User prompt
Show Speed on the left top corner of the screen
User prompt
make the 4 lane dividers show up on the screen
User prompt
make the new boost pop up on the screen
User prompt
make another boost with 6x speed
User prompt
make 4 lanes
User prompt
Make one lane in the center of the game
User prompt
Add 4 lanes with lane dividers shown in the game
User prompt
Add 3 lanes
User prompt
Make more lanes
User prompt
Make the car click where ever you click from left to right
User prompt
Make so the car is more free to move left to tight
Code edit (1 edits merged)
Please save this source code
User prompt
Highway Hustle
User prompt
Ummm.... Make the game like highway traffic
Initial prompt
Make a Car game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Collectible = Container.expand(function () { var self = Container.call(this); self.init = function (type) { self.type = type; var assetType; switch (type) { case 'coin': assetType = 'coin'; break; case 'shield': assetType = 'shield'; break; case 'speedBoost': assetType = 'speedBoost'; break; default: assetType = 'coin'; } self.collectibleGraphics = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5 }); self.width = self.collectibleGraphics.width; self.height = self.collectibleGraphics.height; self.lane = Math.floor(Math.random() * 3); // Random lane 0, 1, or 2 self.x = LANE_POSITIONS[self.lane]; // Animation self.collectibleGraphics.rotation = 0; return self; }; self.update = function () { self.y += gameSpeed.value; // Rotate collectible self.collectibleGraphics.rotation += 0.05; // Check if the collectible is off-screen if (self.y > 2732 + self.height) { self.active = false; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.width = playerGraphics.width; self.height = playerGraphics.height; self.speed = 0; self.lane = 1; // Center lane self.shielded = false; self.speedBoostActive = false; self.speedBoostTimer = 0; self.shieldTimer = 0; self.shieldVisual = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.shieldVisual.scale.set(1.5, 1.5); self.changeLane = function (newLane) { if (newLane >= 0 && newLane <= 2 && !self.changingLane) { self.changingLane = true; self.lane = newLane; var targetX = LANE_POSITIONS[newLane]; tween(self, { x: targetX }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { self.changingLane = false; } }); } }; self.activateShield = function () { self.shielded = true; self.shieldTimer = 5 * 60; // 5 seconds at 60fps tween(self.shieldVisual, { alpha: 0.7 }, { duration: 300 }); }; self.activateSpeedBoost = function () { self.speedBoostActive = true; self.speedBoostTimer = 3 * 60; // 3 seconds at 60fps tween(gameSpeed, { value: BASE_GAME_SPEED * 1.5 }, { duration: 300 }); }; self.update = function () { if (self.shielded) { self.shieldTimer--; if (self.shieldTimer <= 0) { self.shielded = false; tween(self.shieldVisual, { alpha: 0 }, { duration: 300 }); } } if (self.speedBoostActive) { self.speedBoostTimer--; if (self.speedBoostTimer <= 0) { self.speedBoostActive = false; tween(gameSpeed, { value: BASE_GAME_SPEED }, { duration: 500 }); } } }; return self; }); var RoadSegment = Container.expand(function () { var self = Container.call(this); self.init = function () { self.roadGraphics = self.attachAsset('road', { anchorX: 0.5, anchorY: 0.5 }); self.dividers = []; // Create lane dividers for (var i = 0; i < 20; i++) { var divider1 = self.attachAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5, x: LANE_POSITIONS[0] + LANE_WIDTH / 2, y: -600 + i * 160 }); var divider2 = self.attachAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5, x: LANE_POSITIONS[1] + LANE_WIDTH / 2, y: -600 + i * 160 }); self.dividers.push(divider1, divider2); } return self; }; self.update = function () { for (var i = 0; i < self.dividers.length; i++) { var divider = self.dividers[i]; divider.y += gameSpeed.value; // Reset divider position if it's off-screen if (divider.y > 2732) { divider.y = -100; } } }; return self; }); var Vehicle = Container.expand(function () { var self = Container.call(this); self.init = function (type) { self.type = type; var assetType; switch (type) { case 'car1': case 'car2': case 'car3': assetType = type; break; case 'truck': assetType = 'truck'; break; default: assetType = 'car1'; } self.vehicleGraphics = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5 }); self.width = self.vehicleGraphics.width; self.height = self.vehicleGraphics.height; self.lane = Math.floor(Math.random() * 3); // Random lane 0, 1, or 2 self.x = LANE_POSITIONS[self.lane]; self.speed = BASE_VEHICLE_SPEED - Math.random() * 2; return self; }; self.update = function () { self.y += gameSpeed.value - self.speed; // Check if the vehicle is off-screen if (self.y > 2732 + self.height) { self.active = false; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x34495e }); /**** * Game Code ****/ // Constants var BASE_GAME_SPEED = 10; var BASE_VEHICLE_SPEED = 5; var LANE_WIDTH = 600; var LANE_POSITIONS = [2048 / 2 - LANE_WIDTH, 2048 / 2, 2048 / 2 + LANE_WIDTH]; // Game variables var player; var roadSegment; var vehicles = []; var collectibles = []; var gameSpeed = { value: BASE_GAME_SPEED }; var score = 0; var distance = 0; var lastVehicleSpawn = 0; var lastCollectibleSpawn = 0; var spawnRate = 60; // Frames between vehicle spawns var collectibleSpawnRate = 180; // Frames between collectible spawns var difficultyTimer = 0; var difficultyInterval = 1000; // Increase difficulty every 1000 frames // Initialize game elements function initGame() { // Set up road roadSegment = new RoadSegment(); roadSegment.init(); roadSegment.x = 2048 / 2; roadSegment.y = 2732 / 2; game.addChild(roadSegment); // Set up player player = new Player(); player.x = LANE_POSITIONS[1]; // Start in the middle lane player.y = 2732 - 300; // Position near the bottom game.addChild(player); // Reset game state vehicles = []; collectibles = []; gameSpeed.value = BASE_GAME_SPEED; score = 0; distance = 0; lastVehicleSpawn = 0; lastCollectibleSpawn = 0; difficultyTimer = 0; spawnRate = 60; collectibleSpawnRate = 180; // Start playing background music LK.playMusic('highway_bgm'); // Update score display LK.setScore(score); updateScoreDisplay(); } function spawnVehicle() { var vehicleTypes = ['car1', 'car2', 'car3', 'truck']; var type = vehicleTypes[Math.floor(Math.random() * vehicleTypes.length)]; var vehicle = new Vehicle(); vehicle.init(type); vehicle.y = -vehicle.height; vehicle.active = true; vehicles.push(vehicle); game.addChild(vehicle); } function spawnCollectible() { var types = ['coin', 'shield', 'speedBoost']; var weights = [0.7, 0.15, 0.15]; // 70% coins, 15% shields, 15% speed boosts var rand = Math.random(); var type; if (rand < weights[0]) { type = types[0]; // coin } else if (rand < weights[0] + weights[1]) { type = types[1]; // shield } else { type = types[2]; // speedBoost } var collectible = new Collectible(); collectible.init(type); collectible.y = -collectible.height; collectible.active = true; collectibles.push(collectible); game.addChild(collectible); } function checkCollisions() { // Check vehicle collisions for (var i = 0; i < vehicles.length; i++) { if (vehicles[i].active && player.intersects(vehicles[i])) { if (player.shielded) { // Shield protects from collision player.shielded = false; player.shieldTimer = 0; tween(player.shieldVisual, { alpha: 0 }, { duration: 300 }); // Move the vehicle out of the way tween(vehicles[i], { x: vehicles[i].x + (Math.random() > 0.5 ? 