User prompt
Let's crush and kill bomberperson
User prompt
make your own bomb throwers image
User prompt
change the image of the bomb throwers
User prompt
Add people who throw bombs on the road and let them come from time to time
User prompt
playercar3 open at 2000 score
User prompt
playercar3 change your image
User prompt
add a new car
User prompt
put car selection at the bottom
User prompt
Don't close the texts in the place where you can choose a car
User prompt
1. Let the car make a quick turn 2. The car should turn slowly and its speed should be very fast ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught ReferenceError: updateCarSelection is not defined' in or related to this line: 'updateCarSelection();' Line Number: 689
User prompt
Let's choose between car 1 and car 2 in the menu
User prompt
Add a new car
User prompt
Let there be a cup on the road, when we take the heart, we have the right to hit it once
User prompt
remove language option
User prompt
When you press Turkish, everything including the menu will be in Turkish. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
türkçeye basınca oyun türkçe olsun ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Have Turkish and English language options in the start menu ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Write the best score next to the score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
The game gets harder as it progresses
User prompt
When the car hits the enemies it will explode and have a pixek art explosion effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the car hits the enemies it will explode and have a pixek art explosion effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add small and beautiful details ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var saved = storage.get('bestDistance');' Line Number: 140 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage is not defined' in or related to this line: 'var saved = storage.get('bestDistance');' Line Number: 139 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); // Make bomb look dangerous with dark red tint and smaller size bombGraphics.tint = 0x660000; bombGraphics.scaleX = 0.6; bombGraphics.scaleY = 0.6; self.speed = 12; self.targetLane = 1; self.rotationSpeed = 0.3; self.pulseScale = 1; self.pulseDirection = 1; self.update = function () { self.speed = 12 * gameSpeed; self.y += self.speed; // Move towards target lane (player's position when thrown) var targetX = 424 + self.targetLane * 400; var diff = targetX - self.x; if (Math.abs(diff) > 10) { self.x += diff * 0.1; } // Spinning and pulsing animation for danger effect bombGraphics.rotation += self.rotationSpeed; self.pulseScale += self.pulseDirection * 0.05; if (self.pulseScale > 1.3) { self.pulseDirection = -1; } else if (self.pulseScale < 0.8) { self.pulseDirection = 1; } bombGraphics.scaleX = 0.6 * self.pulseScale; bombGraphics.scaleY = 0.6 * self.pulseScale; }; return self; }); var Bomber = Container.expand(function () { var self = Container.call(this); var bomberGraphics = self.attachAsset('bomberPerson', { anchorX: 0.5, anchorY: 0.5 }); // Make bomber distinct with darker brown color and human-like proportions bomberGraphics.scaleX = 0.8; bomberGraphics.scaleY = 0.9; self.speed = 6; self.lane = 0; self.throwTimer = 0; self.throwInterval = 120; // Throw bomb every 2 seconds self.hasThrown = false; self.update = function () { var difficultyMultiplier = 1 + distanceTraveled / 10000; self.speed = 6 * gameSpeed * difficultyMultiplier; self.y += self.speed; // Throw bomb when close to player self.throwTimer++; if (!self.hasThrown && self.throwTimer >= self.throwInterval && self.y > 500 && self.y < 1800) { self.throwBomb(); self.hasThrown = true; } // Add slight bobbing motion bomberGraphics.rotation = Math.sin(LK.ticks * 0.03) * 0.1; }; self.throwBomb = function () { var bomb = game.addChild(new Bomb()); bomb.x = self.x; bomb.y = self.y + 50; bomb.targetLane = playerCar.currentLane; bomb.speed = 12 * gameSpeed; bombs.push(bomb); }; return self; }); var Cup = Container.expand(function () { var self = Container.call(this); var cupGraphics = self.attachAsset('cup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.rotationSpeed = 0.15; self.pulseScale = 1; self.pulseDirection = 1; self.update = function () { self.speed = 8 * gameSpeed; self.y += self.speed; cupGraphics.rotation += self.rotationSpeed; // Pulsing effect self.pulseScale += self.pulseDirection * 0.03; if (self.pulseScale > 1.4) { self.pulseDirection = -1; } else if (self.pulseScale < 0.9) { self.pulseDirection = 1; } cupGraphics.scaleX = self.pulseScale; cupGraphics.scaleY = self.pulseScale; // Golden tint for visual appeal cupGraphics.tint = 0xFFD700; }; return self; }); var EnemyCar = Container.expand(function (carType) { var self = Container.call(this); var assetId = carType || 'enemyCar1'; var carGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.lane = 0; self.update = function () { // Progressive speed increase with difficulty var difficultyMultiplier = 1 + distanceTraveled / 8000; // Enemies get faster over time self.speed = 8 * gameSpeed * difficultyMultiplier; self.y += self.speed; // Add subtle bobbing motion for visual interest carGraphics.rotation = Math.sin(LK.ticks * 0.05) * 0.02; }; return self; }); var Explosion = Container.expand(function () { var self = Container.call(this); self.particles = []; self.lifeTime = 0; self.maxLifeTime = 60; // 1 second at 60fps // Create explosion particles for (var i = 0; i < 12; i++) { var particle = self.addChild(LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 })); particle.tint = [0xFF4500, 0xFF6600, 0xFF8800, 0xFFAA00, 0xFFCC00][Math.floor(Math.random() * 5)]; particle.vx = (Math.random() - 0.5) * 20; particle.vy = (Math.random() - 0.5) * 20; particle.gravity = 0.5; particle.friction = 0.95; self.particles.push(particle); } self.update = function () { self.lifeTime++; // Update particles for (var i = 0; i < self.particles.length; i++) { var particle = self.particles[i]; particle.x += particle.vx; particle.y += particle.vy; particle.vy += particle.gravity; particle.vx *= particle.friction; particle.vy *= particle.friction; // Fade out over time particle.alpha = 1 - self.lifeTime / self.maxLifeTime; } // Destroy explosion when done if (self.lifeTime >= self.maxLifeTime) { self.destroy(); } }; return self; }); var Nitro = Container.expand(function () { var self = Container.call(this); var nitroGraphics = self.attachAsset('nitro', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.rotationSpeed = 0.2; self.pulseScale = 1; self.pulseDirection = 1; self.update = function () { self.y += self.speed; nitroGraphics.rotation += self.rotationSpeed; // Pulsing effect self.pulseScale += self.pulseDirection * 0.02; if (self.pulseScale > 1.3) { self.pulseDirection = -1; } else if (self.pulseScale < 0.8) { self.pulseDirection = 1; } nitroGraphics.scaleX = self.pulseScale; nitroGraphics.scaleY = self.pulseScale; }; return self; }); var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.targetLane = 1; self.currentLane = 1; self.laneWidth = 400; self.moveSpeed = 0.35; self.update = function () { var targetX = self.getLaneX(self.targetLane); var diff = targetX - self.x; var adjustedMoveSpeed = self.moveSpeed * (1 + (gameSpeed - 1) * 0.5); if (Math.abs(diff) > 5) { self.x += diff * adjustedMoveSpeed; } else { self.x = targetX; self.currentLane = self.targetLane; } }; self.getLaneX = function (lane) { return 424 + lane * self.laneWidth; }; self.switchLane = function (direction) { var newLane = self.targetLane + direction; if (newLane >= 0 && newLane <= 3) { self.targetLane = newLane; // Add slow dramatic turn effect when switching lanes tween(carGraphics, { rotation: direction * 0.4 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { tween(carGraphics, { rotation: 0 }, { duration: 600, easing: tween.easeIn }); } }); } }; return self; }); var PlayerCar2 = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar2', { anchorX: 0.5, anchorY: 0.5 }); self.targetLane = 1; self.currentLane = 1; self.laneWidth = 400; self.moveSpeed = 0.42; // Much faster lane switching speed self.update = function () { var targetX = self.getLaneX(self.targetLane); var diff = targetX - self.x; var adjustedMoveSpeed = self.moveSpeed * (1 + (gameSpeed - 1) * 0.5); if (Math.abs(diff) > 5) { self.x += diff * adjustedMoveSpeed; } else { self.x = targetX; self.currentLane = self.targetLane; } }; self.getLaneX = function (lane) { return 424 + lane * self.laneWidth; }; self.switchLane = function (direction) { var newLane = self.targetLane + direction; if (newLane >= 0 && newLane <= 3) { self.targetLane = newLane; // Add slow dramatic turn effect when switching lanes with different rotation tween(carGraphics, { rotation: direction * 0.5 }, { duration: 900, easing: tween.easeOut, onFinish: function onFinish() { tween(carGraphics, { rotation: 