User prompt
The menu screen freezes after a while fix it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The text on the menu should swing slowly from left to right like this ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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drifti geri ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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remove drift
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Also, let the menu look stylish and the in-game gameplay look fluid and let the drift logic come. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Increase in-game car speed by 11 percent
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Don't let the gas pedal be in play
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Click on playercar6 31 times get it 11 times faster than normal ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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pedal out of play
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push the gas pedal down
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Step down on the accelerator pedal Step down on the accelerator pedal
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make gas button visible
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Let there be a separate button, let it be the gas button.
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Let it be a logic to step on the gas and accelerate as you step on the gas.
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Please fix the bug: 'ReferenceError: comboTimeWindow is not defined' in or related to this line: 'if (LK.ticks - lastComboTime > comboTimeWindow && comboCount > 0) {' Line Number: 1641
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Please fix the bug: 'ReferenceError: comboTimeWindow is not defined' in or related to this line: 'if (LK.ticks - lastComboTime > comboTimeWindow && comboCount > 0) {' Line Number: 1643
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Please fix the bug: 'ReferenceError: comboTxt is not defined' in or related to this line: 'if (comboTxt) {' Line Number: 1645
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Reduce normal speeds by 30 percent
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add features that will make the game betterü ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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enemycar4 remove
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INCREASE NORMAL SPEED OF VEHICLES BY 65 PERCENT
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BOOST WITH NITRO MAKE THE CAR A LOT MORE ACCELERATOR ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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adding songs to the game
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PUT A GOOD SONG BACK
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Let me design enemycar4
/**** * 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 EnemyCar4 = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('enemyCar3', { anchorX: 0.5, anchorY: 0.5 }); // Cyberpunk design with neon aesthetic carGraphics.tint = 0x00FFFF; // Neon cyan base carGraphics.scaleX = 1.8; // Massive and intimidating carGraphics.scaleY = 1.8; self.speed = 22; // Lightning fast self.lane = 0; self.aiState = 'hunting'; // 'hunting', 'attacking', 'retreating', 'cloaked' self.huntingTimer = 0; self.attackingTimer = 0; self.cloakTimer = 0; self.phaseShiftCooldown = 0; self.energyLevel = 100; // Energy for special abilities self.energyRegenRate = 0.5; self.hyperChargeActive = false; self.hyperChargeTimer = 0; self.plasmaTrailPhase = 0; self.quantumDistortion = 0; self.neuralNetworkTimer = 0; self.predictedPlayerLane = 1; self.aggroLevel = 0; // Builds up over time