User prompt
when the player dies,put the scpJumpscare asset infront of everything and make it scare the player away(jumpscare the player) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
WHEN THE GAME STARTS,PLAY THE SONG SCP-911
User prompt
put the flashlightbeams layer on top of everything and make its opacity %50
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delete the hitbox of the flashlightbeam so when the flashlightbeam touches anything,it will not take any damage
User prompt
make the flashlght move in the diraction were going and if the flashlight light touches anything nothing happens.only when the car touches anything it loses a live
User prompt
make the flashlights opacity %50 and make it white
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give the car a flashlight
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MAKE EVERYTHING LOOK EVIL
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MAKE EVERY COLOR IN THE GAME INVERTED
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make the pole's give critical damage when you touch them
User prompt
make the pole's and the all the tree variants give damage to me when i touch them
User prompt
make the pole's give 10000 points
Code edit (1 edits merged)
Please save this source code
User prompt
Pixel Pursuit
Initial prompt
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/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bullet class for weapon projectiles
var Bullet = Container.expand(function () {
var self = Container.call(this);
// Create bullet visual (small circle)
var bulletAsset = self.attachAsset('manCircle', {
anchorX: 0.5,
anchorY: 0.5
});
bulletAsset.width = 20;
bulletAsset.height = 20;
bulletAsset.tint = 0xFFFF00; // Yellow color for bullet
self.speed = 12;
self.targetX = 0;
self.targetY = 0;
// Update method for bullet movement towards target
self.update = function () {
// Move towards target
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Remove bullet if it reaches target or goes off screen
if (distance < 30 || self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) {
if (self.parent) {
self.parent.removeChild(self);
}
var index = bullets.indexOf(self);
if (index !== -1) {
bullets.splice(index, 1);
}
}
};
return self;
});
// Car class
var Car = Container.expand(function () {
var self = Container.call(this);
// Attach car asset (red box, 200x120)
var carAsset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
// Set size for car asset
carAsset.width = 200;
carAsset.height = 120;
// For touch feedback
self.flash = function () {
tween(self, {
alpha: 0.5
}, {
duration: 80,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 120
});
}
});
};
return self;
});
// DeadlyTree class for special scene
var DeadlyTree = Container.expand(function () {
var self = Container.call(this);
// Attach tree asset (red tinted, 100x100)
var treeAsset = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 0.5
});
treeAsset.width = 100;
treeAsset.height = 100;
treeAsset.tint = 0xFF0000; // Red tint for deadly trees
self.speed = 24; // Falling speed (3x faster)
self.isFollowing = false;
self.followSpeed = 8; // Speed when following player
// Start following the player
self.startFollowing = function () {
self.isFollowing = true;
};
// Stop following and disappear with tween
self.stopFollowing = function () {
self.isFollowing = false;
tween(self, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
if (self.parent) {
self.parent.removeChild(self);
}
}
});
};
// Update method for falling motion or following
self.update = function () {
if (self.isFollowing && car) {
// Move towards car position
var dx = car.x - self.x;
var dy = car.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.followSpeed;
self.y += dy / distance * self.followSpeed;
}
} else {
self.y += self.speed;
}
};
return self;
});
// GoldenTree class
