User prompt
delete flash efect
User prompt
fix music
User prompt
tampilakn bakckground sky
User prompt
saya ingin memasukkan walpaper latar belakang untuk game
User prompt
background
User prompt
add background
User prompt
masukkan aset latar belakang
User prompt
buat lima variasi level rintangan
User prompt
buat sebuah metode semakin lama layar disentuh semakin tinggi lompatan. adanya meteran lompatan
User prompt
tingkatkan lagi kecepatan motor
User prompt
tingkatkan kecepatan motor
Code edit (1 edits merged)
Please save this source code
User prompt
Moto Rush: Endless Trail
Initial prompt
make an endless run motocross game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BackgroundLayer = Container.expand(function (assetId, speedMultiplier) { var self = Container.call(this); var asset = self.attachAsset(assetId, { anchorX: 0, anchorY: 1 }); self.speedMultiplier = speedMultiplier || 0.3; self.update = function () { self.x += -gameSpeed * self.speedMultiplier; }; return self; }); var Bike = Container.expand(function () { var self = Container.call(this); var bikeBody = self.attachAsset('bike', { anchorX: 0.5, anchorY: 0.5 }); var frontWheel = self.attachAsset('wheel', { anchorX: 0.5, anchorY: 0.5, x: 25, y: 15 }); var backWheel = self.attachAsset('wheel', { anchorX: 0.5, anchorY: 0.5, x: -25, y: 15 }); self.velocityY = 0; self.gravity = 0.8; self.jumpPower = -18; self.isGrounded = false; self.groundY = 0; self.jump = function (chargeMultiplier) { if (self.isGrounded) { var jumpStrength = self.jumpPower * (1 + chargeMultiplier); self.velocityY = jumpStrength; self.isGrounded = false; LK.getSound('jump').play(); } }; self.update = function () { // Apply gravity self.velocityY += self.gravity; self.y += self.velocityY; // Ground collision if (self.y >= self.groundY) { self.y = self.groundY; self.velocityY = 0; self.isGrounded = true; } // Animate wheels frontWheel.rotation += 0.3; backWheel.rotation += 0.3; // Bike tilt based on velocity bikeBody.rotation = self.velocityY * 0.02; }; return self; }); var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); self.speedMultiplier = 0.2; self.update = function () { self.x += -gameSpeed * self.speedMultiplier; }; return self; }); var GroundSegment = Container.expand(function () { var self = Container.call(this); var groundGraphics = self.attachAsset('ground', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -18; self.update = function () { self.x += self.speed; }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1 }); self.speed = -18; self.update = function () { self.x += self.speed; }; return self; }); var Ramp = Container.expand(function () { var self = Container.call(this); var rampGraphics = self.attachAsset('ramp', { anchorX: 0.5, anchorY: 1 }); self.speed = -18; self.update = function () { self.x += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var bike; var obstacles = []; var ramps = []; var groundSegments = []; var backgroundLayers = []; var clouds = []; var lastCloudSpawn = 0; var gameSpeed = 18; var distanceScore = 0; var isGameRunning = true; var groundLevel = 2400; var lastObstacleSpawn = 0; var spawnDistance = 300; var currentLevel = 1; var levelDistance = 500; // Distance between level changes var levelConfigs = [ // Level 1: Easy - Single obstacles { obstacleChance: 0.6, rampChance: 0.4, minSpacing: 250, maxSpacing: 400, patterns: ['single'] }, // Level 2: Medium - Paired obstacles { obstacleChance: 0.7, rampChance: 0.3, minSpacing: 200, maxSpacing: 350, patterns: ['single', 'double'] }, // Level 3: Hard - Triple obstacles and gaps { obstacleChance: 0.75, rampChance: 0.25, minSpacing: 180, maxSpacing: 300, patterns: ['single', 'double', 'triple'] }, // Level 4: Expert - Mixed patterns with tight spacing { obstacleChance: 0.8, rampChance: 0.2, minSpacing: 150, maxSpacing: 250, patterns: ['single', 'double', 'triple', 'staggered'] }, // Level 5: Master - All patterns with minimal spacing { obstacleChance: 0.85, rampChance: 0.15, minSpacing: 120, maxSpacing: 200, patterns: ['single', 'double', 'triple', 'staggered', 'wall'] }]; var isCharging = false; var chargeStartTime = 0; var currentCharge = 0; var maxCharge = 100; var chargeRate = 2; // Create score display var scoreTxt = new Text2('Distance: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create jump meter background var meterBg = LK.getAsset('obstacle', { anchorX: 0, anchorY: 0, scaleX: 4, scaleY: 0.5, tint: 0x333333 }); meterBg.x = 100; meterBg.y = 150; LK.gui.topLeft.addChild(meterBg); // Create jump meter fill var meterFill = LK.getAsset('obstacle', { anchorX: 0, anchorY: 0, scaleX: 0, scaleY: 0.5, tint: 0x00ff00 }); meterFill.x = 100; meterFill.y = 150; LK.gui.topLeft.addChild(meterFill); // Create jump meter label var meterLabel = new Text2('JUMP POWER', { size: 40, fill: 0xFFFFFF }); meterLabel.anchor.set(0, 0); meterLabel.x = 100; meterLabel.y = 100; LK.gui.topLeft.addChild(meterLabel); // Create level indicator var levelTxt = new Text2('LEVEL 1', { size: 60, fill: 0xFFFF00 }); levelTxt.anchor.set(1, 0); LK.gui.topRight.addChild(levelTxt); // Create bike bike = game.addChild(new Bike()); bike.x = 400; bike.y = groundLevel; bike.groundY = groundLevel; // Initialize ground segments function createGroundSegments() { for (var i = 0; i < 15; i++) { var segment = new GroundSegment(); segment.x = i * 200; segment.y = groundLevel + 40; groundSegments.push(segment); game.addChild(segment); } } createGroundSegments(); // Create parallax background layers function createBackgroundLayers() { // Far mountains (slowest) for (var i = 0; i < 8; i++) { var farMountain = new BackgroundLayer('farMountain', 0.1); farMountain.x = i * 300 - 600; farMountain.y = groundLevel - 100; farMountain.alpha = 0.6; backgroundLayers.push(farMountain); game.addChild(farMountain); } // Medium mountains for (var i = 0; i < 10; i++) { var mountain = new BackgroundLayer('mountain', 0.2); mountain.x = i * 250 - 500; mountain.y = groundLevel + 20; mountain.alpha = 0.8; backgroundLayers.push(mountain); game.addChild(mountain); } // Hills (fastest background layer) for (var i = 0; i < 12; i++) { var hill = new BackgroundLayer('hill', 0.4); hill.x = i * 200 - 400; hill.y = groundLevel + 40; backgroundLayers.push(hill); game.addChild(hill); } } // Create clouds function createClouds() { for (var i = 0; i < 6; i++) { var cloud = new Cloud(); cloud.x = Math.random() * 2048 + i * 400; cloud.y = 300 + Math.random() * 400; cloud.alpha = 0.7; clouds.push(cloud); game.addChild(cloud); } } createBackgroundLayers(); createClouds(); // Spawn obstacle patterns based on current level function spawnObstaclePattern(pattern) { switch (pattern) { case 'single': spawnSingleObstacle(); break; case 'double': spawnDoubleObstacles(); break; case 'triple': spawnTripleObstacles(); break; case 'staggered': spawnStaggeredObstacles(); break; case 'wall': spawnWallObstacles(); break; default: spawnSingleObstacle(); } } // Single obstacle function spawnSingleObstacle() { var obstacle = new Obstacle(); obstacle.x = 2200; obstacle.y = groundLevel; obstacle.speed = -gameSpeed; obstacles.push(obstacle); game.addChild(obstacle); } // Double obstacles - side by side gap function spawnDoubleObstacles() { var obstacle1 = new Obstacle(); obstacle1.x = 2200; obstacle1.y = groundLevel; obstacle1.speed = -gameSpeed; obstacles.push(obstacle1); game.addChild(obstacle1); var obstacle2 = new Obstacle(); obstacle2.x = 2280; obstacle2.y = groundLevel; obstacle2.speed = -gameSpeed; obstacles.push(obstacle2); game.addChild(obstacle2); } // Triple obstacles - requires precise jumping function spawnTripleObstacles() { for (var i = 0; i < 3; i++) { var obstacle = new Obstacle(); obstacle.x = 2200 + i * 70; obstacle.y = groundLevel; obstacle.speed = -gameSpeed; obstacles.push(obstacle); game.addChild(obstacle); } } // Staggered