self.lastPlayerX = 0; self.lastPlayerY = 0; self.teleportCharges = 3; self.teleportRechargeTimer = 0; // Create advanced particle systems self.plasmaParticles = []; self.quantumParticles = []; self.energyTrails = []; // Plasma energy system - 12 particles for intense effect for (var i = 0; i < 12; i++) { var plasmaParticle = self.addChild(LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.08, scaleY: 0.08 })); plasmaParticle.tint = 0xFF0080; plasmaParticle.alpha = 0.9; plasmaParticle.orbitRadius = 80 + Math.random() * 60; plasmaParticle.orbitSpeed = 0.15 + Math.random() * 0.25; plasmaParticle.orbitPhase = Math.random() * Math.PI * 2; plasmaParticle.energyType = Math.random() < 0.5 ? 'plasma' : 'quantum'; self.plasmaParticles.push(plasmaParticle); } // Quantum distortion field - 6 larger particles for (var q = 0; q < 6; q++) { var quantumParticle = self.addChild(LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.15, scaleY: 0.15 })); quantumParticle.tint = 0x8000FF; quantumParticle.alpha = 0.6; quantumParticle.orbitRadius = 120 + Math.random() * 80; quantumParticle.orbitSpeed = 0.08 + Math.random() * 0.12; quantumParticle.orbitPhase = Math.random() * Math.PI * 2; quantumParticle.pulsePhase = Math.random() * Math.PI * 2; self.quantumParticles.push(quantumParticle); } // Energy trail system - 8 trailing particles for (var t = 0; t < 8; t++) { var trailParticle = self.addChild(LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.12, scaleY: 0.12 })); trailParticle.tint = 0x00FFFF; trailParticle.alpha = 0.7; trailParticle.trailIndex = t; trailParticle.x = 0; trailParticle.y = t * 25; self.energyTrails.push(trailParticle); } self.update = function () { // Cyberpunk AI with extreme intelligence var difficultyMultiplier = 2.5 + distanceTraveled / 2500; self.speed = 22 * gameSpeed * difficultyMultiplier; self.y += self.speed; // Advanced neural network tracking self.neuralNetworkTimer++; if (playerCar && self.neuralNetworkTimer % 10 === 0) { // Predict player movement based on velocity and patterns var playerVelocityX = playerCar.x - self.lastPlayerX; var playerVelocityY = playerCar.y - self.lastPlayerY; self.predictedPlayerLane = Math.round((playerCar.x + playerVelocityX * 30 - 324) / 400); self.predictedPlayerLane = Math.max(0, Math.min(3, self.predictedPlayerLane)); self.lastPlayerX = playerCar.x; self.lastPlayerY = playerCar.y; } // Energy regeneration and management self.energyLevel = Math.min(100, self.energyLevel + self.energyRegenRate); // Teleport charges regeneration self.teleportRechargeTimer++; if (self.teleportRechargeTimer > 600 && self.teleportCharges < 3) { self.teleportCharges++; self.teleportRechargeTimer = 0; } // Aggression level builds over time and proximity to player self.aggroLevel = Math.min(100, self.aggroLevel + 0.1); if (playerCar) { var distanceToPlayer = Math.abs(self.y - playerCar.y); if (distanceToPlayer < 600) { self.aggroLevel = Math.min(100, self.aggroLevel + 0.5); } } // Advanced AI state machine if (self.aiState === 'hunting') { self.huntingTimer++; // Intelligent stalking behavior if (playerCar && self.huntingTimer > 60) { var playerDistance = Math.abs(self.y - playerCar.y); if (playerDistance < 800 && self.energyLevel > 50) { self.aiState = 'attacking'; self.attackingTimer = 0; LK.effects.flashScreen(0xFF0080, 200); } } } else if (self.aiState === 'attacking') { self.attackingTimer++; // Hyper-aggressive assault mode if (self.attackingTimer > 180 || self.energyLevel < 20) { self.aiState = 'retreating'; } else if (self.teleportCharges > 0 && Math.random() < 0.05) { // Tactical teleportation self.performTeleport(); } } else if (self.aiState === 'retreating') { // Temporary retreat to recharge if (self.energyLevel > 70) { self.aiState = 'cloaked'; self.cloakTimer = 0; } } else if (self.aiState === 