User prompt
Hala en ön tarafta degil
User prompt
En ön tarafa taşı
User prompt
Ön tarafına taşiyın
User prompt
Polis aracının arka kısmına ekle
User prompt
Gözükmüyor
User prompt
En arkada olmalı
User prompt
Polis partikülleri ön tarafta olmalı
User prompt
Ğolis araçlarına egzos parçacıkları ekle
User prompt
Gece hız çarpanı 1,25 olsun
User prompt
Gece hızını gündüz hızının sadece 1 kat fazlasını yap
User prompt
Gündüzün 1 kat fazlasını kullan
User prompt
Bgmüzik varlıgı biraz yülselsin
User prompt
Polis siren sesi biraz azaltılsın
User prompt
Gece oyun biraz daha hızlansın gündüz normale dönsün
User prompt
Gece polis araçları daha yogun
User prompt
Gündüz 1dk ve gece süresi 1dk olucak şekilde ayarla
User prompt
Gece döngüsünde polis arabaları hala sabit duruyor
User prompt
Gece polisler saga veya sola hareke etmeli ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Geceleri polis arabaları hareket etmiyor
User prompt
Gece Hala sabit duruyorlar
User prompt
Polis araçları gece başka şeride hareket etmiyor
User prompt
Polis araçladı sadece gece şerit degiştirmeli ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Polis araçları oyun başladıktan 2 dk sonra bazıları şerit degiştirsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mermi atış hızını azalt
User prompt
Polis aracı vuruldugunda etrafa parçacık sıcrasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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 DebrisParticle = Container.expand(function () { var self = Container.call(this); var debrisGraphics = self.attachAsset('debrisParticle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = (Math.random() - 0.5) * 20; // Random horizontal speed self.speedY = -5 - Math.random() * 15; // Upward initial speed self.gravity = 0.8; // Gravity acceleration self.lifetime = 90 + Math.random() * 60; // 1.5-2.5 seconds self.maxLifetime = self.lifetime; self.rotationSpeed = (Math.random() - 0.5) * 0.3; // Random colors for debris (metal, glass, etc.) var debrisColors = [0x666666, 0x888888, 0x444444, 0x999999, 0x333333]; debrisGraphics.tint = debrisColors[Math.floor(Math.random() * debrisColors.length)]; self.update = function () { // Apply physics self.x += self.speedX; self.y += self.speedY; self.speedY += self.gravity; // Apply gravity self.rotation += self.rotationSpeed; self.lifetime--; // Fade out over time var fadeProgress = 1 - self.lifetime / self.maxLifetime; self.alpha = Math.max(0, 1 - fadeProgress * 1.5); }; return self; }); var ExhaustParticle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('exhaustParticle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3 + Math.random() * 2; self.sideSpeed = (Math.random() - 0.5) * 2; self.lifetime = 60 + Math.random() * 30; self.maxLifetime = self.lifetime; self.update = function () { self.y += self.speed; self.x += self.sideSpeed; self.lifetime--; // Fade out and scale up over time var fadeProgress = 1 - self.lifetime / self.maxLifetime; self.alpha = Math.max(0, 1 - fadeProgress * 1.5); self.scaleX = 1 + fadeProgress * 0.8; self.scaleY = 1 + fadeProgress * 0.8; }; return self; }); var Flame = Container.expand(function () { var self = Container.call(this); var flameGraphics = self.attachAsset('flame', { anchorX: 0.5, anchorY: 1.0 }); self.speed = -2 - Math.random() * 3; self.sideSpeed = (Math.random() - 0.5) * 4; self.lifetime = 30 + Math.random() * 20; self.maxLifetime = self.lifetime; self.flickerTimer = 0; self.parentCar = null; // Reference to the police car this flame belongs to self.offsetX = 0; // Offset from car position self.offsetY = 0; // Offset from car position self.update = function () { // If attached to a police car, follow its position if (self.parentCar && !self.parentCar.isDestroyed) { self.x = self.parentCar.x + self.offsetX; self.y = self.parentCar.y + self.offsetY; } self.lifetime--; // Flicker effect self.flickerTimer++; if (self.flickerTimer % 3 === 0) { var colors = [0xff4500, 0xff6600, 0xff8800, 0xffaa00]; flameGraphics.tint = colors[Math.floor(Math.random() * colors.length)]; } // Fade and scale over time var fadeProgress = 1 - self.lifetime / self.maxLifetime; self.alpha = Math.max(0, 1 - fadeProgress * 1.2); self.scaleX = 1.5 + fadeProgress * 1.2; // Increased base size from 0.5 to 1.5 self.scaleY = 2.0 + fadeProgress * 2.0; // Increased base size from 0.8 to 2.0 }; 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 // Add side lights var leftSideLight = self.attachAsset('policeLight', { anchorX: 0.5, anchorY: 0.5 }); leftSideLight.x = -45; leftSideLight.y = -30; var rightSideLight = self.attachAsset('policeLight', { anchorX: 0.5, anchorY: 0.5 }); rightSideLight.x = 45; rightSideLight.y = -30; rightSideLight.tint = 0x0000ff; // Make right side light blue // Add top lights var topLeftLight = self.attachAsset('policeLight', { anchorX: 0.5, anchorY: 0.5 }); topLeftLight.x = -15; topLeftLight.y = -80; var topRightLight = self.attachAsset('policeLight', { anchorX: 0.5, anchorY: 0.5 }); topRightLight.x = 15; topRightLight.y = -80; topRightLight.tint = 0x0000ff; // Make top right light blue self.lightTimer = 0; self.isRedActive = true; // Lane changing properties self.canChangeLanes = false; self.laneChangeTimer = 0; self.laneChangeDelay = 180 + Math.random() * 240; // 3-7 seconds random delay self.targetLaneIndex = Math.floor(Math.random() * 3); // Random target lane self.isChangingLanes = false; self.originalLaneIndex = 0; // Will be set when spawned self.update = function () { self.y += self.speed; // Handle lane changing behavior - only at night if (self.canChangeLanes && !self.isChangingLanes && self.y > 200 && self.y < 2000 && !isDay) { self.laneChangeTimer++; if (self.laneChangeTimer >= self.laneChangeDelay) { // Start lane change self.isChangingLanes = true; var currentLaneIndex = self.originalLaneIndex; // Choose a different lane var availableLanes = []; for (var i = 0; i < 3; i++) { if (i !== currentLaneIndex) { availableLanes.push(i); } } if (availableLanes.length > 0) { var newLaneIndex = availableLanes[Math.floor(Math.random() * availableLanes.length)]; var targetX = player.lanes[newLaneIndex]; // Animate lane change using tween tween(self, { x: targetX }, { duration: 1000 + Math.random() * 1000, easing: tween.easeInOut, onFinish: function onFinish() { self.isChangingLanes = false; self.originalLaneIndex = newLaneIndex; // Set new delay for next potential lane change self.laneChangeTimer = 0; self.laneChangeDelay = 300 + Math.random() * 600; // 5-15 seconds } }); } } } // Police lights visible during day and night, more prominent at night var dayAlpha = isDay ? 0.6 : 1.0; // Visible during day, full at night var dayAlphaLow = isDay ? 0.3 : 0.5; // Reduced for inactive light but still visible // 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 = dayAlpha; rightLight.alpha = dayAlphaLow; leftSideLight.alpha = dayAlpha; rightSideLight.alpha = dayAlphaLow; topLeftLight.alpha = dayAlpha; topRightLight.alpha = dayAlphaLow; } else { leftLight.alpha = dayAlphaLow; rightLight.alpha = dayAlpha; leftSideLight.alpha = dayAlphaLow; rightSideLight.alpha = dayAlpha; topLeftLight.alpha = dayAlphaLow; topRightLight.alpha = dayAlpha; } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 }); // Add headlights to the player car var leftHeadlight = self.attachAsset('headlight', { anchorX: 0.5, anchorY: 0.5 }); leftHeadlight.x = -25; leftHeadlight.y = -120; leftHeadlight.alpha = 0; // Start invisible var rightHeadlight = self.attachAsset('headlight', { anchorX: 0.5, anchorY: 0.5 }); rightHeadlight.x = 25; rightHeadlight.y = -120; rightHeadlight.alpha = 0; // Start invisible // Store headlight references self.leftHeadlight = leftHeadlight; self.rightHeadlight = rightHeadlight; 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]; // Play car movement sound try { LK.getSound('carMove').play(); } catch (e) { console.log('Car move sound error:', e); } } }; self.moveRight = function () { if (self.currentLane < 2) { self.currentLane++; self.targetX = self.lanes[self.currentLane]; // Play car movement sound try { LK.getSound('carMove').play(); } catch (e) { console.log('Car move sound error:', e); } } }; 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 Smoke = Container.expand(function () { var self = Container.call(this); var smokeGraphics = self.attachAsset('smoke', { anchorX: 0.5, anchorY: 1.0 }); self.speed = -1 - Math.random() * 2; self.sideSpeed = (Math.random() - 0.5) * 3; self.lifetime = 60 + Math.random() * 40; self.maxLifetime = self.lifetime; self.update = function () { self.y += self.speed; self.x += self.sideSpeed; self.lifetime--; // Fade and expand over time var fadeProgress = 1 - self.lifetime / self.maxLifetime; self.alpha = Math.max(0, 0.8 - fadeProgress * 1.2); self.scaleX = 0.3 + fadeProgress * 2; self.scaleY = 0.3 + fadeProgress * 2; }; 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; var exhaustParticles = []; var exhaustSpawnTimer = 0; var flames = []; var smokes = []; var debrisParticles = []; // Day/night cycle variables var dayNightTimer = 0; var dayNightCycleDuration = 3600; // 60 seconds (1 minute) at 60fps var isDay = true; var isTransitioning = false; // Game timer for police lane changing feature var gameTimer = 0; var laneChangeStartTime = 7200; // 2 minutes at 60fps (2 * 60 * 60) // Night speed multiplier var nightSpeedMultiplier = 1.25; // 25% faster during night var baseGameSpeed = 8; // Store the base game speed var dayColors = { sky: 0x87CEEB, // Light blue sky forest: 0x228b22, // Forest green road: 0xffffff // Normal road color }; var nightColors = { sky: 0x191970, // Midnight blue forest: 0x0f2f0f, // Dark forest green road: 0x404040 // Darker road color }; // 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); // Distance display removed - only counting coins for score // 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; // Set original lane index for lane changing obstacle.originalLaneIndex = laneIndex; // Enable lane changing after 2 minutes if game has been running long enough if (gameTimer >= laneChangeStartTime) { obstacle.canChangeLanes = Math.random() < 0.3; // 30% chance to be a lane changer } 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); var targetX = player.lanes[laneIndex]; var canSpawn = true; // Check if there's an obstacle in this lane that would conflict for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; // Check if obstacle is in the same lane and close to spawn area if (Math.abs(obstacle.x - targetX) < 50 && obstacle.y >= -300 && obstacle.y <= 200) { canSpawn = false; break; } } // If we can't spawn in the selected lane, try other lanes if (!canSpawn) { var availableLanes = []; for (var lane = 0; lane < 3; lane++) { var laneX = player.lanes[lane]; var laneAvailable = true; for (var j = 0; j < obstacles.length; j++) { var obs = obstacles[j]; if (Math.abs(obs.x - laneX) < 50 && obs.y >= -300 && obs.y <= 200) { laneAvailable = false; break; } } if (laneAvailable) { availableLanes.push(lane); } } // If no lanes are available, don't spawn coin this time if (availableLanes.length === 0) { return; } // Pick a random available lane laneIndex = availableLanes[Math.floor(Math.random() * availableLanes.length)]; targetX = player.lanes[laneIndex]; } coin.x = targetX; 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 