User prompt
araba 2 markette alınca araba görselimiz araba 2 ile değişsin
User prompt
araba 2 markette 20 coin olsun
User prompt
araba 2 markette araba 2 olarak yazsın
User prompt
araba 3 ü alınca arabamızla değişsin
User prompt
araba 3 ün ismi markette f1 olsun ve 20 coin olsun
User prompt
pazardaki araba görselini kaldır
User prompt
araba görseli yazıyı kapatmasın
User prompt
yeni arabanın görseli gözüksün
User prompt
o yazı geri gelsin market butonundaki yazı açıldığında kapansın
User prompt
market açıldığında aşağıdaki market yazısı kapansın
User prompt
markete araba ekle ve yeni araba alabilelim ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
market kısmını kapatma tuşu sağ üstte olsun
User prompt
market kısmı açıldığında zorluk kısmı kapansın market kapandığında zorluk kısmı geri gelsin
User prompt
market sistemini ekle ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
yazı fontu arial black olsun
User prompt
2. şans alma yeri bir tık büyük olsun ve evet yada hayır yazsın
User prompt
parayla 2. şans alma yerinde reddettebilelim ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
arabalara çok yakın geçtiğimizde 3 para alalım ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
bu paralarla kaza yaptığımızda 2. bir şans daha alalım buda 25 para olsun ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
her 50 skorda 1 para gelsin ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
para sistemi eklensin ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
çarptığımız arab patlama efekti girsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
arabalar zor ve orta seviyelerinde sağ sola hareket edebilsin
User prompt
çarpılan arabadanda duman efekti çıksın
User prompt
çarpan araba ile carpılan araba dursun diğer arabalar yolunda devam etsin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var EnemyCar = Container.expand(function () { var self = Container.call(this); // Randomly select car type var carTypes = ['enemyCar1', 'enemyCar2', 'enemyCar3']; var selectedType = carTypes[Math.floor(Math.random() * carTypes.length)]; var carGraphics = self.attachAsset(selectedType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.checkedNearMiss = false; self.isCrashed = false; self.update = function () { // Don't move if this specific car crashed if (self.isCrashed) { return; } self.y += self.speed; }; return self; }); var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar1', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 2048 / 2; self.currentX = 2048 / 2; self.update = function () { // Don't move if crashed if (crashed) { return; } // Smooth movement towards target position var diff = self.targetX - self.currentX; self.currentX += diff * 0.15; self.x = self.currentX; }; 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 = 10; self.update = function () { self.y += self.speed; }; return self; }); var SmokeParticle = Container.expand(function () { var self = Container.call(this); var smokeGraphics = self.attachAsset('smokeParticle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = (Math.random() - 0.5) * 8; self.speedY = -Math.random() * 5 - 2; self.life = 300; // 5 seconds at 60fps self.maxLife = 300; self.update = function () { self.x += self.speedX; self.y += self.speedY; self.speedY += 0.2; // gravity self.speedX *= 0.98; // air resistance self.life--; var fadeAmount = self.life / self.maxLife; self.alpha = fadeAmount; self.scaleX = 1 + (1 - fadeAmount) * 2; self.scaleY = 1 + (1 - fadeAmount) * 2; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d2d2d }); /**** * Game Code ****/ // Game variables var player; var enemyCars = []; var roadLines = []; var gameSpeed = 1; var distanceScore = 0; var bonusScore = 0; var totalScore = 0; var spawnTimer = 0; var roadLineTimer = 0; var speedIncreaseTimer = 0; var smokeParticles = []; var crashed = false; var crashTimer = 0; // Difficulty system var currentDifficulty = 'medium'; // 'easy', 'medium', 'hard' var gameStarted = false; var difficultySettings = { easy: { initialSpeed: 1.0, speedIncrease: 0.1, spawnRateBase: 80, enemySpeedMultiplier: 1.0, speedIncreaseInterval: 900 // 15 seconds }, medium: { initialSpeed: 2.0, speedIncrease: 0.2, spawnRateBase: 60, enemySpeedMultiplier: 2.0, speedIncreaseInterval: 600 // 10 seconds }, hard: { initialSpeed: 5.0, speedIncrease: 0.3, spawnRateBase: 25, enemySpeedMultiplier: 5.0, speedIncreaseInterval: 300 // 5 seconds } }; // Lane positions var lanes = [400, 700, 1000, 1300, 1648]; var laneCount = 5; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 100; var speedTxt = new Text2('Speed: 1x', { size: 60, fill: 0xFFFF00 }); speedTxt.anchor.set(1, 0); LK.gui.topRight.addChild(speedTxt); speedTxt.x = -50; speedTxt.y = 50; // Difficulty selection UI var difficultyTxt = new Text2('Select Difficulty', { size: 100, fill: 0xFFFFFF }); difficultyTxt.anchor.set(0.5, 0.5); difficultyTxt.x = 2048 / 2; difficultyTxt.y = 800; game.addChild(difficultyTxt); var easyBtn = new Text2('EASY', { size: 80, fill: 0x00FF00 }); easyBtn.anchor.set(0.5, 0.5); easyBtn.x = 2048 / 2 - 300; easyBtn.y = 1200; game.addChild(easyBtn); var mediumBtn = new Text2('MEDIUM', { size: 80, fill: 0xFFFF00 }); mediumBtn.anchor.set(0.5, 0.5); mediumBtn.x = 2048 / 2; mediumBtn.y = 1200; game.addChild(mediumBtn); var hardBtn = new Text2('HARD', { size: 80, fill: 0xFF0000 }); hardBtn.anchor.set(0.5, 0.5); hardBtn.x = 2048 / 2 + 300; hardBtn.y = 1200; game.addChild(hardBtn); var instructionTxt = new Text2('Touch a difficulty to start!', { size: 60, fill: 0xCCCCCC }); instructionTxt.anchor.set(0.5, 0.5); instructionTxt.x = 2048 / 2; instructionTxt.y = 1400; game.addChild(instructionTxt); // Initialize player player = game.addChild(new PlayerCar()); player.x = 2048 / 2; player.y = 2200; player.alpha = 0.3; // Make player semi-transparent during difficulty selection // Difficulty button handlers easyBtn.down = function (x, y, obj) { startGameWithDifficulty('easy'); }; mediumBtn.down = function (x, y, obj) { startGameWithDifficulty('medium'); }; hardBtn.down = function (x, y, obj) { startGameWithDifficulty('hard'); }; function startGameWithDifficulty(difficulty) { currentDifficulty = difficulty; gameStarted = true; gameSpeed = difficultySettings[currentDifficulty].initialSpeed; // Hide difficulty selection UI difficultyTxt.alpha = 0; easyBtn.alpha = 0; mediumBtn.alpha = 0; hardBtn.alpha = 0; instructionTxt.alpha = 0; // Make player fully visible player.alpha = 1; // Update speed display speedTxt.setText('Speed: ' + gameSpeed.toFixed(1) + 'x'); // Show difficulty indicator var difficultyIndicator = new Text2('Difficulty: ' + currentDifficulty.toUpperCase(), { size: 50, fill: currentDifficulty === 'easy' ? 0x00FF00 : currentDifficulty === 'medium' ? 