User prompt
Harita nın sağ ında market olsun markete gelince marketin içine ışınlalım ve 50 paraya 100 mermi allım ve marketin kapısına gelince başlangıç noktasına ışınlalım
User prompt
Ammo yıldızların altında yazsın
User prompt
Ammo sağ alt köşede yazsın
User prompt
Sadece 100 mermi ateş etmemiz lazım olsun 100 mermi bitince ekrana her tıkladığında mermi bitti yazsın yerden silah alınca tekrardan 100 mermisi olsun
User prompt
5 yıldız olunca çok fazla police spawnlansın
User prompt
5 yıldız olunca 10 tane police spawnlansın
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'civ.update')' in or related to this line: 'civ.update();' Line Number: 1255
User prompt
Araya 30 kere ateş edince arba yok olsun ve ekrana 2 saniyeliğine arba patladı yazsın
User prompt
Arbayla polisleride ezelim
User prompt
Biz arabadayken polisler bize hasar vermesin
User prompt
Dünya sınırsız olmasın
User prompt
Dünya sınırsız boyutta olsun
User prompt
Elinde akm var yazısı olmasın
User prompt
Elinde akm var yazısı çok büyük olsun
User prompt
Elinde akm var yazısı büyük olsun
User prompt
Elinde akm var yazısı büyük olsun
User prompt
Dahada büyük olsun
User prompt
Daha büyük olsun
User prompt
Yazı daha kalın olsun
User prompt
Daha küçük olsun
User prompt
Elinde akm yazısı daha büyük olsun
User prompt
Yıldızın oldu yerin biraz altında oyun bitene kadar elinde akm var yazsın
User prompt
Para barı birazdaha büyük olsun
User prompt
Player araba kunlanırken Npclerin üzerinden geçerse o npc ölsün
User prompt
Player arba kunlanırken npclerin üzerinden geçerse npc ler ölsün
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 48; self.dir = 0; self.owner = null; // 'player' or 'police' self.update = function () { self.x += Math.cos(self.dir) * self.speed; self.y += Math.sin(self.dir) * self.speed; }; return self; }); // Car (stealable) var Car = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.maxSpeed = 5; // much slower self.acceleration = 0.2; // slower acceleration self.deceleration = 0.3; // slower deceleration self.direction = 0; // radians self.driver = null; // player if inside self.isPolice = false; self.targetDir = 0; // for smooth steering self.update = function () { if (self.driver) { // Smoothly turn toward target direction (set by dragDir) var diff = self.targetDir - self.direction; // Normalize angle to [-PI, PI] while (diff > Math.PI) diff -= 2 * Math.PI; while (diff < -Math.PI) diff += 2 * Math.PI; self.direction += diff * 0.2; // smooth steering // Gradually accelerate to maxSpeed if (self.speed < self.maxSpeed) { self.speed += self.acceleration; if (self.speed > self.maxSpeed) self.speed = self.maxSpeed; } // Move in direction self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; } else { // If no driver, slow down to stop if (self.speed > 0) { self.speed -= self.deceleration; if (self.speed < 0) self.speed = 0; self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; } } }; return self; }); // CityBlock: road or building var CityBlock = Container.expand(function () { var self = Container.call(this); self.type = 'road'; // or 'building' self.setType = function (type) { self.type = type; if (self.asset) { self.removeChild(self.asset); } if (type === 'road') { self.asset = self.attachAsset('road', { anchorX: 0.5, anchorY: 0.5 }); } else { self.asset = self.attachAsset('building', { anchorX: 0.5, anchorY: 0.5 }); } }; return self; }); var Civilian = Container.expand(function () { var self = Container.call(this); // Pick a random color asset for this civilian var civAssetIdx = 1 + Math.floor(Math.random() * 6); var civAssetName = 'civilian' + civAssetIdx; self.asset = self.attachAsset(civAssetName, { anchorX: 0.5, anchorY: 0.5 }); self.asset.alpha = 0.7; // Add 'npc' label above the civilian self.npcLabel = new Text2('npc', { size: 38, fill: 0xFFFFFF }); self.npcLabel.anchor.set(0.5, 1); self.npcLabel.y = -40; self.addChild(self.npcLabel); self.speed = 2 + Math.random() * 2; self.direction = Math.random() * Math.PI * 2; self.update = function () { // Move in direction, bounce off buildings var nx = self.x + Math.cos(self.direction) * self.speed; var ny = self.y + Math.sin(self.direction) * self.speed; var onRoad = false; for (var i = 0; i < cityBlocks.length; i++) { var b = cityBlocks[i]; if (b.type === 'road') { var left = b.x - blockSize / 2; var right = b.x + blockSize / 2; var top = b.y - blockSize / 2; var bottom = b.y + blockSize / 2; if (nx >= left && nx <= right && ny >= top && ny <= bottom) { onRoad = true; break; } } } if (onRoad) { self.x = nx; self.y = ny; } else { self.direction = Math.random() * Math.PI * 2; } }; return self; }); // Spawn 6 civilians at random road blocks (not near player or police) // Mission marker var Mission = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('mission', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; return self; }); // Player character var Player = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Add 'you' label above the player self.youLabel = new Text2('you', { size: 38, fill: 0xFFFFFF }); self.youLabel.anchor.set(0.5, 1); self.youLabel.y = -80; self.addChild(self.youLabel); self.speed = 16; self.inCar = null; // reference to car if inside self.direction = 0; // radians, 0 = right // Add gun to player's hand self.gun = self.attachAsset('gun', { anchorX: 0.1, anchorY: 0.5 }); self.gun.x = 60; // offset from player center self.gun.y = 0; self.gun.visible = true; self.lastShotDir = 0; // radians self.update = function () { // If in car, follow car and hide player sprite if (self.inCar) { self.x = self.inCar.x; self.y = self.inCar.y; self.visible = false; self.gun.visible = false; self.youLabel.visible = false; } else { self.visible = true; self.gun.visible = true; self.youLabel.visible = true; // Gun follows player hand and points at last shot direction self.gun.x = 60 * Math.cos(self.lastShotDir); self.gun.y = 60 * Math.sin(self.lastShotDir); self.gun.rotation = self.lastShotDir; } }; return self; }); // Police car var PoliceCar = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('police', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.maxSpeed = 2.5; // much slower (reduced for slower police) self.acceleration = 0.08; // slower acceleration self.deceleration = 0.15; // slower deceleration self.direction = 0; self.target = null; // player or car self.isPolice = true; self.targetDir = 0; self.update = function () { if (self.target) { // Simple chase logic var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { self.targetDir = Math.atan2(dy, dx); // Smoothly turn toward target direction var diff = self.targetDir - self.direction; while (diff > Math.PI) diff -= 2 * Math.PI; while (diff < -Math.PI) diff += 2 * Math.PI; self.direction += diff * 0.2; // Accelerate to maxSpeed if (self.speed < self.maxSpeed) { self.speed += self.acceleration; if (self.speed > self.maxSpeed) self.speed = self.maxSpeed; } self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; } else { self.speed = 0; } } else { // If no target, slow down to stop if (self.speed > 0) { self.speed -= self.deceleration; if (self.speed < 0) self.speed = 0; self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; } } }; return self; }); // Police shooter class (policeman on foot) var PoliceShooter = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('police', { anchorX: 0.5, anchorY: 0.5 }); // Add 'POLIS' label above the police shooter self.polisLabel = new Text2('POLIS', { size: 38, fill: 0xFFFFFF }); self.polisLabel.anchor.set(0.5, 1); self.polisLabel.y = -80; self.addChild(self.polisLabel); // Add gun to police shooter's hand self.gun = self.attachAsset('gun', { anchorX: 0.1, anchorY: 0.5 }); self.gun.x = 60; self.gun.y = 0; self.gun.visible = true; self.addChild(self.gun); self.speed = 5; // reduced for slower police self.target = null; self.lastShotTick = 0; self.lastShotDir = 0; // direction of last shot self.update = function () { // If not aggro (no target), patrol randomly on roads if (!self.target) { if (typeof self.patrolTarget === "undefined" || !self.patrolTarget) { // Pick a random road block as patrol target var roadBlocks = []; for (var k = 0; k < cityBlocks.length; k++) { if (cityBlocks[k].type === 'road') roadBlocks.push(cityBlocks[k]); } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); self.patrolTarget = { x: roadBlocks[idx].x + (Math.random() - 0.5) * 100, y: roadBlocks[idx].y + (Math.random() - 0.5) * 100 }; } } if (self.patrolTarget) { var dx = self.patrolTarget.x - self.x; var dy = self.patrolTarget.