spawnExhaustParticle() { var particle = new ExhaustParticle(); particle.x = player.x + (Math.random() - 0.5) * 40; particle.y = player.y + 20; particle.scaleX = 0.5 + Math.random() * 0.5; particle.scaleY = 0.5 + Math.random() * 0.5; particle.alpha = 0.6 + Math.random() * 0.4; exhaustParticles.push(particle); game.addChild(particle); } function createFlameEffect(x, y, parentCar) { // Create multiple flame particles for (var i = 0; i < 12; i++) { // Increased from 8 to 12 flames var flame = new Flame(); flame.x = x + (Math.random() - 0.5) * 80; // Increased spread from 60 to 80 flame.y = y + Math.random() * 40; // Increased spread from 30 to 40 flame.scaleX = 1.2 + Math.random() * 0.8; // Increased base size from 0.5 to 1.2 flame.scaleY = 1.2 + Math.random() * 0.8; // Increased base size from 0.5 to 1.2 // Attach flame to police car if provided if (parentCar) { flame.parentCar = parentCar; flame.offsetX = (Math.random() - 0.5) * 80; flame.offsetY = Math.random() * 40 - 60; // Flames above the car } flames.push(flame); game.addChild(flame); } // Create smoke particles for (var j = 0; j < 6; j++) { // Increased from 4 to 6 smoke particles var smoke = new Smoke(); smoke.x = x + (Math.random() - 0.5) * 50; // Increased spread from 40 to 50 smoke.y = y - 10 + Math.random() * 30; // Increased spread from 20 to 30 smoke.alpha = 0.4 + Math.random() * 0.3; smoke.scaleX = 1.5 + Math.random() * 0.5; // Increased smoke size smoke.scaleY = 1.5 + Math.random() * 0.5; // Increased smoke size smokes.push(smoke); game.addChild(smoke); } // Create debris particles for explosion effect for (var k = 0; k < 15; k++) { var debris = new DebrisParticle(); debris.x = x + (Math.random() - 0.5) * 40; debris.y = y + (Math.random() - 0.5) * 30; debris.scaleX = 0.5 + Math.random() * 1.0; debris.scaleY = 0.5 + Math.random() * 1.0; debrisParticles.push(debris); game.addChild(debris); } } 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; // Apply current day/night brightness if (!isDay) { leftTree.alpha = 0.6; } 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; // Apply current day/night brightness if (!isDay) { rightTree.alpha = 0.6; } trees.push(rightTree); game.addChild(rightTree); } } } // Main game loop game.update = function () { // Update game timer gameTimer++; // Calculate current base speed with gradual increase var currentBaseSpeed = Math.min(maxSpeed, baseGameSpeed + gameTimer * speedIncrement); // Apply night speed multiplier gameSpeed = isDay ? currentBaseSpeed : currentBaseSpeed * nightSpeedMultiplier; // Distance tracking removed - only counting coins for score // Spawn obstacles - more frequent during night obstacleSpawnTimer++; var obstacleSpawnRate = isDay ? 60 + Math.random() * 60 : 30 + Math.random() * 30; // Night: 30-60 frames, Day: 60-120 frames if (obstacleSpawnTimer > obstacleSpawnRate) { spawnObstacle(); obstacleSpawnTimer = 0; } // Spawn coins - dynamically adjust spawn rate based on game speed (increased frequency) coinSpawnTimer++; var coinSpawnRate = Math.max(20, 80 - (gameSpeed - 8) * 4); // Much faster spawning as speed increases if (coinSpawnTimer > coinSpawnRate + Math.random() * 20) { 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; } // Spawn exhaust particles for police cars if (obstacle.y >= -100 && obstacle.y <= 2800 && LK.ticks % 4 === 0) { var exhaustParticle = new ExhaustParticle(); exhaustParticle.x = obstacle.x + (Math.random() - 0.5) * 50; exhaustParticle.y = obstacle.y - 120; // Front of the police car exhaustParticle.speed = 2 + Math.random() * 2; // Slower than player exhaust exhaustParticle.sideSpeed = (Math.random() - 0.5) * 3; exhaustParticle.scaleX = 0.7 + Math.random() * 0.4; exhaustParticle.scaleY = 0.7 + Math.random() * 