'cloaked') { self.cloakTimer++; if (self.cloakTimer > 120) { self.aiState = 'hunting'; self.huntingTimer = 0; } } // Quantum lane shifting with predictive AI if (self.aiState === 'attacking' && Math.random() < 0.12) { var targetLane; if (Math.random() < 0.85) { // 85% chance to use AI prediction targetLane = self.predictedPlayerLane; // Advanced blocking strategy if (Math.random() < 0.6) { var blockingLanes = [self.predictedPlayerLane - 1, self.predictedPlayerLane, self.predictedPlayerLane + 1]; targetLane = blockingLanes[Math.floor(Math.random() * blockingLanes.length)]; targetLane = Math.max(0, Math.min(3, targetLane)); } } else { targetLane = Math.floor(Math.random() * 4); } var targetX = 324 + targetLane * 400; // Quantum phase shift effect if (self.energyLevel > 30) { self.x = targetX; self.energyLevel -= 15; LK.effects.flashObject(self, 0xFFFFFF, 400); LK.effects.flashScreen(0x8000FF, 100); } } // Hypercharge mode activation self.hyperChargeTimer++; if (self.hyperChargeTimer > 400 && self.energyLevel > 80 && Math.random() < 0.04) { self.hyperChargeActive = !self.hyperChargeActive; self.hyperChargeTimer = 0; if (self.hyperChargeActive) { self.energyLevel -= 40; LK.effects.flashScreen(0xFF00FF, 600); carGraphics.scaleX = 2.4; carGraphics.scaleY = 2.4; } else { carGraphics.scaleX = 1.8; carGraphics.scaleY = 1.8; } } // Quantum distortion effects self.quantumDistortion += 0.25; self.plasmaTrailPhase += 0.2; // Update plasma particle system for (var p = 0; p < self.plasmaParticles.length; p++) { var particle = self.plasmaParticles[p]; particle.orbitPhase += particle.orbitSpeed; var orbitMultiplier = self.hyperChargeActive ? 1.5 : 1; var x = Math.cos(particle.orbitPhase) * particle.orbitRadius * orbitMultiplier; var y = Math.sin(particle.orbitPhase) * particle.orbitRadius * 0.6 * orbitMultiplier; particle.x = x; particle.y = y; // Dynamic particle effects based on AI state if (self.aiState === 'attacking') { particle.tint = 0xFF0040; // Aggressive red-pink particle.alpha = 0.9 + Math.sin(LK.ticks * 0.3 + p) * 0.1; } else if (self.aiState === 'cloaked') { particle.tint = 0x4000FF; // Stealth purple particle.alpha = 0.3 + Math.sin(LK.ticks * 0.15 + p) * 0.2; } else { particle.tint = particle.energyType === 'plasma' ? 0xFF0080 : 0x00FFFF; particle.alpha = 0.7 + Math.sin(LK.ticks * 0.2 + p) * 0.3; } } // Update quantum distortion field for (var q = 0; q < self.quantumParticles.length; q++) { var qParticle = self.quantumParticles[q]; qParticle.orbitPhase += qParticle.orbitSpeed; qParticle.pulsePhase += 0.1; var distortionRadius = qParticle.orbitRadius + Math.sin(self.quantumDistortion + q) * 30; var x = Math.cos(qParticle.orbitPhase) * distortionRadius; var y = Math.sin(qParticle.orbitPhase) * distortionRadius * 0.4; qParticle.x = x; qParticle.y = y; var pulseIntensity = Math.sin(qParticle.pulsePhase) * 0.4; qParticle.alpha = 0.4 + pulseIntensity; qParticle.scaleX = 0.15 + pulseIntensity * 0.1; qParticle.scaleY = 0.15 + pulseIntensity * 0.1; // Color based on energy level if (self.energyLevel > 70) { qParticle.tint = 0x8000FF; // High energy purple } else if (self.energyLevel > 40) { qParticle.tint = 0x4080FF; // Medium energy blue } else { qParticle.tint = 0x2040FF; // Low energy dark blue } } // Update energy trail system for (var t = 0; t < self.energyTrails.length; t++) { var trail = self.energyTrails[t]; // Create trailing effect behind the car trail.y = trail.trailIndex * 30 + Math.sin(self.plasmaTrailPhase + t * 0.5) * 15; trail.alpha = 0.8 - trail.trailIndex * 0.1; trail.scaleX = 0.12 - trail.trailIndex * 0.01; trail.scaleY = 0.12 - trail.trailIndex * 0.01; // Color cycling for trail var trailHue = (LK.ticks * 0.05 + t * 0.2) % 1; if (trailHue < 0.33) { trail.tint = 0x00FFFF; // Cyan } else if (trailHue < 0.66) { trail.tint = 0xFF00FF; // Magenta } else { trail.tint = 0xFFFF00; // Yellow } } // Cyberpunk visual effects var rotationIntensity = self.hyperChargeActive ? 