var GoldenTree = Container.expand(function () {
var self = Container.call(this);
// Attach tree asset (golden, 140x140 - slightly bigger)
var treeAsset = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 0.5
});
treeAsset.width = 140;
treeAsset.height = 140;
treeAsset.tint = 0xFFD700; // Golden tint color
self.pointValue = 10; // Golden tree gives 10 points
// Add golden glow effect
self.glowEffect = function () {
tween(self, {
alpha: 0.7
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.glowEffect(); // Loop the glow effect
}
});
}
});
};
// Start glow effect immediately
self.glowEffect();
// Special golden hit animation
self.hitAnim = function () {
tween(self, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 150,
easing: tween.easeIn
});
}
});
};
return self;
});
// Pole class
var Pole = Container.expand(function () {
var self = Container.call(this);
// Attach pole asset (thin metal pole, 30x300)
var poleAsset = self.attachAsset('pole', {
anchorX: 0.5,
anchorY: 0.5
});
self.pointValue = 10000; // Pole gives 10000 points
// Animate on hit (shake effect)
self.hitAnim = function () {
tween(self, {
rotation: 0.2
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
rotation: -0.2
}, {
duration: 80,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
rotation: 0
}, {
duration: 80,
easing: tween.easeIn
});
}
});
}
});
};
return self;
});
// PurpleTree class
var PurpleTree = Container.expand(function () {
var self = Container.call(this);
// Attach tree asset (purple, 140x140 - slightly bigger)
var treeAsset = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 0.5
});
treeAsset.width = 140;
treeAsset.height = 140;
treeAsset.tint = 0x8A2BE2; // Purple tint color
self.pointValue = 30; // Purple tree gives 30 points
// Add purple glow effect
self.glowEffect = function () {
tween(self, {
alpha: 0.6
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.glowEffect(); // Loop the glow effect
}
});
}
});
};
// Start glow effect immediately
self.glowEffect();
// Special purple hit animation
self.hitAnim = function () {
tween(self, {
scaleX: 1.6,
scaleY: 1.6
}, {
duration: 180,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 180,
easing: tween.easeIn
});
}
});
};
return self;
});
// SCP-911 class for special scene
var SCP911 = Container.expand(function () {
var self = Container.call(this);
// Create circular shape for the man
var manAsset = self.attachAsset('manCircle', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Tree class
var Tree = Container.expand(function () {
var self = Container.call(this);
// Attach tree asset (green ellipse, 120x120)
var treeAsset = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 0.5
});
treeAsset.width = 120;
treeAsset.height = 120;
treeAsset.tint = 0x228B22;
self.pointValue = 1; // Normal tree gives 1 point
// Animate on hit
self.hitAnim = function () {
tween(self, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 120,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeIn
});
}
});
};
return self;
});
// Weapon class for special scene
var Weapon = Container.expand(function () {
var self = Container.call(this);
// Create weapon visual using weapon image asset
var weaponAsset = self.attachAsset('weapon', {
anchorX: 0.5,
anchorY: 0.5
});
weaponAsset.rotation = Math.PI / 4; // 45 degree rotation
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb // Sky blue
});
/****
* Game Code
****/
// --- Game constants ---
var CAR_START_X = 2048 / 2;
var CAR_START_Y = 2732 - 350;
var TREE_MIN_Y = 350;
var TREE_MAX_Y = 2732 - 350;
var TREE_MIN_X = 150;
var TREE_MAX_X = 2048 - 150;
var WIN_SCORE = 100000000;
// --- Game state ---
var car = null;
var trees = [];
var poles = [];
var score = 0;
var scoreTxt = null;
var dragNode = null;
var lastIntersecting = [];
var lastIntersectingPoles = [];
var goldenTreeSpawned = false;
var treesHitThisRound = 0;
var purpleTreeCounter = 0;
