User prompt
add score board
User prompt
add score tab
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'GameObject.prototype.update.call(this);' Line Number: 71
Code edit (1 edits merged)
Please save this source code
User prompt
Thief Escape: Police Pursuit
User prompt
bana polislerden kaçtığımız bir hırsız polis oyunu yapabilirmisin
Initial prompt
türkçe konuş
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var GameObject = Container.expand(function () {
var self = Container.call(this);
self.speed = 0;
self.active = true;
self.update = function () {
self.y += gameSpeed;
if (self.y > 2732 + 100) {
self.active = false;
}
};
return self;
});
var PowerUp = GameObject.expand(function () {
var self = GameObject.call(this);
var powerup = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = "speedBoost"; // Default type
self.update = function () {
GameObject.prototype.update.call(this);
// Add a pulsing effect to make it more noticeable
var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
powerup.scale.set(scale, scale);
};
self.checkCollision = function (player) {
if (!self.active) return false;
return player.intersects(self);
};
return self;
});
var Police = GameObject.expand(function () {
var self = GameObject.call(this);
var police = self.attachAsset('police', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetLane = 1; // Middle lane by default
self.movementSpeed = 0.1;
self.xPositions = [624, 1024, 1424]; // Lane positions
self.update = function () {
GameObject.prototype.update.call(this);
// Gradually move towards target lane
var targetX = self.xPositions[self.targetLane];
self.x += (targetX - self.x) * self.movementSpeed;
// Change lane randomly if far from player
if (self.y < 500 && Math.random() < 0.01) {
self.targetLane = Math.floor(Math.random() * 3);
}
};
self.checkCollision = function (player) {
if (!self.active) return false;
return player.intersects(self);
};
return self;
});
var Obstacle = GameObject.expand(function () {
var self = GameObject.call(this);
var obstacle = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.checkCollision = function (player) {
if (!self.active) return false;
return player.intersects(self);
};
return self;
});
var Collectible = GameObject.expand(function () {
var self = GameObject.call(this);
var collectible = self.attachAsset('collectible', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 10;
self.update = function () {
GameObject.prototype.update.call(this);
// Add a slight rotation to make it more eye-catching
collectible.rotation += 0.03;
};
self.checkCollision = function (player) {
if (!self.active) return false;
return player.intersects(self);
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var thief = self.attachAsset('thief', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 1; // Start in middle lane (0, 1, 2)
self.xPositions = [624, 1024, 1424]; // Lane positions
self.isJumping = false;
self.hasPowerUp = false;
self.powerUpType = "";
self.powerUpTimeLeft = 0;
self.moveTo = function (lane) {
if (lane < 0) lane = 0;
if (lane > 2) lane = 2;
self.lane = lane;
tween(self, {
x: self.xPositions[lane]
}, {
duration: 200,
easing: tween.easeOut
});
};
self.jump = function () {
if (self.isJumping) return;
self.isJumping = true;
LK.getSound('jump').play();
// Jump animation with tweens
tween(self, {
y: self.y - 150
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
y: self.y + 150
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
self.isJumping = false;
}
});
}
});
};
self.activatePowerUp = function (type) {
self.hasPowerUp = true;
self.powerUpType = type;
self.powerUpTimeLeft = 300; // 5 seconds (60fps)
// Visual feedback
tween(thief, {
tint: 0x00FFFF
}, {
duration: 300
});
};
self.updatePowerUp = function () {
if (!self.hasPowerUp) return;
self.powerUpTimeLeft--;
if (self.powerUpTimeLeft <= 0) {
self.hasPowerUp = false;
self.powerUpType = "";
tween(thief, {
tint: 0xFFFFFF
}, {
duration: 300
});
}
};
return self;
});
var RoadLine = Container.expand(function () {
var self = Container.call(this);
var line = self.attachAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + line.height / 2) {
self.y = -line.height / 2;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Game background music
// Game effect sounds
// Environment assets
// Character assets
// Game variables
var gameSpeed = 10;
var score = 0;
var distance = 0;
var difficulty = 1;
var gameRunning = false;
