User prompt
If it touches the left wall, it will repeatedly teleport to a dark world and light will come out from the front of the car. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
80 percent more likely to go out on foot
User prompt
Change the appearance of pedestrians and there will be an 80 percent chance of more of them
User prompt
let me change the appearance of pedestrians
User prompt
yüzde 40 çıkar
User prompt
Increase the chance of pedestrians being thrown into the road by 60 percent
User prompt
Occasionally pedestrians jump onto the road
User prompt
center path
User prompt
rapa sıklıkla çıksın
User prompt
have good graphics
User prompt
Let the text be shaded
User prompt
simplify start button
User prompt
There is a round circle behind the start button
User prompt
I will design the start button
User prompt
design the start button
User prompt
You design the ramp
User prompt
Make the menu very simple, fantastic and clear, and put the start button at the bottom
User prompt
Let it be a rapa once in a while
User prompt
remove hidden button feature
User prompt
Let the secret button be quite obvious
User prompt
The secret button should be under the speed text.
User prompt
as a special power, either bending the roads and making cars crash into each other or being super fast ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Place a secret button in the menu and click on this button to get a special power or have a fast car come from 4 roads at the same time.
User prompt
playercar2 Click 10 times and throw it to a road full of trophies
User prompt
If you tap playercar3 10 times, it will say "Thank you Yavuz Abi" in the score area.
/****
* 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 = 324 + 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;
// Enhanced pulsing effect with sparkle
self.pulseScale += self.pulseDirection * 0.04;
if (self.pulseScale > 1.6) {
self.pulseDirection = -1;
} else if (self.pulseScale < 0.8) {
self.pulseDirection = 1;
}
cupGraphics.scaleX = self.pulseScale;
cupGraphics.scaleY = self.pulseScale;
// Enhanced golden effect with sparkle animation
var sparkleIntensity = 0.8 + Math.sin(LK.ticks * 0.15) * 0.2;
cupGraphics.alpha = sparkleIntensity;
// Alternating between bright gold and white for sparkle effect
if (Math.sin(LK.ticks * 0.1) > 0.7) {
cupGraphics.tint = 0xFFFFFF; // Bright white sparkle
} else {
cupGraphics.tint = 0xFFD700; // Rich gold
}
};
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 enhanced explosion particles with more variety
for (var i = 0; i < 20; i++) {
var particle = self.addChild(LK.getAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2 + Math.random() * 0.4,
scaleY: 0.2 + Math.random() * 0.4
}));
// More vibrant explosion colors
var colors = [0xFF1100, 0xFF4400, 0xFF6600, 0xFF8800, 0xFFAA00, 0xFFCC00, 0xFFFF00, 0xFFFFFF];
particle.tint = colors[Math.floor(Math.random() * colors.length)];
particle.vx = (Math.random() - 0.5) * 30;
particle.vy = (Math.random() - 0.5) * 30;
particle.gravity = 0.3 + Math.random() * 0.4;
particle.friction = 0.92 + Math.random() * 0.06;
particle.rotationSpeed = (Math.random() - 0.5) * 0.3;
self.particles.push(particle);
}
self.update = function () {
self.lifeTime++;
// Update particles with enhanced physics
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;
// Add rotation to particles
particle.rotation += particle.rotationSpeed;
// Enhanced fade out with size reduction
var fadeProgress = self.lifeTime / self.maxLifeTime;
particle.alpha = 1 - fadeProgress;
particle.scaleX *= 0.98;
particle.scaleY *= 0.98;
// Color intensity decreases over time
if (fadeProgress > 0.5) {
var intensity = 1 - (fadeProgress - 0.5) * 2;
particle.tint = particle.tint & 0xFFFFFF * intensity;
}
}
// 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;
// Enhanced pulsing effect with electric blue glow
self.pulseScale += self.pulseDirection * 0.03;
if (self.pulseScale > 1.5) {
self.pulseDirection = -1;
} else if (self.pulseScale < 0.7) {
self.pulseDirection = 1;
}
nitroGraphics.scaleX = self.pulseScale;
nitroGraphics.scaleY = self.pulseScale;
// Electric blue glow effect with lightning-like intensity changes
var electricIntensity = 0.6 + Math.sin(LK.ticks * 0.2) * 0.4;