obstacles - different heights function spawnStaggeredObstacles() { var obstacle1 = new Obstacle(); obstacle1.x = 2200; obstacle1.y = groundLevel; obstacle1.speed = -gameSpeed; obstacles.push(obstacle1); game.addChild(obstacle1); var obstacle2 = new Obstacle(); obstacle2.x = 2300; obstacle2.y = groundLevel - 60; obstacle2.speed = -gameSpeed; obstacles.push(obstacle2); game.addChild(obstacle2); } // Wall pattern - high obstacle requiring max jump function spawnWallObstacles() { var obstacle1 = new Obstacle(); obstacle1.x = 2200; obstacle1.y = groundLevel; obstacle1.speed = -gameSpeed; obstacles.push(obstacle1); game.addChild(obstacle1); var obstacle2 = new Obstacle(); obstacle2.x = 2200; obstacle2.y = groundLevel - 60; obstacle2.speed = -gameSpeed; obstacles.push(obstacle2); game.addChild(obstacle2); } // Legacy single obstacle function for compatibility function spawnObstacle() { spawnSingleObstacle(); } // Spawn ramp function spawnRamp() { var ramp = new Ramp(); ramp.x = 2200; ramp.y = groundLevel; ramp.speed = -gameSpeed; ramps.push(ramp); game.addChild(ramp); } // Game input - start charging game.down = function (x, y, obj) { if (isGameRunning && bike.isGrounded) { isCharging = true; chargeStartTime = LK.ticks; currentCharge = 0; } }; // Game input - release jump game.up = function (x, y, obj) { if (isGameRunning && isCharging) { var chargeMultiplier = currentCharge / maxCharge; bike.jump(chargeMultiplier); isCharging = false; currentCharge = 0; } }; // Main game loop game.update = function () { if (!isGameRunning) return; // Update jump charge system if (isCharging && bike.isGrounded) { currentCharge += chargeRate; if (currentCharge > maxCharge) { currentCharge = maxCharge; } } else if (!bike.isGrounded) { isCharging = false; currentCharge = 0; } // Update jump meter UI var fillPercent = currentCharge / maxCharge; meterFill.scaleX = 4 * fillPercent; // Change color based on charge level if (fillPercent < 0.3) { meterFill.tint = 0xff0000; // Red } else if (fillPercent < 0.7) { meterFill.tint = 0xffff00; // Yellow } else { meterFill.tint = 0x00ff00; // Green } // Update distance score distanceScore += 1; LK.setScore(Math.floor(distanceScore / 10)); scoreTxt.setText('Distance: ' + Math.floor(distanceScore / 10)); // Update level indicator levelTxt.setText('LEVEL ' + currentLevel); // Increase game speed gradually if (LK.ticks % 300 === 0) { gameSpeed += 1.2; } // Update background layers for (var i = backgroundLayers.length - 1; i >= 0; i--) { var layer = backgroundLayers[i]; if (layer.x < -800) { layer.x = layer.x + backgroundLayers.length / 3 * 600; } } // Update clouds for (var i = clouds.length - 1; i >= 0; i--) { var cloud = clouds[i]; if (cloud.x < -400) { cloud.x = 2400 + Math.random() * 400; cloud.y = 300 + Math.random() * 400; } } // Spawn new clouds occasionally if (distanceScore - lastCloudSpawn > 800 + Math.random() * 600) { var newCloud = new Cloud(); newCloud.x = 2400; newCloud.y = 300 + Math.random() * 400; newCloud.alpha = 0.7; clouds.push(newCloud); game.addChild(newCloud); lastCloudSpawn = distanceScore; } // Update ground segments for (var i = groundSegments.length - 1; i >= 0; i--) { var segment = groundSegments[i]; segment.speed = -gameSpeed; if (segment.x < -200) { segment.x = (groundSegments.length - 1) * 200; } } // Update current level based on distance var newLevel = Math.min(5, Math.floor(distanceScore / levelDistance) + 1); if (newLevel !