User prompt
Son düzeltmeleri optimaizasyon ayarlarını yap
User prompt
Oyundaki can sistemi bozuk
User prompt
Hareketli bariyer çapraz olarak sadece bir şerit degiştirebilir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Hareketli bariyer için varlık oluştur
User prompt
Yeni hareket edebilen bir engel oluştur ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Hareketli polis en başta aktif olsun
User prompt
Yaratılan yeni hareket eden engel için varlık oluştur
User prompt
Yeni bir engel eklemek istiyorum bu engel 2 dk içerisinde sadece 2 kere orata cıkıcak ve şerit degiştirebilecek
User prompt
Polis kovalayıcı 1 dk içinde sadece 10saniye oyuncuyu takip edebilir
User prompt
1dk yap
User prompt
30 saniyeye cıkar
User prompt
20 saniye yap
User prompt
15 saniye tap
User prompt
Yeniden başlatma süresini uzat minimum 10 saniye
User prompt
Polis kovalayıcı bazen oyuncuya biraz daha yaklaşabilir fakat yapışmamalı ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Diger engeller birden kaybolmak yerine ekrandan yavaşça cıkmalı ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Polis kovalayıcı gittikten sonra birden belirip kayboluyor kontorl et
User prompt
Polis kovalayıcı gelirken birden ışınlanmak yerine ekrana yavaşça girmeli ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Polis kovalayıcı aniden ortadan kaybolmaz oyıncudan geride kalarak ekrandan cıkar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Polis kovalayıcı oyun başladıktan 15 saniye sonra devreye girer belirsiz bir süre ile takip eder sonra kaybolur sonra tekrar belirir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Polis kovalayıcısının farlarını en öne al
User prompt
Polis kovalayıcı farlarını 360 derece döndür ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Polis kovalayıcı mesafesini yükselt
User prompt
Polis kovalayıcısı için varlık olıştur
User prompt
Polis kovalayıcı oyuncunın arabasına dokunmasın
/**** * 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 Flower = Container.expand(function () { var self = Container.call(this); var flowerGraphics = self.attachAsset('flower', { anchorX: 0.5, anchorY: 1.0 }); self.speed = gameSpeed; self.update = function () { self.y += self.speed; }; return self; }); var HeartPowerUp = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { 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 += 0.1; // Pulsing effect self.scaleX = 1 + Math.sin(LK.ticks * 0.1) * 0.1; self.scaleY = 1 + Math.sin(LK.ticks * 0.1) * 0.1; // 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 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 MovingBarrier = Container.expand(function () { var self = Container.call(this); var barrierGraphics = self.attachAsset('movingBarrier', { anchorX: 0.5, anchorY: 1.0 }); self.speed = gameSpeed; self.horizontalSpeed = 2; // Speed of horizontal movement self.direction = 1; // 1 for right, -1 for left self.lanes = [580, 1024, 1468]; // Reference to lane positions self.startLaneIndex = 1; // Start in middle lane by default self.minX = 580; // Will be set based on start lane self.maxX = 1468; // Will be set based on start lane self.changeDirectionTimer = 0; self.changeDirectionDelay = 120 + Math.random() * 180; // 2-5 seconds // Function to set movement boundaries for one lane change only self.setMovementBounds = function (startLaneIndex) { self.startLaneIndex = startLaneIndex; if (startLaneIndex === 0) { // Left lane - can only move to middle lane self.minX = self.lanes[0]; self.maxX = self.lanes[1]; } else if (startLaneIndex === 1) { // Middle lane - can move to left or right lane var canMoveLeft = Math.random() < 0.5; if (canMoveLeft) { self.minX = self.lanes[0]; self.maxX = self.lanes[1]; self.direction = -1; // Start moving left } else { self.minX = self.lanes[1]; self.maxX = self.lanes[2]; self.direction = 1; // Start moving right } } else { // Right lane - can only move to middle lane self.minX = self.lanes[1]; self.maxX = self.lanes[2]; } }; self.update = function () { self.y += self.speed; // Move horizontally self.x += self.horizontalSpeed * self.direction; // Bounce off lane boundaries with smooth