200 : -200) }, { duration: 300, easing: tween.easeOut }); } else { // Collision LK.getSound('crash').play(); // Game over if (score > storage.highScore) { storage.highScore = score; } LK.showGameOver(); return true; } } } // Check collectible collisions for (var j = 0; j < collectibles.length; j++) { if (collectibles[j].active && player.intersects(collectibles[j])) { switch (collectibles[j].type) { case 'coin': score += 10; LK.getSound('coin_collect').play(); break; case 'shield': player.activateShield(); LK.getSound('powerup_collect').play(); break; case 'speedBoost': player.activateSpeedBoost(); LK.getSound('powerup_collect').play(); break; } collectibles[j].active = false; collectibles[j].destroy(); collectibles.splice(j, 1); j--; // Update score LK.setScore(score); updateScoreDisplay(); } } return false; } function updateScoreDisplay() { scoreText.setText("SCORE: " + score + "\nHIGH: " + storage.highScore); } function increaseDifficulty() { spawnRate = Math.max(30, spawnRate - 1); gameSpeed.value = Math.min(BASE_GAME_SPEED * 1.5, gameSpeed.value + 0.1); } // Set up UI var scoreText = new Text2("SCORE: 0\nHIGH: " + storage.highScore, { size: 70, fill: 0xFFFFFF }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); // Game controls var touchStartX = 0; var touchStartY = 0; var swipeThreshold = 50; game.down = function (x, y, obj) { touchStartX = x; touchStartY = y; }; game.move = function (x, y, obj) { // Implemented in the up handler for better control }; game.up = function (x, y, obj) { var deltaX = x - touchStartX; var deltaY = y - touchStartY; // Detect horizontal swipe if (Math.abs(deltaX) > swipeThreshold && Math.abs(deltaX) > Math.abs(deltaY)) { if (deltaX > 0 && player.lane < 2) { // Swipe right player.changeLane(player.lane + 1); } else if (deltaX < 0 && player.lane > 0) { // Swipe left player.changeLane(player.lane - 1); } } }; // Initialize the game initGame(); // Game update loop game.update = function () { // Update distance/score distance += gameSpeed.value / 60; score = Math.floor(distance) + Math.floor(score); LK.setScore(score); // Update objects roadSegment.update(); player.update(); // Spawn vehicles lastVehicleSpawn++; if (lastVehicleSpawn >= spawnRate) { spawnVehicle(); lastVehicleSpawn = 0; } // Spawn collectibles lastCollectibleSpawn++; if (lastCollectibleSpawn >= collectibleSpawnRate) { spawnCollectible(); lastCollectibleSpawn = 0; } // Update vehicles for (var i = vehicles.length - 1; i >= 0; i--) { if (vehicles[i].active) { vehicles[i].update(); // Remove if inactive if (!vehicles[i].active) { vehicles[i].destroy(); vehicles.splice(i, 1); } } } // Update collectibles for (var j = collectibles.length - 1; j >= 0; j--) { if (collectibles[j].active) { collectibles[j].update(); // Remove if inactive if (!collectibles[j].active) { collectibles[j].destroy(); collectibles.splice(j, 1); } } } // Check collisions if (checkCollisions()) { return; // Game over, stop updating } // Increase difficulty over time difficultyTimer++; if (difficultyTimer >= difficultyInterval) { increaseDifficulty(); difficultyTimer = 0; } // Update the score display periodically if (LK.ticks % 10 === 0) { updateScoreDisplay(); } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,457 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highScore: 0
+});
+
+/****
+* Classes