2.5 : 1; carGraphics.rotation = Math.sin(LK.ticks * 0.18) * 0.4 * rotationIntensity + Math.cos(LK.ticks * 0.12) * 0.25; // Advanced color cycling system var stateColorMultiplier = 1; if (self.aiState === 'attacking') { stateColorMultiplier = 1.5; } else if (self.aiState === 'cloaked') { stateColorMultiplier = 0.5; } // Complex color transitions var colorPhase = (LK.ticks * 0.1 + self.aggroLevel * 0.01) % (Math.PI * 2); if (Math.random() < 0.08 * stateColorMultiplier) { carGraphics.tint = 0xFFFFFF; // Bright flash } else if (Math.random() < 0.15) { carGraphics.tint = 0xFF0080; // Neon pink } else if (Math.random() < 0.25) { carGraphics.tint = 0x8000FF; // Electric purple } else if (Math.random() < 0.4) { carGraphics.tint = 0x0080FF; // Cyber blue } else { carGraphics.tint = 0x00FFFF; // Default cyan } // Dynamic alpha and scale effects var intensityPulse = 0.6 + Math.sin(LK.ticks * 0.15) * 0.4; var aggroPulse = 1 + self.aggroLevel / 100 * 0.3; carGraphics.alpha = Math.max(0.4, intensityPulse * stateColorMultiplier); // Scale effects based on state var baseScale = self.hyperChargeActive ? 2.4 : 1.8; var dynamicPulse = 1 + Math.sin(LK.ticks * 0.14) * 0.12; carGraphics.scaleX = baseScale * dynamicPulse * aggroPulse; carGraphics.scaleY = baseScale * dynamicPulse * aggroPulse; // Quantum shockwave attacks if (self.aiState === 'attacking' && Math.random() < 0.02) { LK.effects.flashScreen(0x8000FF, 300); // Drain some energy for attack self.energyLevel = Math.max(0, self.energyLevel - 10); } }; // Special ability: Quantum teleportation self.performTeleport = function () { if (self.teleportCharges > 0) { self.teleportCharges--; // Teleport to strategic position near player if (playerCar) { var teleportLane = self.predictedPlayerLane; // Sometimes teleport to blocking position if (Math.random() < 0.6) { var blockingOptions = [teleportLane - 1, teleportLane + 1]; teleportLane = blockingOptions[Math.floor(Math.random() * blockingOptions.length)]; teleportLane = Math.max(0, Math.min(3, teleportLane)); } self.x = 324 + teleportLane * 400; self.y = playerCar.y - 400; // Appear ahead of player } // Massive teleport effect LK.effects.flashScreen(0xFF00FF, 500); LK.effects.flashObject(self, 0xFFFFFF, 600); self.energyLevel = Math.max(0, self.energyLevel - 25); } }; 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 Pedestrian = Container.expand(function () { var self = Container.call(this); var pedestrianGraphics = self.attachAsset('pedestrian', { anchorX: 0.5, anchorY: 0.5 }); // Make pedestrian look different from bomber with varied appearances var appearances = [{ tint: 0xFF6B6B, scaleX: 0.6, scaleY: 0.9 }, // Red shirt, tall { tint: 0x4ECDC4, scaleX: 0.8, scaleY: 0.7 }, // Teal shirt, short { tint: 0xFFE66D, scaleX: 0.7, scaleY: 0.8 }, // Yellow shirt, medium { tint: 0xA8E6CF, scaleX: 0.75, scaleY: 0.85 }, // Green shirt, medium-tall { tint: 0xFF8B94, scaleX: 0.65, scaleY: 0.75 }, // Pink shirt, small { tint: 0xB4A7D6, scaleX: 0.9, scaleY: 0.6 } // Purple shirt, wide ]; var appearance = appearances[Math.floor(Math.random() * appearances.length)]; pedestrianGraphics.tint = appearance.tint; pedestrianGraphics.scaleX = appearance.scaleX; pedestrianGraphics.scaleY = appearance.scaleY; self.speed = 6; self.lane = 0; self.jumpPhase = 'waiting'; // 'waiting', 'jumping', 'crossing' self.jumpTimer = 0; self.jumpInterval = 180; // 3 seconds to decide to jump self.targetLane = Math.floor(Math.random() * 4); // Target lane to reach self.crossingSpeed = 3; self.update = function () { var difficultyMultiplier = 1 + distanceTraveled / 10000; self.speed = 6 * gameSpeed * difficultyMultiplier; self.y += self.speed; // Handle jumping behavior self.jumpTimer++; if (self.jumpPhase === 'waiting' && self.jumpTimer >= self.jumpInterval && self.y > 500 && self.y < 1800) { // Start jumping onto road self.jumpPhase = 'jumping'; self.jumpTimer = 0; } if (self.jumpPhase === 'jumping') { // Move toward target lane var targetX = 324 + self.targetLane * 400; var diff = targetX - self.x; if (Math.abs(diff) > 20) { self.x += diff * 0.08; } else { self.jumpPhase = 'crossing'; } } if (self.jumpPhase === 'crossing') { // Cross the road randomly if (Math.random() < 0.02) { self.targetLane = Math.floor(Math.random() * 4); } var targetX = 324 + self.targetLane * 400; var diff = targetX - self.x; self.x += diff * 0.05; } // Add walking animation pedestrianGraphics.rotation = Math.sin(LK.ticks * 0.1) * 0.1; }; 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 PlayerCar4 = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar4', { anchorX: 0.5, anchorY: 0.5 }); self.targetLane = 1; self.currentLane = 1; self.laneWidth = 400; self.moveSpeed = 0.35; // Standard lane switching speed like other cars 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; // Standard jump height carGraphics.y = -jumpHeight; 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; // Standard turn effect like other cars 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 PlayerCar5 = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar5', { anchorX: 0.5, anchorY: 0.5 }); self.targetLane = 1; self.currentLane = 1; self.laneWidth = 400; self.moveSpeed = 0.75; // 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) * 0.3; } } }; 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; tween(carGraphics, { rotation: direction * 0.35 }, { duration: 700, easing: tween.easeOut, onFinish: function onFinish() { tween(carGraphics, { rotation: 0 }, { duration: 500, easing: tween.easeIn }); } }); } }; return self; }); var PlayerCar6 = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar6', { anchorX: 0.5, anchorY: 0.5 }); self.targetLane = 1; self.currentLane = 1; self.laneWidth = 400; self.moveSpeed = 0.85; // Very fast 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) * 0.1; } } }; 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; tween(carGraphics, { rotation: direction * 0.6 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { tween(carGraphics, { rotation: 0 }, { duration: 800, 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 - moved to the left var car1Button = LK.getAsset('playerCar', { anchorX: 0.5, anchorY: 0.5, x: 224, 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: 524, 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: 824, y: 1150, scaleX: 1.0, scaleY: 1.0 }); game.addChild(car3Button); menuElements.push(car3Button); // Add playerCar4 button (initially hidden if not unlocked) var car4Button = LK.getAsset('playerCar4', { anchorX: 0.5, anchorY: 0.5, x: 1124, y: 1150, scaleX: 1.0, scaleY: 1.0, tint: 0x00FFFF }); game.addChild(car4Button); menuElements.push(car4Button); // Add playerCar5 button var car5Button = LK.getAsset('playerCar5', { anchorX: 0.5, anchorY: 0.5, x: 1424, y: 1150, scaleX: 1.0, scaleY: 1.0 }); game.addChild(car5Button); menuElements.push(car5Button); // Add playerCar6 button var car6Button = LK.getAsset('playerCar6', { anchorX: 0.5, anchorY: 0.5, x: 1724, y: 1150, scaleX: 1.0, scaleY: 1.0 }); game.addChild(car6Button); menuElements.push(car6Button); // Selection indicator selectionIndicator = LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 0.8, x: selectedCarType === 0 ? 224 : selectedCarType === 1 ? 524 : selectedCarType === 2 ? 824 : selectedCarType === 3 ? 1124 : selectedCarType === 4 ? 