0 }, { duration: 700, easing: tween.easeIn }); } }); } }; return self; }); var PlayerCar3 = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar3', { anchorX: 0.5, anchorY: 0.5 }); self.targetLane = 1; self.currentLane = 1; self.laneWidth = 400; self.moveSpeed = 0.38; // Faster lane switching speed self.update = function () { var targetX = self.getLaneX(self.targetLane); var diff = targetX - self.x; var adjustedMoveSpeed = self.moveSpeed * (1 + (gameSpeed - 1) * 0.5); if (Math.abs(diff) > 5) { self.x += diff * adjustedMoveSpeed; } else { self.x = targetX; self.currentLane = self.targetLane; } }; self.getLaneX = function (lane) { return 424 + lane * self.laneWidth; }; self.switchLane = function (direction) { var newLane = self.targetLane + direction; if (newLane >= 0 && newLane <= 3) { self.targetLane = newLane; // Add slow dramatic turn effect when switching lanes tween(carGraphics, { rotation: direction * 0.3 }, { duration: 750, easing: tween.easeOut, onFinish: function onFinish() { tween(carGraphics, { rotation: 0 }, { duration: 550, easing: tween.easeIn }); } }); } }; 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 = 8; self.rotationSpeed = 0.1; self.update = function () { self.speed = 8 * gameSpeed; self.y += self.speed; powerUpGraphics.rotation += self.rotationSpeed; }; return self; }); var RoadLine = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('roadLine', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.speed = 8 * gameSpeed; self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game state management var gameState = 'menu'; // 'menu', 'playing', 'gameOver' var menuElements = []; var bestDistance = 0; // Load best score from storage function loadBestScore() { var saved = storage.bestDistance; if (saved !== undefined) { bestDistance = saved; } } // Save best score to storage function saveBestScore() { storage.bestDistance = bestDistance; } // Start menu creation function createStartMenu() { // Create road background for menu for (var i = 0; i < 15; i++) { for (var lane = 0; lane < 4; lane++) { var menuLine = LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5, x: 624 + lane * 400, y: i * 180 + 200 }); menuLine.alpha = 0.3; game.addChild(menuLine); menuElements.push(menuLine); } } // Add some background cars for visual appeal for (var c = 0; c < 3; c++) { var bgCar = LK.getAsset('enemyCar1', { anchorX: 0.5, anchorY: 0.5, x: 424 + Math.floor(Math.random() * 4) * 400, y: 300 + c * 800, scaleX: 0.8, scaleY: 0.8 }); bgCar.alpha = 0.4; bgCar.tint = 0x666666; game.addChild(bgCar); menuElements.push(bgCar); } // Dark overlay for better text readability var overlay = LK.getAsset('enemyCar3', { anchorX: 0.5, anchorY: 0.5, scaleX: 25, scaleY: 40, x: 1024, y: 1366 }); overlay.alpha = 0.7; overlay.tint = 0x000000; game.addChild(overlay); menuElements.push(overlay); // Title with glow effect var titleShadow = new Text2('HIGHWAY RUSH', { size: 124, fill: '#FF6B00' }); titleShadow.anchor.set(0.5, 0.5); titleShadow.x = 1028; titleShadow.y = 804; titleShadow.alpha = 0.8; game.addChild(titleShadow); menuElements.push(titleShadow); var titleText = new Text2('HIGHWAY RUSH', { size: 120, fill: '#FFD700' }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 800; game.addChild(titleText); menuElements.push(titleText); // Subtitle with improved styling var subtitleText = new Text2('Endless Car Racing Adventure', { size: 65, fill: '#FFFFFF' }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 1024; subtitleText.y = 950; game.addChild(subtitleText); menuElements.push(subtitleText); // Game features list var featuresText = new Text2('• Swipe or tap to change lanes\n• Avoid traffic and collect power-ups\n• Get nitro boosts for extra speed\n• Survive as long as possible!', { size: 48, fill: '#CCCCCC' }); featuresText.anchor.set(0.5, 0.5); featuresText.x = 1024; featuresText.y = 1180; game.addChild(featuresText); menuElements.push(featuresText); // Play button with enhanced design var playButtonShadow = LK.getAsset('enemyCar3', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.1, scaleY: 1.1, x: 1028, y: 1354 }); playButtonShadow.tint = 0x000000; playButtonShadow.alpha = 0.5; game.addChild(playButtonShadow); menuElements.push(playButtonShadow); var playButtonBg = LK.getAsset('enemyCar3', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 1, x: 1024, y: 1350 }); playButtonBg.tint = 0x4CAF50; game.addChild(playButtonBg); menuElements.push(playButtonBg); // Play