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { self.direction = Math.atan2(dy, dx); self.x += Math.cos(self.direction) * self.speed * 0.5; self.y += Math.sin(self.direction) * self.speed * 0.5; } else { // Arrived at patrol target, pick a new one next frame self.patrolTarget = null; } // Gun points in patrol direction self.lastShotDir = self.direction; self.gun.x = 60 * Math.cos(self.lastShotDir); self.gun.y = 60 * Math.sin(self.lastShotDir); self.gun.rotation = self.lastShotDir; } } else { // Move toward player if target exists var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 120) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Gun points at player self.lastShotDir = Math.atan2(dy, dx); self.gun.x = 60 * Math.cos(self.lastShotDir); self.gun.y = 60 * Math.sin(self.lastShotDir); self.gun.rotation = self.lastShotDir; } // Firing handled in game.update }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ // No title, no description // Set backgroundColor to vibrant green for lush map backgroundColor: 0x1ecb2a }); /**** * Game Code ****/ // --- City Map Setup --- // City block (road) - gray box // Building - blue box // Player (hero) - red ellipse // Car - yellow box // Police car - white box with blue // Mission marker - green ellipse var cityCols = 9; var cityRows = 13; var blockSize = 400; var cityBlocks = []; var cityOffsetX = (2048 - cityCols * blockSize) / 2; var cityOffsetY = (2732 - cityRows * blockSize) / 2; // Define the Istanbul-like map layout (1 for road, 0 for non-road/water) // Player spawns at (row 6, col 4) -> map[6][4] should be 1 (road/bridge) // Police spawns at (row 0, col 0) -> map[0][0] should be 1 // Mission spawns at (row 12, col 8) -> map[12][8] should be 1 var istanbulMap = [ // Col:0 1 2 3 4 5 6 7 8 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 0 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 1 [1, 1, 0, 1, 0, 1, 0, 1, 1], // Row 2 (Golden Horn-ish indent) [1, 1, 0, 1, 0, 1, 0, 1, 1], // Row 3 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 4 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 5 [1, 1, 1, 1, 1, 1, 1, 1, 1], // Row 6 (Center row, with map[6][4]=1 for player spawn "bridge") [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 7 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 8 [1, 0, 1, 1, 0, 1, 1, 0, 1], // Row 9 (Some variation/inlets) [1, 0, 1, 1, 0, 1, 1, 0, 1], // Row 10 [1, 1, 1, 1, 0, 1, 1, 1, 1], // Row 11 [1, 1, 1, 1, 0, 1, 1, 1, 1] // Row 12 ]; // Generate city grid based on istanbulMap for (var row = 0; row < cityRows; row++) { for (var col = 0; col < cityCols; col++) { // Ensure row and col are within bounds of istanbulMap if (row < istanbulMap.length && col < istanbulMap[row].length && istanbulMap[row][col] === 1) { var block = new CityBlock(); block.setType('road'); block.x = cityOffsetX + col * blockSize + blockSize / 2; block.y = cityOffsetY + row * blockSize + blockSize / 2; cityBlocks.push(block); // Only add road blocks to cityBlocks array game.addChild(block); } // Non-road areas (where istanbulMap[row][col] === 0) will be empty space } } // --- Player Setup --- // Spawn player at center of the world var player = new Player(); player.x = cityOffsetX + Math.floor(cityCols / 2) * blockSize + blockSize / 2; player.y = cityOffsetY + Math.floor(cityRows / 2) * blockSize + blockSize / 2; game.addChild(player); // --- Civilians Setup --- var civilians = []; // Spawn 6 civilians at random road blocks (not near player or police) for (var i = 0; i < 6; i++) { var roadBlocks = []; for (var j = 0; j < cityBlocks.length; j++) { var b = cityBlocks[j]; if (b.type === 'road') { // Avoid spawn near player or police var distToPlayer = Math.sqrt(Math.pow(b.x - player.x, 2) + Math.pow(b.y - player.y, 2)); var distToPolice = Math.sqrt(Math.pow(b.x - (cityOffsetX + blockSize / 2), 2) + Math.pow(b.y - (cityOffsetY + blockSize / 2), 2)); if (distToPlayer > 400 && distToPolice > 400) { roadBlocks.push(b); } } } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); var civ = new Civilian(); civ.x = roadBlocks[idx].x + (Math.random() - 0.5) * 100; civ.y = roadBlocks[idx].y + (Math.random() - 0.5) * 100; civilians.push(civ); game.addChild(civ); } } // --- Cars Setup --- var cars = []; function spawnCar(x, y) { var car = new Car(); car.x = x; car.y = y; car.direction = Math.random() * Math.PI * 2; cars.push(car); game.addChild(car); return car; } // Place a few cars on roads using the new map var availableBlocksForCars = [].concat(cityBlocks); // Create a mutable copy of actual road blocks // Determine player's starting block coordinates to avoid placing a car there var playerSpawnBlockX = cityOffsetX + Math.floor(cityCols / 2) * blockSize + blockSize / 2; var playerSpawnBlockY = cityOffsetY + Math.floor(cityRows / 2) * blockSize + blockSize / 2; // Filter out player's starting block from potential car spawn locations availableBlocksForCars = availableBlocksForCars.filter(function (block) { return !(block.x === playerSpawnBlockX && block.y === playerSpawnBlockY); }); // Shuffle availableBlocksForCars to get random, distinct positions // Fisher-Yates Shuffle for (var k = availableBlocksForCars.length - 1; k > 0; k--) { var j = Math.floor(Math.random() * (k + 1)); var temp = availableBlocksForCars[k]; availableBlocksForCars[k] = availableBlocksForCars[j]; availableBlocksForCars[j] = temp; } // Spawn up to 4 cars in distinct available road blocks var carsToSpawn = 4; for (var i = 0; i < Math.min(carsToSpawn, availableBlocksForCars.length); i++) { var block = availableBlocksForCars[i]; spawnCar(block.x, block.y); } // --- Police Setup --- var policeCars = []; function spawnPolice(x, y) { var police = new PoliceCar(); police.x = x; police.y = y; police.direction = 0; // Police do not chase the player anymore police.target = null; policeCars.push(police); game.addChild(police); return police; } // Start with three police cars at different road blocks var policeStartBlocks = []; for (var i = 0; i < cityBlocks.length; i++) { if (cityBlocks[i].type === 'road') policeStartBlocks.push(cityBlocks[i]); } if (policeStartBlocks.length > 0) { // Always spawn one at the top left var policeStartX = cityOffsetX + blockSize / 2; var policeStartY = cityOffsetY + blockSize / 2; spawnPolice(policeStartX, policeStartY); // Pick two more random road blocks (not the same as above) var used = {}; used[policeStartX + ',' + policeStartY] = true; for (var p = 0; p < 2; p++) { var idx = Math.floor(Math.random() * policeStartBlocks.length); var b = policeStartBlocks[idx]; var key = b.x + ',' + b.y; if (!used[key]) { spawnPolice(b.x, b.y); used[key] = true; } } } // --- Mission Setup --- var mission = new Mission(); mission.x = cityOffsetX + (cityCols - 1) * blockSize + blockSize / 2; mission.y = cityOffsetY + (cityRows - 1) * blockSize + blockSize / 2; game.addChild(mission); // --- Money on ground --- var moneyPickups = []; function spawnMoney(x, y) { var m = new Container(); m.asset = m.attachAsset('mission', { anchorX: 0.5, anchorY: 0.5 }); m.x = x; m.y = y; m.value = 50; moneyPickups.push(m); game.addChild(m); return m; } // Place 15 money pickups at random road blocks for (var i = 0; i < 15; i++) { var roadBlocks = []; for (var j = 0; j < cityBlocks.length; j++) { if (cityBlocks[j].type === 'road') roadBlocks.push(cityBlocks[j]); } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); var b = roadBlocks[idx]; var mx = b.x + (Math.random() - 0.5) * (blockSize - 100); var my = b.y + (Math.random() - 0.5) * (blockSize - 100); spawnMoney(mx, my); } } // --- Score and Wanted Level --- var score = 0; var wantedLevel = 1; // 1-5 var scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var wantedTxt = new Text2('★', { size: 80, fill: "#ff0" }); wantedTxt.anchor.set(1, 0); // anchor to top right wantedTxt.x = 0; wantedTxt.y = 0; LK.gui.topRight.addChild(wantedTxt); // --- Timer --- var timeLeft = 60; // seconds var timerTxt = new Text2('60', { size: 80, fill: "#fff" }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); // --- Touch Controls --- var dragDir = null; // {dx,dy} var dragStart = null; var dragNode = null; var lastTouchX = 0, lastTouchY = 0; // --- Shooting & Health --- var bullets = []; var policeBullets = []; var playerHealth = 5; // Money system var playerMoney = 0; var moneyTxt = new Text2('₺ 0', { size: 70, fill: 0x44FF44 }); moneyTxt.anchor.set(0, 0); moneyTxt.x = 100; moneyTxt.y = 90; LK.gui.addChild(moneyTxt); var healthTxt = new Text2('♥♥♥♥♥', { size: 80, fill: 0xFF4444 }); healthTxt.anchor.set(0, 0); // anchor top left // Place health bar at (100,0) to avoid platform menu healthTxt.x = 100; healthTxt.y = 0; LK.gui.addChild(healthTxt); // Track if police are aggressive (chasing) or passive var policeAggro = false; // Helper to update health display function updateHealthDisplay() { var hearts = ''; for (var i = 0; i < playerHealth; i++) hearts += '♥'; healthTxt.setText(hearts); } function updateMoneyDisplay() { moneyTxt.setText('₺ ' + playerMoney); } var policeShooters = []; // Spawn a few police shooters at random road blocks, not near player for (var i = 0; i < 8; i++) { var roadBlocks = []; for (var j = 0; j < cityBlocks.length; j++) { var b = cityBlocks[j]; if (b.type === 'road') { var distToPlayer = Math.sqrt(Math.pow(b.x - player.x, 2) + Math.pow(b.y - player.y, 2)); if (distToPlayer > 600) { roadBlocks.push(b); } } } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); var shooter = new PoliceShooter(); shooter.x = roadBlocks[idx].x + (Math.random() - 0.5) * 100; shooter.y = roadBlocks[idx].y + (Math.random() - 0.5) * 100; shooter.target = null; // Do not target player at start shooter.wasShotAt = false; // Only shoot if player shoots at them policeShooters.push(shooter); game.addChild(shooter); } } // --- Helper Functions --- function isOnRoad(x, y) { // Returns true if (x,y) is on a road block for (var i = 0; i < cityBlocks.length; i++) { var b = cityBlocks[i]; if (b.type === 'road') { var left = b.x - blockSize / 2; var right = b.x + blockSize / 2; var top = b.y - blockSize / 2; var bottom = b.y + blockSize / 2; if (x >= left && x <= right && y >= top && y <= bottom) { return true; } } } return false; } function clampToRoad(x, y) { // Snap to nearest road block center if not on road var minDist = 99999, best = null; for (var i = 0; i < cityBlocks.length; i++) { var b = cityBlocks[i]; if (b.type === 'road') { var dx = b.x - x; var dy = b.y - y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; best = b; } } } if (best) return { x: best.x, y: best.y }; return { x: x, y: y }; } function updateWantedDisplay() { var stars = ''; for (var i = 0; i < wantedLevel; i++) stars += '★'; wantedTxt.setText(stars); // Default color var color = "#ff0"; // If 5 stars, flash red/blue if (wantedLevel === 5) { // Show "wandet" text for 3 seconds only on the frame wantedLevel becomes 5 if (typeof wandetTextShown === "undefined") wandetTextShown = false; if (!wandetTextShown) { // Remove previous if exists if (typeof wandetText !== "undefined" && wandetText.parent) { wandetText.parent.removeChild(wandetText); wandetText = undefined; } wandetText = new Text2("wandet", { size: 160, fill: 0xFF2222 }); wandetText.anchor.set(0.5, 0); wandetText.x = 2048 / 2; wandetText.y = 500; LK.gui.addChild(wandetText); wandetTextShown = true; LK.setTimeout(function () { if (wandetText && wandetText.parent) { wandetText.parent.removeChild(wandetText); wandetText = undefined; } wandetTextShown = false; }, 3000); } // Alternate color every 20 ticks (about 1/3 second at 60fps) if (LK.ticks % 40 < 20) { color = "#ff2222"; // red } else { color = "#2288ff"; // blue } } if (wantedTxt && wantedTxt.style && typeof wantedTxt.style.fill !== "undefined") { wantedTxt.style.fill = color; } } function addScore(amt) { score += amt; scoreTxt.setText('Score: ' + score); LK.setScore(score); } function resetMission() { // Place mission at random road block var roadBlocks = []; for (var i = 0; i < cityBlocks.length; i++) { if (cityBlocks[i].type === 'road') roadBlocks.push(cityBlocks[i]); } var idx = Math.floor(Math.random() * roadBlocks.length); mission.x = roadBlocks[idx].x; mission.y = roadBlocks[idx].y; mission.active = true; mission.visible = true; } // --- Game Touch Controls --- // Drag to move (swipe in direction to move) game.down = function (x, y, obj) { // Don't allow drag from top left 100x100 if (x < 100 && y < 100) return; // --- SHOOTING LOGIC --- // If not dragging, treat as tap to shoot if (!dragNode && !dragDir && !player.inCar) { // Player shoots toward (x, y) var b = new Bullet(); b.x = player.x; b.y = player.y; b.dir = Math.atan2(y - b.y, x - b.x); b.owner = 'player'; bullets.push(b); game.addChild(b); // Update player's gun direction to point at shot player.lastShotDir = b.dir; // No police aggro or wanted level increase when shooting police } // --- DRAG LOGIC (movement) --- dragStart = { x: x, y: y }; lastTouchX = x; lastTouchY = y; dragDir = null; dragNode = player; }; game.move = function (x, y, obj) { if (!dragNode) return; var dx = x - dragStart.x; var dy = y - dragStart.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 30) { dragDir = { dx: dx, dy: dy }; } lastTouchX = x; lastTouchY = y; }; game.up = function (x, y, obj) { dragNode = null; dragDir = null; dragStart = null; }; // --- Car Enter/Exit Logic --- // Track tap times for triple-tap exit var carTapTimes = []; game.on('down', function (x, y, obj) { // If player is not in car, check if tap is on car and player is close enough if (!player.inCar) { for (var i = 0; i < cars.length; i++) { var car = cars[i]; var dx = car.x - x; var dy = car.y - y; // Tap must be on car if (Math.abs(dx) < 80 && Math.abs(dy) < 50) { // Player must be close to car to enter if (Math.abs(player.x - car.x) < 120 && Math.abs(player.y - car.y) < 80) { player.inCar = car; car.driver = player; // Do not set car.speed here; Car.update will handle acceleration car.direction = 0; // Increase wanted level wantedLevel = Math.min(5, wantedLevel + 1); updateWantedDisplay(); // Police target car for (var j = 0; j < policeCars.length; j++) { policeCars[j].target = car; } // Reset tap times for exit carTapTimes = []; break; } } } } else { // Player is in car: require triple-tap within 1 second to exit var now = Date.now(); carTapTimes.push(now); // Only keep last 3 taps if (carTapTimes.length > 3) carTapTimes.shift(); if (carTapTimes.length === 3) { // Check if 3 taps are within 1 second if (carTapTimes[2] - carTapTimes[0] < 1000) { var car = player.inCar; player.inCar = null; car.driver = null; // Do not set car.speed to 0; Car.update will handle deceleration // Place player next to car player.x = car.x + 80; player.y = car.y; // Police target player for (var j = 0; j < policeCars.length; j++) { policeCars[j].target = player; } carTapTimes = []; } } } }); // --- Game Update Loop --- game.update = function () { // Timer if (LK.ticks % 60 === 0 && timeLeft > 0) { timeLeft--; timerTxt.setText(timeLeft + ''); // Do not end the game when timer reaches zero } // Player movement if (!player.inCar && dragDir) { // Move player in drag direction, but only on road var angle = Math.atan2(dragDir.dy, dragDir.dx); var nx = player.x + Math.cos(angle) * player.speed; var ny = player.y + Math.sin(angle) * player.speed; if (isOnRoad(nx, ny)) { player.x = nx; player.y = ny; } } // Car movement (if player in car) for (var i = 0; i < cars.length; i++) { var car = cars[i]; // If player is driving this car, set car's targetDir to drag direction if (car.driver === player && dragDir) { var angle = Math.atan2(dragDir.dy, dragDir.dx); car.targetDir = angle; } car.update(); // Clamp car to road if (car.driver) { if (!isOnRoad(car.x, car.y)) { // Stop car at edge car.speed = 0; } } } // Police movement for (var i = 0; i < policeCars.length; i++) { var police = policeCars[i]; // Police patrol logic: move randomly on roads if not chasing if (!policeAggro) { if (typeof police.patrolTarget === "undefined" || !police.patrolTarget) { // Pick a random road block as patrol target var roadBlocks = []; for (var k = 0; k < cityBlocks.length; k++) { if (cityBlocks[k].type === 'road') roadBlocks.push(cityBlocks[k]); } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); police.patrolTarget = { x: roadBlocks[idx].x + (Math.random() - 0.5) * 100, y: roadBlocks[idx].y + (Math.random() - 0.5) * 100 }; } } if (police.patrolTarget) { var dx = police.patrolTarget.x - police.x; var dy = police.patrolTarget.y - police.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { police.direction = Math.atan2(dy, dx); police.speed = police.maxSpeed * 0.5; police.x += Math.cos(police.direction) * police.speed; police.y += Math.sin(police.direction) * police.speed; } else { // Arrived at patrol target, pick a new one next frame police.patrolTarget = null; police.speed = 0; } } } else { police.update(); } // Clamp police to road if (!isOnRoad(police.x, police.y)) { police.speed = 0; } // Police catch player var target = police.target; if (policeAggro && target && Math.abs(police.x - target.x) < 80 && Math.abs(police.y - target.y) < 80) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Police shooters update for (var i = policeShooters.length - 1; i >= 0; i--) { var shooter = policeShooters[i]; shooter.update(); // Remove if off map if (shooter.x < 0 || shooter.x > 2048 || shooter.y < 0 || shooter.y > 2732) { shooter.destroy(); policeShooters.splice(i, 1); continue; } // --- Police shooter fires at player only if aggro (wasShotAt or policeAggro) --- // Only fire if player is within 700px, not in car, and shooter is aggro if (shooter.wasShotAt || policeAggro) { var px = player.inCar ? player.inCar.x : player.x; var py = player.inCar ? player.inCar.y : player.y; var dx = px - shooter.x; var dy = py - shooter.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 700 && LK.ticks - shooter.lastShotTick > 60) { // Fire bullet toward player var b = new Bullet(); b.x = shooter.x; b.y = shooter.y; b.dir = Math.atan2(dy, dx); b.owner = 'police'; policeBullets.push(b); game.addChild(b); shooter.lastShotTick = LK.ticks; } } } // Bullets update (player) for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; if (b && typeof b.update === "function") { b.update(); } // Remove if off screen if (b && typeof b.x === "number" && typeof b.y === "number" && (b.x < 0 || b.x > 2048 || b.y < 0 || b.y > 2732)) { b.destroy(); bullets.splice(i, 1); continue; } // --- Police car kill check --- for (var j = policeCars.length - 1; j >= 0; j--) { var police = policeCars[j]; if (police && b && typeof police.x === "number" && typeof police.y === "number" && typeof b.x === "number" && typeof b.y === "number" && Math.abs(police.x - b.x) < 60 && Math.abs(police.y - b.y) < 60) { // Police car killed! // Drop a gun at police car's position var gunDrop = new Container(); gunDrop.asset = gunDrop.attachAsset('gun', { anchorX: 0.5, anchorY: 0.5 }); // Add 'gun' label above the dropped gun gunDrop.gunLabel = new Text2('gun', { size: 38, fill: 0xFFFFFF }); gunDrop.gunLabel.anchor.set(0.5, 1); gunDrop.gunLabel.y = -30; gunDrop.addChild(gunDrop.gunLabel); gunDrop.x = police.x; gunDrop.y = police.y; gunDrop.isGunPickup = true; game.addChild(gunDrop); if (typeof gunPickups === "undefined") gunPickups = []; gunPickups.push(gunDrop); police.destroy(); policeCars.splice(j, 1); b.destroy(); bullets.splice(i, 1); addScore(20); // Increase wanted level by 1 (max 5) when police car is killed wantedLevel = Math.min(5, wantedLevel + 1); updateWantedDisplay(); // Only aggro police if wantedLevel is 5 if (wantedLevel === 5 && typeof spawned5StarPolice === "undefined") { for (var p = 0; p < policeShooters.length; p++) { policeShooters[p].wasShotAt = true; policeShooters[p].target = player; } for (var p = 0; p < policeCars.length; p++) { policeCars[p].target = player; } policeAggro = true; // Spawn 5 police cars at random road blocks (not near player) var roadBlocks = []; for (var i = 0; i < cityBlocks.length; i++) { if (cityBlocks[i].type === 'road') { var distToPlayer = Math.sqrt(Math.pow(cityBlocks[i].x - player.x, 2) + Math.pow(cityBlocks[i].y - player.y, 2)); if (distToPlayer > 400) { roadBlocks.push(cityBlocks[i]); } } } for (var s = 0; s < 5; s++) { if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); var b = roadBlocks[idx]; var newPolice = spawnPolice(b.x, b.y); newPolice.target = player; // Remove this block from roadBlocks to avoid double-spawn at same spot roadBlocks.splice(idx, 1); } } spawned5StarPolice = true; } break; } } // --- Police shooter kill check --- for (var j = policeShooters.length - 1; j >= 0; j--) { var shooter = policeShooters[j]; if (shooter && b && typeof shooter.x === "number" && typeof shooter.y === "number" && typeof b.x === "number" && typeof b.y === "number" && Math.abs(shooter.x - b.x) < 60 && Math.abs(shooter.y - b.y) < 60) { // Mark this shooter as shot at, so it will shoot back shooter.wasShotAt = true; // --- Police shooter health logic --- // Instantly kill police shooter with one bullet b.destroy(); bullets.splice(i, 1); // Police shooter killed! // Drop a gun at police shooter's position var gunDrop = new Container(); gunDrop.asset = gunDrop.attachAsset('gun', { anchorX: 0.5, anchorY: 0.5 }); // Add 'gun' label above the dropped gun gunDrop.gunLabel = new Text2('gun', { size: 38, fill: 0xFFFFFF }); gunDrop.gunLabel.anchor.set(0.5, 1); gunDrop.gunLabel.y = -30; gunDrop.addChild(gunDrop.gunLabel); gunDrop.x = shooter.x; gunDrop.y = shooter.y; gunDrop.isGunPickup = true; game.addChild(gunDrop); if (typeof gunPickups === "undefined") gunPickups = []; gunPickups.push(gunDrop); shooter.destroy(); policeShooters.splice(j, 1); // --- Spawn TWO new police shooters at random road blocks, not near player --- for (var spawnCount = 0; spawnCount < 2; spawnCount++) { var roadBlocks = []; for (var k = 0; k < cityBlocks.length; k++) { var b2 = cityBlocks[k]; if (b2.type === 'road') { var distToPlayer = Math.sqrt(Math.pow(b2.x - player.x, 2) + Math.pow(b2.y - player.y, 2)); if (distToPlayer > 600) { roadBlocks.push(b2); } } } if (roadBlocks.length > 0) { var idx2 = Math.floor(Math.random() * roadBlocks.length); var newShooter = new PoliceShooter(); newShooter.x = roadBlocks[idx2].x + (Math.random() - 0.5) * 100; newShooter.y = roadBlocks[idx2].y + (Math.random() - 0.5) * 100; if (policeAggro) { newShooter.target = player; newShooter.wasShotAt = true; } else { newShooter.target = null; newShooter.wasShotAt = false; } policeShooters.push(newShooter); game.addChild(newShooter); } } addScore(15); // Increase wanted level by 1 (max 5) when police shooter is killed wantedLevel = Math.min(5, wantedLevel + 1); updateWantedDisplay(); break; // If not dead, do not break, allow other shooters to be checked } } } // Bullets update (police) for (var i = policeBullets.length - 1; i >= 0; i--) { var b = policeBullets[i]; if (b && typeof b.update === "function") { b.update(); } // Remove if off screen if (b && typeof b.x === "number" && typeof b.y === "number" && (b.x < 0 || b.x > 2048 || b.y < 0 || b.y > 2732)) { b.destroy(); policeBullets.splice(i, 