0.4; exhaustParticle.alpha = 0.5 + Math.random() * 0.3; exhaustParticles.push(exhaustParticle); game.addChild(exhaustParticle); } // Remove obstacles that are off screen if (obstacle.y > 2800) { obstacle.destroy(); obstacles.splice(i, 1); continue; } // Check collision with player (skip if obstacle is already hit) if (!obstacle.isHit && 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) { // Start police siren as a sound effect that loops instead of music // This allows it to play alongside the background music try { var policeSiren = LK.getSound('policemusic'); if (policeSiren) { policeSiren.loop = true; policeSiren.play(); } } catch (e) { console.log('Police siren play error:', e); } policeMusicPlaying = true; policeOnScreen = true; } else if (!currentPoliceOnScreen && policeMusicPlaying) { // Stop police siren sound try { var policeSiren = LK.getSound('policemusic'); if (policeSiren) { policeSiren.stop(); } } catch (e) { console.log('Police siren stop error:', e); } policeMusicPlaying = false; policeOnScreen = false; } else if (currentPoliceOnScreen && policeMusicPlaying) { // Ensure police siren continues playing if it stopped try { var policeSiren = LK.getSound('policemusic'); if (policeSiren && !policeSiren.playing) { policeSiren.loop = true; policeSiren.play(); } } catch (e) { console.log('Police siren restart error:', e); } } // 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() + 1); // Each coin is worth exactly 1 point 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.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); } } // Spawn exhaust particles exhaustSpawnTimer++; if (exhaustSpawnTimer >= 3) { spawnExhaustParticle(); exhaustSpawnTimer = 0; } // Update exhaust particles for (var e = exhaustParticles.length - 1; e >= 0; e--) { var particle = exhaustParticles[e]; // Remove particles that are expired or off screen if (particle.lifetime <= 0 || particle.y < -50) { particle.destroy(); exhaustParticles.splice(e, 1); } } // Update flame particles for (var f = flames.length - 1; f >= 0; f--) { var flame = flames[f]; // Remove flames that are expired or off screen if (flame.lifetime <= 0 || flame.y < -50) { flame.destroy(); flames.splice(f, 1); } } // Update smoke particles for (var s = smokes.length - 1; s >= 0; s--) { var smoke = smokes[s]; // Remove smoke that is expired or off screen if (smoke.lifetime <= 0 || smoke.y < -50) { smoke.destroy(); smokes.splice(s, 1); } } // Update debris particles for (var d = debrisParticles.length - 1; d >= 0; d--) { var debris = debrisParticles[d]; // Remove debris that is expired or off screen if (debris.lifetime <= 0 || debris.y > 2800) { debris.destroy(); debrisParticles.splice(d, 1); } } // Handle weapon system if (hasWeapon) { weaponTimer--; if (weaponTimer <= 0) { hasWeapon = false; } // Shoot bullets every 40 frames (1.5 times per second) if (LK.ticks % 40 === 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 (!obstacle.isHit && bullet.intersects(obstacle)) { // Play police hit sound try { LK.getSound('policeHit').play(); } catch (e) { console.log('Police hit sound error:', e); } // Destroy bullet immediately bullet.destroy(); bullets.splice(b, 1); // Mark obstacle as hit to prevent further collisions obstacle.isHit = true; // Create flame effect at police car position with car reference createFlameEffect(obstacle.x, obstacle.y - 50, obstacle); // Create burning effect with flames tween(obstacle, { tint: 0x000000, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { obstacle.isDestroyed = true; // Mark as destroyed for flame cleanup obstacle.destroy(); // Remove from obstacles array after animation completes var index = obstacles.indexOf(obstacle); if (index > -1) { obstacles.splice(index, 1); } } }); break; } } } // Update day/night