+****/
+var Collectible = Container.expand(function () {
+ var self = Container.call(this);
+ self.init = function (type) {
+ self.type = type;
+ var assetType;
+ switch (type) {
+ case 'coin':
+ assetType = 'coin';
+ break;
+ case 'shield':
+ assetType = 'shield';
+ break;
+ case 'speedBoost':
+ assetType = 'speedBoost';
+ break;
+ default:
+ assetType = 'coin';
+ }
+ self.collectibleGraphics = self.attachAsset(assetType, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = self.collectibleGraphics.width;
+ self.height = self.collectibleGraphics.height;
+ self.lane = Math.floor(Math.random() * 3); // Random lane 0, 1, or 2
+ self.x = LANE_POSITIONS[self.lane];
+ // Animation
+ self.collectibleGraphics.rotation = 0;
+ return self;
+ };
+ self.update = function () {
+ self.y += gameSpeed.value;
+ // Rotate collectible
+ self.collectibleGraphics.rotation += 0.05;
+ // Check if the collectible is off-screen
+ if (self.y > 2732 + self.height) {
+ self.active = false;
+ }
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = playerGraphics.width;
+ self.height = playerGraphics.height;
+ self.speed = 0;
+ self.lane = 1; // Center lane
+ self.shielded = false;
+ self.speedBoostActive = false;
+ self.speedBoostTimer = 0;
+ self.shieldTimer = 0;
+ self.shieldVisual = self.attachAsset('shield', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ });
+ self.shieldVisual.scale.set(1.5, 1.5);
+ self.changeLane = function (newLane) {
+ if (newLane >= 0 && newLane <= 2 && !self.changingLane) {
+ self.changingLane = true;
+ self.lane = newLane;
+ var targetX = LANE_POSITIONS[newLane];
+ tween(self, {
+ x: targetX
+ }, {
+ duration: 300,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ self.changingLane = false;
+ }
+ });
+ }
+ };
+ self.activateShield = function () {
+ self.shielded = true;
+ self.shieldTimer = 5 * 60; // 5 seconds at 60fps
+ tween(self.shieldVisual, {
+ alpha: 0.7
+ }, {
+ duration: 300
+ });
+ };
+ self.activateSpeedBoost = function () {
+ self.speedBoostActive = true;
+ self.speedBoostTimer = 3 * 60; // 3 seconds at 60fps
+ tween(gameSpeed, {
+ value: BASE_GAME_SPEED * 1.5
+ }, {
+ duration: 300
+ });
+ };
+ self.update = function () {
+ if (self.shielded) {
+ self.shieldTimer--;
+ if (self.shieldTimer <= 0) {
+ self.shielded = false;
+ tween(self.shieldVisual, {
+ alpha: 0
+ }, {
+ duration: 300
+ });
+ }
+ }
+ if (self.speedBoostActive) {
+ self.speedBoostTimer--;
+ if (self.speedBoostTimer <= 0) {
+ self.speedBoostActive = false;
+ tween(gameSpeed, {
+ value: BASE_GAME_SPEED
+ }, {
+ duration: 500
+ });
+ }
+ }
+ };
+ return self;
+});
+var RoadSegment = Container.expand(function () {
+ var self = Container.call(this);
+ self.init = function () {
+ self.roadGraphics = self.attachAsset('road', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.dividers = [];
+ // Create lane dividers
+ for (var i = 0; i < 20; i++) {
+ var divider1 = self.attachAsset('laneDivider', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: LANE_POSITIONS[0] + LANE_WIDTH / 2,
+ y: -600 + i * 160
+ });
+ var divider2 = self.attachAsset('laneDivider', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: LANE_POSITIONS[1] + LANE_WIDTH / 2,
+ y: -600 + i * 160
+ });
+ self.dividers.push(divider1, divider2);
+ }
+ return self;
+ };
+ self.update = function () {
+ for (var i = 0; i < self.dividers.length; i++) {
+ var divider = self.dividers[i];
+ divider.y += gameSpeed.value;
+ // Reset divider position if it's off-screen
+ if (divider.y > 2732) {
+ divider.y = -100;
+ }
+ }
+ };
+ return self;
+});
+var Vehicle = Container.expand(function () {