1); continue; } // Check hit player var px = player.inCar ? player.inCar.x : player.x; var py = player.inCar ? player.inCar.y : player.y; if (Math.abs(px - b.x) < 60 && Math.abs(py - b.y) < 60) { // Police bullet hits player: decrease health if not in car if (!player.inCar && playerHealth > 0) { playerHealth--; updateHealthDisplay(); // Optional: flash screen on hit LK.effects.flashScreen(0xff0000, 200); // Game over if health reaches 0 if (playerHealth <= 0) { LK.showGameOver(); return; } } b.destroy(); policeBullets.splice(i, 1); } } // Player update player.update(); // Civilians update and check for being shot by player or run over by car for (var i = civilians.length - 1; i >= 0; i--) { var civ = civilians[i]; civ.update(); var killed = false; // Check if hit by any player bullet for (var j = bullets.length - 1; j >= 0; j--) { var b = bullets[j]; if (Math.abs(civ.x - b.x) < 60 && Math.abs(civ.y - b.y) < 60) { killed = true; // Remove bullet b.destroy(); bullets.splice(j, 1); break; } } // Check if run over by player in car if (!killed && player.inCar) { var car = player.inCar; // Use a slightly larger hitbox for car if (Math.abs(civ.x - car.x) < 90 && Math.abs(civ.y - car.y) < 70) { killed = true; } } if (killed) { // Civilian killed // Drop money at civilian's position spawnMoney(civ.x, civ.y); // Respawn civilian at random road block var roadBlocks = []; for (var k = 0; k < cityBlocks.length; k++) { if (cityBlocks[k].type === 'road') roadBlocks.push(cityBlocks[k]); } if (roadBlocks.length > 0) { var idx = Math.floor(Math.random() * roadBlocks.length); var newCiv = new Civilian(); newCiv.x = roadBlocks[idx].x + (Math.random() - 0.5) * 100; newCiv.y = roadBlocks[idx].y + (Math.random() - 0.5) * 100; civilians.push(newCiv); game.addChild(newCiv); } civ.destroy(); civilians.splice(i, 1); addScore(10); // Increase wanted level by 1 every time player kills an NPC, max 5 wantedLevel = Math.min(5, wantedLevel + 1); updateWantedDisplay(); // Only aggro police if wantedLevel is 5 if (wantedLevel === 5) { for (var p = 0; p < policeShooters.length; p++) { policeShooters[p].wasShotAt = true; policeShooters[p].target = player; } for (var p = 0; p < policeCars.length; p++) { policeCars[p].target = player; } policeAggro = true; } // No break here: allow this to happen every time an NPC is killed continue; } } // Money pickup check var px = player.inCar ? player.inCar.x : player.x; var py = player.inCar ? player.inCar.y : player.y; for (var i = moneyPickups.length - 1; i >= 0; i--) { var m = moneyPickups[i]; if (Math.abs(m.x - px) < 60 && Math.abs(m.y - py) < 60) { playerMoney += m.value; updateMoneyDisplay(); m.destroy(); moneyPickups.splice(i, 1); // Show "+50 money" text for 1 second at center-top of screen if (typeof moneyPickupText !== "undefined" && moneyPickupText.parent) { moneyPickupText.parent.removeChild(moneyPickupText); moneyPickupText = undefined; } moneyPickupText = new Text2("+50 money", { size: 120, fill: 0x44FF44 }); moneyPickupText.anchor.set(0.5, 0); moneyPickupText.x = 2048 / 2; moneyPickupText.y = 320; LK.gui.addChild(moneyPickupText); LK.setTimeout(function () { if (moneyPickupText && moneyPickupText.parent) { moneyPickupText.parent.removeChild(moneyPickupText); moneyPickupText = undefined; } }, 1000); } } // Gun pickup check if (typeof gunPickups === "undefined") gunPickups = []; for (var i = gunPickups.length - 1; i >= 0; i--) { var g = gunPickups[i]; if (Math.abs(g.x - px) < 60 && Math.abs(g.y - py) < 60) { // Player picks up gun (could add ammo, powerup, etc. For now, just remove the gun) g.destroy(); gunPickups.splice(i, 1); // Show "+1 gun" text for 1 second at center-top of screen if (typeof gunPickupText !== "undefined" && gunPickupText.parent) { gunPickupText.parent.removeChild(gunPickupText); gunPickupText = undefined; } gunPickupText = new Text2("+1 gun", { size: 120, fill: 0xFFF700 }); gunPickupText.anchor.set(0.5, 0); // Place at top center, but not in top left 100x100 gunPickupText.x = 2048 / 2; gunPickupText.y = 180; LK.gui.addChild(gunPickupText); // Remove after 1 second LK.setTimeout(function () { if (gunPickupText && gunPickupText.parent) { gunPickupText.parent.removeChild(gunPickupText); gunPickupText = undefined; } }, 1000); // Optionally: add logic for ammo, weapon upgrade, etc. } } // Mission check if (mission.active) { var px = player.inCar ? player.inCar.x : player.x; var py = player.inCar ? player.inCar.y : player.y; if (Math.abs(mission.x - px) < 80 && Math.abs(mission.y - py) < 80) { // Complete mission addScore(10 * wantedLevel); mission.active = false; mission.visible = false; // Increase wanted level, spawn more police wantedLevel = Math.min(5, wantedLevel + 1); updateWantedDisplay(); if (wantedLevel > policeCars.length) { // Spawn new police at random road var roadBlocks = []; for (var i = 0; i < cityBlocks.length; i++) { if (cityBlocks[i].type === 'road') roadBlocks.push(cityBlocks[i]); } var idx = Math.floor(Math.random() * roadBlocks.length); var b = roadBlocks[idx]; spawnPolice(b.x, b.y); } // Next mission after short delay LK.setTimeout(function () { resetMission(); }, 1200); } } // Win condition removed: game never ends when score >= 100 }; // --- Start State --- addScore(0); updateWantedDisplay(); timerTxt.setText(timeLeft + ''); resetMission(); playerHealth = 5; updateHealthDisplay(); playerMoney = 0; updateMoneyDisplay(); policeAggro = false; var policeHitCount = 0; ; ;
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 48;
self.dir = 0;
self.owner = null; // 'player' or 'police'
self.update = function () {
self.x += Math.cos(self.dir) * self.speed;
self.y += Math.sin(self.dir) * self.speed;
};
return self;
});
// Car (stealable)
var Car = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.maxSpeed = 5; // much slower
self.acceleration = 0.2; // slower acceleration
self.deceleration = 0.3; // slower deceleration
self.direction = 0; // radians
self.driver = null; // player if inside
self.isPolice = false;
self.targetDir = 0; // for smooth steering
self.update = function () {
if (self.driver) {
// Smoothly turn toward target direction (set by dragDir)
var diff = self.targetDir - self.direction;
// Normalize angle to [-PI, PI]
while (diff > Math.PI) diff -= 2 * Math.PI;
while (diff < -Math.PI) diff += 2 * Math.PI;
self.direction += diff * 0.2; // smooth steering
// Gradually accelerate to maxSpeed
if (self.speed < self.maxSpeed) {
self.speed += self.acceleration;
if (self.speed > self.maxSpeed) self.speed = self.maxSpeed;
}
// Move in direction
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
} else {
// If no driver, slow down to stop
if (self.speed > 0) {
self.speed -= self.deceleration;
if (self.speed < 0) self.speed = 0;
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
}
}
};
return self;
});
// CityBlock: road or building
var CityBlock = Container.expand(function () {
var self = Container.call(this);
self.type = 'road'; // or 'building'
self.setType = function (type) {
self.type = type;
if (self.asset) {
self.removeChild(self.asset);
}
if (type === 'road') {
self.asset = self.attachAsset('road', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
self.asset = self.attachAsset('building', {
anchorX: 0.5,
anchorY: 0.5
});
}
};
return self;
});
var Civilian = Container.expand(function () {
var self = Container.call(this);
// Pick a random color asset for this civilian
var civAssetIdx = 1 + Math.floor(Math.random() * 6);
var civAssetName = 'civilian' + civAssetIdx;
self.asset = self.attachAsset(civAssetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.asset.alpha = 0.7;
// Add 'npc' label above the civilian
self.npcLabel = new Text2('npc', {
size: 38,
fill: 0xFFFFFF
});
self.npcLabel.anchor.set(0.5, 1);
self.npcLabel.y = -40;
self.addChild(self.npcLabel);
self.speed = 2 + Math.random() * 2;
self.direction = Math.random() * Math.PI * 2;
self.update = function () {