0xFFFF00 : 0xFF0000 }); difficultyIndicator.anchor.set(0, 0); LK.gui.topLeft.addChild(difficultyIndicator); difficultyIndicator.x = 120; difficultyIndicator.y = 20; } // Touch controls var isDragging = false; game.down = function (x, y, obj) { if (gameStarted) { isDragging = true; player.targetX = x; } }; game.move = function (x, y, obj) { if (isDragging && gameStarted) { // Constrain to lanes var clampedX = Math.max(lanes[0], Math.min(lanes[lanes.length - 1], x)); player.targetX = clampedX; } }; game.up = function (x, y, obj) { if (gameStarted) { isDragging = false; } }; // Helper functions function spawnEnemyCar() { var enemy = new EnemyCar(); var laneIndex = Math.floor(Math.random() * lanes.length); enemy.x = lanes[laneIndex]; enemy.y = -100; enemy.speed = 8 + gameSpeed * difficultySettings[currentDifficulty].enemySpeedMultiplier; enemyCars.push(enemy); game.addChild(enemy); } function spawnRoadLine() { var line = new RoadLine(); line.x = 2048 / 2; line.y = -50; line.speed = 10 + gameSpeed * 2; roadLines.push(line); game.addChild(line); } function checkNearMiss(enemy) { if (!enemy.checkedNearMiss) { var distance = Math.abs(player.x - enemy.x); var verticalDistance = Math.abs(player.y - enemy.y); if (distance < 150 && verticalDistance < 200) { enemy.checkedNearMiss = true; bonusScore += 10; totalScore += 10; // Visual effect for near miss LK.effects.flashObject(enemy, 0xffff00, 200); LK.getSound('nearMiss').play(); return true; } } return false; } function updateScore() { distanceScore = Math.floor(LK.ticks / 10); totalScore = distanceScore + bonusScore; LK.setScore(totalScore); scoreTxt.setText('Score: ' + totalScore); } function createSmokeEffect(x, y) { for (var i = 0; i < 15; i++) { var smoke = new SmokeParticle(); smoke.x = x + (Math.random() - 0.5) * 60; smoke.y = y + (Math.random() - 0.5) * 60; smokeParticles.push(smoke); game.addChild(smoke); } } function updateSpeed() { speedIncreaseTimer++; var interval = difficultySettings[currentDifficulty].speedIncreaseInterval; if (speedIncreaseTimer >= interval) { gameSpeed += difficultySettings[currentDifficulty].speedIncrease; speedIncreaseTimer = 0; speedTxt.setText('Speed: ' + gameSpeed.toFixed(1) + 'x'); } } // Main game loop game.update = function () { if (!gameStarted) { return; // Don't update game logic until difficulty is selected } // Handle crash timer if (crashed) { crashTimer++; if (crashTimer >= 180) { // 3 seconds at 60fps LK.showGameOver(); return; } // Continue updating smoke during crash for (var k = smokeParticles.length - 1; k >= 0; k--) { var smoke = smokeParticles[k]; if (smoke.life <= 0) { smoke.destroy(); smokeParticles.splice(k, 1); } } return; // Don't update other game logic during crash } updateScore(); updateSpeed(); // Spawn enemy cars spawnTimer++; var baseSpawnRate = difficultySettings[currentDifficulty].spawnRateBase; var speedMultiplier = currentDifficulty === 'hard' ? 15 : 10; // More aggressive scaling for hard mode var spawnRate = Math.max(baseSpawnRate - gameSpeed * speedMultiplier, currentDifficulty === 'hard' ? 