var polesSpawnedThisRound = 0;
var countdownTimer = 10;
var countdownTxt = null;
var lastCarX = 0;
var lastCarY = 0;
var lastScore = 0;
var upwardCounter = 1;
var upwardCounterTxt = null;
var specialScene = false;
var specialSceneInitialized = false;
var scp911 = null;
var deadlyTrees = [];
var lastIntersectingDeadly = [];
var throwTimer = 0;
var followingStartTime = null;
var followingDuration = 10000; // 10 seconds in milliseconds
var allFollowingTreesGone = false; // Flag to track if all following trees have disappeared
var bottomLeftCounter = 150;
var bottomLeftCounterTxt = null;
var weapon = null;
var weaponSpawned = false;
var bullets = [];
var lastIntersectingWeapon = false;
var skeletonHealth = 1000;
var skeletonHealthTxt = null;
// --- Create and add car ---
car = new Car();
car.x = CAR_START_X;
car.y = CAR_START_Y;
game.addChild(car);
// --- Create and add trees ---
for (var i = 0; i < 5; i++) {
var tree = new Tree();
tree.x = getRandomTreeX();
tree.y = getRandomTreeY();
trees.push(tree);
lastIntersecting.push(false);
game.addChild(tree);
}
// --- Create and add poles ---
for (var i = 0; i < 5; i++) {
var pole = new Pole();
var tries = 0;
var validPosition = false;
do {
pole.x = getRandomTreeX();
pole.y = getRandomTreeY();
tries++;
validPosition = true;
// Check distance from car
if (distance(car.x, car.y, pole.x, pole.y) < 300) {
validPosition = false;
}
// Check distance from all existing trees
for (var t = 0; t < trees.length; t++) {
if (distance(pole.x, pole.y, trees[t].x, trees[t].y) < 200) {
validPosition = false;
break;
}
}
// Check distance from all existing poles
for (var p = 0; p < poles.length; p++) {
if (distance(pole.x, pole.y, poles[p].x, poles[p].y) < 200) {
validPosition = false;
break;
}
}
} while (!validPosition && tries < 20);
poles.push(pole);
lastIntersectingPoles.push(false);
game.addChild(pole);
}
// --- Score text ---
scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// --- Countdown timer text ---
countdownTxt = new Text2('10', {
size: 100,
fill: 0xFF0000
});
countdownTxt.anchor.set(1, 1);
LK.gui.bottomRight.addChild(countdownTxt);
// --- Upward counter text ---
upwardCounterTxt = new Text2('1', {
size: 100,
fill: 0x006400
});
upwardCounterTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(upwardCounterTxt);
// --- Bottom-left counter text ---
bottomLeftCounterTxt = new Text2('150', {
size: 100,
fill: 0x8B4513
});
bottomLeftCounterTxt.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(bottomLeftCounterTxt);
// --- Skeleton health bar text ---
skeletonHealthTxt = new Text2('1000', {
size: 80,
fill: 0xFF0000
});
skeletonHealthTxt.anchor.set(0, 0.5);
skeletonHealthTxt.visible = false; // Initially hidden until special scene
game.addChild(skeletonHealthTxt);
// --- Helper functions ---
function getRandomTreeX() {
return TREE_MIN_X + Math.floor(Math.random() * (TREE_MAX_X - TREE_MIN_X));
}
function getRandomTreeY() {
return TREE_MIN_Y + Math.floor(Math.random() * (TREE_MAX_Y - TREE_MIN_Y));
}
function updateScoreText() {
scoreTxt.setText(score);
}
function updateCountdownText() {
countdownTxt.setText(countdownTimer);
}
function updateUpwardCounterText() {
upwardCounterTxt.setText(upwardCounter);
}
function updateBottomLeftCounterText() {
bottomLeftCounterTxt.setText(bottomLeftCounter);
}
function updateSkeletonHealthText() {
skeletonHealthTxt.setText(skeletonHealth);
}
function spawnNewTree() {
var newTree;
// Spawn purple tree every 40 normal trees (1 in 40 chance)
purpleTreeCounter++;
if (purpleTreeCounter >= 40) {
newTree = new PurpleTree();
purpleTreeCounter = 0; // Reset counter
} else if (treesHitThisRound % 5 === 0 && !goldenTreeSpawned) {
// Spawn golden tree once every 5 hits if not already spawned this round
newTree = new GoldenTree();
goldenTreeSpawned = true;
} else {
newTree = new Tree();
// Reset golden tree availability after 10 hits