// Move in direction, bounce off buildings
var nx = self.x + Math.cos(self.direction) * self.speed;
var ny = self.y + Math.sin(self.direction) * self.speed;
var onRoad = false;
for (var i = 0; i < cityBlocks.length; i++) {
var b = cityBlocks[i];
if (b.type === 'road') {
var left = b.x - blockSize / 2;
var right = b.x + blockSize / 2;
var top = b.y - blockSize / 2;
var bottom = b.y + blockSize / 2;
if (nx >= left && nx <= right && ny >= top && ny <= bottom) {
onRoad = true;
break;
}
}
}
if (onRoad) {
self.x = nx;
self.y = ny;
} else {
self.direction = Math.random() * Math.PI * 2;
}
};
return self;
});
// Spawn 6 civilians at random road blocks (not near player or police)
// Mission marker
var Mission = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('mission', {
anchorX: 0.5,
anchorY: 0.5
});
self.active = true;
return self;
});
// Player character
var Player = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Add 'you' label above the player
self.youLabel = new Text2('you', {
size: 38,
fill: 0xFFFFFF
});
self.youLabel.anchor.set(0.5, 1);
self.youLabel.y = -80;
self.addChild(self.youLabel);
self.speed = 16;
self.inCar = null; // reference to car if inside
self.direction = 0; // radians, 0 = right
// Add gun to player's hand
self.gun = self.attachAsset('gun', {
anchorX: 0.1,
anchorY: 0.5
});
self.gun.x = 60; // offset from player center
self.gun.y = 0;
self.gun.visible = true;
self.lastShotDir = 0; // radians
self.update = function () {
// If in car, follow car and hide player sprite
if (self.inCar) {
self.x = self.inCar.x;
self.y = self.inCar.y;
self.visible = false;
self.gun.visible = false;
self.youLabel.visible = false;
} else {
self.visible = true;
self.gun.visible = true;
self.youLabel.visible = true;
// Gun follows player hand and points at last shot direction
self.gun.x = 60 * Math.cos(self.lastShotDir);
self.gun.y = 60 * Math.sin(self.lastShotDir);
self.gun.rotation = self.lastShotDir;
}
};
return self;
});
// Police car
var PoliceCar = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('police', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.maxSpeed = 2.5; // much slower (reduced for slower police)
self.acceleration = 0.08; // slower acceleration
self.deceleration = 0.15; // slower deceleration
self.direction = 0;
self.target = null; // player or car
self.isPolice = true;
self.targetDir = 0;
self.update = function () {
if (self.target) {
// Simple chase logic
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 10) {
self.targetDir = Math.atan2(dy, dx);
// Smoothly turn toward target direction
var diff = self.targetDir - self.direction;
while (diff > Math.PI) diff -= 2 * Math.PI;
while (diff < -Math.PI) diff += 2 * Math.PI;
self.direction += diff * 0.2;
// Accelerate to maxSpeed
if (self.speed < self.maxSpeed) {
self.speed += self.acceleration;
if (self.speed > self.maxSpeed) self.speed = self.maxSpeed;
}
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
} else {
self.speed = 0;
}
} else {
// If no target, slow down to stop
if (self.speed > 0) {
self.speed -= self.deceleration;
if (self.speed < 0) self.speed = 0;
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
}
}
};
return self;
});
// Police shooter class (policeman on foot)
var PoliceShooter = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('police', {
anchorX: 0.5,
anchorY: 0.5
});
// Add 'POLIS' label above the police shooter
self.polisLabel = new Text2('POLIS', {
size: 38,
fill: 0xFFFFFF
});
self.polisLabel.anchor.set(0.5, 1);
self.polisLabel.y = -80;
self.addChild(self.polisLabel);
// Add gun to police shooter's hand
self.gun = self.attachAsset('gun', {
anchorX: 0.1,
anchorY: 0.5
});
self.gun.x = 60;
self.gun.y = 0;
self.gun.visible = true;
self.addChild(self.gun);
self.speed = 5; // reduced for slower police
self.target = null;
self.lastShotTick = 0;
self.lastShotDir = 0; // direction of last shot
self.update = function () {
// If not aggro (no target), patrol randomly on roads
if (!self.target) {
if (typeof self.patrolTarget === "undefined" || !self.patrolTarget) {
// Pick a random road block as patrol target
var roadBlocks = [];
for (var k = 0; k < cityBlocks.length; k++) {
if (cityBlocks[k].type === 'road') roadBlocks.push(cityBlocks[k]);
}
if (roadBlocks.length > 0) {
var idx = Math.floor(Math.random() * roadBlocks.length);
self.patrolTarget = {
x: roadBlocks[idx].x + (Math.random() - 0.5) * 100,
y: roadBlocks[idx].y + (Math.random() - 0.5) * 100
};
}
}
if (self.patrolTarget) {
var dx = self.patrolTarget.x - self.x;
var dy = self.patrolTarget.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 10) {
self.direction = Math.atan2(dy, dx);
self.x += Math.cos(self.direction) * self.speed * 0.5;
self.y += Math.sin(self.direction) * self.speed * 0.5;
} else {
// Arrived at patrol target, pick a new one next frame
self.patrolTarget = null;
}
// Gun points in patrol direction
self.lastShotDir = self.direction;
self.gun.x = 60 * Math.cos(self.lastShotDir);
self.gun.y = 60 * Math.sin(self.lastShotDir);
self.gun.rotation = self.lastShotDir;
}
} else {
// Move toward player if target exists
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 120) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
// Gun points at player
self.lastShotDir = Math.atan2(dy, dx);
self.gun.x = 60 * Math.cos(self.lastShotDir);
self.gun.y = 60 * Math.sin(self.lastShotDir);
self.gun.rotation = self.lastShotDir;
}
// Firing handled in game.update
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No title, no description
// Set backgroundColor to vibrant green for lush map
backgroundColor: 0x1ecb2a
});
/****
* Game Code
****/
// --- City Map Setup ---
// City block (road) - gray box
// Building - blue box
// Player (hero) - red ellipse
// Car - yellow box
// Police car - white box with blue
// Mission marker - green ellipse
var cityCols = 9;
var cityRows = 13;
var blockSize = 400;
var cityBlocks = [];
var cityOffsetX = (2048 - cityCols * blockSize) / 2;
var cityOffsetY = (2732 - cityRows * blockSize) / 2;
// Define the Istanbul-like map layout (1 for road, 0 for non-road/water)
// Player spawns at (row 6, col 4) -> map[6][4] should be 1 (road/bridge)
// Police spawns at (row 0, col 0) -> map[0][0] should be 1
// Mission spawns at (row 12, col 8) -> map[12][8] should be 1
var istanbulMap = [
// Col:0 1 2 3 4 5 6 7 8
[1, 1, 1, 1, 0, 1, 1, 1, 1],
// Row 0
[1, 1, 1, 1, 0, 1, 1, 1, 1],
// Row 1
[1, 1, 0, 1, 0, 1, 0, 1, 1],
// Row 2 (Golden Horn-ish indent)
[1, 1, 0, 1, 0, 1, 0, 1, 1],
// Row 3
[1, 1, 1, 1, 0, 1, 1, 1, 1],
// Row 4
[1, 1, 1, 1, 0, 1, 1, 1, 1],
// Row 5
[1, 1, 1, 1, 1, 1, 1, 1, 1],
// Row 6 (Center row, with map[6][4]=1 for player spawn "bridge")
[1, 1, 1, 1, 0, 1, 1, 1, 1],
// Row 7
[1, 1, 1, 1, 0, 1, 1, 1, 1],
// Row 8
[1, 0, 1, 1, 0, 1, 1, 0, 1],
// Row 9 (Some variation/inlets)
[1, 0, 1, 1, 0, 1, 1, 0, 1],
// Row 10
[1, 1, 1, 1, 0, 1, 1, 1, 1],
// Row 11
[1, 1, 1, 1, 0, 1, 1, 1, 1] // Row 12
];
// Generate city grid based on istanbulMap
for (var row = 0; row < cityRows; row++) {
for (var col = 0; col < cityCols; col++) {
// Ensure row and col are within bounds of istanbulMap
if (row < istanbulMap.length && col < istanbulMap[row].length && istanbulMap[row][col] === 1) {
var block = new CityBlock();
block.setType('road');
block.x = cityOffsetX + col * blockSize + blockSize / 2;
block.y = cityOffsetY + row * blockSize + blockSize / 2;
cityBlocks.push(block); // Only add road blocks to cityBlocks array
game.addChild(block);
}
// Non-road areas (where istanbulMap[row][col] === 0) will be empty space
}
}
// --- Player Setup ---
// Spawn player at center of the world
var player = new Player();
player.x = cityOffsetX + Math.floor(cityCols / 2) * blockSize + blockSize / 2;
player.y = cityOffsetY + Math.floor(cityRows / 2) * blockSize + blockSize / 2;
game.addChild(player);
// --- Civilians Setup ---
var civilians = [];
// Spawn 6 civilians at random road blocks (not near player or police)