nitroGraphics.alpha = electricIntensity;
// Bright electric blue with occasional white flashes
if (Math.random() < 0.1) {
nitroGraphics.tint = 0xFFFFFF; // White flash
} else {
nitroGraphics.tint = 0x00BFFF; // Electric blue
}
};
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;
}
// Handle jumping animation
if (playerJumping) {
var jumpProgress = (LK.ticks - jumpStartTime) / jumpDuration;
if (jumpProgress >= 1) {
// Jump finished
playerJumping = false;
jumpHeight = 0;
carGraphics.y = 0;
carGraphics.rotation = 0;
} else {
// Calculate jump arc (parabolic motion)
jumpHeight = Math.sin(jumpProgress * Math.PI) * 100;
carGraphics.y = -jumpHeight;
// Add rotation during jump
carGraphics.rotation = Math.sin(jumpProgress * Math.PI) * 0.2;
}
}
};
self.getLaneX = function (lane) {
return 324 + 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;
}
// Handle jumping animation
if (playerJumping) {
var jumpProgress = (LK.ticks - jumpStartTime) / jumpDuration;
if (jumpProgress >= 1) {
playerJumping = false;
jumpHeight = 0;
carGraphics.y = 0;
carGraphics.rotation = 0;
} else {
jumpHeight = Math.sin(jumpProgress * Math.PI) * 100;
carGraphics.y = -jumpHeight;
carGraphics.rotation = Math.sin(jumpProgress * Math.PI) * 0.25;
}
}
};
self.getLaneX = function (lane) {
return 324 + 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;
}
// Handle jumping animation
if (playerJumping) {
var jumpProgress = (LK.ticks - jumpStartTime) / jumpDuration;
if (jumpProgress >= 1) {
playerJumping = false;
jumpHeight = 0;
carGraphics.y = 0;
carGraphics.rotation = 0;
} else {
jumpHeight = Math.sin(jumpProgress * Math.PI) * 100;
carGraphics.y = -jumpHeight;
carGraphics.rotation = Math.sin(jumpProgress * Math.PI) * 0.15;
}
}
};
self.getLaneX = function (lane) {
return 324 + 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;
// Enhanced visual effects with glow pulsing
var glowIntensity = 0.7 + Math.sin(LK.ticks * 0.1) * 0.3;
powerUpGraphics.alpha = glowIntensity;
// Add rainbow tint cycling for more appealing visuals
var hue = LK.ticks * 0.05 % (Math.PI * 2);
var r = Math.floor(Math.sin(hue) * 127 + 128);
var g = Math.floor(Math.sin(hue + Math.PI * 2 / 3) * 127 + 128);
var b = Math.floor(Math.sin(hue + Math.PI * 4 / 3) * 127 + 128);
powerUpGraphics.tint = r << 16 | g << 8 | b;
};
return self;
});
var Ramp = Container.expand(function () {
var self = Container.call(this);
// Create ramp visual using multiple road line assets
var rampBase = self.attachAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 2
});
rampBase.tint = 0x888888;
var rampTop = self.attachAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 6,
scaleY: 1,
y: -20
});
rampTop.tint = 0xAAAAA;
self.speed = 8;
self.lane = 0;
self.update = function () {
self.speed = 8 * gameSpeed;
self.y += self.speed;
// Add slight glow effect
rampBase.alpha = 0.8 + Math.sin(LK.ticks * 0.1) * 0.2;
};
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() {
// Simple road background - just a few lines for context
for (var i = 0; i < 8; 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 * 250 + 300
});
menuLine.alpha = 0.2;
game.addChild(menuLine);
menuElements.push(menuLine);
}
}
// Clean title - big and centered
var titleText = new Text2('HIGHWAY RUSH', {
size: 160,
fill: '#FFD700',
stroke: '#000000',
strokeThickness: 6
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 600;
game.addChild(titleText);
menuElements.push(titleText);
// Best score display - simple and clear
var bestScoreText = new Text2('Best: ' + bestDistance + 'm', {
size: 70,
fill: '#FFFFFF',
stroke: '#000000',
strokeThickness: 4
});
bestScoreText.anchor.set(0.5, 0.5);
bestScoreText.x = 1024;
bestScoreText.y = 750;
game.addChild(bestScoreText);
menuElements.push(bestScoreText);
// Car selection section - clean and organized
var carSelectionText = new Text2('Choose Car:', {
size: 60,
fill: '#FFFFFF',
stroke: '#000000',
strokeThickness: 3
});
carSelectionText.anchor.set(0.5, 0.5);
carSelectionText.x = 1024;
carSelectionText.y = 950;
game.addChild(carSelectionText);
menuElements.push(carSelectionText);
// Car selection buttons - centered and organized
var car1Button = LK.getAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5,
x: 524,
y: 1150,
scaleX: 1.0,