10 : 20); // Lower minimum for hard mode if (spawnTimer >= spawnRate) { spawnEnemyCar(); spawnTimer = 0; } // Spawn road lines roadLineTimer++; if (roadLineTimer >= 20) { spawnRoadLine(); roadLineTimer = 0; } // Update and check enemy cars for (var i = enemyCars.length - 1; i >= 0; i--) { var enemy = enemyCars[i]; // Check for collision if (enemy.intersects(player) && !crashed) { // Set crash state crashed = true; crashTimer = 0; // Mark both cars as crashed enemy.isCrashed = true; // Create smoke effect at crash location createSmokeEffect(player.x, player.y); // Flash screen and play sound LK.effects.flashScreen(0xff0000, 1000); LK.getSound('crash').play(); // Stop player movement player.targetX = player.x; } // Don't update enemy cars if crashed if (!crashed) { // Check for near miss checkNearMiss(enemy); } // Remove off-screen enemies if (enemy.y > 2800) { enemy.destroy(); enemyCars.splice(i, 1); } } // Update and clean up road lines for (var j = roadLines.length - 1; j >= 0; j--) { var line = roadLines[j]; if (line.y > 2800) { line.destroy(); roadLines.splice(j, 1); } } // Update and clean up smoke particles (only when not crashed) if (!crashed) { for (var k = smokeParticles.length - 1; k >= 0; k--) { var smoke = smokeParticles[k]; if (smoke.life <= 0) { smoke.destroy(); smokeParticles.splice(k, 1); } } } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var EnemyCar = Container.expand(function () {
var self = Container.call(this);
// Randomly select car type
var carTypes = ['enemyCar1', 'enemyCar2', 'enemyCar3'];
var selectedType = carTypes[Math.floor(Math.random() * carTypes.length)];
var carGraphics = self.attachAsset(selectedType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.checkedNearMiss = false;
self.isCrashed = false;
self.update = function () {
// Don't move if this specific car crashed
if (self.isCrashed) {
return;
}
self.y += self.speed;
};
return self;
});
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('playerCar1', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = 2048 / 2;
self.currentX = 2048 / 2;
self.update = function () {
// Don't move if crashed
if (crashed) {
return;
}
// Smooth movement towards target position
var diff = self.targetX - self.currentX;
self.currentX += diff * 0.15;
self.x = self.currentX;
};
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 = 10;
self.update = function () {
self.y += self.speed;
};
return self;
});
var SmokeParticle = Container.expand(function () {
var self = Container.call(this);
var smokeGraphics = self.attachAsset('smokeParticle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = (Math.random() - 0.5) * 8;
self.speedY = -Math.random() * 5 - 2;
self.life = 300; // 5 seconds at 60fps
self.maxLife = 300;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
self.speedY += 0.2; // gravity
self.speedX *= 0.98; // air resistance
self.life--;
var fadeAmount = self.life / self.maxLife;
self.alpha = fadeAmount;
self.scaleX = 1 + (1 - fadeAmount) * 2;
self.scaleY = 1 + (1 - fadeAmount) * 2;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2d2d2d
});
/****
* Game Code
****/
// Game variables
var player;
var enemyCars = [];
var roadLines = [];
var gameSpeed = 1;
var distanceScore = 0;
var bonusScore = 0;
var totalScore = 0;
var spawnTimer = 0;
var roadLineTimer = 0;
var speedIncreaseTimer = 0;
var smokeParticles = [];
var crashed = false;
var crashTimer = 0;
// Difficulty system
var currentDifficulty = 'medium'; // 'easy', 'medium', 'hard'
var gameStarted = false;
var difficultySettings = {
easy: {
initialSpeed: 1.0,
speedIncrease: 0.1,
spawnRateBase: 80,
enemySpeedMultiplier: 1.0,
speedIncreaseInterval: 900 // 15 seconds
},
medium: {
initialSpeed: 2.0,
speedIncrease: 0.2,
spawnRateBase: 60,
enemySpeedMultiplier: 2.0,
speedIncreaseInterval: 600 // 10 seconds
},
hard: {
initialSpeed: 5.0,
speedIncrease: 0.3,
spawnRateBase: 25,