== currentLevel) { currentLevel = newLevel; // Flash screen to indicate level change LK.effects.flashScreen(0x00ff00, 500); } // Get current level configuration var config = levelConfigs[currentLevel - 1]; // Spawn obstacles and ramps based on current level if (distanceScore - lastObstacleSpawn > spawnDistance) { var randomValue = Math.random(); if (randomValue < config.obstacleChance) { // Choose random pattern from current level patterns var patterns = config.patterns; var randomPattern = patterns[Math.floor(Math.random() * patterns.length)]; spawnObstaclePattern(randomPattern); } else { spawnRamp(); } lastObstacleSpawn = distanceScore; spawnDistance = config.minSpacing + Math.random() * (config.maxSpacing - config.minSpacing); } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; obstacle.speed = -gameSpeed; // Remove off-screen obstacles if (obstacle.x < -100) { obstacle.destroy(); obstacles.splice(i, 1); continue; } // Collision detection if (bike.intersects(obstacle)) { // Game over isGameRunning = false; LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Update ramps for (var i = ramps.length - 1; i >= 0; i--) { var ramp = ramps[i]; ramp.speed = -gameSpeed; // Remove off-screen ramps if (ramp.x < -100) { ramp.destroy(); ramps.splice(i, 1); continue; } // Ramp boost effect if (bike.intersects(ramp) && bike.isGrounded) { bike.velocityY = bike.jumpPower * 1.2; bike.isGrounded = false; } } // Check if bike fell off the track if (bike.y > groundLevel + 200) { isGameRunning = false; LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -5,8 +5,20 @@
/****
* Classes
****/
+var BackgroundLayer = Container.expand(function (assetId, speedMultiplier) {
+ var self = Container.call(this);
+ var asset = self.attachAsset(assetId, {
+ anchorX: 0,
+ anchorY: 1
+ });
+ self.speedMultiplier = speedMultiplier || 0.3;
+ self.update = function () {
+ self.x += -gameSpeed * self.speedMultiplier;
+ };
+ return self;
+});
var Bike = Container.expand(function () {
var self = Container.call(this);
var bikeBody = self.attachAsset('bike', {
anchorX: 0.5,
@@ -60,11 +72,11 @@
var cloudGraphics = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = -2;
+ self.speedMultiplier = 0.2;
self.update = function () {
- self.x += self.speed;
+ self.x += -gameSpeed * self.speedMultiplier;
};
return self;
});
var GroundSegment = Container.expand(function () {
@@ -78,20 +90,8 @@
self.x += self.speed;
};
return self;
});
-var Mountain = Container.expand(function () {
- var self = Container.call(this);
- var mountainGraphics = self.attachAsset('mountain', {
- anchorX: 0.5,
- anchorY: 1
- });
- self.speed = -4;
- self.update = function () {
- self.x += self.speed;
- };
- return self;
-});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
@@ -129,20 +129,19 @@
var bike;
var obstacles = [];
var ramps = [];
var groundSegments = [];
+var backgroundLayers = [];
var clouds = [];
-var mountains = [];
+var lastCloudSpawn = 0;
var gameSpeed = 18;
var distanceScore = 0;
var isGameRunning = true;
var groundLevel = 2400;
var lastObstacleSpawn = 0;
var spawnDistance = 300;
var currentLevel = 1;
var levelDistance = 500; // Distance between level changes
-var lastCloudSpawn = 0;
-var lastMountainSpawn = 0;
var levelConfigs = [
// Level 1: Easy - Single obstacles
{
obstacleChance: 0.6,
@@ -248,35 +247,50 @@
game.addChild(segment);
}
}
createGroundSegments();
-// Initialize background elements
-function createClouds() {
+// Create parallax background layers
+function createBackgroundLayers() {
+ // Far mountains (slowest)
for (var i = 0; i < 8; i++) {
+ var farMountain = new BackgroundLayer('farMountain', 0.1);
+ farMountain.x = i * 300 - 600;
+ farMountain.y = groundLevel - 100;
+ farMountain.alpha = 0.6;
+ backgroundLayers.push(farMountain);
+ game.addChild(farMountain);
+ }
+ // Medium mountains
+ for (var i = 0; i < 10; i++) {
+ var mountain = new BackgroundLayer('mountain', 0.2);
+ mountain.x = i * 250 - 500;
+ mountain.y = groundLevel + 20;
+ mountain.alpha = 0.8;
+ backgroundLayers.push(mountain);
+ game.addChild(mountain);
+ }
+ // Hills (fastest background layer)
+ for (var i = 0; i < 12; i++) {
+ var hill = new BackgroundLayer('hill', 0.4);
+ hill.x = i * 200 - 400;
+ hill.y = groundLevel + 40;
+ backgroundLayers.push(hill);
+ game.addChild(hill);
+ }
+}
+// Create clouds