animation if (self.x <= self.minX) { self.x = self.minX; self.direction = 1; // Change to move right // Add bounce animation tween(self, { scaleX: 2.6, rotation: 0.1 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 2.4, rotation: 0 }, { duration: 200, easing: tween.easeInOut }); } }); } else if (self.x >= self.maxX) { self.x = self.maxX; self.direction = -1; // Change to move left // Add bounce animation tween(self, { scaleX: 2.6, rotation: -0.1 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 2.4, rotation: 0 }, { duration: 200, easing: tween.easeInOut }); } }); } // Random direction changes for unpredictability self.changeDirectionTimer++; if (self.changeDirectionTimer >= self.changeDirectionDelay) { self.direction *= -1; // Reverse direction self.changeDirectionTimer = 0; self.changeDirectionDelay = 120 + Math.random() * 180; // New random delay // Add direction change animation tween(self, { scaleY: 2.6 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleY: 2.4 }, { duration: 150, easing: tween.easeInOut }); } }); } }; 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 - positioned at the front of the vehicle var leftHeadlight = self.attachAsset('headlight', { anchorX: 0.5, anchorY: 0.5 }); leftHeadlight.x = -25; leftHeadlight.y = -150; // Moved further forward to the front of the car leftHeadlight.alpha = 0; // Start invisible var rightHeadlight = self.attachAsset('headlight', { anchorX: 0.5, anchorY: 0.5 }); rightHeadlight.x = 25; rightHeadlight.y = -150; // Moved further forward to the front of the car rightHeadlight.alpha = 0; // Start invisible // Store headlight references self.leftHeadlight = leftHeadlight; self.rightHeadlight = rightHeadlight; // Move headlights to front of all elements self.moveHeadlightsToFront = function () { if (self.parent) { // Remove headlights from current position self.removeChild(leftHeadlight); self.removeChild(rightHeadlight); // Add them back to the front (last children render on top) self.addChild(leftHeadlight); self.addChild(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 * 0.25; } else { self.x = self.targetX; } // Ensure headlights are always in front self.moveHeadlightsToFront(); }; return self; }); var PoliceChaser = Container.expand(function () { var self = Container.call(this); var policeGraphics = self.attachAsset('policeChaser', { anchorX: 0.5, anchorY: 1.0 }); // Add police lights - same as regular obstacles 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; // Store light references for animation self.leftLight = leftLight; self.rightLight = rightLight; self.lightTimer = 0; self.isRedActive = true; // Chase behavior properties self.followDistance = 500; // Distance to maintain behind player self.maxFollowDistance = 700; // Maximum distance to prevent getting too close self.minFollowDistance = 400; // Minimum distance to maintain self.speed = gameSpeed; self.targetX = 1024; // Center lane by default self.lastPlayerLane = 1; // Track player's last lane self.update = function () { // Calculate dynamic follow distance based on current distance to player var currentDistance = self.y - player.y; var targetDistance = self.followDistance; // If too close, increase follow distance if (currentDistance < self.minFollowDistance) { targetDistance = self.maxFollowDistance; } else if (currentDistance > self.maxFollowDistance) { targetDistance = self.minFollowDistance; } // Smoothly adjust position to maintain proper distance var distanceDiff = currentDistance - targetDistance; self.y = player.y + targetDistance + distanceDiff * 0.95; // Gradual adjustment // Follow player's lane with slight delay for realistic behavior var currentPlayerLane = player.currentLane; if (currentPlayerLane !== self.lastPlayerLane) { // Player changed lanes, start following self.targetX = player.lanes[currentPlayerLane]; self.lastPlayerLane = currentPlayerLane; } // Smooth lane following var dx = self.targetX - self.x; if (Math.abs(dx) > 5) { self.x += dx * 0.08; // Slower than player for realistic chase } else { self.x = self.targetX; } // Ensure police lights are always in front self.removeChild(self.leftLight); self.removeChild(self.rightLight); self.addChild(self.leftLight); self.addChild(self.rightLight); // Animate police lights self.lightTimer++; if (self.lightTimer >= 15) { self.lightTimer = 0; self.isRedActive = !self.isRedActive; var dayAlpha = isDay ? 