enemySpeedMultiplier: 5.0,
speedIncreaseInterval: 300 // 5 seconds
}
};
// Lane positions
var lanes = [400, 700, 1000, 1300, 1648];
var laneCount = 5;
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 100;
var speedTxt = new Text2('Speed: 1x', {
size: 60,
fill: 0xFFFF00
});
speedTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(speedTxt);
speedTxt.x = -50;
speedTxt.y = 50;
// Difficulty selection UI
var difficultyTxt = new Text2('Select Difficulty', {
size: 100,
fill: 0xFFFFFF
});
difficultyTxt.anchor.set(0.5, 0.5);
difficultyTxt.x = 2048 / 2;
difficultyTxt.y = 800;
game.addChild(difficultyTxt);
var easyBtn = new Text2('EASY', {
size: 80,
fill: 0x00FF00
});
easyBtn.anchor.set(0.5, 0.5);
easyBtn.x = 2048 / 2 - 300;
easyBtn.y = 1200;
game.addChild(easyBtn);
var mediumBtn = new Text2('MEDIUM', {
size: 80,
fill: 0xFFFF00
});
mediumBtn.anchor.set(0.5, 0.5);
mediumBtn.x = 2048 / 2;
mediumBtn.y = 1200;
game.addChild(mediumBtn);
var hardBtn = new Text2('HARD', {
size: 80,
fill: 0xFF0000
});
hardBtn.anchor.set(0.5, 0.5);
hardBtn.x = 2048 / 2 + 300;
hardBtn.y = 1200;
game.addChild(hardBtn);
var instructionTxt = new Text2('Touch a difficulty to start!', {
size: 60,
fill: 0xCCCCCC
});
instructionTxt.anchor.set(0.5, 0.5);
instructionTxt.x = 2048 / 2;
instructionTxt.y = 1400;
game.addChild(instructionTxt);
// Initialize player
player = game.addChild(new PlayerCar());
player.x = 2048 / 2;
player.y = 2200;
player.alpha = 0.3; // Make player semi-transparent during difficulty selection
// Difficulty button handlers
easyBtn.down = function (x, y, obj) {
startGameWithDifficulty('easy');
};
mediumBtn.down = function (x, y, obj) {
startGameWithDifficulty('medium');
};
hardBtn.down = function (x, y, obj) {
startGameWithDifficulty('hard');
};
function startGameWithDifficulty(difficulty) {
currentDifficulty = difficulty;
gameStarted = true;
gameSpeed = difficultySettings[currentDifficulty].initialSpeed;
// Hide difficulty selection UI
difficultyTxt.alpha = 0;
easyBtn.alpha = 0;
mediumBtn.alpha = 0;
hardBtn.alpha = 0;
instructionTxt.alpha = 0;
// Make player fully visible
player.alpha = 1;
// Update speed display
speedTxt.setText('Speed: ' + gameSpeed.toFixed(1) + 'x');
// Show difficulty indicator
var difficultyIndicator = new Text2('Difficulty: ' + currentDifficulty.toUpperCase(), {
size: 50,
fill: currentDifficulty === 'easy' ? 0x00FF00 : currentDifficulty === 'medium' ? 0xFFFF00 : 0xFF0000
});
difficultyIndicator.anchor.set(0, 0);
LK.gui.topLeft.addChild(difficultyIndicator);
difficultyIndicator.x = 120;
difficultyIndicator.y = 20;
}
// Touch controls
var isDragging = false;
game.down = function (x, y, obj) {
if (gameStarted) {
isDragging = true;
player.targetX = x;
}
};
game.move = function (x, y, obj) {
if (isDragging && gameStarted) {
// Constrain to lanes
var clampedX = Math.max(lanes[0], Math.min(lanes[lanes.length - 1], x));
player.targetX = clampedX;
}
};
game.up = function (x, y, obj) {
if (gameStarted) {
isDragging = false;
}
};
// Helper functions
function spawnEnemyCar() {
var enemy = new EnemyCar();
var laneIndex = Math.floor(Math.random() * lanes.length);
enemy.x = lanes[laneIndex];
enemy.y = -100;
enemy.speed = 8 + gameSpeed * difficultySettings[currentDifficulty].enemySpeedMultiplier;
enemyCars.push(enemy);
game.addChild(enemy);
}
function spawnRoadLine() {
var line = new RoadLine();
line.x = 2048 / 2;
line.y = -50;
line.speed = 10 + gameSpeed * 2;
roadLines.push(line);