if (treesHitThisRound >= 10) {
goldenTreeSpawned = false;
treesHitThisRound = 0;
}
}
// Position new tree randomly (avoid placing too close to car and existing poles)
var tries = 0;
var validPosition = false;
do {
newTree.x = getRandomTreeX();
newTree.y = getRandomTreeY();
tries++;
validPosition = true;
// Check distance from car
if (distance(car.x, car.y, newTree.x, newTree.y) < 300) {
validPosition = false;
}
// Check distance from all existing poles
for (var p = 0; p < poles.length; p++) {
if (distance(newTree.x, newTree.y, poles[p].x, poles[p].y) < 200) {
validPosition = false;
break;
}
}
// Check distance from all existing trees
for (var t = 0; t < trees.length; t++) {
if (distance(newTree.x, newTree.y, trees[t].x, trees[t].y) < 200) {
validPosition = false;
break;
}
}
} while (!validPosition && tries < 20);
trees.push(newTree);
lastIntersecting.push(false);
game.addChild(newTree);
// Calculate current round based on score (every 50 points is a new round)
var currentRound = Math.floor(score / 50);
var polesPerRound = Math.max(1, 5 - currentRound); // Start with 5, decrease by 1 each round, minimum 1
// Spawn poles (decreasing each round)
if (polesSpawnedThisRound < polesPerRound) {
var newPole = new Pole();
var tries = 0;
var validPolePosition = false;
do {
newPole.x = getRandomTreeX();
newPole.y = getRandomTreeY();
tries++;
validPolePosition = true;
// Check distance from car
if (distance(car.x, car.y, newPole.x, newPole.y) < 300) {
validPolePosition = false;
}
// Check distance from all existing trees
for (var t = 0; t < trees.length; t++) {
if (distance(newPole.x, newPole.y, trees[t].x, trees[t].y) < 200) {
validPolePosition = false;
break;
}
}
// Check distance from all existing poles
for (var p = 0; p < poles.length; p++) {
if (distance(newPole.x, newPole.y, poles[p].x, poles[p].y) < 200) {
validPolePosition = false;
break;
}
}
} while (!validPolePosition && tries < 20);
poles.push(newPole);
lastIntersectingPoles.push(false);
game.addChild(newPole);
polesSpawnedThisRound++;
}
// Reset pole counter when round is complete
if (polesSpawnedThisRound >= polesPerRound && treesHitThisRound >= 10) {
polesSpawnedThisRound = 0;
}
}
// --- Move handler for dragging car ---
function handleMove(x, y, obj) {
if (dragNode) {
var newX = x;
var newY = Math.max(200, Math.min(2732 - 100, y));
// Screen wrapping for X axis
if (newX > 2048) {
newX = 0; // Car exits right, appears on left
} else if (newX < 0) {
newX = 2048; // Car exits left, appears on right
}
dragNode.x = newX;
dragNode.y = newY;
}
// Collision detection for all trees
for (var i = 0; i < trees.length; i++) {
var tree = trees[i];
var currentIntersecting = car.intersects(tree);
if (!lastIntersecting[i] && currentIntersecting) {
// Car just hit tree - take damage
score += tree.pointValue;
treesHitThisRound++;
updateScoreText();
// Flash screen red to show damage
LK.effects.flashScreen(0xFF0000, 300);
// Update bottom-left counter
bottomLeftCounter -= tree.pointValue;
if (bottomLeftCounter <= 0) {
bottomLeftCounter = 0;
bottomLeftCounterTxt.visible = false;
}
updateBottomLeftCounterText();
// Animate car and tree
car.flash();
tree.hitAnim();
// Remove the hit tree
game.removeChild(tree);
trees.splice(i, 1);
lastIntersecting.splice(i, 1);
i--; // Adjust index since we removed an element
// Spawn new tree (normal or golden based on conditions)
spawnNewTree();
// Win condition
if (score >= WIN_SCORE) {
LK.showYouWin();
}
}
if (i >= 0 && i < lastIntersecting.length) {
lastIntersecting[i] = currentIntersecting;
}
}
// Collision detection for all poles
for (var j = 0; j < poles.length; j++) {
var pole = poles[j];
var currentIntersectingPole = car.intersects(pole);
if (!lastIntersectingPoles[j] && currentIntersectingPole) {
// Car just hit pole - critical damage (instant game over)
// Flash screen red to show critical damage
LK.effects.flashScreen(0xFF0000, 1000);