button text with glow var playButtonTextShadow = new Text2('TAP TO START', { size: 84, fill: '#228B22' }); playButtonTextShadow.anchor.set(0.5, 0.5); playButtonTextShadow.x = 1028; playButtonTextShadow.y = 1354; playButtonTextShadow.alpha = 0.8; game.addChild(playButtonTextShadow); menuElements.push(playButtonTextShadow); var playButtonText = new Text2('TAP TO START', { size: 80, fill: '#FFFFFF' }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = 1024; playButtonText.y = 1350; game.addChild(playButtonText); menuElements.push(playButtonText); // Best score display var bestScoreText = new Text2('Best Distance: ' + bestDistance, { size: 55, fill: '#FFD700' }); bestScoreText.anchor.set(0.5, 0.5); bestScoreText.x = 1024; bestScoreText.y = 1450; game.addChild(bestScoreText); menuElements.push(bestScoreText); // Add gentle floating animation to best score tween(bestScoreText, { y: 1470 }, { duration: 2500, yoyo: true, repeat: -1, easing: tween.easeInOut }); // Animate title with pulsing effect tween(titleText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1500, yoyo: true, repeat: -1 }); // Add twinkling effect to title tween(titleText, { alpha: 0.8 }, { duration: 800, yoyo: true, repeat: -1, easing: tween.easeInOut }); // Car selection instruction text (permanent) var carSelectionText = new Text2('Choose your car:', { size: 52, fill: '#FFFFFF' }); carSelectionText.anchor.set(0.5, 0.5); carSelectionText.x = 1024; carSelectionText.y = 1550; game.addChild(carSelectionText); menuElements.push(carSelectionText); // Car selection buttons at bottom var car1Button = LK.getAsset('playerCar', { anchorX: 0.5, anchorY: 0.5, x: 624, y: 1650, scaleX: 0.8, scaleY: 0.8 }); game.addChild(car1Button); menuElements.push(car1Button); var car2Button = LK.getAsset('playerCar2', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1650, scaleX: 0.8, scaleY: 0.8 }); game.addChild(car2Button); menuElements.push(car2Button); var car3Button = LK.getAsset('playerCar3', { anchorX: 0.5, anchorY: 0.5, x: 1424, y: 1650, scaleX: 0.8, scaleY: 0.8 }); game.addChild(car3Button); menuElements.push(car3Button); // Car selection labels var car1Label = new Text2('CAR 1', { size: 48, fill: '#FFFFFF' }); car1Label.anchor.set(0.5, 0.5); car1Label.x = 624; car1Label.y = 1600; game.addChild(car1Label); menuElements.push(car1Label); var car2Label = new Text2('CAR 2', { size: 48, fill: '#FFFFFF' }); car2Label.anchor.set(0.5, 0.5); car2Label.x = 1024; car2Label.y = 1600; game.addChild(car2Label); menuElements.push(car2Label); var car3LabelText = bestDistance >= 2000 ? 'CAR 3' : 'CAR 3\n(2000m)'; var car3Label = new Text2(car3LabelText, { size: 48, fill: bestDistance >= 2000 ? '#FFFFFF' : '#999999' }); car3Label.anchor.set(0.5, 0.5); car3Label.x = 1424; car3Label.y = 1600; game.addChild(car3Label); menuElements.push(car3Label); // Selection indicator selectionIndicator = LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 0.5, x: selectedCarType === 0 ? 624 : selectedCarType === 1 ? 1024 : 1424, y: 1720 }); selectionIndicator.tint = 0xFFD700; game.addChild(selectionIndicator); menuElements.push(selectionIndicator); // Initialize selection visual state updateCarSelection(); // Add floating animation to car buttons tween(car1Button, { y: 1670 }, { duration: 2000, yoyo: true, repeat: -1 }); tween(car2Button, { y: 1670 }, { duration: 2200, yoyo: true, repeat: -1 }); tween(car3Button, { y: 1670 }, { duration: 2400, yoyo: true, repeat: -1 }); // Animate title shadow tween(titleShadow, { scaleX: 1.15, scaleY: 1.15 }, { duration: 1500, yoyo: true, repeat: -1 }); // Animate play button tween(playButtonBg, { scaleX: 3.2, scaleY: 1.1 }, { duration: 1000, yoyo: true, repeat: -1 }); // Add breathing animation to play button text tween(playButtonText, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1200, yoyo: true, repeat: -1, easing: tween.easeInOut }); // Animate subtitle tween(subtitleText, { alpha: 0.7 }, { duration: 2000, yoyo: true, repeat: -1 }); // Floating animation for features text tween(featuresText, { y: 1270 }, { duration: 3000, yoyo: true, repeat: -1 }); } function removeStartMenu() { for (var i = 0; i < menuElements.length; i++) { menuElements[i].destroy(); } menuElements = []; } function startGame() { gameState = 'playing'; removeStartMenu(); loadBestScore(); initializeGameplay(); } function initializeGameplay() { // Initialize all game variables gameSpeed = 1; spawnTimer = 