User prompt
Alev efectini büyült ve polis arabasına yapışık kalsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Alev efecti sabit kalsın hareket etmeddn kaybolsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Polis araçları vurulmadan kayboluyor
User prompt
Polis aracı vuruldugunda alev alsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Polis aracşarının ısıkları yanlarda ve üsttede yansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Araç farını biraz daha öne al
User prompt
Polis araçlaeının kırmızı ve mavi ısıkları gündüzde olsun dakat gece daha belirgin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Araç farları yanlış yerde
User prompt
Polis ışıkları gündüzde yansın fakat gece daha belirgin olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gece oldugun polis ışıkları ve oyuncu araç lambaladı yansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuna gündüz gece döngüsü ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Egzos parçacıkları yönü yanlış
User prompt
Oyuncu aracına egzoz efekti ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Altinları biraz çogalt
User prompt
Arac kayma sesi biriz azalt
User prompt
Aracı saga sola hareket ettirirken ses ekle
User prompt
Altinlar bazen engellerin üzerinde beliriyor
User prompt
Altin toplama sesini biraz yükselt
User prompt
Polis arabaları vurulma sesi ekle
User prompt
Her altın sadece 1 puan ve mtre göstergesini kaldır
User prompt
Scor tablosu sadece alınan altınları saysın
User prompt
Polis arabaları vurulup ortadan kaybolmasına ragmen ordaymış gibi oyuncunun canını yiyor
User prompt
Polis siren sesi sürekli tekrar etsin
User prompt
Olmadı
User prompt
Polis siren sesi ve bg müzik aynı anda çalsın
/**** * 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 = 420; // 7 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 - dynamically adjust spawn rate based on game speed coinSpawnTimer++; var coinSpawnRate = Math.max(30, 120 - (gameSpeed - 8) * 5); // Faster spawning as speed increases if (coinSpawnTimer > coinSpawnRate + Math.random() * 30) { spawnCoin(); coinSpawnTimer = 0; } // Spawn powerups (rare spawn - every 1 minute) powerupSpawnTimer++; if (powerupSpawnTimer > 3600) { // 1 minute (60 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) { // Play police siren sound (as music) alongside background music LK.playMusic('policemusic'); policeMusicPlaying = true; policeOnScreen = true; } else if (!currentPoliceOnScreen && policeMusicPlaying) { // Stop police siren and continue with background music only LK.stopMusic(); 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; var coinValue = Math.min(10 + Math.floor(gameSpeed - 8), 25); // Increase coin value with speed LK.setScore(LK.getScore() + coinValue); scoreText.setText('Score: ' + LK.getScore()); LK.getSound('collect').play(); // Enhanced visual effect with faster animation for higher speeds var animationDuration = Math.max(200, 400 - (gameSpeed - 8) * 10); tween(coin, { alpha: 0, scaleX: 2.5, scaleY: 2.5, y: coin.y - 50 }, { duration: animationDuration, easing: tween.easeOut, 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 20 frames (3 times per second) if (LK.ticks % 20 === 0) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y - 100; bullets.push(bullet); game.addChild(bullet); // Play gun sound LK.getSound('gunshot').play(); } } // 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 bullet immediately bullet.destroy(); bullets.splice(b, 1); // Add score bonus for destroying police car LK.setScore(LK.getScore() + 50); scoreText.setText('Score: ' + LK.getScore()); // Create red burning effect before destroying obstacle tween(obstacle, { tint: 0xff0000, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { obstacle.destroy(); // Remove from obstacles array for (var idx = obstacles.length - 1; idx >= 0; idx--) { if (obstacles[idx] === obstacle) { obstacles.splice(idx, 1); break; } } } }); 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; } // Spawn initial powerup at game start spawnPowerUp(); // Start background music - this will be the base music layer LK.playMusic('bgmusic'); ;
/****
* 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 = 420; // 7 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 - dynamically adjust spawn rate based on game speed
coinSpawnTimer++;
var coinSpawnRate = Math.max(30, 120 - (gameSpeed - 8) * 5); // Faster spawning as speed increases
if (coinSpawnTimer > coinSpawnRate + Math.random() * 30) {
spawnCoin();
coinSpawnTimer = 0;
}
// Spawn powerups (rare spawn - every 1 minute)
powerupSpawnTimer++;
if (powerupSpawnTimer > 3600) {
// 1 minute (60 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) {
// Play police siren sound (as music) alongside background music
LK.playMusic('policemusic');
policeMusicPlaying = true;
policeOnScreen = true;
} else if (!currentPoliceOnScreen && policeMusicPlaying) {
// Stop police siren and continue with background music only
LK.stopMusic();
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;
var coinValue = Math.min(10 + Math.floor(gameSpeed - 8), 25); // Increase coin value with speed
LK.setScore(LK.getScore() + coinValue);
scoreText.setText('Score: ' + LK.getScore());
LK.getSound('collect').play();
// Enhanced visual effect with faster animation for higher speeds
var animationDuration = Math.max(200, 400 - (gameSpeed - 8) * 10);
tween(coin, {
alpha: 0,
scaleX: 2.5,
scaleY: 2.5,
y: coin.y - 50
}, {
duration: animationDuration,
easing: tween.easeOut,
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 20 frames (3 times per second)
if (LK.ticks % 20 === 0) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y - 100;
bullets.push(bullet);
game.addChild(bullet);
// Play gun sound
LK.getSound('gunshot').play();
}
}
// 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 bullet immediately
bullet.destroy();
bullets.splice(b, 1);
// Add score bonus for destroying police car
LK.setScore(LK.getScore() + 50);
scoreText.setText('Score: ' + LK.getScore());
// Create red burning effect before destroying obstacle
tween(obstacle, {
tint: 0xff0000,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
obstacle.destroy();
// Remove from obstacles array
for (var idx = obstacles.length - 1; idx >= 0; idx--) {
if (obstacles[idx] === obstacle) {
obstacles.splice(idx, 1);
break;
}
}
}
});
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;
}
// Spawn initial powerup at game start
spawnPowerUp();
// Start background music - this will be the base music layer
LK.playMusic('bgmusic');
;
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