User prompt
Araçların üzerinde altın belirmesine izin verme
User prompt
Polis araçları arası mesafeyi yükselt
User prompt
Araçları biraz büyüült
User prompt
Polis ışıkları olması gereken yerde degil
User prompt
Polis ışıkları ve efektleri polis aracını üzerine yapışturın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Araçlar biraz büyütülsün fakat oyuncu engellerin arasından rahat geçebilmeli ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yandaki yeşil alanladı daraltarak yolu araçları ve şerit çizgilerini aynı oranda genişletin
User prompt
Şerit kısa çizgileri aracın üzerinde gözükmemeli
User prompt
Şerit çizgilerini genişlet ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Olmadı
User prompt
Yol şerit çizgisini yol arka planıyla eşitle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yol cizfilerini ayarla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Sag ve sol alandaki yeşil alanları daralt yol büyüsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yolu ve araçları biraz daha genişlet ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yolu ve araçları biraz daha genişlet ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yolu ve araçları büyült ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Geceleri araç farlarına ısık parçacıkları ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncu araç farı en öne taşı
User prompt
Altınların engel üzerinde oluşmasına izin verme
User prompt
Oyun çöktü
User prompt
Altın ve gun engel üzeründe beliriyor
User prompt
Rüzgar efektini daha belirgin yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncu arabasına rüzgar efeckti ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ormanlık alan için kare bir varlık oluştur
User prompt
Yan taraftaki yeşil alanı degiştirmek için varlık oluştur
/****
* 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
});
// Make lane lines semi-transparent so they appear behind cars
lineGraphics.alpha = 0.7;
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) - properly attached to self container
// Main roof lights - positioned on top of the police car
var leftLight = self.attachAsset('policeLight', {
anchorX: 0.5,
anchorY: 0.5
});
leftLight.x = -20;
leftLight.y = -130;
var rightLight = self.attachAsset('policeLight', {
anchorX: 0.5,
anchorY: 0.5
});
rightLight.x = 20;
rightLight.y = -130;
rightLight.tint = 0x0000ff; // Make right light blue
// Side mirror lights
var leftSideLight = self.attachAsset('policeLight', {
anchorX: 0.5,
anchorY: 0.5
});
leftSideLight.x = -35;
leftSideLight.y = -100;
var rightSideLight = self.attachAsset('policeLight', {
anchorX: 0.5,
anchorY: 0.5
});
rightSideLight.x = 35;
rightSideLight.y = -100;
rightSideLight.tint = 0x0000ff; // Make right side light blue
// Front bumper lights
var topLeftLight = self.attachAsset('policeLight', {
anchorX: 0.5,
anchorY: 0.5
});
topLeftLight.x = -25;
topLeftLight.y = -145;
var topRightLight = self.attachAsset('policeLight', {
anchorX: 0.5,
anchorY: 0.5
});
topRightLight.x = 25;
topRightLight.y = -145;
topRightLight.tint = 0x0000ff; // Make top right light blue
// Store light references for animation
self.leftLight = leftLight;
self.rightLight = rightLight;
self.leftSideLight = leftSideLight;
self.rightSideLight = rightSideLight;
self.topLeftLight = topLeftLight;
self.topRightLight = topRightLight;
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 with enhanced tween effects
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) {
// Red lights active - animate with pulse effect
tween(self.leftLight, {
alpha: dayAlpha,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut
});
tween(self.leftSideLight, {
alpha: dayAlpha,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut
});
tween(self.topLeftLight, {
alpha: dayAlpha,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut
});
// Blue lights dimmed
tween(self.rightLight, {
alpha: dayAlphaLow,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeOut
});
tween(self.rightSideLight, {
alpha: dayAlphaLow,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeOut
});
tween(self.topRightLight, {
alpha: dayAlphaLow,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeOut
});
} else {
// Blue lights active - animate with pulse effect
tween(self.rightLight, {
alpha: dayAlpha,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut
});
tween(self.rightSideLight, {
alpha: dayAlpha,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut
});
tween(self.topRightLight, {
alpha: dayAlpha,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut
});
// Red lights dimmed
tween(self.leftLight, {
alpha: dayAlphaLow,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeOut
});
tween(self.leftSideLight, {
alpha: dayAlphaLow,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeOut
});
tween(self.topLeftLight, {
alpha: dayAlphaLow,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeOut
});
}
}
};
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 = [580, 1024, 1468]; // Three lanes adjusted for wider road