+ var self = Container.call(this);
+ self.init = function (type) {
+ self.type = type;
+ var assetType;
+ switch (type) {
+ case 'car1':
+ case 'car2':
+ case 'car3':
+ assetType = type;
+ break;
+ case 'truck':
+ assetType = 'truck';
+ break;
+ default:
+ assetType = 'car1';
+ }
+ self.vehicleGraphics = self.attachAsset(assetType, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = self.vehicleGraphics.width;
+ self.height = self.vehicleGraphics.height;
+ self.lane = Math.floor(Math.random() * 3); // Random lane 0, 1, or 2
+ self.x = LANE_POSITIONS[self.lane];
+ self.speed = BASE_VEHICLE_SPEED - Math.random() * 2;
+ return self;
+ };
+ self.update = function () {
+ self.y += gameSpeed.value - self.speed;
+ // Check if the vehicle is off-screen
+ if (self.y > 2732 + self.height) {
+ self.active = false;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x34495e
+});
+
+/****
+* Game Code
+****/
+// Constants
+var BASE_GAME_SPEED = 10;
+var BASE_VEHICLE_SPEED = 5;
+var LANE_WIDTH = 600;
+var LANE_POSITIONS = [2048 / 2 - LANE_WIDTH, 2048 / 2, 2048 / 2 + LANE_WIDTH];
+// Game variables
+var player;
+var roadSegment;
+var vehicles = [];
+var collectibles = [];
+var gameSpeed = {
+ value: BASE_GAME_SPEED
+};
+var score = 0;
+var distance = 0;
+var lastVehicleSpawn = 0;
+var lastCollectibleSpawn = 0;
+var spawnRate = 60; // Frames between vehicle spawns
+var collectibleSpawnRate = 180; // Frames between collectible spawns
+var difficultyTimer = 0;
+var difficultyInterval = 1000; // Increase difficulty every 1000 frames
+// Initialize game elements
+function initGame() {
+ // Set up road
+ roadSegment = new RoadSegment();
+ roadSegment.init();
+ roadSegment.x = 2048 / 2;
+ roadSegment.y = 2732 / 2;
+ game.addChild(roadSegment);
+ // Set up player
+ player = new Player();
+ player.x = LANE_POSITIONS[1]; // Start in the middle lane
+ player.y = 2732 - 300; // Position near the bottom
+ game.addChild(player);
+ // Reset game state
+ vehicles = [];
+ collectibles = [];
+ gameSpeed.value = BASE_GAME_SPEED;
+ score = 0;
+ distance = 0;
+ lastVehicleSpawn = 0;
+ lastCollectibleSpawn = 0;
+ difficultyTimer = 0;
+ spawnRate = 60;
+ collectibleSpawnRate = 180;
+ // Start playing background music
+ LK.playMusic('highway_bgm');
+ // Update score display
+ LK.setScore(score);
+ updateScoreDisplay();
+}
+function spawnVehicle() {
+ var vehicleTypes = ['car1', 'car2', 'car3', 'truck'];
+ var type = vehicleTypes[Math.floor(Math.random() * vehicleTypes.length)];
+ var vehicle = new Vehicle();
+ vehicle.init(type);
+ vehicle.y = -vehicle.height;
+ vehicle.active = true;
+ vehicles.push(vehicle);
+ game.addChild(vehicle);
+}
+function spawnCollectible() {
+ var types = ['coin', 'shield', 'speedBoost'];
+ var weights = [0.7, 0.15, 0.15]; // 70% coins, 15% shields, 15% speed boosts
+ var rand = Math.random();
+ var type;
+ if (rand < weights[0]) {
+ type = types[0]; // coin
+ } else if (rand < weights[0] + weights[1]) {
+ type = types[1]; // shield
+ } else {
+ type = types[2]; // speedBoost
+ }
+ var collectible = new Collectible();
+ collectible.init(type);
+ collectible.y = -collectible.height;
+ collectible.active = true;
+ collectibles.push(collectible);
+ game.addChild(collectible);
+}
+function checkCollisions() {
+ // Check vehicle collisions
+ for (var i = 0; i < vehicles.length; i++) {
+ if (vehicles[i].active && player.intersects(vehicles[i])) {
+ if (player.shielded) {
+ // Shield protects from collision
+ player.shielded = false;
+ player.shieldTimer = 0;
+ tween(player.shieldVisual, {
+ alpha: 0
+ }, {
+ duration: 300
+ });
