playMusic('bgmusic');
;
Polis arabası kuş bakışı. In-Game asset. 2d. High contrast. No shadows
Düz gri renk. In-Game asset. 2d. High contrast. No shadows
Kuş bakışı agaç. In-Game asset. 2d. High contrast. No shadows
Kalp 3d. In-Game asset. 2d. High contrast. No shadows
Kırmızı ve sarı gradient renk. In-Game asset. 2d. High contrast. No shadows
Çiçek kuş bakışı. In-Game asset. 2d. High contrast. No shadows
Kuş bakışı polis aracı. In-Game asset. 2d. High contrast. No shadows