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Los objetos al lado del camino deben estar mucho más espaciados ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'play')' in or related to this line: 'LK.playMusic('moto').play();' Line Number: 51
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Debe salir del asset karina o de truck1 que es lo mismo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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El ítem debe salir desde el asset karina y debe caer el algún lugar random de la ruta siguiendo una parábola ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Los assets al lado de la ruta deben seguir escalando y alejarse del centro hasta salir por completo, ahora falla al final ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Cuando l al personas los árboles y los carteles digan de la pantalla, en ves de seguir escalando y alejarse del centro simplemente bajan y rompen la perspectiva ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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El juego debe tener una barra de power vertical a la derecha, cuando un proyectil lo golpea debe bajar un 3% de la barra, también habrá otro tipo de proyectil que le bajará un 50%, la camioneta debe ser una sola y debe estar siempre delante de la moto bastante alejada, la camioneta debe arrojar ítem que restauran un 3% el power ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Cuando la moto pasa de la mitad izquierda debe hacer un flip en el eje y para que de la sensacion de peespectiva ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Están tirando muchos proyectiles no debe haber más de 3 proyectiles al mismo tiempo
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Todos los personajes deben verse mucho más grandes
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El efecto de avance esta parcialmente resuelto continúa con eso, el juego no debe tener un game over aún
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El avance quedó parcialmente corregido, continúa por favor
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El efecto del avance esta mal resuelto, deben ser los bloques de ruta los que avancen, no la rura completa
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Ten en cuenta que en el horizonte deben juntarse en un punto horizontalmente y que la moto debe arrancar inmediatamente despues
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Motorcycle = Container.expand(function () { var self = Container.call(this); var motorcycleGraphics = self.attachAsset('motorcycle', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.speed = 0; self.maxSpeed = 8; self.update = function () { if (gameStarted) { // Gradually increase speed if (self.speed < self.maxSpeed) { self.speed += 0.02; } // Move forward (simulate road movement) roadOffset += self.speed; } }; self.takeDamage = function () { self.health--; // Flash red when hit LK.effects.flashObject(self, 0xff0000, 500); LK.getSound('hit').play(); if (self.health <= 0) { LK.showGameOver(); } }; return self; }); var Projectile = Container.expand(function () { var self = Container.call(this); var projectileGraphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.gravity = 0; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; // Rotate projectile based on velocity self.rotation += 0.1; }; return self; }); var RoadsideObject = Container.expand(function (type) { var self = Container.call(this); self.objectType = type || 'person'; var objectGraphics = self.attachAsset(self.objectType, { anchorX: 0.5, anchorY: 1.0 }); self.throwTimer = 0; self.throwDelay = Math.random() * 180 + 60; // Random delay between throws self.isLeftSide = true; self.originalY = 0; // Store original Y position for movement animation self.update = function () { // Only people throw objects if (self.objectType === 'person') { self.throwTimer++; if (self.throwTimer >= self.throwDelay && gameStarted) { self.throwObject(); self.throwTimer = 0; self.throwDelay = Math.random() * 120 + 40; // Next throw delay } } // Move object backward to simulate forward motion if (gameStarted && motorcycle.speed > 0) { self.y += motorcycle.speed * 2; // Reset object position when it goes past the bottom if (self.y > roadY + 200) { self.y = self.originalY; } } }; self.throwObject = function () { var projectile = new Projectile(); projectile.x = self.x; projectile.y = self.y - 20; // Calculate trajectory toward motorcycle position on road var targetX = motorcycle.x + (Math.random() - 0.5) * 200; // Target motorcycle with some variance var targetY = roadY; projectile.velocityX = (targetX - projectile.x) * 0.015; projectile.velocityY = (targetY - projectile.y) * 0.015; projectile.gravity = 0.2; projectiles.push(projectile); game.addChild(projectile); LK.getSound('throw').play(); }; return self; }); var Truck = Container.expand(function () { var self = Container.call(this); var truckGraphics = self.attachAsset('truck', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -6; self.active = true; self.update = function () { if (self.active) { self.y += self.speed; // Move toward horizon (upward on screen) // Calculate perspective based on distance to horizon var distanceToHorizon = roadY - horizonY; // Total distance from bottom to horizon var currentDistance = roadY - self.y; // Current distance from bottom var perspective = Math.max(0, 1 - currentDistance / distanceToHorizon); // Perspective ratio // Move horizontally toward center point (1024) as truck approaches horizon var centerX = 1024; var horizontalConvergence = (centerX - self.x) * 0.02; // Gradual convergence self.x += horizontalConvergence; // Scale trucks according to perspective self.scaleX = perspective; self.scaleY = perspective; // Deactivate truck when it reaches horizon if (self.y <= horizonY) { self.active = false; self.visible = false; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ var roadY = 2732; // Position road at very bottom of screen var horizonY = 1366; // Horizon at middle height of screen (2732/2) var roadOffset = 0; var gameStarted = false; var trucksCleared = false; // Create perspective road using segments var roadSegments = []; var roadLines = []; var leftSidewalks = []; var rightSidewalks = []; // Create road segments that form triangular perspective from full width to horizon var totalSegments = 60; var horizonDistance = roadY - horizonY; // Distance from bottom to horizon for (var i = 0; i < totalSegments; i++) { var distance = i / totalSegments * horizonDistance; // Distance from bottom var yPosition = roadY - distance; var perspective = 1 - distance / horizonDistance; // Linear perspective to horizon var roadWidth = 2048 * perspective; // Road width from full screen width to narrow at horizon var segmentHeight = horizonDistance / totalSegments * 1.2; if (yPosition >= horizonY) { // Only render segments from bottom to horizon // Road segment var roadSeg = game.addChild(LK.getAsset('road_segment', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: yPosition, scaleX: roadWidth / 100, scaleY: segmentHeight / 50 })); roadSegments.push(roadSeg); // Center line segments if (i % 4 == 0) { // Every 4th segment for dashed line effect var centerLine = game.addChild(LK.getAsset('road_line', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: yPosition, scaleX: perspective * 2, scaleY: perspective * 2 })); roadLines.push(centerLine); } // Left sidewalk var leftSidewalk = game.addChild(LK.getAsset('sidewalk_segment', { anchorX: 1, anchorY: 0.5, x: 1024 - roadWidth / 2 - 80 * perspective, y: yPosition, scaleX: perspective * 1.5, scaleY: segmentHeight / 40 })); leftSidewalks.push(leftSidewalk); // Right sidewalk var rightSidewalk = game.addChild(LK.getAsset('sidewalk_segment', { anchorX: 0, anchorY: 0.5, x: 1024 + roadWidth / 2 + 80 * perspective, y: yPosition, scaleX: perspective * 1.5, scaleY: segmentHeight / 40 })); rightSidewalks.push(rightSidewalk); } } // Create trucks at bottom of screen blocking the path var trucks = []; var truck1 = game.addChild(new Truck()); truck1.x = 900; truck1.y = roadY; var truck2 = game.addChild(new Truck()); truck2.x = 1150; truck2.y = roadY; trucks.push(truck1, truck2); // Create motorcycle at bottom of screen behind trucks var motorcycle = game.addChild(new