0; spawnRate = 120; lineSpawnTimer = 0; powerUpSpawnTimer = 0; nitroSpawnTimer = 0; cupSpawnTimer = 0; bomberSpawnTimer = 0; distanceTraveled = 0; nitroEffect = false; nitroEndTime = 0; hasShield = false; // Reset score LK.setScore(0); // Update UI texts with English scoreTxt.setText('Distance: 0'); bestScoreTxt.setText('Best: ' + bestDistance); speedTxt.setText('Speed: 1x'); // Reinitialize player car to ensure it's properly set up initializePlayerCar(); } // Initialize best score system loadBestScore(); // Create start menu on game load createStartMenu(); // Car selection variable var selectedCarType = 0; // 0 for PlayerCar, 1 for PlayerCar2, 2 for PlayerCar3 var playerCar; var selectionIndicator; // Update car selection visual state function updateCarSelection() { if (selectionIndicator) { selectionIndicator.x = selectedCarType === 0 ? 624 : selectedCarType === 1 ? 1024 : 1424; } // Check if car 3 is unlocked var car3Unlocked = bestDistance >= 2000; // Update car button tints if they exist if (menuElements.length > 0) { for (var i = 0; i < menuElements.length; i++) { var element = menuElements[i]; if (element.x === 624 && element.y === 1650) { element.tint = selectedCarType === 0 ? 0xFFD700 : 0xFFFFFF; } else if (element.x === 1024 && element.y === 1650) { element.tint = selectedCarType === 1 ? 0xFFD700 : 0xFFFFFF; } else if (element.x === 1424 && element.y === 1650) { if (car3Unlocked) { element.tint = selectedCarType === 2 ? 0xFFD700 : 0xFFFFFF; } else { element.tint = 0x666666; // Gray out locked car element.alpha = 0.5; } } } } } // Initialize player car based on selection function initializePlayerCar() { if (playerCar) { playerCar.destroy(); } if (selectedCarType === 0) { playerCar = game.addChild(new PlayerCar()); } else if (selectedCarType === 1) { playerCar = game.addChild(new PlayerCar2()); } else { playerCar = game.addChild(new PlayerCar3()); } playerCar.x = 424 + 400; // Lane 1 playerCar.y = 2200; } // Initialize the first car initializePlayerCar(); var enemyCars = []; var powerUps = []; var roadLines = []; var nitros = []; var cups = []; var bombers = []; var bombs = []; var gameSpeed = 1; var spawnTimer = 0; var spawnRate = 120; var lineSpawnTimer = 0; var powerUpSpawnTimer = 0; var nitroSpawnTimer = 0; var cupSpawnTimer = 0; var bomberSpawnTimer = 0; var distanceTraveled = 0; var nitroEffect = false; var nitroEndTime = 0; var hasShield = false; // Create initial road lines for (var i = 0; i < 20; i++) { for (var lane = 0; lane < 4; lane++) { var line = game.addChild(new RoadLine()); line.x = 624 + lane * 400; // Between lanes line.y = i * 150 - 200; roadLines.push(line); } } // UI Elements var scoreTxt = new Text2('Distance: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var bestScoreTxt = new Text2('Best: ' + bestDistance, { size: 60, fill: 0xFFD700 }); bestScoreTxt.anchor.set(0.5, 0); bestScoreTxt.y = 90; LK.gui.top.addChild(bestScoreTxt); var speedTxt = new Text2('Speed: 1x', { size: 60, fill: 0xFFFFFF }); speedTxt.anchor.set(1, 0); speedTxt.x = -20; speedTxt.y = 100; LK.gui.topRight.addChild(speedTxt); // Touch controls var touchStartX = 0; var touchStartTime = 0; game.down = function (x, y, obj) { if (gameState === 'menu') { // Check car selection buttons if (y >= 1550 && y <= 1750) { if (x >= 524 && x <= 724) { // Car 1 selected selectedCarType = 0; updateCarSelection(); initializePlayerCar(); return; } else if (x >= 924 && x <= 1124) { // Car 2 selected selectedCarType = 1; updateCarSelection(); initializePlayerCar(); return; } else if (x >= 1324 && x <= 1524) { // Car 3 selected - check if unlocked if (bestDistance >= 2000) { selectedCarType = 2; updateCarSelection(); initializePlayerCar(); } else { // Car 3 is locked, flash red to indicate requirement LK.effects.flashScreen(0xff0000, 300); } return; } } // Any other touch on menu starts the game startGame(); return; } touchStartX = x; touchStartTime = LK.ticks; }; game.up = function (x, y, obj) { if (gameState !