+function createClouds() {
+ for (var i = 0; i < 6; i++) {
var cloud = new Cloud();
- cloud.x = i * 400 + Math.random() * 200;
+ cloud.x = Math.random() * 2048 + i * 400;
cloud.y = 300 + Math.random() * 400;
- cloud.scaleX = 0.8 + Math.random() * 0.6;
- cloud.scaleY = 0.8 + Math.random() * 0.6;
- cloud.alpha = 0.7 + Math.random() * 0.3;
+ cloud.alpha = 0.7;
clouds.push(cloud);
game.addChild(cloud);
}
}
-function createMountains() {
- for (var i = 0; i < 6; i++) {
- var mountain = new Mountain();
- mountain.x = i * 500 + Math.random() * 100;
- mountain.y = groundLevel + 200;
- mountain.scaleX = 0.8 + Math.random() * 0.8;
- mountain.scaleY = 0.6 + Math.random() * 0.6;
- mountain.alpha = 0.6 + Math.random() * 0.4;
- mountains.push(mountain);
- game.addChild(mountain);
- }
-}
+createBackgroundLayers();
createClouds();
-createMountains();
// Spawn obstacle patterns based on current level
function spawnObstaclePattern(pattern) {
switch (pattern) {
case 'single':
@@ -375,32 +389,8 @@
ramp.speed = -gameSpeed;
ramps.push(ramp);
game.addChild(ramp);
}
-// Spawn new cloud
-function spawnCloud() {
- var cloud = new Cloud();
- cloud.x = 2200 + Math.random() * 400;
- cloud.y = 300 + Math.random() * 400;
- cloud.scaleX = 0.8 + Math.random() * 0.6;
- cloud.scaleY = 0.8 + Math.random() * 0.6;
- cloud.alpha = 0.7 + Math.random() * 0.3;
- cloud.speed = -2 - Math.random() * 2;
- clouds.push(cloud);
- game.addChild(cloud);
-}
-// Spawn new mountain
-function spawnMountain() {
- var mountain = new Mountain();
- mountain.x = 2200 + Math.random() * 200;
- mountain.y = groundLevel + 200;
- mountain.scaleX = 0.8 + Math.random() * 0.8;
- mountain.scaleY = 0.6 + Math.random() * 0.6;
- mountain.alpha = 0.6 + Math.random() * 0.4;
- mountain.speed = -4 - Math.random() * 2;
- mountains.push(mountain);
- game.addChild(mountain);
-}
// Game input - start charging
game.down = function (x, y, obj) {
if (isGameRunning && bike.isGrounded) {
isCharging = true;
@@ -450,44 +440,40 @@
// Increase game speed gradually
if (LK.ticks % 300 === 0) {
gameSpeed += 1.2;
}
- // Update ground segments
- for (var i = groundSegments.length - 1; i >= 0; i--) {
- var segment = groundSegments[i];
- segment.speed = -gameSpeed;
- if (segment.x < -200) {
- segment.x = (groundSegments.length - 1) * 200;
+ // Update background layers
+ for (var i = backgroundLayers.length - 1; i >= 0; i--) {
+ var layer = backgroundLayers[i];
+ if (layer.x < -800) {
+ layer.x = layer.x + backgroundLayers.length / 3 * 600;
}
}
// Update clouds
for (var i = clouds.length - 1; i >= 0; i--) {
var cloud = clouds[i];
- // Remove off-screen clouds
if (cloud.x < -400) {
- cloud.destroy();
- clouds.splice(i, 1);
- continue;
+ cloud.x = 2400 + Math.random() * 400;
+ cloud.y = 300 + Math.random() * 400;
}
}
- // Update mountains
- for (var i = mountains.length - 1; i >= 0; i--) {
- var mountain = mountains[i];
- // Remove off-screen mountains
- if (mountain.x < -500) {
- mountain.destroy();
- mountains.splice(i, 1);
- continue;
- }
- }
- // Spawn new background elements
- if (distanceScore - lastCloudSpawn > 800) {
- spawnCloud();
+ // Spawn new clouds occasionally
+ if (distanceScore - lastCloudSpawn > 800 + Math.random() * 600) {
+ var newCloud = new Cloud();
+ newCloud.x = 2400;
+ newCloud.y = 300 + Math.random() * 400;
+ newCloud.alpha = 0.7;
+ clouds.push(newCloud);
+ game.addChild(newCloud);
lastCloudSpawn = distanceScore;
}
- if (distanceScore - lastMountainSpawn > 1200) {
- spawnMountain();
- lastMountainSpawn = distanceScore;
+ // Update ground segments
+ for (var i = groundSegments.length - 1; i >= 0; i--) {
+ var segment = groundSegments[i];
+ segment.speed = -gameSpeed;
+ if (segment.x < -200) {
+ segment.x = (groundSegments.length - 1) * 200;
+ }
}
// Update current level based on distance
var newLevel = Math.min(5, Math.floor(distanceScore / levelDistance) + 1);
if (newLevel !== currentLevel) {