for (var i = 0; i < 6; i++) {
var roadBlocks = [];
for (var j = 0; j < cityBlocks.length; j++) {
var b = cityBlocks[j];
if (b.type === 'road') {
// Avoid spawn near player or police
var distToPlayer = Math.sqrt(Math.pow(b.x - player.x, 2) + Math.pow(b.y - player.y, 2));
var distToPolice = Math.sqrt(Math.pow(b.x - (cityOffsetX + blockSize / 2), 2) + Math.pow(b.y - (cityOffsetY + blockSize / 2), 2));
if (distToPlayer > 400 && distToPolice > 400) {
roadBlocks.push(b);
}
}
}
if (roadBlocks.length > 0) {
var idx = Math.floor(Math.random() * roadBlocks.length);
var civ = new Civilian();
civ.x = roadBlocks[idx].x + (Math.random() - 0.5) * 100;
civ.y = roadBlocks[idx].y + (Math.random() - 0.5) * 100;
civilians.push(civ);
game.addChild(civ);
}
}
// --- Cars Setup ---
var cars = [];
function spawnCar(x, y) {
var car = new Car();
car.x = x;
car.y = y;
car.direction = Math.random() * Math.PI * 2;
cars.push(car);
game.addChild(car);
return car;
}
// Place a few cars on roads using the new map
var availableBlocksForCars = [].concat(cityBlocks); // Create a mutable copy of actual road blocks
// Determine player's starting block coordinates to avoid placing a car there
var playerSpawnBlockX = cityOffsetX + Math.floor(cityCols / 2) * blockSize + blockSize / 2;
var playerSpawnBlockY = cityOffsetY + Math.floor(cityRows / 2) * blockSize + blockSize / 2;
// Filter out player's starting block from potential car spawn locations
availableBlocksForCars = availableBlocksForCars.filter(function (block) {
return !(block.x === playerSpawnBlockX && block.y === playerSpawnBlockY);
});
// Shuffle availableBlocksForCars to get random, distinct positions
// Fisher-Yates Shuffle
for (var k = availableBlocksForCars.length - 1; k > 0; k--) {
var j = Math.floor(Math.random() * (k + 1));
var temp = availableBlocksForCars[k];
availableBlocksForCars[k] = availableBlocksForCars[j];
availableBlocksForCars[j] = temp;
}
// Spawn up to 4 cars in distinct available road blocks
var carsToSpawn = 4;
for (var i = 0; i < Math.min(carsToSpawn, availableBlocksForCars.length); i++) {
var block = availableBlocksForCars[i];
spawnCar(block.x, block.y);
}
// --- Police Setup ---
var policeCars = [];
function spawnPolice(x, y) {
var police = new PoliceCar();
police.x = x;
police.y = y;
police.direction = 0;
// Police do not chase the player anymore
police.target = null;
policeCars.push(police);
game.addChild(police);
return police;
}
// Start with three police cars at different road blocks
var policeStartBlocks = [];
for (var i = 0; i < cityBlocks.length; i++) {
if (cityBlocks[i].type === 'road') policeStartBlocks.push(cityBlocks[i]);
}
if (policeStartBlocks.length > 0) {
// Always spawn one at the top left
var policeStartX = cityOffsetX + blockSize / 2;
var policeStartY = cityOffsetY + blockSize / 2;
spawnPolice(policeStartX, policeStartY);
// Pick two more random road blocks (not the same as above)
var used = {};
used[policeStartX + ',' + policeStartY] = true;
for (var p = 0; p < 2; p++) {
var idx = Math.floor(Math.random() * policeStartBlocks.length);
var b = policeStartBlocks[idx];
var key = b.x + ',' + b.y;
if (!used[key]) {
spawnPolice(b.x, b.y);
used[key] = true;
}
}
}
// --- Mission Setup ---
var mission = new Mission();
mission.x = cityOffsetX + (cityCols - 1) * blockSize + blockSize / 2;
mission.y = cityOffsetY + (cityRows - 1) * blockSize + blockSize / 2;
game.addChild(mission);
// --- Money on ground ---
var moneyPickups = [];
function spawnMoney(x, y) {
var m = new Container();
m.asset = m.attachAsset('mission', {
anchorX: 0.5,
anchorY: 0.5
});
m.x = x;
m.y = y;
m.value = 50;
moneyPickups.push(m);
game.addChild(m);
return m;
}
// Place 15 money pickups at random road blocks
for (var i = 0; i < 15; i++) {
var roadBlocks = [];
for (var j = 0; j < cityBlocks.length; j++) {
if (cityBlocks[j].type === 'road') roadBlocks.push(cityBlocks[j]);
}
if (roadBlocks.length > 0) {
var idx = Math.floor(Math.random() * roadBlocks.length);
var b = roadBlocks[idx];
var mx = b.x + (Math.random() - 0.5) * (blockSize - 100);
var my = b.y + (Math.random() - 0.5) * (blockSize - 100);
spawnMoney(mx, my);
}
}
// --- Score and Wanted Level ---
var score = 0;
var wantedLevel = 1; // 1-5
var scoreTxt = new Text2('Score: 0', {
size: 90,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var wantedTxt = new Text2('★', {
size: 80,
fill: "#ff0"
});
wantedTxt.anchor.set(1, 0); // anchor to top right
wantedTxt.x = 0;
wantedTxt.y = 0;
LK.gui.topRight.addChild(wantedTxt);
// --- Timer ---
var timeLeft = 60; // seconds
var timerTxt = new Text2('60', {
size: 80,
fill: "#fff"
});
timerTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(timerTxt);
// --- Touch Controls ---
var dragDir = null; // {dx,dy}
var dragStart = null;
var dragNode = null;
var lastTouchX = 0,
lastTouchY = 0;
// --- Shooting & Health ---
var bullets = [];
var policeBullets = [];
var playerHealth = 5;
// Money system
var playerMoney = 0;
var moneyTxt = new Text2('₺ 0', {
size: 70,
fill: 0x44FF44
});
moneyTxt.anchor.set(0, 0);
moneyTxt.x = 100;
moneyTxt.y = 90;
LK.gui.addChild(moneyTxt);
var healthTxt = new Text2('♥♥♥♥♥', {
size: 80,
fill: 0xFF4444
});
healthTxt.anchor.set(0, 0); // anchor top left
// Place health bar at (100,0) to avoid platform menu
healthTxt.x = 100;
healthTxt.y = 0;
LK.gui.addChild(healthTxt);
// Track if police are aggressive (chasing) or passive
var policeAggro = false;
// Helper to update health display
function updateHealthDisplay() {
var hearts = '';
for (var i = 0; i < playerHealth; i++) hearts += '♥';
healthTxt.setText(hearts);
}
function updateMoneyDisplay() {
moneyTxt.setText('₺ ' + playerMoney);
}
var policeShooters = [];
// Spawn a few police shooters at random road blocks, not near player
for (var i = 0; i < 8; i++) {
var roadBlocks = [];
for (var j = 0; j < cityBlocks.length; j++) {
var b = cityBlocks[j];
if (b.type === 'road') {
var distToPlayer = Math.sqrt(Math.pow(b.x - player.x, 2) + Math.pow(b.y - player.y, 2));
if (distToPlayer > 600) {
roadBlocks.push(b);
}
}
}
if (roadBlocks.length > 0) {
var idx = Math.floor(Math.random() * roadBlocks.length);
var shooter = new PoliceShooter();
shooter.x = roadBlocks[idx].x + (Math.random() - 0.5) * 100;
shooter.y = roadBlocks[idx].y + (Math.random() - 0.5) * 100;
shooter.target = null; // Do not target player at start
shooter.wasShotAt = false; // Only shoot if player shoots at them
policeShooters.push(shooter);
game.addChild(shooter);
}
}
// --- Helper Functions ---
function isOnRoad(x, y) {
// Returns true if (x,y) is on a road block
for (var i = 0; i < cityBlocks.length; i++) {
var b = cityBlocks[i];
if (b.type === 'road') {
var left = b.x - blockSize / 2;
var right = b.x + blockSize / 2;
var top = b.y - blockSize / 2;
var bottom = b.y + blockSize / 2;
if (x >= left && x <= right && y >= top && y <= bottom) {
return true;
}
}
}
return false;
}
function clampToRoad(x, y) {
// Snap to nearest road block center if not on road
var minDist = 99999,
best = null;
for (var i = 0; i < cityBlocks.length; i++) {
var b = cityBlocks[i];
if (b.type === 'road') {
var dx = b.x - x;
var dy = b.y - y;
var d = dx * dx + dy * dy;
if (d < minDist) {
minDist = d;
best = b;
}
}
}
if (best) return {
x: best.x,
y: best.y
};
return {
x: x,
y: y
};
}
function updateWantedDisplay() {
var stars = '';
for (var i = 0; i < wantedLevel; i++) stars += '★';
wantedTxt.setText(stars);
// Default color
var color = "#ff0";
// If 5 stars, flash red/blue
if (wantedLevel === 5) {
// Show "wandet" text for 3 seconds only on the frame wantedLevel becomes 5
if (typeof wandetTextShown === "undefined") wandetTextShown = false;
if (!wandetTextShown) {
// Remove previous if exists
if (typeof wandetText !== "undefined" && wandetText.parent) {
wandetText.parent.removeChild(wandetText);
wandetText = undefined;
}
wandetText = new Text2("wandet", {
size: 160,
fill: 0xFF2222
});
wandetText.anchor.set(0.5, 0);
wandetText.x = 2048 / 2;