0.8 : 1.0; var dayAlphaLow = isDay ? 0.4 : 0.6; if (self.isRedActive) { // Red light active tween(self.leftLight, { alpha: dayAlpha, scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut }); tween(self.rightLight, { alpha: dayAlphaLow, scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeOut }); } else { // Blue light active tween(self.rightLight, { alpha: dayAlpha, scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut }); tween(self.leftLight, { alpha: dayAlphaLow, scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeOut }); } } }; 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; }); var Tree2 = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree2', { 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 heartPowerups = []; var bullets = []; var movingBarriers = []; var hasWeapon = false; var weaponTimer = 0; var weaponDuration = 1200; // 20 seconds at 60fps var heartPowerupSpawnTimer = 0; var movingBarrierSpawnTimer = 0; var laneLines = []; var trees = []; var trees2 = []; var flowers = []; var policeChaser = null; var policeChaserActive = false; var policeChaserTimer = 0; var policeChaserActivationTime = 900; // 15 seconds at 60fps (15 * 60) var policeChaserChaseDuration = 0; // Will be set randomly when activated var policeChaserCooldownDuration = 0; // Will be set randomly when deactivated var policeChaserTimeWindow = 3600; // 1 minute window (60 seconds at 60fps) var policeChaserMaxChaseTime = 600; // 10 seconds maximum chase time per window (10 * 60fps) var policeChaserUsedTime = 0; // Time used in current window var policeChaserWindowTimer = 0; // Timer for the current 1-minute window 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 = 10; 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; var cycleCount = 0; // Track completed day/night cycles var cycleSpeedBoost = 0; // Additional speed from completed cycles var speedBoostPerCycle = 2; // Speed increase per completed cycle // 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 police chaser that follows the player (initially hidden) policeChaser = game.addChild(new PoliceChaser()); policeChaser.scaleX = 2.2; // Slightly smaller than player policeChaser.scaleY = 2.2; policeChaser.x = player.x; // Start in same lane as player policeChaser.visible = false; // Start hidden policeChaser.alpha = 0; // Start transparent // 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 health bar label var healthLabel = new Text2('Lives:', { size: 40, fill: 0xFFFFFF }); healthLabel.anchor.set(1, 0.5); healthLabel.x = -200; healthLabel.y = 100; LK.gui.topRight.addChild(healthLabel); // Distance display removed - only counting coins for score // Create lives display as hearts in top right with better styling var healthBars = []; for (var h = 0; h < maxLives; h++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); // Arrange hearts in two rows for better space usage with 10 hearts var row = Math.floor(h / 5); // 5 hearts per row var col = h % 5; // Column position within row heart.x = -80 - col * 50; // Closer spacing for more hearts heart.y = 80 + row * 50; // Two rows: first at y=80, second at y=130 heart.scaleX = 1.0; // Slightly smaller to fit more hearts heart.scaleY = 1.0; // Add a subtle glow effect heart.alpha = 0.9; // Only show the first 3 hearts initially (player starts with 3 lives) if (h >= 3) { heart.visible = false; heart.alpha = 0; } 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; } } // Check if player is in this lane and close to spawn area if (canSpawn) { if (Math.abs(player.x - targetX) < 100 && player.y >= 2000) { canSpawn = false; } } // 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; } } // Check for player in this lane if (laneAvailable) { if (Math.abs(player.x - laneX) < 100 && player.y >= 2000) { laneAvailable = false; } } // 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); // Simply