+ // Move the vehicle out of the way
+ tween(vehicles[i], {
+ x: vehicles[i].x + (Math.random() > 0.5 ? 200 : -200)
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ } else {
+ // Collision
+ LK.getSound('crash').play();
+ // Game over
+ if (score > storage.highScore) {
+ storage.highScore = score;
+ }
+ LK.showGameOver();
+ return true;
+ }
+ }
+ }
+ // Check collectible collisions
+ for (var j = 0; j < collectibles.length; j++) {
+ if (collectibles[j].active && player.intersects(collectibles[j])) {
+ switch (collectibles[j].type) {
+ case 'coin':
+ score += 10;
+ LK.getSound('coin_collect').play();
+ break;
+ case 'shield':
+ player.activateShield();
+ LK.getSound('powerup_collect').play();
+ break;
+ case 'speedBoost':
+ player.activateSpeedBoost();
+ LK.getSound('powerup_collect').play();
+ break;
+ }
+ collectibles[j].active = false;
+ collectibles[j].destroy();
+ collectibles.splice(j, 1);
+ j--;
+ // Update score
+ LK.setScore(score);
+ updateScoreDisplay();
+ }
+ }
+ return false;
+}
+function updateScoreDisplay() {
+ scoreText.setText("SCORE: " + score + "\nHIGH: " + storage.highScore);
+}
+function increaseDifficulty() {
+ spawnRate = Math.max(30, spawnRate - 1);
+ gameSpeed.value = Math.min(BASE_GAME_SPEED * 1.5, gameSpeed.value + 0.1);
+}
+// Set up UI
+var scoreText = new Text2("SCORE: 0\nHIGH: " + storage.highScore, {
+ size: 70,
+ fill: 0xFFFFFF
+});
+scoreText.anchor.set(1, 0);
+LK.gui.topRight.addChild(scoreText);
+// Game controls
+var touchStartX = 0;
+var touchStartY = 0;
+var swipeThreshold = 50;
+game.down = function (x, y, obj) {
+ touchStartX = x;
+ touchStartY = y;
+};
+game.move = function (x, y, obj) {
+ // Implemented in the up handler for better control
+};
+game.up = function (x, y, obj) {
+ var deltaX = x - touchStartX;
+ var deltaY = y - touchStartY;
+ // Detect horizontal swipe
+ if (Math.abs(deltaX) > swipeThreshold && Math.abs(deltaX) > Math.abs(deltaY)) {
+ if (deltaX > 0 && player.lane < 2) {
+ // Swipe right
+ player.changeLane(player.lane + 1);
+ } else if (deltaX < 0 && player.lane > 0) {
+ // Swipe left
+ player.changeLane(player.lane - 1);
+ }
+ }
+};
+// Initialize the game
+initGame();
+// Game update loop
+game.update = function () {
+ // Update distance/score
+ distance += gameSpeed.value / 60;
+ score = Math.floor(distance) + Math.floor(score);
+ LK.setScore(score);
+ // Update objects
+ roadSegment.update();
+ player.update();
+ // Spawn vehicles
+ lastVehicleSpawn++;
+ if (lastVehicleSpawn >= spawnRate) {
+ spawnVehicle();
+ lastVehicleSpawn = 0;
+ }
+ // Spawn collectibles
+ lastCollectibleSpawn++;
+ if (lastCollectibleSpawn >= collectibleSpawnRate) {
+ spawnCollectible();
+ lastCollectibleSpawn = 0;
+ }
+ // Update vehicles
+ for (var i = vehicles.length - 1; i >= 0; i--) {
+ if (vehicles[i].active) {
+ vehicles[i].update();
+ // Remove if inactive
+ if (!vehicles[i].active) {
+ vehicles[i].destroy();
+ vehicles.splice(i, 1);
+ }
+ }
+ }
+ // Update collectibles
+ for (var j = collectibles.length - 1; j >= 0; j--) {
+ if (collectibles[j].active) {
+ collectibles[j].update();
+ // Remove if inactive
+ if (!collectibles[j].active) {
+ collectibles[j].destroy();
+ collectibles.splice(j, 1);
+ }
+ }
+ }
+ // Check collisions
+ if (checkCollisions()) {
+ return; // Game over, stop updating
+ }
+ // Increase difficulty over time
+ difficultyTimer++;
+ if (difficultyTimer >= difficultyInterval) {
+ increaseDifficulty();
+ difficultyTimer = 0;
+ }
+ // Update the score display periodically
+ if (LK.ticks % 10 === 0) {
+ updateScoreDisplay();
+ }
+};
\ No newline at end of file