1424 : 1724, 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(); // Start menu music LK.playMusic('menumusic', { volume: 0.7 }); // 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; pedestrianSpawnTimer = 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; playerCar4Unlocked = true; fastMusicPlaying = false; // 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(); // Stop menu music and start gameplay music LK.stopMusic(); LK.playMusic('bgmusic', { volume: 0.7 }); } // 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 ? 224 : selectedCarType === 1 ? 524 : selectedCarType === 2 ? 824 : selectedCarType === 3 ? 1124 : selectedCarType === 4 ? 1424 : 1724; } // 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 if (selectedCarType === 2) { playerCar = game.addChild(new PlayerCar3()); } else if (selectedCarType === 3) { playerCar = game.addChild(new PlayerCar4()); } else if (selectedCarType === 4) { playerCar = game.addChild(new PlayerCar5()); } else if (selectedCarType === 5) { playerCar = game.addChild(new PlayerCar6()); } 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 pedestrians = []; 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 pedestrianSpawnTimer = 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) var playerCar4Unlocked = true; // 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, 1); speedTxt.x = -20; speedTxt.y = -20; LK.gui.bottomRight.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 >= 124 && x <= 324) { // Car 1 selected selectedCarType = 0; car1TapCount++; // Increment tap counter updateCarSelection(); initializePlayerCar(); return; } else if (x >= 424 && x <= 624) { // Car 2 selected selectedCarType = 1; car2TapCount++; // Increment tap counter for car2 updateCarSelection(); initializePlayerCar(); return; } else if (x >= 724 && x <= 924) { // 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; } else if (x >= 1024 && x <= 1224) { // Car 4 selected - check if unlocked if (playerCar4Unlocked) { selectedCarType = 3; updateCarSelection(); initializePlayerCar(); } else { // Car 4 is locked, flash purple to indicate requirement LK.effects.flashScreen(0x9932CC, 300); } return; } else if (x >= 1324 && x <= 1524) { // Car 5 selected selectedCarType = 4; updateCarSelection(); initializePlayerCar(); return; } else if (x >= 1624 && x <= 1824) { // Car 6 selected selectedCarType = 5; updateCarSelection(); initializePlayerCar(); 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 enemy; // 20% chance to spawn the new powerful EnemyCar4 at higher distances if (distanceTraveled > 3000 && Math.random() < 0.2) { enemy = game.addChild(new EnemyCar4()); enemy.x = 324 + lane * 400; enemy.y = -100; enemy.lane = lane; enemy.speed = 12 * gameSpeed; } else { var carTypes = ['enemyCar1', 'enemyCar2', 'enemyCar3']; var carType = carTypes[Math.floor(Math.random() * carTypes.length)]; 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 spawnPedestrian() { // Increased spawn chance for pedestrians by 80% more (from 25.92% to 46.66%) var spawnChance = Math.max(0.1555, 0.4666 - distanceTraveled / 30000); // Decreases from 46.66% to 15.55% if (Math.random() < spawnChance) { // Spawn from sides of the road var startSide = Math.random() < 0.5 ? 0 : 1; // 0 = left, 1 = right var pedestrian = game.addChild(new Pedestrian()); pedestrian.x = startSide === 0 ? 124 : 1924; // Start from road sides pedestrian.y = -100; pedestrian.lane = startSide === 0 ? 0 : 3; // Start lane pedestrian.speed = 6 * gameSpeed; pedestrians.push(pedestrian); } } 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; // PlayerCar4 is now available from the start - no unlock required // 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 // Switch to faster music at high speeds if (gameSpeed > 2.5 && !fastMusicPlaying) { LK.playMusic('fastmusic', { volume: 0.8 }); fastMusicPlaying = true; } else if (gameSpeed <= 2.5 && fastMusicPlaying) { LK.playMusic('bgmusic', { volume: 0.7 }); fastMusicPlaying = false; } // 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; } // Spawn