scaleY: 1.0
});
game.addChild(car1Button);
menuElements.push(car1Button);
var car2Button = LK.getAsset('playerCar2', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1150,
scaleX: 1.0,
scaleY: 1.0
});
game.addChild(car2Button);
menuElements.push(car2Button);
var car3Button = LK.getAsset('playerCar3', {
anchorX: 0.5,
anchorY: 0.5,
x: 1424,
y: 1150,
scaleX: 1.0,
scaleY: 1.0
});
game.addChild(car3Button);
menuElements.push(car3Button);
// Selection indicator
selectionIndicator = LK.getAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 0.8,
x: selectedCarType === 0 ? 524 : selectedCarType === 1 ? 1024 : 1424,
y: 1280
});
selectionIndicator.tint = 0xFFD700;
game.addChild(selectionIndicator);
menuElements.push(selectionIndicator);
// Instructions - simple and clear
var instructionsText = new Text2('Swipe to change lanes • Avoid traffic • Collect power-ups', {
size: 50,
fill: '#CCCCCC',
stroke: '#000000',
strokeThickness: 2
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.x = 1024;
instructionsText.y = 1450;
game.addChild(instructionsText);
menuElements.push(instructionsText);
// Simple START BUTTON at bottom
var startButton = LK.getAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 20,
scaleY: 3,
x: 1024,
y: 2400
});
startButton.tint = 0x00BB00;
game.addChild(startButton);
menuElements.push(startButton);
// START text
var startButtonText = new Text2('START', {
size: 100,
fill: '#FFFFFF',
stroke: '#000000',
strokeThickness: 5
});
startButtonText.anchor.set(0.5, 0.5);
startButtonText.x = 1024;
startButtonText.y = 2400;
game.addChild(startButtonText);
menuElements.push(startButtonText);
// Store button references for animations
var buttonElements = {
button: startButton,
text: startButtonText
};
// Initialize selection visual state
updateCarSelection();
// Simple animations - just gentle pulsing
tween(titleText, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 2000,
yoyo: true,
repeat: -1
});
// Simple button animations
tween(buttonElements.button, {
scaleX: 21,
scaleY: 3.2
}, {
duration: 1500,
yoyo: true,
repeat: -1
});
tween(buttonElements.text, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 1500,
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();
// Reset tap counter after starting game
car1TapCount = 0;
car2TapCount = 0;
car3TapCount = 0;
}
function initializeGameplay() {
// Initialize all game variables
gameSpeed = 1;
spawnTimer = 0;
spawnRate = 120;
lineSpawnTimer = 0;
powerUpSpawnTimer = 0;
nitroSpawnTimer = 0;
cupSpawnTimer = 0;
bomberSpawnTimer = 0;
rampSpawnTimer = 0;
playerJumping = false;
jumpStartTime = 0;
jumpHeight = 0;
// Check if car1 was tapped 10 times for secret unlock
if (selectedCarType === 0 && car1TapCount >= 10) {
distanceTraveled = 2000;
gameSpeed = 1 + distanceTraveled / 7000 + Math.pow(distanceTraveled / 15000, 1.5);
gameSpeed = Math.min(gameSpeed, 4);
// Flash screen to indicate secret unlock
LK.effects.flashScreen(0x00ff00, 500);
} else if (selectedCarType === 1 && car2TapCount >= 10) {
// Trophy road mode - start with lots of trophies
distanceTraveled = 0;
// Flash screen golden to indicate trophy road
LK.effects.flashScreen(0xFFD700, 1000);
// Set flag for trophy road mode
trophyRoadMode = true;
} else {
distanceTraveled = 0;
}
nitroEffect = false;
nitroEndTime = 0;
hasShield = false;
trophyRoadMode = false;
rapModeActive = false;
rapModeTimer = 0;
// Reset score
LK.setScore(0);
// Add enhanced road background
var roadBackground = game.addChild(LK.getAsset('roadCenter', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
roadBackground.alpha = 0.8;
// Add road side markers
var leftSide = game.addChild(LK.getAsset('roadSide', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: 1366
}));
var rightSide = game.addChild(LK.getAsset('roadSide', {
anchorX: 0.5,
anchorY: 0.5,
x: 1848,
y: 1366
}));
// Update UI texts with English
scoreTxt.setText('Distance: ' + Math.floor(distanceTraveled));
bestScoreTxt.setText('Best: ' + bestDistance);
speedTxt.setText('Speed: ' + gameSpeed.toFixed(1) + 'x');
// 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;
var car1TapCount = 0; // Track taps on playercar1 for secret unlock
var car2TapCount = 0; // Track taps on playercar2 for trophy road