cycle dayNightTimer++; if (dayNightTimer >= dayNightCycleDuration) { transitionDayNight(); dayNightTimer = 0; } // Move all police exhaust particles to the very front at the end of update cycle for (var ex = 0; ex < exhaustParticles.length; ex++) { var exhaustParticle = exhaustParticles[ex]; // Only move police exhaust particles (those with speed <= 4) to front if (exhaustParticle.speed <= 4) { game.setChildIndex(exhaustParticle, game.children.length - 1); } } // Road color no longer changes automatically }; // Road color change function (kept for potential future use) function changeRoadColor(newColor) { roadBackground.tint = newColor; } // Day/night cycle transition function function transitionDayNight() { if (isTransitioning) return; isTransitioning = true; isDay = !isDay; var targetColors = isDay ? dayColors : nightColors; var transitionDuration = 2000; // 2 seconds transition // Immediately update game speed for the new cycle var currentBaseSpeed = Math.min(maxSpeed, baseGameSpeed + gameTimer * speedIncrement); gameSpeed = isDay ? currentBaseSpeed : currentBaseSpeed * nightSpeedMultiplier; // Transition background color tween(game, { backgroundColor: targetColors.sky }, { duration: transitionDuration, easing: tween.easeInOut }); // Transition forest backgrounds tween(leftForest, { tint: targetColors.forest }, { duration: transitionDuration, easing: tween.easeInOut }); tween(rightForest, { tint: targetColors.forest }, { duration: transitionDuration, easing: tween.easeInOut }); // Transition road background tween(roadBackground, { tint: targetColors.road }, { duration: transitionDuration, easing: tween.easeInOut, onFinish: function onFinish() { isTransitioning = false; } }); // Adjust trees brightness for night/day var treeBrightness = isDay ? 1.0 : 0.6; for (var i = 0; i < trees.length; i++) { var tree = trees[i]; tween(tree, { alpha: treeBrightness }, { duration: transitionDuration, easing: tween.easeInOut }); } // Control player headlights based on day/night var headlightAlpha = isDay ? 0 : 0.8; tween(player.leftHeadlight, { alpha: headlightAlpha }, { duration: transitionDuration, easing: tween.easeInOut }); tween(player.rightHeadlight, { alpha: headlightAlpha }, { duration: transitionDuration, easing: tween.easeInOut }); } // Spawn initial powerup at game start spawnPowerUp(); // Start background music - this will be the base music layer LK.playMusic('bgmusic', { fade: { start: 0, end: 1, duration: 1000 } }); ;
===================================================================
--- original.js
+++ change.js
@@ -783,12 +783,9 @@
exhaustParticle.scaleX = 0.7 + Math.random() * 0.4;
exhaustParticle.scaleY = 0.7 + Math.random() * 0.4;
exhaustParticle.alpha = 0.5 + Math.random() * 0.3;
exhaustParticles.push(exhaustParticle);
- // Add to the very front by adding after all other elements
game.addChild(exhaustParticle);
- // Move to front layer by setting as last child
- game.setChildIndex(exhaustParticle, game.children.length - 1);
}
// Remove obstacles that are off screen
if (obstacle.y > 2800) {
obstacle.destroy();
@@ -1062,8 +1059,16 @@
if (dayNightTimer >= dayNightCycleDuration) {
transitionDayNight();
dayNightTimer = 0;
}
+ // Move all police exhaust particles to the very front at the end of update cycle
+ for (var ex = 0; ex < exhaustParticles.length; ex++) {
+ var exhaustParticle = exhaustParticles[ex];
+ // Only move police exhaust particles (those with speed <= 4) to front
+ if (exhaustParticle.speed <= 4) {
+ game.setChildIndex(exhaustParticle, game.children.length - 1);
+ }
+ }
// Road color no longer changes automatically
};
// Road color change function (kept for potential future use)
function changeRoadColor(newColor) {
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