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