var car3TapCount = 0; // Track taps on playercar3 for secret message
// Update car selection visual state
function updateCarSelection() {
if (selectionIndicator) {
selectionIndicator.x = selectedCarType === 0 ? 524 : 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 = 324 + 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 ramps = [];
var playerJumping = false;
var jumpStartTime = 0;
var jumpDuration = 60; // 1 second at 60fps
var jumpHeight = 0;
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 rampSpawnTimer = 0;
var distanceTraveled = 0;
var nitroEffect = false;
var nitroEndTime = 0;
var hasShield = false;
var trophyRoadMode = false;
var rapModeActive = false;
var rapModeTimer = 0;
var rapModeCheckInterval = 600; // Check every 10 seconds (600 ticks at 60fps)
// 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 = 524 + lane * 400; // Between lanes
line.y = i * 150 - 200;
roadLines.push(line);
}
}
// UI Elements
var scoreTxt = new Text2('Distance: 0', {
size: 80,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 4
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var bestScoreTxt = new Text2('Best: ' + bestDistance, {
size: 60,
fill: 0xFFD700,
stroke: 0x000000,
strokeThickness: 3
});
bestScoreTxt.anchor.set(0.5, 0);
bestScoreTxt.y = 90;
LK.gui.top.addChild(bestScoreTxt);
var speedTxt = new Text2('Speed: 1x', {
size: 60,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 3
});
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 >= 1050 && y <= 1250) {
if (x >= 424 && x <= 624) {
// Car 1 selected
selectedCarType = 0;
car1TapCount++; // Increment tap counter
updateCarSelection();
initializePlayerCar();
return;
} else if (x >= 924 && x <= 1124) {
// Car 2 selected
selectedCarType = 1;
car2TapCount++; // Increment tap counter for car2
updateCarSelection();
initializePlayerCar();
return;
} else if (x >= 1324 && x <= 1524) {
// Car 3 selected - check if unlocked
if (bestDistance >= 2000) {
selectedCarType = 2;
car3TapCount++; // Increment tap counter for car3
// Check if tapped 10 times for secret message
if (car3TapCount >= 10) {
// Display "Thank you Yavuz Abi" in score area
scoreTxt.setText('Thank you Yavuz Abi');
// Flash screen to indicate special message
LK.effects.flashScreen(0xFFD700, 1000);
}
updateCarSelection();
initializePlayerCar();
} else {
// Car 3 is locked, flash red to indicate requirement
LK.effects.flashScreen(0xff0000, 300);
}
return;
}
}
// Check for start button tap at bottom - expanded touch area for better UX
if (y >= 2150 && y <= 2650 && x >= 500 && x <= 1548) {
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 = 324 + 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 = 324 + 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 = 324 + lane * 400;
nitro.y = -100;
nitro.speed = 8 * gameSpeed;
nitros.push(nitro);
}
}
function spawnCup() {
// Check if trophy road mode is active
if (trophyRoadMode) {
// In trophy road mode, spawn many cups (trophies)
var spawnChance = 0.8; // Very high spawn chance for trophies
if (Math.random() < spawnChance) {
// Spawn multiple cups across different lanes
for (var trophyLane = 0; trophyLane < 4; trophyLane++) {
if (Math.random() < 0.7) {
// 70% chance per lane
var cup = game.addChild(new Cup());
cup.x = 324 + trophyLane * 400;
cup.y = -100 - trophyLane * 150; // Stagger them vertically
cup.speed = 8 * gameSpeed;
cups.push(cup);
}
}
}
} else {
// Normal 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 = 324 + lane * 400;
cup.y = -100;
cup.speed = 8 * gameSpeed;
cups.push(cup);
}
}
}
function spawnRamp() {
// Spawn ramps occasionally to help player jump over obstacles
var spawnChance = Math.max(0.05, 0.15 - distanceTraveled / 20000); // Decreases from 15% to 5%
if (Math.random() < spawnChance) {
var lane = Math.floor(Math.random() * 4);
var ramp = game.addChild(new Ramp());
ramp.x = 324 + lane * 400;
ramp.y = -100;
ramp.lane = lane;
ramp.speed = 8 * gameSpeed;
ramps.push(ramp);
}
}
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 = 324 + 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;
// Check for rap mode activation
rapModeTimer++;
if (rapModeTimer >= rapModeCheckInterval) {
// 80% chance to activate rap mode every 10 seconds - rap appears frequently now!