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];
// Add shake effect when moving left
tween(self, {
rotation: -0.1
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
rotation: 0
}, {
duration: 100,
easing: tween.easeInOut
});
}
});
// Play car movement sound
try {
var carMoveSound = LK.getSound('carMove');
carMoveSound.volume = 0.005;
carMoveSound.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];
// Add shake effect when moving right
tween(self, {
rotation: 0.1
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
rotation: 0
}, {
duration: 100,
easing: tween.easeInOut
});
}
});
// Play car movement sound
try {
var carMoveSound = LK.getSound('carMove');
carMoveSound.volume = 0.005;
carMoveSound.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 RainDrop = Container.expand(function () {
var self = Container.call(this);
var dropGraphics = self.attachAsset('rainDrop', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15 + Math.random() * 10; // Rain falls fast
self.sideSpeed = -2 + Math.random() * 4; // Slight horizontal movement
self.alpha = 0.3 + Math.random() * 0.4; // Semi-transparent
self.update = function () {
self.y += self.speed;
self.x += self.sideSpeed;
};
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 = [];
var rainDrops = [];
var rainSpawnTimer = 0;
// Rain cycle variables
var isRaining = false;
var rainTimer = 0;
var rainDuration = 0; // Will be set randomly
var rainCooldown = 0; // Will be set randomly
var nextRainEvent = 0; // Timer for next rain event
var rainSoundPlaying = false;
var thunderTimer = 0;
var nextThunderTime = 0;
// 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 - widened
var roadBackground = game.addChild(LK.getAsset('roadBackground', {
anchorX: 0.5,
anchorY: 0.5
}));
roadBackground.x = 1024; // Center of screen
roadBackground.y = 1366;
roadBackground.scaleX = 1.3; // Widen road by 30%
// Create green forest backgrounds on sides - narrowed
var leftForest = game.addChild(LK.getAsset('forestBackground', {
anchorX: 0.5,
anchorY: 0.5
}));
leftForest.x = 190; // Moved closer to center - narrower area
leftForest.y = 1366;
leftForest.scaleX = 0.8; // Make forest area narrower
var rightForest = game.addChild(LK.getAsset('forestBackground', {
anchorX: 0.5,
anchorY: 0.5
}));
rightForest.x = 1858; // Moved closer to center - narrower area
rightForest.y = 1366;
rightForest.scaleX = 0.8; // Make forest area narrower
// Create road borders - adjusted for wider road
var leftBorder = game.addChild(LK.getAsset('roadBorder', {
anchorX: 0.5,
anchorY: 0.5
}));
leftBorder.x = 390; // Moved outward for wider road
leftBorder.y = 1366;
var rightBorder = game.addChild(LK.getAsset('roadBorder', {
anchorX: 0.5,
anchorY: 0.5
}));
rightBorder.x = 1658; // Moved outward for wider road
rightBorder.y = 1366;
// Spawn initial lane lines to establish proper layering
spawnLaneLine();
// Create player
player = game.addChild(new Player());
player.scaleX = 2.4;
player.scaleY = 2.4;
// 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: 2.4,
scaleY: 2.4
}, {
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;
}
}
// Also check if there's a powerup in this lane that would conflict
if (canSpawn) {
for (var p = 0; p < powerups.length; p++) {
var powerup = powerups[p];
// Check if powerup is in the same lane and close to spawn area
if (Math.abs(powerup.x - targetX) < 50 && powerup.y >= -300 && powerup.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;
// Check for obstacles in this lane
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;
}
}
// Also check for powerups in this lane
if (laneAvailable) {
for (var k = 0; k < powerups.length; k++) {
var pup = powerups[k];
if (Math.abs(pup.x - laneX) < 50 && pup.y >= -300 && pup.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);
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) < 80 && obstacle.y >= -400 && obstacle.y <= 300) {
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;
// Check for obstacles in this lane
for (var j = 0; j < obstacles.length; j++) {
var obs = obstacles[j];
if (Math.abs(obs.x - laneX) < 80 && obs.y >= -400 && obs.y <= 300) {
laneAvailable = false;
break;
}
}
if (laneAvailable) {
availableLanes.push(lane);
}
}
// If no lanes are available, don't spawn powerup this time
if (availableLanes.length === 0) {
return;
}
// Pick a random available lane
laneIndex = availableLanes[Math.floor(Math.random() * availableLanes.length)];
targetX = player.lanes[laneIndex];
}
powerup.x = targetX;
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 - adjusted for wider road
var positions = [802, 1246]; // Between lanes 0-1 and 1-2, proportionally spaced
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 - adjusted for narrower forest
var leftPositions = [120, 200, 280, 340];
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 - adjusted for narrower forest
var rightPositions = [1708, 1788, 1868, 1928];
