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 Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -25;
self.update = function () {
self.y += self.speed;
};
return self;
});
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.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.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 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 PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = gameSpeed;
self.collected = false;
self.lifetime = 1200; // 20 seconds at 60fps
self.update = function () {
self.y += self.speed;
self.rotation += 0.15;
// Decrease lifetime
self.lifetime--;
// Flash when about to disappear (last 3 seconds)
if (self.lifetime <= 180 && self.lifetime > 0) {
self.alpha = (Math.sin(self.lifetime * 0.3) + 1) * 0.5;
}
};
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 powerups = [];
var bullets = [];
var hasWeapon = false;
var weaponTimer = 0;
var weaponDuration = 1200; // 20 seconds at 60fps
var laneLines = [];
var trees = [];
var gameSpeed = 8;
var maxSpeed = 20;
var speedIncrement = 0.005;
var distance = 0;
var obstacleSpawnTimer = 0;
var coinSpawnTimer = 0;
var powerupSpawnTimer = 0;
var laneLineSpawnTimer = 0;
var treeSpawnTimer = 0;
var lastSwipeX = 0;
var lastSwipeY = 0;
var swipeStarted = false;
var policeMusicPlaying = false;
var policeOnScreen = false;
var lives = 3;
var maxLives = 3;
// 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());
player.scaleX = 1.3;
player.scaleY = 1.3;
// 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);
// Create lives display as hearts in top right
var healthBars = [];
for (var h = 0; h < maxLives; h++) {
var heart = LK.getAsset('heart', {
anchorX: 0.5,
anchorY: 0.5
});
heart.x = -50 - h * 50;
heart.y = 80;
LK.gui.topRight.addChild(heart);
healthBars.push(heart);
}
// 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();
}
}
}
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 = 0.9;
obstacle.scaleY = 0.9;
tween(obstacle, {
scaleX: 1.3,
scaleY: 1.3
}, {
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 spawnPowerUp() {
var powerup = new PowerUp();
var laneIndex = Math.floor(Math.random() * 3);
powerup.x = player.lanes[laneIndex];
powerup.y = -50;
powerup.speed = gameSpeed;
powerup.scaleX = 0.3;
powerup.scaleY = 0.3;
tween(powerup, {
scaleX: 1,
scaleY: 1
}, {
duration: 600,
easing: tween.easeOut
});
powerups.push(powerup);
game.addChild(powerup);
}
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 = -20;
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 powerups (rare spawn - every 2 minutes)
powerupSpawnTimer++;
if (powerupSpawnTimer > 7200) {
// 2 minutes (120 seconds * 60 fps)
spawnPowerUp();
powerupSpawnTimer = 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);
}
// Reduce lives
lives--;
// Hide the health bar corresponding to lost life
if (lives >= 0 && lives < healthBars.length) {
healthBars[healthBars.length - 1 - lives].visible = false;
}
// Flash screen and remove obstacle
LK.effects.flashScreen(0xff0000, 500);
obstacle.destroy();
obstacles.splice(i, 1);
// Check if game over
if (lives <= 0) {
// 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;
}
// Make player temporarily invulnerable
player.alpha = 0.5;
LK.setTimeout(function () {
player.alpha = 1.0;
}, 1500); // 1.5 seconds of invulnerability
continue;
}
}
// 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 powerups
for (var p = powerups.length - 1; p >= 0; p--) {
var powerup = powerups[p];
powerup.speed = gameSpeed;
// Remove powerups that are off screen or expired
if (powerup.y > 2800 || powerup.lifetime <= 0) {
powerup.destroy();
powerups.splice(p, 1);
continue;
}
// Check collection
if (!powerup.collected && player.intersects(powerup)) {
powerup.collected = true;
hasWeapon = true;
weaponTimer = weaponDuration; // 20 seconds
LK.setScore(LK.getScore() + 25);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('collect').play();
// Visual effect
tween(powerup, {
alpha: 0,
scaleX: 3,
scaleY: 3
}, {
duration: 400,
onFinish: function onFinish() {
powerup.destroy();
}
});
powerups.splice(p, 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);
}
}
// Handle weapon system
if (hasWeapon) {
weaponTimer--;
if (weaponTimer <= 0) {
hasWeapon = false;
}
// Shoot bullets every 10 frames (6 times per second)
if (LK.ticks % 10 === 0) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y - 100;
bullets.push(bullet);
game.addChild(bullet);
}
}
// Update bullets
for (var b = bullets.length - 1; b >= 0; b--) {
var bullet = bullets[b];
// Remove bullets that are off screen
if (bullet.y < -50) {
bullet.destroy();
bullets.splice(b, 1);
continue;
}
// Check bullet collision with obstacles
for (var o = obstacles.length - 1; o >= 0; o--) {
var obstacle = obstacles[o];
if (bullet.intersects(obstacle)) {
// Destroy both bullet and obstacle
bullet.destroy();
bullets.splice(b, 1);
obstacle.destroy();
obstacles.splice(o, 1);
// Add score bonus for destroying police car
LK.setScore(LK.getScore() + 50);
scoreText.setText('Score: ' + LK.getScore());
// Visual effect
LK.effects.flashObject(obstacle, 0xFFFFFF, 200);
break;
}
}
}
// 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');
; ===================================================================
--- original.js
+++ change.js
@@ -128,11 +128,18 @@
anchorY: 0.5
});
self.speed = gameSpeed;
self.collected = false;
+ self.lifetime = 1200; // 20 seconds at 60fps
self.update = function () {
self.y += self.speed;
self.rotation += 0.15;
+ // Decrease lifetime
+ self.lifetime--;
+ // Flash when about to disappear (last 3 seconds)
+ if (self.lifetime <= 180 && self.lifetime > 0) {
+ self.alpha = (Math.sin(self.lifetime * 0.3) + 1) * 0.5;
+ }
};
return self;
});
var Tree = Container.expand(function () {
@@ -395,12 +402,12 @@
if (coinSpawnTimer > 90 + Math.random() * 90) {
spawnCoin();
coinSpawnTimer = 0;
}
- // Spawn powerups (rare spawn)
+ // Spawn powerups (rare spawn - every 2 minutes)
powerupSpawnTimer++;
- if (powerupSpawnTimer > 600 + Math.random() * 600) {
- // 10-20 seconds
+ if (powerupSpawnTimer > 7200) {
+ // 2 minutes (120 seconds * 60 fps)
spawnPowerUp();
powerupSpawnTimer = 0;
}
// Spawn lane lines
@@ -507,10 +514,10 @@
// Update powerups
for (var p = powerups.length - 1; p >= 0; p--) {
var powerup = powerups[p];
powerup.speed = gameSpeed;
- // Remove powerups that are off screen
- if (powerup.y > 2800) {
+ // Remove powerups that are off screen or expired
+ if (powerup.y > 2800 || powerup.lifetime <= 0) {
powerup.destroy();
powerups.splice(p, 1);
continue;
}
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Kuş bakışı polis aracı. In-Game asset. 2d. High contrast. No shadows