// Animate car and pole
car.flash();
pole.hitAnim();
// Show critical damage message
var criticalText = new Text2('CRITICAL DAMAGE!', {
size: 250,
fill: 0xFF0000 // Red color
});
criticalText.anchor.set(0.5, 0.5);
criticalText.x = 2048 / 2;
criticalText.y = 2732 / 2;
game.addChild(criticalText);
// Show message for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
return; // Exit immediately to prevent further processing
}
if (j >= 0 && j < lastIntersectingPoles.length) {
lastIntersectingPoles[j] = currentIntersectingPole;
}
}
}
// --- Utility: distance between two points ---
function distance(x1, y1, x2, y2) {
var dx = x1 - x2;
var dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
}
// --- Touch/drag events ---
game.down = function (x, y, obj) {
// Only start drag if touch is on car (within 120px radius)
var dx = x - car.x;
var dy = y - car.y;
if (dx * dx + dy * dy < 120 * 120) {
dragNode = car;
handleMove(x, y, obj);
}
};
game.move = handleMove;
game.up = function (x, y, obj) {
dragNode = null;
};
// --- Game update loop (not needed for movement, but for future extensibility) ---
game.update = function () {
// Check for special scene transition (150+ score)
if (score >= 150 && !specialScene) {
specialScene = true;
// Clear existing game elements
for (var i = trees.length - 1; i >= 0; i--) {
game.removeChild(trees[i]);
}
trees = [];
lastIntersecting = [];
for (var j = poles.length - 1; j >= 0; j--) {
game.removeChild(poles[j]);
}
poles = [];
lastIntersectingPoles = [];
// Change background to darker for special scene
game.setBackgroundColor(0x2F4F4F); // Dark gray
}
// Handle special scene logic
if (specialScene && !specialSceneInitialized) {
// Initialize special scene
scp911 = new SCP911();
scp911.x = 2048 / 2;
scp911.y = 200;
game.addChild(scp911);
// Show and position skeleton health bar
skeletonHealthTxt.visible = true;
skeletonHealthTxt.x = scp911.x + 100; // Position to the right of skeleton
skeletonHealthTxt.y = scp911.y;
skeletonHealth = 1000; // Reset health
updateSkeletonHealthText();
// Spawn weapon immediately in special scene
if (!weaponSpawned) {
weapon = new Weapon();
weapon.x = Math.random() * (2048 - 200) + 100; // Random X within game bounds
weapon.y = Math.random() * (2732 - 400) + 200; // Random Y within game bounds
game.addChild(weapon);
weaponSpawned = true;
}
specialSceneInitialized = true;
}
if (specialScene) {
// Initialize following start time when first entering special scene
if (followingStartTime === null) {
followingStartTime = Date.now();
}
// Spawn deadly trees that follow player for 10 seconds, then disappear
if (LK.ticks % 120 === 0 && deadlyTrees.length < 10 && !allFollowingTreesGone) {
var newDeadlyTree = new DeadlyTree();
newDeadlyTree.x = Math.random() * 2048;
newDeadlyTree.y = -100; // Start above screen
newDeadlyTree.spawnTime = Date.now();
newDeadlyTree.startFollowing();
deadlyTrees.push(newDeadlyTree);
lastIntersectingDeadly.push(false);
game.addChild(newDeadlyTree);
// Set timer to make tree disappear after 10 seconds
LK.setTimeout(function () {
if (newDeadlyTree.parent) {
newDeadlyTree.stopFollowing();
var index = deadlyTrees.indexOf(newDeadlyTree);
if (index !== -1) {
deadlyTrees.splice(index, 1);
lastIntersectingDeadly.splice(index, 1);
}
// Check if all deadly trees are gone
if (deadlyTrees.length === 0 && !allFollowingTreesGone) {
allFollowingTreesGone = true;
// Show message near the SCP-911
var messageText = new Text2('O zaman bunu al', {
size: 80,
fill: 0xFFFFFF
});
messageText.anchor.set(0.5, 0.5);
messageText.x = scp911.x;
messageText.y = scp911.y - 100;
game.addChild(messageText);
// Spawn weapon at random location
if (!weaponSpawned) {
weapon = new Weapon();
weapon.x = Math.random() * (2048 - 200) + 100; // Random X within game bounds
weapon.y = Math.random() * (2732 - 400) + 200; // Random Y within game bounds