add lane lines normally - layering optimization removed for performance 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++) { // Randomly choose between Tree and Tree2 if (Math.random() < 0.65) { var leftTree; if (Math.random() < 0.5) { leftTree = new Tree(); trees.push(leftTree); } else { leftTree = new Tree2(); trees2.push(leftTree); } leftTree.x = leftPositions[i]; leftTree.y = -80; leftTree.speed = gameSpeed; // Add some variation in scale - bigger trees leftTree.scaleX = 1.2 + Math.random() * 0.8; leftTree.scaleY = 1.2 + Math.random() * 0.8; // 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; } // Simply add trees normally - layering optimization removed for performance game.addChild(leftTree); } // Spawn flowers in left forest area if (Math.random() < 0.25) { var leftFlower = new Flower(); leftFlower.x = leftPositions[i] + (Math.random() - 0.5) * 80; leftFlower.y = -40; leftFlower.speed = gameSpeed; leftFlower.scaleX = 0.8 + Math.random() * 0.4; leftFlower.scaleY = 0.8 + Math.random() * 0.4; // Add flower color variations var flowerColors = [0xff69b4, 0xff1493, 0xffffff, 0xffff00, 0xff4500]; leftFlower.tint = flowerColors[Math.floor(Math.random() * flowerColors.length)]; if (!isDay) { leftFlower.alpha = 0.5; } flowers.push(leftFlower); game.addChild(leftFlower); } } // 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++) { // Randomly choose between Tree and Tree2 if (Math.random() < 0.65) { var rightTree; if (Math.random() < 0.5) { rightTree = new Tree(); trees.push(rightTree); } else { rightTree = new Tree2(); trees2.push(rightTree); } rightTree.x = rightPositions[j]; rightTree.y = -80; rightTree.speed = gameSpeed; // Add some variation in scale - bigger trees rightTree.scaleX = 1.2 + Math.random() * 0.8; rightTree.scaleY = 1.2 + Math.random() * 0.8; // 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; } // Simply add trees normally - layering optimization removed for performance game.addChild(rightTree); } // Spawn flowers in right forest area if (Math.random() < 0.25) { var rightFlower = new Flower(); rightFlower.x = rightPositions[j] + (Math.random() - 0.5) * 80; rightFlower.y = -40; rightFlower.speed = gameSpeed; rightFlower.scaleX = 0.8 + Math.random() * 0.4; rightFlower.scaleY = 0.8 + Math.random() * 0.4; // Add flower color variations var flowerColors = [0xff69b4, 0xff1493, 0xffffff, 0xffff00, 0xff4500]; rightFlower.tint = flowerColors[Math.floor(Math.random() * flowerColors.length)]; if (!isDay) { rightFlower.alpha = 0.5; } flowers.push(rightFlower); game.addChild(rightFlower); } } } function spawnHeartPowerUp() { var heartPowerup = new HeartPowerUp(); 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 heart 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]; } heartPowerup.x = targetX; heartPowerup.y = -50; heartPowerup.speed = gameSpeed; heartPowerup.scaleX = 0.3; heartPowerup.scaleY = 0.3; tween(heartPowerup, { scaleX: 1, scaleY: 1 }, { duration: 600, easing: tween.easeOut }); heartPowerups.push(heartPowerup); game.addChild(heartPowerup); } function spawnMovingBarrier() { var barrier = new MovingBarrier(); // Choose random starting lane var startLaneIndex = Math.floor(Math.random() * 3); barrier.x = player.lanes[startLaneIndex]; barrier.y = -100; barrier.speed = gameSpeed; barrier.scaleX = 0.9; barrier.scaleY = 0.9; // Set movement bounds for one lane change only barrier.setMovementBounds(startLaneIndex); // Animate barrier scaling up when spawned tween(barrier, { scaleX: 2.4, scaleY: 2.4 }, { duration: 400, easing: tween.easeOut }); movingBarriers.push(barrier); game.addChild(barrier); } 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++; // Handle police chaser timing and visibility with 1-minute window limit policeChaserTimer++; policeChaserWindowTimer++; // Reset the time window every minute if (policeChaserWindowTimer >= policeChaserTimeWindow) { policeChaserWindowTimer = 0; policeChaserUsedTime = 0; // Reset used time for new window console.log('Police chaser time window reset - new 1 minute period'); } if (!policeChaserActive) { // Check if it's time to activate police chaser and if we have time