game.addChild(line);
}
function checkNearMiss(enemy) {
if (!enemy.checkedNearMiss) {
var distance = Math.abs(player.x - enemy.x);
var verticalDistance = Math.abs(player.y - enemy.y);
if (distance < 150 && verticalDistance < 200) {
enemy.checkedNearMiss = true;
bonusScore += 10;
totalScore += 10;
// Visual effect for near miss
LK.effects.flashObject(enemy, 0xffff00, 200);
LK.getSound('nearMiss').play();
return true;
}
}
return false;
}
function updateScore() {
distanceScore = Math.floor(LK.ticks / 10);
totalScore = distanceScore + bonusScore;
LK.setScore(totalScore);
scoreTxt.setText('Score: ' + totalScore);
}
function createSmokeEffect(x, y) {
for (var i = 0; i < 15; i++) {
var smoke = new SmokeParticle();
smoke.x = x + (Math.random() - 0.5) * 60;
smoke.y = y + (Math.random() - 0.5) * 60;
smokeParticles.push(smoke);
game.addChild(smoke);
}
}
function updateSpeed() {
speedIncreaseTimer++;
var interval = difficultySettings[currentDifficulty].speedIncreaseInterval;
if (speedIncreaseTimer >= interval) {
gameSpeed += difficultySettings[currentDifficulty].speedIncrease;
speedIncreaseTimer = 0;
speedTxt.setText('Speed: ' + gameSpeed.toFixed(1) + 'x');
}
}
// Main game loop
game.update = function () {
if (!gameStarted) {
return; // Don't update game logic until difficulty is selected
}
// Handle crash timer
if (crashed) {
crashTimer++;
if (crashTimer >= 180) {
// 3 seconds at 60fps
LK.showGameOver();
return;
}
// Continue updating smoke during crash
for (var k = smokeParticles.length - 1; k >= 0; k--) {
var smoke = smokeParticles[k];
if (smoke.life <= 0) {
smoke.destroy();
smokeParticles.splice(k, 1);
}
}
return; // Don't update other game logic during crash
}
updateScore();
updateSpeed();
// Spawn enemy cars
spawnTimer++;
var baseSpawnRate = difficultySettings[currentDifficulty].spawnRateBase;
var speedMultiplier = currentDifficulty === 'hard' ? 15 : 10; // More aggressive scaling for hard mode
var spawnRate = Math.max(baseSpawnRate - gameSpeed * speedMultiplier, currentDifficulty === 'hard' ? 10 : 20); // Lower minimum for hard mode
if (spawnTimer >= spawnRate) {
spawnEnemyCar();
spawnTimer = 0;
}
// Spawn road lines
roadLineTimer++;
if (roadLineTimer >= 20) {
spawnRoadLine();
roadLineTimer = 0;
}
// Update and check enemy cars
for (var i = enemyCars.length - 1; i >= 0; i--) {
var enemy = enemyCars[i];
// Check for collision
if (enemy.intersects(player) && !crashed) {
// Set crash state
crashed = true;
crashTimer = 0;
// Mark both cars as crashed
enemy.isCrashed = true;
// Create smoke effect at crash location
createSmokeEffect(player.x, player.y);
// Flash screen and play sound
LK.effects.flashScreen(0xff0000, 1000);
LK.getSound('crash').play();
// Stop player movement
player.targetX = player.x;
}
// Don't update enemy cars if crashed
if (!crashed) {
// Check for near miss
checkNearMiss(enemy);
}
// Remove off-screen enemies
if (enemy.y > 2800) {
enemy.destroy();
enemyCars.splice(i, 1);
}
}
// Update and clean up road lines
for (var j = roadLines.length - 1; j >= 0; j--) {
var line = roadLines[j];
if (line.y > 2800) {
line.destroy();
roadLines.splice(j, 1);
}
}
// Update and clean up smoke particles (only when not crashed)
if (!crashed) {
for (var k = smokeParticles.length - 1; k >= 0; k--) {
var smoke = smokeParticles[k];
if (smoke.life <= 0) {
smoke.destroy();
smokeParticles.splice(k, 1);
}
}
}
};
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