Motorcycle()); motorcycle.x = 1024; motorcycle.y = roadY - 50; // Positioned on road at bottom of screen // Create roadside objects (people, trees, signs) var roadsideObjects = []; var projectiles = []; var objectTypes = ['person', 'tree', 'sign']; // Left side objects positioned along the perspective sidewalk for (var i = 0; i < 30; i++) { var objectType = objectTypes[i % 3]; // Cycle through person, tree, sign var leftObject = game.addChild(new RoadsideObject(objectType)); var distance = i / 30 * horizonDistance; var yPos = roadY - distance; var perspective = 1 - distance / horizonDistance; var roadWidth = 2048 * perspective; if (yPos >= horizonY) { leftObject.x = 1024 - roadWidth / 2 - 120 * perspective; leftObject.y = yPos; leftObject.originalY = yPos; leftObject.scaleX = perspective; leftObject.scaleY = perspective; leftObject.isLeftSide = true; roadsideObjects.push(leftObject); } } // Right side objects positioned along the perspective sidewalk for (var i = 0; i < 30; i++) { var objectType = objectTypes[i % 3]; // Cycle through person, tree, sign var rightObject = game.addChild(new RoadsideObject(objectType)); var distance = i / 30 * horizonDistance; var yPos = roadY - distance; var perspective = 1 - distance / horizonDistance; var roadWidth = 2048 * perspective; if (yPos >= horizonY) { rightObject.x = 1024 + roadWidth / 2 + 120 * perspective; rightObject.y = yPos; rightObject.originalY = yPos; rightObject.scaleX = perspective; rightObject.scaleY = perspective; rightObject.isLeftSide = false; roadsideObjects.push(rightObject); } } // Score display var scoreTxt = new Text2('Distance: 0m', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Health display var healthTxt = new Text2('Health: 3', { size: 60, fill: 0xFF0000 }); healthTxt.anchor.set(0, 0); healthTxt.x = 50; healthTxt.y = 50; LK.gui.topRight.addChild(healthTxt); var dragStartX = 0; var isDragging = false; // Touch controls game.down = function (x, y, obj) { if (gameStarted) { isDragging = true; dragStartX = x; } }; game.move = function (x, y, obj) { if (isDragging && gameStarted) { var deltaX = x - dragStartX; var newX = motorcycle.x + deltaX * 0.5; // Keep motorcycle on perspective road at bottom (full width bounds) var roadLeft = 200; // Road width at motorcycle position (bottom of screen) var roadRight = 1848; // Almost full screen width if (newX >= roadLeft && newX <= roadRight) { motorcycle.x = newX; } dragStartX = x; } }; game.up = function (x, y, obj) { isDragging = false; }; game.update = function () { // Check if trucks have cleared if (!trucksCleared) { var allTrucksCleared = true; for (var i = 0; i < trucks.length; i++) { if (trucks[i].y > roadY - 300) { // Start immediately when trucks move forward significantly allTrucksCleared = false; break; } } if (allTrucksCleared) { trucksCleared = true; gameStarted = true; } } // Animate road perspective when moving if (gameStarted && motorcycle.speed > 0) { var roadMovement = motorcycle.speed * 2; // Move road segments and lines for (var i = 0; i < roadSegments.length; i++) { roadSegments[i].y += roadMovement; // Reset segments that have passed the bottom if (roadSegments[i].y > roadY + 100) { roadSegments[i].y -= horizonDistance * 1.2; } } for (var i = 0; i < roadLines.length; i++) { roadLines[i].y += roadMovement; // Reset lines that have passed the bottom if (roadLines[i].y > roadY + 100) { roadLines[i].y -= horizonDistance * 1.2; } } for (var i = 0; i < leftSidewalks.length; i++) { leftSidewalks[i].y += roadMovement; rightSidewalks[i].y += roadMovement; // Reset sidewalks that have passed the bottom if (leftSidewalks[i].y > roadY + 100) { leftSidewalks[i].y -= horizonDistance * 1.2; rightSidewalks[i].y -= horizonDistance * 1.2; } } } // Update score if (gameStarted) { var distance = Math.floor(roadOffset / 10); scoreTxt.setText('Distance: ' + distance + 'm'); LK.setScore(distance); } // Update health display healthTxt.setText('Health: ' + motorcycle.health); // Check projectile collisions for (var i = projectiles.length - 1; i >= 0; i--) { var projectile = projectiles[i]; // Remove off-screen projectiles if (projectile.x < -100 || projectile.x > 2148 || projectile.y > 2732 + 100) { projectile.destroy(); projectiles.splice(i, 1); continue; } // Check collision with motorcycle if (gameStarted && projectile.intersects(motorcycle)) { motorcycle.takeDamage(); projectile.destroy(); projectiles.splice(i, 1); continue; } // Check if projectile hits road (bounce or break) if (projectile.y >= roadY - 20 && projectile.velocityY > 0) { projectile.destroy(); projectiles.splice(i, 1); } } // Increase difficulty over time if (gameStarted && LK.ticks % 600 == 0) { // Every 10 seconds // Increase throw frequency for people objects for (var j = 0; j < roadsideObjects.length; j++) { if (roadsideObjects[j].objectType === 'person') { roadsideObjects[j].throwDelay = Math.max(20, roadsideObjects[j].throwDelay - 5); } } } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Motorcycle = Container.expand(function () {
var self = Container.call(this);
var motorcycleGraphics = self.attachAsset('motorcycle', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 3;
self.speed = 0;
self.maxSpeed = 8;
self.update = function () {
if (gameStarted) {
// Gradually increase speed
if (self.speed < self.maxSpeed) {
self.speed += 0.02;
}
// Move forward (simulate road movement)
roadOffset += self.speed;
}
};
self.takeDamage = function () {
self.health--;
// Flash red when hit
LK.effects.flashObject(self, 0xff0000, 500);
LK.getSound('hit').play();
if (self.health <= 0) {
LK.showGameOver();
}
};
return self;
});
var Projectile = Container.expand(function () {
var self = Container.call(this);
var projectileGraphics = self.attachAsset('projectile', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
self.velocityY += self.gravity;
// Rotate projectile based on velocity
self.rotation += 0.1;
};
return self;
});
var RoadsideObject = Container.expand(function (type) {
var self = Container.call(this);
self.objectType = type || 'person';
var objectGraphics = self.attachAsset(self.objectType, {
anchorX: 0.5,
anchorY: 1.0
});
self.throwTimer = 0;
self.throwDelay = Math.random() * 180 + 60; // Random delay between throws
self.isLeftSide = true;
self.originalY = 0; // Store original Y position for movement animation
self.update = function () {
// Only people throw objects
if (self.objectType === 'person') {
self.throwTimer++;
if (self.throwTimer >= self.throwDelay && gameStarted) {
self.throwObject();
self.throwTimer = 0;
self.throwDelay = Math.random() * 120 + 40; // Next throw delay
}
}
// Move object backward to simulate forward motion
if (gameStarted && motorcycle.speed > 0) {
self.y += motorcycle.speed * 2;
// Reset object position when it goes past the bottom
if (self.y > roadY + 200) {
self.y = self.originalY;
}
}
};
self.throwObject = function () {
var projectile = new Projectile();
projectile.x = self.x;
projectile.y = self.y - 20;
// Calculate trajectory toward motorcycle position on road
var targetX = motorcycle.x + (Math.random() - 0.5) * 200; // Target motorcycle with some variance
var targetY = roadY;
projectile.velocityX = (targetX - projectile.x) * 0.015;
projectile.velocityY = (targetY - projectile.y) * 0.015;
projectile.gravity = 0.2;
projectiles.push(projectile);
game.addChild(projectile);
LK.getSound('throw').play();
};
return self;
});
var Truck = Container.expand(function () {
var self = Container.call(this);
var truckGraphics = self.attachAsset('truck', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -6;
self.active = true;
self.update = function () {
if (self.active) {
self.y += self.speed; // Move toward horizon (upward on screen)
// Calculate perspective based on distance to horizon
var distanceToHorizon = roadY - horizonY; // Total distance from bottom to horizon
var currentDistance = roadY - self.y; // Current distance from bottom
var perspective = Math.max(0, 1 - currentDistance / distanceToHorizon); // Perspective ratio
// Move horizontally toward center point (1024) as truck approaches horizon
var centerX = 1024;
var horizontalConvergence = (centerX - self.x) * 0.02; // Gradual convergence
self.x += horizontalConvergence;
// Scale trucks according to perspective
self.scaleX = perspective;
self.scaleY = perspective;
// Deactivate truck when it reaches horizon