== 'playing') return; var touchEndX = x; var swipeDistance = touchEndX - touchStartX; var touchDuration = LK.ticks - touchStartTime; // Detect swipe or tap if (Math.abs(swipeDistance) > 100 && touchDuration < 30) { // Swipe detected if (swipeDistance > 0) { playerCar.switchLane(1); // Swipe right } else { playerCar.switchLane(-1); // Swipe left } } else if (touchDuration < 15) { // Quick tap - determine direction based on screen side if (x > 1024) { playerCar.switchLane(1); // Right side tap } else { playerCar.switchLane(-1); // Left side tap } } }; function spawnEnemyCar() { var lane = Math.floor(Math.random() * 4); var carTypes = ['enemyCar1', 'enemyCar2', 'enemyCar3']; var carType = carTypes[Math.floor(Math.random() * carTypes.length)]; var enemy = game.addChild(new EnemyCar(carType)); enemy.x = 424 + lane * 400; enemy.y = -100; enemy.lane = lane; enemy.speed = 8 * gameSpeed; enemyCars.push(enemy); } function spawnPowerUp() { // Reduce spawn chance as difficulty increases var spawnChance = Math.max(0.1, 0.3 - distanceTraveled / 25000); // Decreases from 30% to 10% if (Math.random() < spawnChance) { var lane = Math.floor(Math.random() * 4); var powerUp = game.addChild(new PowerUp()); powerUp.x = 424 + lane * 400; powerUp.y = -100; powerUp.speed = 8 * gameSpeed; powerUps.push(powerUp); } } function spawnNitro() { // Significantly reduce spawn chance as difficulty increases var spawnChance = Math.max(0.05, 0.2 - distanceTraveled / 20000); // Decreases from 20% to 5% if (Math.random() < spawnChance) { var lane = Math.floor(Math.random() * 4); var nitro = game.addChild(new Nitro()); nitro.x = 424 + lane * 400; nitro.y = -100; nitro.speed = 8 * gameSpeed; nitros.push(nitro); } } function spawnCup() { // Rare spawn chance for cups var spawnChance = Math.max(0.03, 0.15 - distanceTraveled / 30000); // Decreases from 15% to 3% if (Math.random() < spawnChance) { var lane = Math.floor(Math.random() * 4); var cup = game.addChild(new Cup()); cup.x = 424 + lane * 400; cup.y = -100; cup.speed = 8 * gameSpeed; cups.push(cup); } } function spawnBomber() { // Moderate spawn chance for bombers var spawnChance = Math.max(0.08, 0.25 - distanceTraveled / 25000); // Decreases from 25% to 8% if (Math.random() < spawnChance) { var lane = Math.floor(Math.random() * 4); var bomber = game.addChild(new Bomber()); bomber.x = 424 + lane * 400; bomber.y = -100; bomber.lane = lane; bomber.speed = 6 * gameSpeed; bombers.push(bomber); } } game.update = function () { // Only update game logic when playing if (gameState !== 'playing') return; // Update distance and speed with accelerated progression distanceTraveled += gameSpeed; var lastGameSpeed = gameSpeed; // More aggressive speed scaling for increased difficulty gameSpeed = 1 + distanceTraveled / 7000 + Math.pow(distanceTraveled / 15000, 1.5); gameSpeed = Math.min(gameSpeed, 4); // Cap maximum speed to keep game playable scoreTxt.setText('Distance: ' + Math.floor(distanceTraveled)); bestScoreTxt.setText('Best: ' + bestDistance); speedTxt.setText('Speed: ' + gameSpeed.toFixed(1) + 'x'); // Add pulsing effect when speed increases if (gameSpeed > lastGameSpeed + 0.1) { tween(speedTxt, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(speedTxt, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); } // Spawn enemies with progressive difficulty spawnTimer++; var adjustedSpawnRate = Math.max(30, spawnRate - Math.floor(distanceTraveled / 500)); // More aggressive spawn rate reduction if (spawnTimer >= adjustedSpawnRate / gameSpeed) { spawnEnemyCar(); spawnTimer = 0; // Multiple enemy spawning at higher difficulty if (distanceTraveled > 5000 && Math.random() < 0.3) { spawnEnemyCar(); // 30% chance for double spawn after 5000 distance } if (distanceTraveled > 10000 && Math.random() < 0.2) { spawnEnemyCar(); // Additional spawn chance after 10000 distance } } // Spawn power-ups with reduced frequency at higher difficulty powerUpSpawnTimer++; var powerUpInterval = Math.max(200, 300 + Math.floor(distanceTraveled / 200)); // Longer intervals as distance increases if (powerUpSpawnTimer >= powerUpInterval / gameSpeed) { spawnPowerUp(); powerUpSpawnTimer = 0; } // Spawn nitro with increased rarity at higher difficulty nitroSpawnTimer++; var nitroInterval = Math.max(400, 600 + Math.floor(distanceTraveled / 150)); // Much longer intervals as distance increases if (nitroSpawnTimer >= nitroInterval / gameSpeed) { spawnNitro(); nitroSpawnTimer = 0; } // Spawn cups with very rare frequency cupSpawnTimer++; var cupInterval = Math.max(800, 1200 + Math.floor(distanceTraveled / 100)); // Very long intervals if (cupSpawnTimer >= cupInterval / gameSpeed) { spawnCup(); cupSpawnTimer = 0; } // Spawn bombers periodically bomberSpawnTimer++; var bomberInterval = Math.max(300, 500 + Math.floor(distanceTraveled / 200)); // Moderate intervals if (bomberSpawnTimer >= bomberInterval / gameSpeed) { spawnBomber(); bomberSpawnTimer = 0; } // Check nitro