pedestrians occasionally pedestrianSpawnTimer++; var pedestrianInterval = Math.max(700, 1000 + Math.floor(distanceTraveled / 250)); // Moderate intervals if (pedestrianSpawnTimer >= pedestrianInterval / gameSpeed) { spawnPedestrian(); pedestrianSpawnTimer = 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.playMusic('gameovermusic', { volume: 0.6, loop: false }); 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; } } // Update and check pedestrians for (var p = pedestrians.length - 1; p >= 0; p--) { var pedestrian = pedestrians[p]; // Remove off-screen pedestrians if (pedestrian.y > 2800) { pedestrian.destroy(); pedestrians.splice(p, 1); continue; } // Check collision with player if (pedestrian.intersects(playerCar)) { if (hasShield) { // Player has shield - save pedestrian and get bonus hasShield = false; LK.setScore(LK.getScore() + 250); LK.getSound('collect').play(); LK.effects.flashScreen(0x00ff00, 300); // Create sparkle effect for saving pedestrian var explosion = game.addChild(new Explosion()); explosion.x = pedestrian.x; explosion.y = pedestrian.y; // Destroy the pedestrian (saved) pedestrian.destroy(); pedestrians.splice(p, 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.playMusic('gameovermusic', { volume: 0.6, loop: false }); LK.showGameOver(); return; } } } // 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.playMusic('gameovermusic', { volume: 0.6, loop: false }); 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
@@ -1254,8 +1254,12 @@
text: startButtonText
};
// Initialize selection visual state
updateCarSelection();
+ // Start menu music
+ LK.playMusic('menumusic', {
+ volume: 0.7
+ });
// Simple animations - just gentle pulsing
tween(titleText, {
scaleX: 1.05,
scaleY: 1.05
@@ -1336,8 +1340,9 @@
trophyRoadMode = false;
rapModeActive = false;
rapModeTimer = 0;
playerCar4Unlocked = true;
+ fastMusicPlaying = false;
// Reset score
LK.setScore(0);
// Add enhanced road background
var roadBackground = game.addChild(LK.getAsset('roadCenter', {
@@ -1365,10 +1370,13 @@
bestScoreTxt.setText('Best: ' + bestDistance);
speedTxt.setText('Speed: ' + gameSpeed.toFixed(1) + 'x');
// Reinitialize player car to ensure it's properly set up
initializePlayerCar();
- // Start background music
- LK.playMusic('bgmusic');
+ // Stop menu music and start gameplay music
+ LK.stopMusic();
+ LK.playMusic('bgmusic', {
+ volume: 0.7
+ });
}
// Initialize best score system
loadBestScore();
// Create start menu on game load
@@ -1741,8 +1749,20 @@
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
+ // Switch to faster music at high speeds
+ if (gameSpeed > 2.5 && !fastMusicPlaying) {
+ LK.playMusic('fastmusic', {
+ volume: 0.8
+ });
+ fastMusicPlaying = true;
+ } else if (gameSpeed <= 2.5 && fastMusicPlaying) {
+ LK.playMusic('bgmusic', {
+ volume: 0.7
+ });
+ fastMusicPlaying = false;
+ }
// Update UI text based on rap mode
if (rapModeActive) {
scoreTxt.setText('Yo Distance: ' + Math.floor(distanceTraveled) + ' meters!');
bestScoreTxt.setText('Best Flow: ' + bestDistance);
@@ -2031,8 +2051,12 @@
bestScoreTxt.setText('Best: ' + bestDistance);
saveBestScore();
}
LK.effects.flashScreen(0xff0000, 1000);
+ LK.playMusic('gameovermusic', {
+ volume: 0.6,
+ loop: false
+ });
LK.showGameOver();
return;
}
}
@@ -2113,8 +2137,12 @@
bestScoreTxt.setText('Best: ' + bestDistance);
saveBestScore();
}
LK.effects.flashScreen(0xff0000, 1000);
+ LK.playMusic('gameovermusic', {
+ volume: 0.6,
+ loop: false
+ });
LK.showGameOver();
return;
}
}
@@ -2167,8 +2195,12 @@
bestScoreTxt.setText('Best: ' + bestDistance);
saveBestScore();
}
LK.effects.flashScreen(0xff0000, 1000);
+ LK.playMusic('gameovermusic', {
+ volume: 0.6,
+ loop: false
+ });
LK.showGameOver();
return;
}
} else if (playerJumping && jumpHeight >= 50) {
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