var roadLines = [];
var obstacles = [];
var collectibles = [];
var powerups = [];
var policeOfficers = [];
var spawnTimer = 0;
var roadWidth = 1200;
// Initialize player
var player = new Player();
player.x = 1024; // Middle of screen
player.y = 2200; // Near bottom of screen
// Create road
var road = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
// Center of screen
y: 1366 // Center of screen
});
game.addChild(road);
// Create road lines
for (var i = 0; i < 20; i++) {
var roadLine = new RoadLine();
roadLine.x = 1024; // Center of screen
roadLine.y = i * 150 - 150; // Spaced evenly
roadLines.push(roadLine);
game.addChild(roadLine);
}
// Add player to game
game.addChild(player);
// Setup GUI
var scoreTxt = new Text2('Score: 0', {
size: 70,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0); // Top left
LK.gui.topRight.addChild(scoreTxt);
// Setup control for player movement
var touchStartX = 0;
var swipeThreshold = 100;
// Play background music
LK.playMusic('gameMusic');
// Start the game
startGame();
function startGame() {
// Reset variables
gameSpeed = 10;
score = 0;
distance = 0;
difficulty = 1;
gameRunning = true;
// Reset player
player.lane = 1;
player.x = 1024;
player.moveTo(1);
// Clear existing game objects
clearGameObjects();
// Update score display
updateScoreDisplay();
}
function updateScoreDisplay() {
scoreTxt.setText('Score: ' + score);
}
function clearGameObjects() {
// Remove all obstacles, collectibles, etc.
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].destroy();
}
obstacles = [];
for (var i = collectibles.length - 1; i >= 0; i--) {
collectibles[i].destroy();
}
collectibles = [];
for (var i = powerups.length - 1; i >= 0; i--) {
powerups[i].destroy();
}
powerups = [];
for (var i = policeOfficers.length - 1; i >= 0; i--) {
policeOfficers[i].destroy();
}
policeOfficers = [];
}
function spawnObstacle() {
var obstacle = new Obstacle();
var lane = Math.floor(Math.random() * 3);
obstacle.x = player.xPositions[lane];
obstacle.y = -100; // Off-screen
obstacles.push(obstacle);
game.addChild(obstacle);
}
function spawnCollectible() {
var collectible = new Collectible();
var lane = Math.floor(Math.random() * 3);
collectible.x = player.xPositions[lane];
collectible.y = -100; // Off-screen
collectibles.push(collectible);
game.addChild(collectible);
}
function spawnPowerUp() {
var powerup = new PowerUp();
var lane = Math.floor(Math.random() * 3);
powerup.x = player.xPositions[lane];
powerup.y = -100; // Off-screen
// Random power-up type
var types = ["speedBoost", "invincibility", "magneticPull"];
powerup.type = types[Math.floor(Math.random() * types.length)];
powerups.push(powerup);
game.addChild(powerup);
}
function spawnPolice() {
var police = new Police();
// Police starts at random lane
var lane = Math.floor(Math.random() * 3);
police.x = player.xPositions[lane];
police.y = -100; // Off-screen
// Higher difficulty makes police faster and more accurate
police.movementSpeed = 0.1 + difficulty * 0.02;
policeOfficers.push(police);
game.addChild(police);
}
function checkCollisions() {
// Check obstacle collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
if (obstacles[i].checkCollision(player) && !player.isJumping) {
if (!player.hasPowerUp || player.powerUpType !== "invincibility") {
gameOver();
LK.getSound('crash').play();
return;
}
}
if (!obstacles[i].active) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
// Check police collisions
for (var i = policeOfficers.length - 1; i >= 0; i--) {
if (policeOfficers[i].checkCollision(player) && !player.isJumping) {
if (!player.hasPowerUp || player.powerUpType !== "invincibility") {
gameOver();
LK.getSound('crash').play();
return;
}
}
if (!policeOfficers[i].active) {
policeOfficers[i].destroy();
policeOfficers.splice(i, 1);
}
}
// Check collectible collisions
for (var i = collectibles.length - 1; i >= 0; i--) {
if (collectibles[i].checkCollision(player)) {
// Collect the item
score += collectibles[i].value;
updateScoreDisplay();
LK.getSound('coin').play();
collectibles[i].destroy();
collectibles.splice(i, 1);
} else if (!collectibles[i].active) {
collectibles[i].destroy();
collectibles.splice(i, 1);
}
}
// Check power-up collisions
for (var i = powerups.length - 1; i >= 0; i--) {
if (powerups[i].checkCollision(player)) {
// Activate the power-up
player.activatePowerUp(powerups[i].type);
LK.getSound('powerup').play();
powerups[i].destroy();
powerups.splice(i, 1);