effect end if (nitroEffect && LK.ticks >= nitroEndTime) { nitroEffect = false; tween(playerCar, { scaleX: 1, scaleY: 1 }, { duration: 300 }); } // Spawn road lines lineSpawnTimer++; if (lineSpawnTimer >= 25) { for (var lane = 0; lane < 4; lane++) { var line = game.addChild(new RoadLine()); line.x = 624 + lane * 400; line.y = -100; line.speed = 8 * gameSpeed; roadLines.push(line); } lineSpawnTimer = 0; } // Update and check enemy cars for (var i = enemyCars.length - 1; i >= 0; i--) { var enemy = enemyCars[i]; if (enemy.lastY === undefined) enemy.lastY = enemy.y; // Remove off-screen enemies if (enemy.lastY < 2800 && enemy.y >= 2800) { enemy.destroy(); enemyCars.splice(i, 1); continue; } // Check collision with player if (enemy.intersects(playerCar)) { if (hasShield) { // Player has shield from cup - destroy enemy instead hasShield = false; LK.setScore(LK.getScore() + 200); LK.getSound('collect').play(); LK.effects.flashScreen(0x00ff00, 300); // Create explosion at enemy position var explosion = game.addChild(new Explosion()); explosion.x = enemy.x; explosion.y = enemy.y; // Destroy the enemy enemy.destroy(); enemyCars.splice(i, 1); continue; } else { // Normal collision - game over // Create explosion at collision point var explosion = game.addChild(new Explosion()); explosion.x = playerCar.x; explosion.y = playerCar.y; // Make player car explode with tween effect tween(playerCar, { scaleX: 0, scaleY: 0, rotation: Math.PI * 2, alpha: 0 }, { duration: 500, easing: tween.easeOut }); // Update best score if needed if (distanceTraveled > bestDistance) { bestDistance = Math.floor(distanceTraveled); bestScoreTxt.setText('Best: ' + bestDistance); saveBestScore(); } LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Check for near miss (score bonus) var distanceFromPlayer = Math.abs(enemy.x - playerCar.x); if (enemy.y > playerCar.y - 150 && enemy.y < playerCar.y + 150 && distanceFromPlayer < 200 && distanceFromPlayer > 150) { if (!enemy.nearMissScored) { LK.setScore(LK.getScore() + 10); LK.getSound('dodge').play(); enemy.nearMissScored = true; } } enemy.lastY = enemy.y; } // Update and check power-ups for (var j = powerUps.length - 1; j >= 0; j--) { var powerUp = powerUps[j]; // Remove off-screen power-ups if (powerUp.y > 2800) { powerUp.destroy(); powerUps.splice(j, 1); continue; } // Check collection if (powerUp.intersects(playerCar)) { LK.setScore(LK.getScore() + 50); LK.getSound('collect').play(); LK.effects.flashObject(powerUp, 0xffffff, 200); // Add smooth scale-out effect before destroying tween(powerUp, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 200, onFinish: function onFinish() { powerUp.destroy(); } }); powerUps.splice(j, 1); } } // Update and check nitros for (var n = nitros.length - 1; n >= 0; n--) { var nitro = nitros[n]; // Remove off-screen nitros if (nitro.y > 2800) { nitro.destroy(); nitros.splice(n, 1); continue; } // Check collection if (nitro.intersects(playerCar)) { LK.setScore(LK.getScore() + 100); LK.getSound('collect').play(); // Activate nitro effect nitroEffect = true; nitroEndTime = LK.ticks + 300; // 5 seconds at 60fps tween(playerCar, { scaleX: 1.3, scaleY: 1.3 }, { duration: 300 }); LK.effects.flashScreen(0x00ff00, 500); // Add smooth scale-out effect for nitro tween(nitro, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 400, easing: tween.elasticOut, onFinish: function onFinish() { nitro.destroy(); } }); nitros.splice(n, 1); } } // Update and check cups for (var c = cups.length - 1; c >= 0; c--) { var cup = cups[c]; // Remove off-screen cups if (cup.y > 2800) { cup.destroy(); cups.splice(c, 1); continue; } // Check collection if (cup.intersects(playerCar)) { hasShield = true; LK.setScore(LK.getScore() + 150); LK.getSound('collect').play(); LK.effects.flashScreen(0xFFD700, 400); // Visual feedback for shield activation tween(playerCar, { tint: 0xFFD700 }, { duration: 200, onFinish: function onFinish() { tween(playerCar, { tint: 0xFFFFFF }, { duration: 200 }); } }); // Add smooth scale-out effect for cup tween(cup, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { cup.destroy(); } }); cups.splice(c, 1); } } // Update and check bombers for (var b = bombers.length - 1; b >= 0; b--) { var bomber = bombers[b]; // Remove off-screen bombers if (bomber.y > 2800) { bomber.destroy(); bombers.splice(b, 1); continue; } // Check collision with player if (bomber.intersects(playerCar)) { // Always crush/kill the bomber person on collision