left in current window if (policeChaserTimer >= policeChaserActivationTime && policeChaserUsedTime < policeChaserMaxChaseTime) { // Calculate remaining time in current window var remainingTime = policeChaserMaxChaseTime - policeChaserUsedTime; // Activate police chaser policeChaserActive = true; policeChaserTimer = 0; // Set chase duration to minimum of remaining time or desired duration (max 10 seconds) policeChaserChaseDuration = Math.min(remainingTime, 600); // Max 10 seconds or remaining time // Position police chaser off-screen behind player and make visible policeChaser.visible = true; policeChaser.alpha = 0; // Start transparent for smooth fade in policeChaser.y = player.y + 1200; // Start well behind player off-screen policeChaser.x = player.x; // Start in same lane as player // Fade in police chaser first tween(policeChaser, { alpha: 1 }, { duration: 1500, easing: tween.easeInOut }); // Smoothly move police chaser into proper following position tween(policeChaser, { y: player.y + policeChaser.followDistance }, { duration: 3000, // Slower entry for smoother appearance easing: tween.easeInOut }); console.log('Police chaser activated for', Math.floor(policeChaserChaseDuration / 60), 'seconds. Used time:', Math.floor(policeChaserUsedTime / 60), 'Remaining:', Math.floor(remainingTime / 60)); } } else { // Police chaser is active, track used time and check if chase duration is over policeChaserUsedTime++; // Track time being used if (policeChaserTimer >= policeChaserChaseDuration || policeChaserUsedTime >= policeChaserMaxChaseTime) { // Deactivate police chaser policeChaserActive = false; policeChaserTimer = 0; // Set cooldown duration - wait until next window if we've used all time if (policeChaserUsedTime >= policeChaserMaxChaseTime) { // Used all time in window, wait until window resets var timeUntilWindowReset = policeChaserTimeWindow - policeChaserWindowTimer; policeChaserActivationTime = timeUntilWindowReset + 300; // Wait for window reset + 5 seconds console.log('Police chaser time limit reached. Waiting', Math.floor(timeUntilWindowReset / 60), 'seconds for window reset'); } else { // Still have time left, set normal cooldown policeChaserActivationTime = 1800 + Math.random() * 1800; // 30-60 seconds } // Make police chaser fall behind by reducing its speed and moving it back tween(policeChaser, { y: policeChaser.y + 1000 // Move it further behind the player }, { duration: 4000, // Slower transition over 4 seconds easing: tween.easeInOut, onFinish: function onFinish() { // After falling behind, fade out and hide tween(policeChaser, { alpha: 0 }, { duration: 1500, // Longer fade out easing: tween.easeInOut, onFinish: function onFinish() { policeChaser.visible = false; // Reset position completely off-screen to prevent any issues policeChaser.y = player.y + 1500; } }); } }); console.log('Police chaser deactivated. Next activation in', Math.floor(policeChaserActivationTime / 60), 'seconds'); } } // Calculate current base speed with gradual increase and cycle boost var currentBaseSpeed = Math.min(maxSpeed, baseGameSpeed + gameTimer * speedIncrement + cycleSpeedBoost); // 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 heart powerups (every 3 minutes) heartPowerupSpawnTimer++; if (heartPowerupSpawnTimer > 10800) { // 3 minutes (180 seconds * 60 fps) spawnHeartPowerUp(); heartPowerupSpawnTimer = 0; } // Spawn moving barriers (every 45 seconds) movingBarrierSpawnTimer++; if (movingBarrierSpawnTimer > 2700) { // 45 seconds (45 * 60 fps) spawnMovingBarrier(); movingBarrierSpawnTimer = 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; } // Initialize fade tracking if needed if (obstacle.lastY === undefined) obstacle.lastY = obstacle.y; if (obstacle.isFadingOut === undefined) obstacle.isFadingOut = false; // Check if obstacle just crossed the fade threshold if (!obstacle.isFadingOut && obstacle.lastY <= 2800 && obstacle.y > 2800) { obstacle.isFadingOut = true; // Start fade out animation tween(obstacle, { alpha: 0, scaleX: obstacle.scaleX * 0.7, scaleY: obstacle.scaleY * 0.7 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { obstacle.destroy(); // Remove from obstacles array after fade completes var index = obstacles.indexOf(obstacle); if (index > -1) { obstacles.splice(index, 1); } } }); } // Update last position obstacle.lastY = obstacle.y; // Skip further processing if already fading or destroyed if (obstacle.isFadingOut || obstacle.y > 3500) { 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--; // Update health bar display - hide the lost heart if (lives >= 0 && lives < maxLives) { var lostHeart = healthBars[lives]; // Use current lives as index (lives already decremented) if (lostHeart) { // Animate heart disappearing with red flash tween(lostHeart, { alpha: 0, scaleX: 0.5, scaleY: 0.5, tint: 0xff0000 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { lostHeart.visible = false; } }); } } // Flash screen and remove obstacle LK.effects.flashScreen(0xff0000, 500); // Mark obstacle as hit to prevent multiple collisions obstacle.isHit = true; // 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 heart powerups for (var hp = heartPowerups.length - 1; hp >= 0; hp--) { var heartPowerup = heartPowerups[hp]; heartPowerup.speed = gameSpeed; // Remove heart powerups that are off screen or expired if (heartPowerup.y > 2800 || heartPowerup.lifetime <= 0) { heartPowerup.destroy(); heartPowerups.splice(hp, 1); continue; } // Check collection if (!heartPowerup.collected && player.intersects(heartPowerup)) { heartPowerup.collected = true; // Add one life if not at maximum if (lives < maxLives) { lives++; // Show the health bar corresponding to gained life with animation if (lives > 0 && lives <= maxLives) { var restoredHeart = healthBars[lives - 1]; // Use lives-1 as index (lives already incremented) if (restoredHeart) { restoredHeart.visible = true; restoredHeart.alpha = 0; restoredHeart.scaleX = 2.0; restoredHeart.scaleY = 2.0; restoredHeart.tint = 0x00ff00; // Green flash // Animate heart appearing tween(restoredHeart, { alpha: 0.9, scaleX: 1.0, scaleY: 1.0, tint: 0xffffff }, { duration: 600, easing: tween.easeOut }); } } } LK.getSound('collect').play(); // Visual effect with heart animation tween(heartPowerup, { alpha: 0, scaleX: 2.5, scaleY: 2.5, y: heartPowerup.y - 100 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { heartPowerup.destroy(); } }); heartPowerups.splice(hp, 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 - increased threshold to prevent immediate disappearing if (tree.y > 3200) { tree.destroy(); trees.splice(t, 1); } } // Update trees2 for (var t2 = trees2.length - 1; t2 >= 0; t2--) { var tree2 = trees2[t2]; tree2.speed = gameSpeed; // Remove trees2 that are off screen - increased threshold to prevent immediate disappearing if (tree2.y > 3200) { tree2.destroy(); trees2.splice(t2, 1); } } // Update flowers for (var fl = flowers.length - 1; fl >= 0; fl--) { var flower = flowers[fl]; flower.speed = gameSpeed; // Remove flowers that are off screen if (flower.y > 3200) { flower.destroy(); flowers.splice(fl, 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 - reduced frequency for performance rainSpawnTimer++; if (rainSpawnTimer >= 4) { // Spawn rain every 4 frames for good rain effect with better performance 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 - reduced frequency for performance exhaustSpawnTimer++; if (exhaustSpawnTimer >= 8) { 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); } } // Update moving barriers for (var mb = movingBarriers.length - 1; mb >= 0; mb--) { var barrier = movingBarriers[mb]; barrier.speed = gameSpeed; // Initialize fade tracking if needed if (barrier.lastY === undefined) barrier.lastY = barrier.y; if (barrier.isFadingOut === undefined) barrier.isFadingOut = false; // Check if barrier just crossed the fade threshold if (!barrier.isFadingOut && barrier.lastY <= 2800 && barrier.y > 2800) { barrier.isFadingOut = true; // Start fade out animation tween(barrier, { alpha: 0, scaleX: barrier.scaleX * 0.7, scaleY: barrier.scaleY * 0.7 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { barrier.destroy(); // Remove from movingBarriers array after fade completes var index = movingBarriers.indexOf(barrier); if (index > -1) { movingBarriers.splice(index, 1); } } }); } // Update last position barrier.lastY = barrier.y; // Skip further processing if already fading or destroyed if (barrier.isFadingOut || barrier.y > 3500) { continue; } // Check collision with player (skip if barrier is already hit) if (!barrier.isHit && player.intersects(barrier)) { // Play crash sound try { LK.getSound('crash').play(); } catch (e) { console.log('Crash sound error:', e); } // Reduce lives lives--; // Update health bar display - hide the lost heart if (lives >= 0 && lives < maxLives) { var lostHeart = healthBars[lives]; // Use current lives as index (lives already decremented) if (lostHeart) { // Animate heart disappearing with red flash tween(lostHeart, { alpha: 0, scaleX: 0.5, scaleY: 0.5, tint: 0xff0000 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { lostHeart.visible = false; } }); } } // Flash screen and mark barrier as hit LK.effects.flashScreen(0xff0000, 500); barrier.isHit = true; // Check if game over if (lives <= 0) { LK.setTimeout(function () { LK.showGameOver(); }, 800); return; } // Make player temporarily invulnerable player.alpha = 0.5; LK.setTimeout(function () { player.alpha = 1.0; }, 1500); continue; } // Check bullet collision with moving barriers for (var bb = bullets.length - 1; bb >= 0; bb--) { var bullet = bullets[bb]; if (bullet && !barrier.isHit && bullet.intersects(barrier)) { // 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(bb, 1); // Mark barrier as hit barrier.isHit = true; // Create flame effect at barrier position createFlameEffect(barrier.x, barrier.y - 50, barrier); // Create gold coins flying out when barrier is destroyed for (var goldCount = 0; goldCount < 8; goldCount++) { var goldCoin = new Coin(); goldCoin.x = barrier.x + (Math.random() - 0.5) * 100; goldCoin.y = barrier.y + (Math.random() - 0.5) * 80; goldCoin.scaleX = 0.8 + Math.random() * 0.4; goldCoin.scaleY = 0.8 + Math.random() * 0.4; goldCoin.collected = false; goldCoin.speed = gameSpeed * 0.5; goldCoin.tint = 0xFFD700; var randomX = goldCoin.x + (Math.random() - 0.5) * 200; var randomY = goldCoin.y + Math.random() * 150 + 50; tween(goldCoin, { x: randomX, y: randomY, rotation: Math.PI * 4 }, { duration: 800 + Math.random() * 400, easing: tween.easeOut }); coins.push(goldCoin); game.addChild(goldCoin); } // Create burning effect tween(barrier, { tint: 0x000000, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { barrier.isDestroyed = true; barrier.destroy(); var index = movingBarriers.indexOf(barrier); if (index > -1) { movingBarriers.splice(index, 1); } } }); break; } } } // Handle weapon system if (hasWeapon) { weaponTimer--; if (weaponTimer <= 0) { hasWeapon = false; } // Shoot bullets every 10 frames (much faster firing rate) if (LK.ticks % 10 === 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 10 gold coins flying out when police car is destroyed for (var goldCount = 0; goldCount < 10; goldCount++) { var goldCoin = new Coin(); goldCoin.x = obstacle.x + (Math.random() - 0.5) * 100; goldCoin.y = obstacle.y + (Math.random() - 0.5) * 80; goldCoin.scaleX = 0.8 + Math.random() * 0.4; goldCoin.scaleY = 0.8 + Math.random() * 0.4; goldCoin.collected = false; goldCoin.speed = gameSpeed * 0.5; // Slower than normal coins // Make coins golden colored goldCoin.tint = 0xFFD700; // Add random movement with tween animation var randomX = goldCoin.x + (Math.random() - 0.5) * 200; var randomY = goldCoin.y + Math.random() * 150 + 50; tween(goldCoin, { x: randomX, y: randomY, rotation: Math.PI * 4 }, { duration: 800 + Math.random() * 400, easing: tween.easeOut }); coins.push(goldCoin); game.addChild(goldCoin); } // 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 // Increment cycle count and apply speed boost when transitioning to day (completing full cycle) if (isDay) { cycleCount++; cycleSpeedBoost = cycleCount * speedBoostPerCycle; } // Immediately update game speed for the new cycle var currentBaseSpeed = Math.min(maxSpeed, baseGameSpeed + gameTimer * speedIncrement + cycleSpeedBoost); 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 }); } // Adjust trees2 brightness for night/day for (var i2 = 0; i2 < trees2.length; i2++) { var tree2 = trees2[i2]; tween(tree2, { alpha: treeBrightness }, { duration: transitionDuration, easing: tween.easeInOut }); } // Adjust flowers brightness for night/day var flowerBrightness = isDay ? 1.0 : 0.5; for (var f = 0; f < flowers.length; f++) { var flower = flowers[f]; tween(flower, { alpha: flowerBrightness }, { 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