} else if (!powerups[i].active) {
powerups[i].destroy();
powerups.splice(i, 1);
}
}
}
function gameOver() {
gameRunning = false;
// Check if this is a high score
if (score > storage.highScore) {
storage.highScore = score;
}
// Show the game over screen
LK.showGameOver();
}
// Touch input handlers
game.down = function (x, y) {
touchStartX = x;
};
game.move = function (x, y) {
// Only handle horizontal swipes while the game is running
if (!gameRunning) return;
// Check for swipe
var swipeDist = x - touchStartX;
if (Math.abs(swipeDist) >= swipeThreshold) {
if (swipeDist > 0) {
// Swipe right
player.moveTo(player.lane + 1);
} else {
// Swipe left
player.moveTo(player.lane - 1);
}
// Reset touch start to prevent multiple swipes
touchStartX = x;
}
};
game.up = function (x, y) {
// Check if it was a tap (not a swipe)
if (Math.abs(x - touchStartX) < swipeThreshold) {
// Tap to jump
player.jump();
}
};
// Game update logic
game.update = function () {
if (!gameRunning) return;
// Update road lines
for (var i = 0; i < roadLines.length; i++) {
roadLines[i].update();
}
// Update player
player.updatePowerUp();
// Update all game objects
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].update();
}
for (var i = 0; i < collectibles.length; i++) {
collectibles[i].update();
}
for (var i = 0; i < powerups.length; i++) {
powerups[i].update();
}
for (var i = 0; i < policeOfficers.length; i++) {
policeOfficers[i].update();
// Make police follow player's lane more aggressively as difficulty increases
if (Math.random() < 0.02 * difficulty) {
policeOfficers[i].targetLane = player.lane;
}
}
// Spawn game elements
spawnTimer++;
if (spawnTimer % 60 === 0) {
// Spawn obstacles more frequently as difficulty increases
if (Math.random() < 0.3 + difficulty * 0.1) {
spawnObstacle();
}
// Spawn collectibles
if (Math.random() < 0.4) {
spawnCollectible();
}
// Spawn power-ups rarely
if (Math.random() < 0.05) {
spawnPowerUp();
}
// Spawn police based on difficulty
if (Math.random() < 0.2 + difficulty * 0.1) {
spawnPolice();
}
}
// Increase distance and score
distance += gameSpeed;
if (distance % 1000 === 0) {
score += 5;
updateScoreDisplay();
}
// Increase difficulty over time
if (distance % 5000 === 0) {
difficulty += 0.2;
gameSpeed += 0.5;
}
// Check for collisions
checkCollisions();
// Apply power-up effects
if (player.hasPowerUp) {
if (player.powerUpType === "speedBoost") {
// Temporary speed boost
distance += gameSpeed;
} else if (player.powerUpType === "magneticPull") {
// Pull collectibles towards player
for (var i = 0; i < collectibles.length; i++) {
var dx = player.x - collectibles[i].x;
var dy = player.y - collectibles[i].y;
collectibles[i].x += dx * 0.05;
collectibles[i].y += dy * 0.05;
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,494 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highScore: 0
+});
+
+/****
+* Classes
+****/
+var GameObject = Container.expand(function () {
+ var self = Container.call(this);
+ self.speed = 0;
+ self.active = true;
+ self.update = function () {
+ self.y += gameSpeed;
+ if (self.y > 2732 + 100) {
+ self.active = false;
+ }
+ };
+ return self;
+});
+var PowerUp = GameObject.expand(function () {
+ var self = GameObject.call(this);
+ var powerup = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.type = "speedBoost"; // Default type
+ self.update = function () {
+ GameObject.prototype.update.call(this);
+ // Add a pulsing effect to make it more noticeable
+ var scale = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
+ powerup.scale.set(scale, scale);
+ };
+ self.checkCollision = function (player) {
+ if (!self.active) return false;
+ return player.intersects(self);
+ };
+ return self;
+});
+var Police = GameObject.expand(function () {
+ var self = GameObject.call(this);
+ var police = self.attachAsset('police', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.targetLane = 1; // Middle lane by default
+ self.movementSpeed = 0.1;
+ self.xPositions = [624, 1024, 1424]; // Lane positions
+ self.update = function () {
+ GameObject.prototype.update.call(this);
+ // Gradually move towards target lane
+ var targetX = self.xPositions[self.targetLane];
+ self.x += (targetX - self.x) * self.movementSpeed;
+ // Change lane randomly if far from player
+ if (self.y < 500 && Math.random() < 0.01) {
+ self.targetLane = Math.floor(Math.random() * 3);
+ }
+ };
+ self.checkCollision = function (player) {
+ if (!self.active) return false;