LK.setScore(LK.getScore() + 300); LK.getSound('collect').play(); LK.effects.flashScreen(0x00ff00, 300); // Create explosion at bomber position var explosion = game.addChild(new Explosion()); explosion.x = bomber.x; explosion.y = bomber.y; // Destroy the bomber bomber.destroy(); bombers.splice(b, 1); continue; } } // Update and check bombs for (var bomb = bombs.length - 1; bomb >= 0; bomb--) { var bombObj = bombs[bomb]; // Remove off-screen bombs if (bombObj.y > 2800) { bombObj.destroy(); bombs.splice(bomb, 1); continue; } // Check collision with player if (bombObj.intersects(playerCar)) { if (hasShield) { // Player has shield from cup - destroy bomb instead hasShield = false; LK.setScore(LK.getScore() + 200); LK.getSound('collect').play(); LK.effects.flashScreen(0x00ff00, 300); // Create explosion at bomb position var explosion = game.addChild(new Explosion()); explosion.x = bombObj.x; explosion.y = bombObj.y; // Destroy the bomb bombObj.destroy(); bombs.splice(bomb, 1); continue; } else { // Normal collision - game over with bigger explosion var explosion = game.addChild(new Explosion()); explosion.x = playerCar.x; explosion.y = playerCar.y; // Create additional explosion for bomb impact var bombExplosion = game.addChild(new Explosion()); bombExplosion.x = bombObj.x; bombExplosion.y = bombObj.y; tween(playerCar, { scaleX: 0, scaleY: 0, rotation: Math.PI * 2, alpha: 0 }, { duration: 500, easing: tween.easeOut }); if (distanceTraveled > bestDistance) { bestDistance = Math.floor(distanceTraveled); bestScoreTxt.setText('Best: ' + bestDistance); saveBestScore(); } LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } // Update road lines for (var k = roadLines.length - 1; k >= 0; k--) { var line = roadLines[k]; // Remove off-screen lines if (line.y > 2800) { line.destroy(); roadLines.splice(k, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -1239,45 +1239,20 @@
continue;
}
// Check collision with player
if (bomber.intersects(playerCar)) {
- if (hasShield) {
- // Player has shield from cup - destroy bomber instead
- hasShield = false;
- LK.setScore(LK.getScore() + 300);
- LK.getSound('collect').play();
- LK.effects.flashScreen(0x00ff00, 300);
- // Create explosion at bomber position
- var explosion = game.addChild(new Explosion());
- explosion.x = bomber.x;
- explosion.y = bomber.y;
- // Destroy the bomber
- bomber.destroy();
- bombers.splice(b, 1);
- continue;
- } else {
- // Normal collision - game over
- var explosion = game.addChild(new Explosion());
- explosion.x = playerCar.x;
- explosion.y = playerCar.y;
- tween(playerCar, {
- scaleX: 0,
- scaleY: 0,
- rotation: Math.PI * 2,
- alpha: 0
- }, {
- duration: 500,
- easing: tween.easeOut
- });
- if (distanceTraveled > bestDistance) {
- bestDistance = Math.floor(distanceTraveled);
- bestScoreTxt.setText('Best: ' + bestDistance);
- saveBestScore();
- }
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- return;
- }
+ // Always crush/kill the bomber person on collision
+ LK.setScore(LK.getScore() + 300);
+ LK.getSound('collect').play();
+ LK.effects.flashScreen(0x00ff00, 300);
+ // Create explosion at bomber position
+ var explosion = game.addChild(new Explosion());
+ explosion.x = bomber.x;
+ explosion.y = bomber.y;
+ // Destroy the bomber
+ bomber.destroy();
+ bombers.splice(b, 1);
+ continue;
}
}
// Update and check bombs
for (var bomb = bombs.length - 1; bomb >= 0; bomb--) {
pixel art ferrari bird's eye view. In-Game asset. 2d. High contrast. No shadows
pixel art tofaş bird's eye view. In-Game asset. 2d. High contrast. No shadows
pixel art Togg bird's eye view. In-Game asset. 2d. High contrast. No shadows
pixel art gas pedal bird's eye view. In-Game asset. 2d. High contrast. No shadows
pixel art nitro. In-Game asset. 2d. High contrast. No shadows
pixel art fantasy car bird's eye view. In-Game asset. 2d. High contrast. No shadows
pixel art straight line,. In-Game asset. 2d. High contrast. No shadows
Gold and Glory pixel art cup. In-Game asset. 2d. High contrast. No shadows
bugatti bolide pixel art bird's eye view. In-Game asset. 2d. High contrast. No shadows
BMW X6 pixel art bird's eye view. In-Game asset. 2d. High contrast. No shadows
pixel art joker. In-Game asset. 2d. High contrast. No shadows
düz sarı çizgi. In-Game asset. 2d. High contrast. No shadows
pixel art peter parker. In-Game asset. 2d. High contrast. No shadows
bird's eye pixel art motorcycle suzuki. In-Game asset. 2d. High contrast. No shadows