game.addChild(weapon);
weaponSpawned = true;
}
}
}
}, 10000);
}
// Check collision with deadly trees
for (var k = deadlyTrees.length - 1; k >= 0; k--) {
var deadlyTree = deadlyTrees[k];
var currentIntersectingDeadly = car.intersects(deadlyTree);
// Check if tree has been alive for 10 seconds
if (deadlyTree.spawnTime && Date.now() - deadlyTree.spawnTime >= 10000) {
deadlyTree.stopFollowing();
deadlyTrees.splice(k, 1);
lastIntersectingDeadly.splice(k, 1);
// Check if all deadly trees are gone
if (deadlyTrees.length === 0 && !allFollowingTreesGone) {
allFollowingTreesGone = true;
// Show message near the SCP-911
var messageText = new Text2('O zaman bunu al', {
size: 80,
fill: 0xFFFFFF
});
messageText.anchor.set(0.5, 0.5);
messageText.x = scp911.x;
messageText.y = scp911.y - 100; // Position above the SCP-911
game.addChild(messageText);
// Spawn weapon at random location
if (!weaponSpawned) {
weapon = new Weapon();
weapon.x = Math.random() * (2048 - 200) + 100; // Random X within game bounds
weapon.y = Math.random() * (2732 - 400) + 200; // Random Y within game bounds
game.addChild(weapon);
weaponSpawned = true;
}
}
continue;
}
// Check if tree went off screen (only for non-following trees)
if (!deadlyTree.isFollowing && deadlyTree.y > 2732 + 100) {
game.removeChild(deadlyTree);
deadlyTrees.splice(k, 1);
lastIntersectingDeadly.splice(k, 1);
continue;
}
// Check collision - instant death
if (!lastIntersectingDeadly[k] && currentIntersectingDeadly) {
// Show death message
var deathText = new Text2('ÖLDÜN!', {
size: 300,
fill: 0xFF0000
});
deathText.anchor.set(0.5, 0.5);
deathText.x = 2048 / 2;
deathText.y = 2732 / 2;
game.addChild(deathText);
// Show message for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
return;
}
if (k < lastIntersectingDeadly.length) {
lastIntersectingDeadly[k] = currentIntersectingDeadly;
}
}
// Check weapon collision and bullet firing
if (weapon && scp911) {
var currentIntersectingWeapon = car.intersects(weapon);
if (!lastIntersectingWeapon && currentIntersectingWeapon) {
// Car touched weapon, make weapon follow car
weapon.isFollowingCar = true;
// Fire bullet at SCP-911
var newBullet = new Bullet();
newBullet.x = car.x;
newBullet.y = car.y;
newBullet.targetX = scp911.x;
newBullet.targetY = scp911.y;
bullets.push(newBullet);
game.addChild(newBullet);
}
lastIntersectingWeapon = currentIntersectingWeapon;
// Make weapon follow car if attached
if (weapon.isFollowingCar) {
weapon.x = car.x + 60; // Offset to the right of car
weapon.y = car.y;
}
}
// Check bullet collisions with SCP-911
for (var b = bullets.length - 1; b >= 0; b--) {
var bullet = bullets[b];
if (scp911 && bullet.intersects && bullet.intersects(scp911)) {
// Bullet hit SCP-911 - reduce health
skeletonHealth -= 5;
updateSkeletonHealthText();
// Remove bullet
game.removeChild(bullet);
bullets.splice(b, 1);
// Flash SCP-911 red when hit
tween(scp911, {
tint: 0xFF0000
}, {
duration: 200,
onFinish: function onFinish() {
tween(scp911, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
// Check if SCP-911 is defeated
if (skeletonHealth <= 0) {
// Hide health bar
skeletonHealthTxt.visible = false;
// Show victory message
var victoryText = new Text2('SCP-911 Yenildi!', {
size: 200,
fill: 0x00FF00
});
victoryText.anchor.set(0.5, 0.5);
victoryText.x = 2048 / 2;
victoryText.y = 2732 / 2;
game.addChild(victoryText);
// Show victory for 3 seconds then end game
LK.setTimeout(function () {
LK.showGameOver();
}, 3000);
}
}
}
}
// Only run countdown timer logic if not in special scene
if (!specialScene) {
// Check if player hit something (score changed)
var scoreChanged = score !== lastScore;
if (scoreChanged) {
// Player hit something, reset countdown
countdownTimer = 10;
updateCountdownText();
} else {
// Player didn't hit anything, countdown every second (60 ticks = 1 second)
if (LK.ticks % 60 === 0) {
countdownTimer--;
updateCountdownText();