+ return player.intersects(self);
+ };
+ return self;
+});
+var Obstacle = GameObject.expand(function () {
+ var self = GameObject.call(this);
+ var obstacle = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.checkCollision = function (player) {
+ if (!self.active) return false;
+ return player.intersects(self);
+ };
+ return self;
+});
+var Collectible = GameObject.expand(function () {
+ var self = GameObject.call(this);
+ var collectible = self.attachAsset('collectible', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.value = 10;
+ self.update = function () {
+ GameObject.prototype.update.call(this);
+ // Add a slight rotation to make it more eye-catching
+ collectible.rotation += 0.03;
+ };
+ self.checkCollision = function (player) {
+ if (!self.active) return false;
+ return player.intersects(self);
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var thief = self.attachAsset('thief', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.lane = 1; // Start in middle lane (0, 1, 2)
+ self.xPositions = [624, 1024, 1424]; // Lane positions
+ self.isJumping = false;
+ self.hasPowerUp = false;
+ self.powerUpType = "";
+ self.powerUpTimeLeft = 0;
+ self.moveTo = function (lane) {
+ if (lane < 0) lane = 0;
+ if (lane > 2) lane = 2;
+ self.lane = lane;
+ tween(self, {
+ x: self.xPositions[lane]
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ };
+ self.jump = function () {
+ if (self.isJumping) return;
+ self.isJumping = true;
+ LK.getSound('jump').play();
+ // Jump animation with tweens
+ tween(self, {
+ y: self.y - 150
+ }, {
+ duration: 400,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(self, {
+ y: self.y + 150
+ }, {
+ duration: 400,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ self.isJumping = false;
+ }
+ });
+ }
+ });
+ };
+ self.activatePowerUp = function (type) {
+ self.hasPowerUp = true;
+ self.powerUpType = type;
+ self.powerUpTimeLeft = 300; // 5 seconds (60fps)
+ // Visual feedback
+ tween(thief, {
+ tint: 0x00FFFF
+ }, {
+ duration: 300
+ });
+ };
+ self.updatePowerUp = function () {
+ if (!self.hasPowerUp) return;
+ self.powerUpTimeLeft--;
+ if (self.powerUpTimeLeft <= 0) {
+ self.hasPowerUp = false;
+ self.powerUpType = "";
+ tween(thief, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 300
+ });
+ }
+ };
+ return self;
+});
+var RoadLine = Container.expand(function () {
+ var self = Container.call(this);
+ var line = self.attachAsset('roadLine', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732 + line.height / 2) {
+ self.y = -line.height / 2;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x222222
+});
+
+/****
+* Game Code
+****/
+// Game background music
+// Game effect sounds
+// Environment assets
+// Character assets
+// Game variables
+var gameSpeed = 10;
+var score = 0;
+var distance = 0;
+var difficulty = 1;
+var gameRunning = false;
+var roadLines = [];
+var obstacles = [];
+var collectibles = [];
+var powerups = [];
+var policeOfficers = [];
+var spawnTimer = 0;
+var roadWidth = 1200;
+// Initialize player
+var player = new Player();
+player.x = 1024; // Middle of screen
+player.y = 2200; // Near bottom of screen
+// Create road
+var road = LK.getAsset('road', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1024,
+ // Center of screen
+ y: 1366 // Center of screen
+});
+game.addChild(road);
+// Create road lines
+for (var i = 0; i < 20; i++) {
+ var roadLine = new RoadLine();
+ roadLine.x = 1024; // Center of screen
+ roadLine.y = i * 150 - 150; // Spaced evenly
+ roadLines.push(roadLine);
+ game.addChild(roadLine);
+}
+// Add player to game
+game.addChild(player);
+// Setup GUI
+var scoreTxt = new Text2('Score: 0', {
+ size: 70,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0, 0); // Top left
+LK.gui.topRight.addChild(scoreTxt);
+// Setup control for player movement
+var touchStartX = 0;
+var swipeThreshold = 100;
+// Play background music
+LK.playMusic('gameMusic');
+// Start the game
+startGame();
+function startGame() {
+ // Reset variables
+ gameSpeed = 10;
+ score = 0;
+ distance = 0;
+ difficulty = 1;
+ gameRunning = true;
+ // Reset player
+ player.lane = 1;
+ player.x = 1024;
+ player.moveTo(1);
+ // Clear existing game objects
+ clearGameObjects();
+ // Update score display
+ updateScoreDisplay();
+}
+function updateScoreDisplay() {
+ scoreTxt.setText('Score: ' + score);
+}
+function clearGameObjects() {
+ // Remove all obstacles, collectibles, etc.