if (self.y <= horizonY) {
self.active = false;
self.visible = false;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb
});
/****
* Game Code
****/
var roadY = 2732; // Position road at very bottom of screen
var horizonY = 1366; // Horizon at middle height of screen (2732/2)
var roadOffset = 0;
var gameStarted = false;
var trucksCleared = false;
// Create perspective road using segments
var roadSegments = [];
var roadLines = [];
var leftSidewalks = [];
var rightSidewalks = [];
// Create road segments that form triangular perspective from full width to horizon
var totalSegments = 60;
var horizonDistance = roadY - horizonY; // Distance from bottom to horizon
for (var i = 0; i < totalSegments; i++) {
var distance = i / totalSegments * horizonDistance; // Distance from bottom
var yPosition = roadY - distance;
var perspective = 1 - distance / horizonDistance; // Linear perspective to horizon
var roadWidth = 2048 * perspective; // Road width from full screen width to narrow at horizon
var segmentHeight = horizonDistance / totalSegments * 1.2;
if (yPosition >= horizonY) {
// Only render segments from bottom to horizon
// Road segment
var roadSeg = game.addChild(LK.getAsset('road_segment', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: yPosition,
scaleX: roadWidth / 100,
scaleY: segmentHeight / 50
}));
roadSegments.push(roadSeg);
// Center line segments
if (i % 4 == 0) {
// Every 4th segment for dashed line effect
var centerLine = game.addChild(LK.getAsset('road_line', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: yPosition,
scaleX: perspective * 2,
scaleY: perspective * 2
}));
roadLines.push(centerLine);
}
// Left sidewalk
var leftSidewalk = game.addChild(LK.getAsset('sidewalk_segment', {
anchorX: 1,
anchorY: 0.5,
x: 1024 - roadWidth / 2 - 80 * perspective,
y: yPosition,
scaleX: perspective * 1.5,
scaleY: segmentHeight / 40
}));
leftSidewalks.push(leftSidewalk);
// Right sidewalk
var rightSidewalk = game.addChild(LK.getAsset('sidewalk_segment', {
anchorX: 0,
anchorY: 0.5,
x: 1024 + roadWidth / 2 + 80 * perspective,
y: yPosition,
scaleX: perspective * 1.5,
scaleY: segmentHeight / 40
}));
rightSidewalks.push(rightSidewalk);
}
}
// Create trucks at bottom of screen blocking the path
var trucks = [];
var truck1 = game.addChild(new Truck());
truck1.x = 900;
truck1.y = roadY;
var truck2 = game.addChild(new Truck());
truck2.x = 1150;
truck2.y = roadY;
trucks.push(truck1, truck2);
// Create motorcycle at bottom of screen behind trucks
var motorcycle = game.addChild(new Motorcycle());
motorcycle.x = 1024;
motorcycle.y = roadY - 50; // Positioned on road at bottom of screen
// Create roadside objects (people, trees, signs)
var roadsideObjects = [];
var projectiles = [];
var objectTypes = ['person', 'tree', 'sign'];
// Left side objects positioned along the perspective sidewalk
for (var i = 0; i < 30; i++) {
var objectType = objectTypes[i % 3]; // Cycle through person, tree, sign
var leftObject = game.addChild(new RoadsideObject(objectType));
var distance = i / 30 * horizonDistance;
var yPos = roadY - distance;
var perspective = 1 - distance / horizonDistance;
var roadWidth = 2048 * perspective;
if (yPos >= horizonY) {
leftObject.x = 1024 - roadWidth / 2 - 120 * perspective;
leftObject.y = yPos;
leftObject.originalY = yPos;
leftObject.scaleX = perspective;
leftObject.scaleY = perspective;
leftObject.isLeftSide = true;
roadsideObjects.push(leftObject);
}
}
// Right side objects positioned along the perspective sidewalk
for (var i = 0; i < 30; i++) {
var objectType = objectTypes[i % 3]; // Cycle through person, tree, sign
var rightObject = game.addChild(new RoadsideObject(objectType));
var distance = i / 30 * horizonDistance;
var yPos = roadY - distance;
var perspective = 1 - distance / horizonDistance;
var roadWidth = 2048 * perspective;
if (yPos >= horizonY) {
rightObject.x = 1024 + roadWidth / 2 + 120 * perspective;
rightObject.y = yPos;
rightObject.originalY = yPos;
rightObject.scaleX = perspective;
rightObject.scaleY = perspective;
rightObject.isLeftSide = false;
roadsideObjects.push(rightObject);
}
}
// Score display
var scoreTxt = new Text2('Distance: 0m', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Health display