if (countdownTimer <= 0) {
if (score < 10) {
// Show F- grade for low score
var gradeText = new Text2('F-', {
size: 300,
fill: 0xFF0000
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else if (score >= 10 && score <= 30) {
// Show F+ grade for score between 10 and 30
var gradeText = new Text2('F+', {
size: 300,
fill: 0xFFA500
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else if (score >= 30 && score <= 50) {
// Show D- grade for score between 30 and 50
var gradeText = new Text2('D-', {
size: 300,
fill: 0x800080
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else {
LK.showGameOver();
}
}
}
}
}
// Only run upward counter logic if not in special scene
if (!specialScene) {
// Upward counter increments every second (60 ticks = 1 second)
if (LK.ticks % 60 === 0) {
upwardCounter++;
updateUpwardCounterText();
if (upwardCounter >= 90) {
if (score < 10) {
// Show F- grade for low score
var gradeText = new Text2('F-', {
size: 300,
fill: 0xFF0000
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else if (score >= 10 && score <= 30) {
// Show F+ grade for score between 10 and 30
var gradeText = new Text2('F+', {
size: 300,
fill: 0xFFA500
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else if (score >= 30 && score <= 50) {
// Show D- grade for score between 30 and 50
var gradeText = new Text2('D-', {
size: 300,
fill: 0x800080
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else {
LK.showGameOver();
}
}
}
}
// Update tracking variables
lastCarX = car.x;
lastCarY = car.y;
lastScore = score;
};
// --- Initialize score ---
score = 0;
updateScoreText();
// --- Initialize upward counter ---
upwardCounter = 1;
updateUpwardCounterText();
// --- Initialize bottom-left counter ---
bottomLeftCounter = 150;
updateBottomLeftCounterText();
// --- Initialize tracking variables ---
lastCarX = car.x;
lastCarY = car.y;
lastScore = score; ===================================================================
--- original.js
+++ change.js
@@ -630,40 +630,28 @@
for (var j = 0; j < poles.length; j++) {
var pole = poles[j];
var currentIntersectingPole = car.intersects(pole);
if (!lastIntersectingPoles[j] && currentIntersectingPole) {
- // Car just hit pole - take damage
- score += pole.pointValue; // This will add 10000 points
- updateScoreText();
- // Flash screen red to show damage
- LK.effects.flashScreen(0xFF0000, 500);
- // Update bottom-left counter (increase by the amount of points lost)
- bottomLeftCounter += Math.abs(pole.pointValue);
- updateBottomLeftCounterText();
+ // Car just hit pole - critical damage (instant game over)
+ // Flash screen red to show critical damage
+ LK.effects.flashScreen(0xFF0000, 1000);
// Animate car and pole
car.flash();
pole.hitAnim();
- // Remove the hit pole
- game.removeChild(pole);
- poles.splice(j, 1);
- lastIntersectingPoles.splice(j, 1);
- j--; // Adjust index since we removed an element
- // Check for game over (negative score)
- if (score < 0) {
- // Show "eziksin" message for losing with negative score
- var loserText = new Text2('eziksin', {
- size: 300,
- fill: 0x000000 // Black color
- });
- loserText.anchor.set(0.5, 0.5);
- loserText.x = 2048 / 2;
- loserText.y = 2732 / 2;
- game.addChild(loserText);
- // Show message for 2 seconds before game over
- LK.setTimeout(function () {
- LK.showGameOver();
- }, 2000);
- }
+ // Show critical damage message
+ var criticalText = new Text2('CRITICAL DAMAGE!', {
+ size: 250,
+ fill: 0xFF0000 // Red color
+ });
+ criticalText.anchor.set(0.5, 0.5);
+ criticalText.x = 2048 / 2;
+ criticalText.y = 2732 / 2;
+ game.addChild(criticalText);
+ // Show message for 2 seconds before game over
+ LK.setTimeout(function () {
+ LK.showGameOver();
+ }, 2000);
+ return; // Exit immediately to prevent further processing
}
if (j >= 0 && j < lastIntersectingPoles.length) {
lastIntersectingPoles[j] = currentIntersectingPole;
}