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ obstacles[i].destroy();
+ }
+ obstacles = [];
+ for (var i = collectibles.length - 1; i >= 0; i--) {
+ collectibles[i].destroy();
+ }
+ collectibles = [];
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ powerups[i].destroy();
+ }
+ powerups = [];
+ for (var i = policeOfficers.length - 1; i >= 0; i--) {
+ policeOfficers[i].destroy();
+ }
+ policeOfficers = [];
+}
+function spawnObstacle() {
+ var obstacle = new Obstacle();
+ var lane = Math.floor(Math.random() * 3);
+ obstacle.x = player.xPositions[lane];
+ obstacle.y = -100; // Off-screen
+ obstacles.push(obstacle);
+ game.addChild(obstacle);
+}
+function spawnCollectible() {
+ var collectible = new Collectible();
+ var lane = Math.floor(Math.random() * 3);
+ collectible.x = player.xPositions[lane];
+ collectible.y = -100; // Off-screen
+ collectibles.push(collectible);
+ game.addChild(collectible);
+}
+function spawnPowerUp() {
+ var powerup = new PowerUp();
+ var lane = Math.floor(Math.random() * 3);
+ powerup.x = player.xPositions[lane];
+ powerup.y = -100; // Off-screen
+ // Random power-up type
+ var types = ["speedBoost", "invincibility", "magneticPull"];
+ powerup.type = types[Math.floor(Math.random() * types.length)];
+ powerups.push(powerup);
+ game.addChild(powerup);
+}
+function spawnPolice() {
+ var police = new Police();
+ // Police starts at random lane
+ var lane = Math.floor(Math.random() * 3);
+ police.x = player.xPositions[lane];
+ police.y = -100; // Off-screen
+ // Higher difficulty makes police faster and more accurate
+ police.movementSpeed = 0.1 + difficulty * 0.02;
+ policeOfficers.push(police);
+ game.addChild(police);
+}
+function checkCollisions() {
+ // Check obstacle collisions
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ if (obstacles[i].checkCollision(player) && !player.isJumping) {
+ if (!player.hasPowerUp || player.powerUpType !== "invincibility") {
+ gameOver();
+ LK.getSound('crash').play();
+ return;
+ }
+ }
+ if (!obstacles[i].active) {
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ }
+ }
+ // Check police collisions
+ for (var i = policeOfficers.length - 1; i >= 0; i--) {
+ if (policeOfficers[i].checkCollision(player) && !player.isJumping) {
+ if (!player.hasPowerUp || player.powerUpType !== "invincibility") {
+ gameOver();
+ LK.getSound('crash').play();
+ return;
+ }
+ }
+ if (!policeOfficers[i].active) {
+ policeOfficers[i].destroy();
+ policeOfficers.splice(i, 1);
+ }
+ }
+ // Check collectible collisions
+ for (var i = collectibles.length - 1; i >= 0; i--) {
+ if (collectibles[i].checkCollision(player)) {
+ // Collect the item
+ score += collectibles[i].value;
+ updateScoreDisplay();
+ LK.getSound('coin').play();
+ collectibles[i].destroy();
+ collectibles.splice(i, 1);
+ } else if (!collectibles[i].active) {
+ collectibles[i].destroy();
+ collectibles.splice(i, 1);
+ }
+ }
+ // Check power-up collisions
+ for (var i = powerups.length - 1; i >= 0; i--) {
+ if (powerups[i].checkCollision(player)) {
+ // Activate the power-up
+ player.activatePowerUp(powerups[i].type);