var healthTxt = new Text2('Health: 3', {
size: 60,
fill: 0xFF0000
});
healthTxt.anchor.set(0, 0);
healthTxt.x = 50;
healthTxt.y = 50;
LK.gui.topRight.addChild(healthTxt);
var dragStartX = 0;
var isDragging = false;
// Touch controls
game.down = function (x, y, obj) {
if (gameStarted) {
isDragging = true;
dragStartX = x;
}
};
game.move = function (x, y, obj) {
if (isDragging && gameStarted) {
var deltaX = x - dragStartX;
var newX = motorcycle.x + deltaX * 0.5;
// Keep motorcycle on perspective road at bottom (full width bounds)
var roadLeft = 200; // Road width at motorcycle position (bottom of screen)
var roadRight = 1848; // Almost full screen width
if (newX >= roadLeft && newX <= roadRight) {
motorcycle.x = newX;
}
dragStartX = x;
}
};
game.up = function (x, y, obj) {
isDragging = false;
};
game.update = function () {
// Check if trucks have cleared
if (!trucksCleared) {
var allTrucksCleared = true;
for (var i = 0; i < trucks.length; i++) {
if (trucks[i].y > roadY - 300) {
// Start immediately when trucks move forward significantly
allTrucksCleared = false;
break;
}
}
if (allTrucksCleared) {
trucksCleared = true;
gameStarted = true;
}
}
// Animate road perspective when moving
if (gameStarted && motorcycle.speed > 0) {
var roadMovement = motorcycle.speed * 2;
// Move road segments and lines
for (var i = 0; i < roadSegments.length; i++) {
roadSegments[i].y += roadMovement;
// Reset segments that have passed the bottom
if (roadSegments[i].y > roadY + 100) {
roadSegments[i].y -= horizonDistance * 1.2;
}
}
for (var i = 0; i < roadLines.length; i++) {
roadLines[i].y += roadMovement;
// Reset lines that have passed the bottom
if (roadLines[i].y > roadY + 100) {
roadLines[i].y -= horizonDistance * 1.2;
}
}
for (var i = 0; i < leftSidewalks.length; i++) {
leftSidewalks[i].y += roadMovement;
rightSidewalks[i].y += roadMovement;
// Reset sidewalks that have passed the bottom
if (leftSidewalks[i].y > roadY + 100) {
leftSidewalks[i].y -= horizonDistance * 1.2;
rightSidewalks[i].y -= horizonDistance * 1.2;
}
}
}
// Update score
if (gameStarted) {
var distance = Math.floor(roadOffset / 10);
scoreTxt.setText('Distance: ' + distance + 'm');
LK.setScore(distance);
}
// Update health display
healthTxt.setText('Health: ' + motorcycle.health);
// Check projectile collisions
for (var i = projectiles.length - 1; i >= 0; i--) {
var projectile = projectiles[i];
// Remove off-screen projectiles
if (projectile.x < -100 || projectile.x > 2148 || projectile.y > 2732 + 100) {
projectile.destroy();
projectiles.splice(i, 1);
continue;
}
// Check collision with motorcycle
if (gameStarted && projectile.intersects(motorcycle)) {
motorcycle.takeDamage();
projectile.destroy();
projectiles.splice(i, 1);
continue;
}
// Check if projectile hits road (bounce or break)
if (projectile.y >= roadY - 20 && projectile.velocityY > 0) {
projectile.destroy();
projectiles.splice(i, 1);
}
}
// Increase difficulty over time
if (gameStarted && LK.ticks % 600 == 0) {
// Every 10 seconds
// Increase throw frequency for people objects
for (var j = 0; j < roadsideObjects.length; j++) {
if (roadsideObjects[j].objectType === 'person') {
roadsideObjects[j].throwDelay = Math.max(20, roadsideObjects[j].throwDelay - 5);
}
}
}
};
Un grupo de gente manifestando a cuerpo completo mirando al frente enojada con banderas argentinas, todo en pixel art. In-Game asset. 2d. High contrast. No shadows
Una planta de lechuga en pixel art en el aire. In-Game asset. 2d. High contrast. No shadows
Un queso gruyere en pixel art. In-Game asset. 2d. High contrast. No shadows
moto
Music
gritos
Music
noEsUnaHuida
Sound effect
frase2
Sound effect
frase3
Sound effect
frase6
Sound effect
edge
Sound effect
frase1
Sound effect
frase4
Sound effect
frase5
Sound effect
hit
Sound effect
power_up
Sound effect
throw
Sound effect
piedra
Sound effect
altacoimera
Sound effect
alta
Music
cloaca
Sound effect
corruptosLoTuyos
Sound effect
frase7
Sound effect
queso
Sound effect
espert
Sound effect
afuera
Sound effect
level_complete
Sound effect
pill_throw
Sound effect
diaper_drop
Sound effect
bridge_level
Sound effect
miraConan
Sound effect