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);
}
}
}
function spawnRain() {
// Spawn multiple rain drops across the screen width
for (var i = 0; i < 8; i++) {
var rainDrop = new RainDrop();
rainDrop.x = Math.random() * 2048; // Random X across screen width
rainDrop.y = -20 - Math.random() * 50; // Start above screen
rainDrop.speed = gameSpeed + 15 + Math.random() * 10; // Rain speed based on game speed
rainDrops.push(rainDrop);
game.addChild(rainDrop);
}
}
// 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 with increased police car distance
obstacleSpawnTimer++;
var obstacleSpawnRate = isDay ? 120 + Math.random() * 90 : 90 + Math.random() * 60; // Night: 90-150 frames, Day: 120-210 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;
}
// 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);
}
}
// Handle rain cycle logic
if (!isRaining) {
// Check if it's time to start raining
nextRainEvent++;
if (nextRainEvent >= rainCooldown) {
// Start rain cycle
isRaining = true;
rainTimer = 0;
// Random rain duration: 10-60 seconds (600-3600 frames at 60fps)
rainDuration = 600 + Math.random() * 3000; // 10 seconds to 1 minute
nextRainEvent = 0;
// Start rain music
if (!rainSoundPlaying) {
try {
LK.playMusic('rain');
} catch (e) {
console.log('Rain music play error:', e);
}
rainSoundPlaying = true;
}
// Initialize thunder timing for this rain period
thunderTimer = 0;
nextThunderTime = 180 + Math.random() * 600; // First thunder in 3-13 seconds
console.log('Rain started for', Math.floor(rainDuration / 60), 'seconds');
}
} else {
// Currently raining
rainTimer++;
// Spawn rain particles while raining
rainSpawnTimer++;
if (rainSpawnTimer >= 2) {
// Spawn rain every 2 frames for heavy rain effect
spawnRain();
rainSpawnTimer = 0;
}
// Handle thunder during rain
thunderTimer++;
if (thunderTimer >= nextThunderTime) {
// Play thunder sound
try {
var thunderSound = LK.getSound('thunder');
if (thunderSound) {
thunderSound.play();
}
} catch (e) {
console.log('Thunder sound play error:', e);
}
// Add thunder flash effect - bright white flash
LK.effects.flashScreen(0xffffff, 300); // White flash for 300ms
// Set next thunder time (random between 5-20 seconds)
nextThunderTime = thunderTimer + (300 + Math.random() * 900); // 5-20 seconds at 60fps
}
// Check if rain should stop
if (rainTimer >= rainDuration) {
// Stop rain cycle
isRaining = false;
rainTimer = 0;
// Random cooldown period: 30-180 seconds (1800-10800 frames at 60fps)
rainCooldown = 1800 + Math.random() * 9000; // 30 seconds to 3 minutes
nextRainEvent = 0;
// Reset thunder timer
thunderTimer = 0;
nextThunderTime = 0;
// Gradually fade out existing rain drops
for (var fadeRain = 0; fadeRain < rainDrops.length; fadeRain++) {
var rainDrop = rainDrops[fadeRain];
tween(rainDrop, {
alpha: 0,
speed: rainDrop.speed * 0.3
}, {
duration: 2000 + Math.random() * 1000,
easing: tween.easeOut
});
}
console.log('Rain stopped. Next rain in', Math.floor(rainCooldown / 60), 'seconds');
}
}
// Stop rain music only when all rain effects are complete
if (!isRaining && rainSoundPlaying && rainDrops.length === 0) {
try {
LK.stopMusic();
// Restart background music after rain stops
LK.playMusic('bgmusic');
} catch (e) {
console.log('Rain music stop error:', e);
}
rainSoundPlaying = false;
}
// 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);
}
}
// Update rain particles
for (var r = rainDrops.length - 1; r >= 0; r--) {
var rain = rainDrops[r];
// Remove rain drops that are off screen
if (rain.y > 2800 || rain.x < -50 || rain.x > 2098) {
rain.destroy();
rainDrops.splice(r, 1);
}
}
// Handle weapon system
if (hasWeapon) {
weaponTimer--;
if (weaponTimer <= 0) {
hasWeapon = false;
}
// Shoot bullets every 35 frames (slightly faster firing rate)
if (LK.ticks % 35 === 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;
}
// Police exhaust particles now stay in their natural layer order
// 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();
// Initialize first rain cycle
rainCooldown = 1800 + Math.random() * 9000; // 30 seconds to 3 minutes before first rain
nextRainEvent = 0;
// Start background music - this will be the base music layer
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 1,
duration: 1000
}
});
; ===================================================================
--- original.js
+++ change.js
@@ -963,11 +963,11 @@
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
+ // Spawn obstacles - more frequent during night with increased police car distance
obstacleSpawnTimer++;
- var obstacleSpawnRate = isDay ? 60 + Math.random() * 60 : 30 + Math.random() * 30; // Night: 30-60 frames, Day: 60-120 frames
+ var obstacleSpawnRate = isDay ? 120 + Math.random() * 90 : 90 + Math.random() * 60; // Night: 90-150 frames, Day: 120-210 frames
if (obstacleSpawnTimer > obstacleSpawnRate) {
spawnObstacle();
obstacleSpawnTimer = 0;
}
Polis arabası kuş bakışı. In-Game asset. 2d. High contrast. No shadows
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