+ LK.getSound('powerup').play();
+ powerups[i].destroy();
+ powerups.splice(i, 1);
+ } else if (!powerups[i].active) {
+ powerups[i].destroy();
+ powerups.splice(i, 1);
+ }
+ }
+}
+function gameOver() {
+ gameRunning = false;
+ // Check if this is a high score
+ if (score > storage.highScore) {
+ storage.highScore = score;
+ }
+ // Show the game over screen
+ LK.showGameOver();
+}
+// Touch input handlers
+game.down = function (x, y) {
+ touchStartX = x;
+};
+game.move = function (x, y) {
+ // Only handle horizontal swipes while the game is running
+ if (!gameRunning) return;
+ // Check for swipe
+ var swipeDist = x - touchStartX;
+ if (Math.abs(swipeDist) >= swipeThreshold) {
+ if (swipeDist > 0) {
+ // Swipe right
+ player.moveTo(player.lane + 1);
+ } else {
+ // Swipe left
+ player.moveTo(player.lane - 1);
+ }
+ // Reset touch start to prevent multiple swipes
+ touchStartX = x;
+ }
+};
+game.up = function (x, y) {
+ // Check if it was a tap (not a swipe)
+ if (Math.abs(x - touchStartX) < swipeThreshold) {
+ // Tap to jump
+ player.jump();
+ }
+};
+// Game update logic
+game.update = function () {
+ if (!gameRunning) return;
+ // Update road lines
+ for (var i = 0; i < roadLines.length; i++) {
+ roadLines[i].update();
+ }
+ // Update player
+ player.updatePowerUp();
+ // Update all game objects
+ for (var i = 0; i < obstacles.length; i++) {
+ obstacles[i].update();
+ }
+ for (var i = 0; i < collectibles.length; i++) {
+ collectibles[i].update();
+ }
+ for (var i = 0; i < powerups.length; i++) {
+ powerups[i].update();
+ }
+ for (var i = 0; i < policeOfficers.length; i++) {
+ policeOfficers[i].update();
+ // Make police follow player's lane more aggressively as difficulty increases
+ if (Math.random() < 0.02 * difficulty) {
+ policeOfficers[i].targetLane = player.lane;
+ }
+ }
+ // Spawn game elements
+ spawnTimer++;
+ if (spawnTimer % 60 === 0) {
+ // Spawn obstacles more frequently as difficulty increases
+ if (Math.random() < 0.3 + difficulty * 0.1) {
+ spawnObstacle();
+ }
+ // Spawn collectibles
+ if (Math.random() < 0.4) {
+ spawnCollectible();
+ }
+ // Spawn power-ups rarely
+ if (Math.random() < 0.05) {
+ spawnPowerUp();
+ }
+ // Spawn police based on difficulty
+ if (Math.random() < 0.2 + difficulty * 0.1) {
+ spawnPolice();
+ }
+ }
+ // Increase distance and score
+ distance += gameSpeed;
+ if (distance % 1000 === 0) {
+ score += 5;
+ updateScoreDisplay();
+ }
+ // Increase difficulty over time
+ if (distance % 5000 === 0) {
+ difficulty += 0.2;
+ gameSpeed += 0.5;
+ }
+ // Check for collisions
+ checkCollisions();
+ // Apply power-up effects
+ if (player.hasPowerUp) {
+ if (player.powerUpType === "speedBoost") {
+ // Temporary speed boost
+ distance += gameSpeed;
+ } else if (player.powerUpType === "magneticPull") {
+ // Pull collectibles towards player
+ for (var i = 0; i < collectibles.length; i++) {
+ var dx = player.x - collectibles[i].x;
+ var dy = player.y - collectibles[i].y;
+ collectibles[i].x += dx * 0.05;
+ collectibles[i].y += dy * 0.05;
+ }
+ }
+ }
+};
\ No newline at end of file