if (Math.random() < 0.8 && !rapModeActive) {
rapModeActive = true;
// Flash screen with hip-hop colors (purple/gold)
LK.effects.flashScreen(0x9932CC, 800);
// Change UI text to rap style
scoreTxt.setText('Yo Distance: ' + Math.floor(distanceTraveled) + ' meters!');
speedTxt.setText('Speed Flow: ' + gameSpeed.toFixed(1) + 'x');
// Rap mode lasts for 5 seconds
LK.setTimeout(function () {
rapModeActive = false;
// Reset UI text to normal
scoreTxt.setText('Distance: ' + Math.floor(distanceTraveled));
speedTxt.setText('Speed: ' + gameSpeed.toFixed(1) + 'x');
LK.effects.flashScreen(0x00FFFF, 400);
}, 5000);
}
rapModeTimer = 0;
}
// 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
// Update UI text based on rap mode
if (rapModeActive) {
scoreTxt.setText('Yo Distance: ' + Math.floor(distanceTraveled) + ' meters!');
bestScoreTxt.setText('Best Flow: ' + bestDistance);
speedTxt.setText('Speed Flow: ' + gameSpeed.toFixed(1) + 'x');
} else {
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;
}
// Spawn ramps periodically
rampSpawnTimer++;
var rampInterval = Math.max(600, 800 + Math.floor(distanceTraveled / 300)); // Long intervals for ramps
if (rampSpawnTimer >= rampInterval / gameSpeed) {
spawnRamp();
rampSpawnTimer = 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 = 524 + lane * 400;
line.y = -100;
line.speed = 8 * gameSpeed;
roadLines.push(line);
}
lineSpawnTimer = 0;
}
// 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 and check ramps
for (var r = ramps.length - 1; r >= 0; r--) {
var ramp = ramps[r];
// Remove off-screen ramps
if (ramp.y > 2800) {
ramp.destroy();
ramps.splice(r, 1);
continue;
}
// Check if player hits ramp to initiate jump
if (ramp.intersects(playerCar) && !playerJumping) {
playerJumping = true;
jumpStartTime = LK.ticks;
LK.setScore(LK.getScore() + 75); // Bonus for using ramp
LK.getSound('collect').play();
// Flash effect for ramp activation
LK.effects.flashScreen(0x00AAFF, 300);
// Scale out ramp effect
tween(ramp, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 400,
onFinish: function onFinish() {
ramp.destroy();
}
});
ramps.splice(r, 1);
continue;
}
}
// Collision detection with enemies - skip if jumping high enough
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 - but not if jumping high enough
if (enemy.intersects(playerCar) && (!playerJumping || jumpHeight < 50)) {
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;
}
} else if (playerJumping && jumpHeight >= 50) {
// Player jumped over enemy - bonus points!
if (!enemy.jumpedOver) {
LK.setScore(LK.getScore() + 150);
LK.getSound('dodge').play();
enemy.jumpedOver = true; // Mark to prevent multiple bonuses
}
}
// 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 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
@@ -25,9 +25,9 @@
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 targetX = 324 + self.targetLane * 400;
var diff = targetX - self.x;
if (Math.abs(diff) > 10) {
self.x += diff * 0.1;
}
@@ -260,9 +260,9 @@
}
}
};
self.getLaneX = function (lane) {
- return 424 + lane * self.laneWidth;
+ return 324 + lane * self.laneWidth;
};
self.switchLane = function (direction) {
var newLane = self.targetLane + direction;
if (newLane >= 0 && newLane <= 3) {
@@ -321,9 +321,9 @@
}
}
};
self.getLaneX = function (lane) {
- return 424 + lane * self.laneWidth;
+ return 324 + lane * self.laneWidth;
};
self.switchLane = function (direction) {
var newLane = self.targetLane + direction;
if (newLane >= 0 && newLane <= 3) {
@@ -382,9 +382,9 @@
}
}
};
self.getLaneX = function (lane) {
- return 424 + lane * self.laneWidth;
+ return 324 + lane * self.laneWidth;
};
self.switchLane = function (direction) {
var newLane = self.targetLane + direction;