@@ -1615,24 +1615,25 @@
}
// Reduce lives
lives--;
// Update health bar display - hide the lost heart
- if (lives >= 0 && lives < healthBars.length) {
- var lostHeartIndex = lives; // Use lives as index since it's already decremented
- var lostHeart = healthBars[lostHeartIndex];
- // Animate heart disappearing with red flash
- tween(lostHeart, {
- alpha: 0,
- scaleX: 0.5,
- scaleY: 0.5,
- tint: 0xff0000
- }, {
- duration: 500,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- lostHeart.visible = false;
- }
- });
+ if (lives >= 0 && lives < maxLives) {
+ var lostHeart = healthBars[lives]; // Use current lives as index (lives already decremented)
+ if (lostHeart) {
+ // Animate heart disappearing with red flash
+ tween(lostHeart, {
+ alpha: 0,
+ scaleX: 0.5,
+ scaleY: 0.5,
+ tint: 0xff0000
+ }, {
+ duration: 500,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ lostHeart.visible = false;
+ }
+ });
+ }
}
// Flash screen and remove obstacle
LK.effects.flashScreen(0xff0000, 500);
// Mark obstacle as hit to prevent multiple collisions
@@ -1771,26 +1772,27 @@
// Add one life if not at maximum
if (lives < maxLives) {
lives++;
// Show the health bar corresponding to gained life with animation
- if (lives > 0 && lives <= healthBars.length) {
- var restoredHeartIndex = healthBars.length - lives;
- var restoredHeart = healthBars[restoredHeartIndex];
- restoredHeart.visible = true;
- restoredHeart.alpha = 0;
- restoredHeart.scaleX = 2.0;
- restoredHeart.scaleY = 2.0;
- restoredHeart.tint = 0x00ff00; // Green flash
- // Animate heart appearing
- tween(restoredHeart, {
- alpha: 0.9,
- scaleX: 1.0,
- scaleY: 1.0,
- tint: 0xffffff
- }, {
- duration: 600,
- easing: tween.easeOut
- });
+ if (lives > 0 && lives <= maxLives) {
+ var restoredHeart = healthBars[lives - 1]; // Use lives-1 as index (lives already incremented)
+ if (restoredHeart) {
+ restoredHeart.visible = true;
+ restoredHeart.alpha = 0;
+ restoredHeart.scaleX = 2.0;
+ restoredHeart.scaleY = 2.0;
+ restoredHeart.tint = 0x00ff00; // Green flash
+ // Animate heart appearing
+ tween(restoredHeart, {
+ alpha: 0.9,
+ scaleX: 1.0,
+ scaleY: 1.0,
+ tint: 0xffffff
+ }, {
+ duration: 600,
+ easing: tween.easeOut
+ });
+ }
}
}
LK.getSound('collect').play();
// Visual effect with heart animation
@@ -2032,24 +2034,25 @@
}
// Reduce lives
lives--;
// Update health bar display - hide the lost heart
- if (lives >= 0 && lives < healthBars.length) {
- var lostHeartIndex = lives;
- var lostHeart = healthBars[lostHeartIndex];
- // Animate heart disappearing with red flash
- tween(lostHeart, {
- alpha: 0,
- scaleX: 0.5,
- scaleY: 0.5,
- tint: 0xff0000
- }, {
- duration: 500,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- lostHeart.visible = false;
- }
- });
+ if (lives >= 0 && lives < maxLives) {
+ var lostHeart = healthBars[lives]; // Use current lives as index (lives already decremented)
+ if (lostHeart) {
+ // Animate heart disappearing with red flash
+ tween(lostHeart, {
+ alpha: 0,
+ scaleX: 0.5,
+ scaleY: 0.5,
+ tint: 0xff0000
+ }, {
+ duration: 500,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ lostHeart.visible = false;
+ }
+ });
+ }
}
// Flash screen and mark barrier as hit
LK.effects.flashScreen(0xff0000, 500);
barrier.isHit = true;
Polis arabası kuş bakışı. In-Game asset. 2d. High contrast. No shadows
Düz gri renk. In-Game asset. 2d. High contrast. No shadows
Kuş bakışı agaç. In-Game asset. 2d. High contrast. No shadows
Kalp 3d. In-Game asset. 2d. High contrast. No shadows
Kırmızı ve sarı gradient renk. In-Game asset. 2d. High contrast. No shadows
Çiçek kuş bakışı. In-Game asset. 2d. High contrast. No shadows
Kuş bakışı polis aracı. In-Game asset. 2d. High contrast. No shadows