if (newLane >= 0 && newLane <= 3) {
@@ -554,9 +554,9 @@
// Car selection buttons - centered and organized
var car1Button = LK.getAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5,
- x: 624,
+ x: 524,
y: 1150,
scaleX: 1.0,
scaleY: 1.0
});
@@ -587,9 +587,9 @@
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 0.8,
- x: selectedCarType === 0 ? 624 : selectedCarType === 1 ? 1024 : 1424,
+ x: selectedCarType === 0 ? 524 : selectedCarType === 1 ? 1024 : 1424,
y: 1280
});
selectionIndicator.tint = 0xFFD700;
game.addChild(selectionIndicator);
@@ -760,9 +760,9 @@
var car3TapCount = 0; // Track taps on playercar3 for secret message
// Update car selection visual state
function updateCarSelection() {
if (selectionIndicator) {
- selectionIndicator.x = selectedCarType === 0 ? 624 : selectedCarType === 1 ? 1024 : 1424;
+ selectionIndicator.x = selectedCarType === 0 ? 524 : selectedCarType === 1 ? 1024 : 1424;
}
// Check if car 3 is unlocked
var car3Unlocked = bestDistance >= 2000;
// Update car button tints if they exist
@@ -795,9 +795,9 @@
playerCar = game.addChild(new PlayerCar2());
} else {
playerCar = game.addChild(new PlayerCar3());
}
- playerCar.x = 424 + 400; // Lane 1
+ playerCar.x = 324 + 400; // Lane 1
playerCar.y = 2200;
}
// Initialize the first car
initializePlayerCar();
@@ -833,9 +833,9 @@
// 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.x = 524 + lane * 400; // Between lanes
line.y = i * 150 - 200;
roadLines.push(line);
}
}
@@ -873,9 +873,9 @@
game.down = function (x, y, obj) {
if (gameState === 'menu') {
// Check car selection buttons
if (y >= 1050 && y <= 1250) {
- if (x >= 524 && x <= 724) {
+ if (x >= 424 && x <= 624) {
// Car 1 selected
selectedCarType = 0;
car1TapCount++; // Increment tap counter
updateCarSelection();
@@ -944,9 +944,9 @@
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.x = 324 + lane * 400;
enemy.y = -100;
enemy.lane = lane;
enemy.speed = 8 * gameSpeed;
enemyCars.push(enemy);
@@ -956,9 +956,9 @@
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.x = 324 + lane * 400;
powerUp.y = -100;
powerUp.speed = 8 * gameSpeed;
powerUps.push(powerUp);
}
@@ -968,9 +968,9 @@
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.x = 324 + lane * 400;
nitro.y = -100;
nitro.speed = 8 * gameSpeed;
nitros.push(nitro);
}
@@ -985,9 +985,9 @@
for (var trophyLane = 0; trophyLane < 4; trophyLane++) {
if (Math.random() < 0.7) {
// 70% chance per lane
var cup = game.addChild(new Cup());
- cup.x = 424 + trophyLane * 400;
+ cup.x = 324 + trophyLane * 400;
cup.y = -100 - trophyLane * 150; // Stagger them vertically
cup.speed = 8 * gameSpeed;
cups.push(cup);
}
@@ -998,9 +998,9 @@
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.x = 324 + lane * 400;
cup.y = -100;
cup.speed = 8 * gameSpeed;
cups.push(cup);
}
@@ -1011,9 +1011,9 @@
var spawnChance = Math.max(0.05, 0.15 - distanceTraveled / 20000); // Decreases from 15% to 5%
if (Math.random() < spawnChance) {
var lane = Math.floor(Math.random() * 4);
var ramp = game.addChild(new Ramp());
- ramp.x = 424 + lane * 400;
+ ramp.x = 324 + lane * 400;
ramp.y = -100;
ramp.lane = lane;
ramp.speed = 8 * gameSpeed;
ramps.push(ramp);
@@ -1024,9 +1024,9 @@
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.x = 324 + lane * 400;
bomber.y = -100;
bomber.lane = lane;
bomber.speed = 6 * gameSpeed;
bombers.push(bomber);
@@ -1155,9 +1155,9 @@
lineSpawnTimer++;
if (lineSpawnTimer >= 25) {
for (var lane = 0; lane < 4; lane++) {
var line = game.addChild(new RoadLine());
- line.x = 624 + lane * 400;
+ line.x = 524 + lane * 400;
line.y = -100;
line.speed = 8 * gameSpeed;
roadLines.push(line);
}
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