wandetText.y = 500;
LK.gui.addChild(wandetText);
wandetTextShown = true;
LK.setTimeout(function () {
if (wandetText && wandetText.parent) {
wandetText.parent.removeChild(wandetText);
wandetText = undefined;
}
wandetTextShown = false;
}, 3000);
}
// Alternate color every 20 ticks (about 1/3 second at 60fps)
if (LK.ticks % 40 < 20) {
color = "#ff2222"; // red
} else {
color = "#2288ff"; // blue
}
}
if (wantedTxt && wantedTxt.style && typeof wantedTxt.style.fill !== "undefined") {
wantedTxt.style.fill = color;
}
}
function addScore(amt) {
score += amt;
scoreTxt.setText('Score: ' + score);
LK.setScore(score);
}
function resetMission() {
// Place mission at random road block
var roadBlocks = [];
for (var i = 0; i < cityBlocks.length; i++) {
if (cityBlocks[i].type === 'road') roadBlocks.push(cityBlocks[i]);
}
var idx = Math.floor(Math.random() * roadBlocks.length);
mission.x = roadBlocks[idx].x;
mission.y = roadBlocks[idx].y;
mission.active = true;
mission.visible = true;
}
// --- Game Touch Controls ---
// Drag to move (swipe in direction to move)
game.down = function (x, y, obj) {
// Don't allow drag from top left 100x100
if (x < 100 && y < 100) return;
// --- SHOOTING LOGIC ---
// If not dragging, treat as tap to shoot
if (!dragNode && !dragDir && !player.inCar) {
// Player shoots toward (x, y)
var b = new Bullet();
b.x = player.x;
b.y = player.y;
b.dir = Math.atan2(y - b.y, x - b.x);
b.owner = 'player';
bullets.push(b);
game.addChild(b);
// Update player's gun direction to point at shot
player.lastShotDir = b.dir;
// No police aggro or wanted level increase when shooting police
}
// --- DRAG LOGIC (movement) ---
dragStart = {
x: x,
y: y
};
lastTouchX = x;
lastTouchY = y;
dragDir = null;
dragNode = player;
};
game.move = function (x, y, obj) {
if (!dragNode) return;
var dx = x - dragStart.x;
var dy = y - dragStart.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 30) {
dragDir = {
dx: dx,
dy: dy
};
}
lastTouchX = x;
lastTouchY = y;
};
game.up = function (x, y, obj) {
dragNode = null;
dragDir = null;
dragStart = null;
};
// --- Car Enter/Exit Logic ---
// Track tap times for triple-tap exit
var carTapTimes = [];
game.on('down', function (x, y, obj) {
// If player is not in car, check if tap is on car and player is close enough
if (!player.inCar) {
for (var i = 0; i < cars.length; i++) {
var car = cars[i];
var dx = car.x - x;
var dy = car.y - y;
// Tap must be on car
if (Math.abs(dx) < 80 && Math.abs(dy) < 50) {
// Player must be close to car to enter
if (Math.abs(player.x - car.x) < 120 && Math.abs(player.y - car.y) < 80) {
player.inCar = car;
car.driver = player;
// Do not set car.speed here; Car.update will handle acceleration
car.direction = 0;
// Increase wanted level
wantedLevel = Math.min(5, wantedLevel + 1);
updateWantedDisplay();
// Police target car
for (var j = 0; j < policeCars.length; j++) {
policeCars[j].target = car;
}
// Reset tap times for exit
carTapTimes = [];
break;
}
}
}
} else {
// Player is in car: require triple-tap within 1 second to exit
var now = Date.now();
carTapTimes.push(now);
// Only keep last 3 taps
if (carTapTimes.length > 3) carTapTimes.shift();
if (carTapTimes.length === 3) {
// Check if 3 taps are within 1 second
if (carTapTimes[2] - carTapTimes[0] < 1000) {
var car = player.inCar;
player.inCar = null;
car.driver = null;
// Do not set car.speed to 0; Car.update will handle deceleration
// Place player next to car
player.x = car.x + 80;
player.y = car.y;
// Police target player
for (var j = 0; j < policeCars.length; j++) {
policeCars[j].target = player;
}
carTapTimes = [];
}
}
}
});
// --- Game Update Loop ---
game.update = function () {
// Timer
if (LK.ticks % 60 === 0 && timeLeft > 0) {
timeLeft--;
timerTxt.setText(timeLeft + '');
// Do not end the game when timer reaches zero
}
// Player movement
if (!player.inCar && dragDir) {
// Move player in drag direction, but only on road
var angle = Math.atan2(dragDir.dy, dragDir.dx);
var nx = player.x + Math.cos(angle) * player.speed;
var ny = player.y + Math.sin(angle) * player.speed;
if (isOnRoad(nx, ny)) {
player.x = nx;
player.y = ny;
}
}
// Car movement (if player in car)
for (var i = 0; i < cars.length; i++) {
var car = cars[i];
// If player is driving this car, set car's targetDir to drag direction
if (car.driver === player && dragDir) {
var angle = Math.atan2(dragDir.dy, dragDir.dx);
car.targetDir = angle;
}
car.update();
// Clamp car to road
if (car.driver) {
if (!isOnRoad(car.x, car.y)) {
// Stop car at edge
car.speed = 0;
}
}
}
// Police movement
for (var i = 0; i < policeCars.length; i++) {
var police = policeCars[i];
// Police patrol logic: move randomly on roads if not chasing
if (!policeAggro) {
if (typeof police.patrolTarget === "undefined" || !police.patrolTarget) {
// Pick a random road block as patrol target
var roadBlocks = [];
for (var k = 0; k < cityBlocks.length; k++) {
if (cityBlocks[k].type === 'road') roadBlocks.push(cityBlocks[k]);
}
if (roadBlocks.length > 0) {
var idx = Math.floor(Math.random() * roadBlocks.length);
police.patrolTarget = {
x: roadBlocks[idx].x + (Math.random() - 0.5) * 100,
y: roadBlocks[idx].y + (Math.random() - 0.5) * 100
};
}
}
if (police.patrolTarget) {
var dx = police.patrolTarget.x - police.x;
var dy = police.patrolTarget.y - police.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 10) {
police.direction = Math.atan2(dy, dx);
police.speed = police.maxSpeed * 0.5;
police.x += Math.cos(police.direction) * police.speed;
police.y += Math.sin(police.direction) * police.speed;
} else {
// Arrived at patrol target, pick a new one next frame
police.patrolTarget = null;
police.speed = 0;
}
}
} else {
police.update();
}
// Clamp police to road
if (!isOnRoad(police.x, police.y)) {
police.speed = 0;
}
// Police catch player
var target = police.target;
if (policeAggro && target && Math.abs(police.x - target.x) < 80 && Math.abs(police.y - target.y) < 80) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Police shooters update
for (var i = policeShooters.length - 1; i >= 0; i--) {
var shooter = policeShooters[i];
shooter.update();
// Remove if off map
if (shooter.x < 0 || shooter.x > 2048 || shooter.y < 0 || shooter.y > 2732) {
shooter.destroy();
policeShooters.splice(i, 1);
continue;
}
// --- Police shooter fires at player only if aggro (wasShotAt or policeAggro) ---
// Only fire if player is within 700px, not in car, and shooter is aggro
if (shooter.wasShotAt || policeAggro) {
var px = player.inCar ? player.inCar.x : player.x;
var py = player.inCar ? player.inCar.y : player.y;
var dx = px - shooter.x;
var dy = py - shooter.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 700 && LK.ticks - shooter.lastShotTick > 60) {
// Fire bullet toward player
var b = new Bullet();
b.x = shooter.x;
b.y = shooter.y;
b.dir = Math.atan2(dy, dx);
b.owner = 'police';
policeBullets.push(b);
game.addChild(b);
shooter.lastShotTick = LK.ticks;
}
}
}
// Bullets update (player)
for (var i = bullets.length - 1; i >= 0; i--) {
var b = bullets[i];
if (b && typeof b.update === "function") {
b.update();
}
// Remove if off screen
if (b && typeof b.x === "number" && typeof b.y === "number" && (b.x < 0 || b.x > 2048 || b.y < 0 || b.y > 2732)) {
b.destroy();
bullets.splice(i, 1);
continue;
}
// --- Police car kill check ---
for (var j = policeCars.length - 1; j >= 0; j--) {
var police = policeCars[j];
if (police && b && typeof police.x === "number" && typeof police.y === "number" && typeof b.x === "number" && typeof b.y === "number" && Math.abs(police.x - b.x) < 60 && Math.abs(police.y - b.y) < 60) {
// Police car killed!
// Drop a gun at police car's position
var gunDrop = new Container();
gunDrop.asset = gunDrop.attachAsset('gun', {
anchorX: 0.5,
anchorY: 0.5
});
// Add 'gun' label above the dropped gun
gunDrop.gunLabel = new Text2('gun', {
size: 38,
fill: 0xFFFFFF
});
gunDrop.gunLabel.anchor.set(0.5, 1);
gunDrop.gunLabel.y = -30;
gunDrop.addChild(gunDrop.gunLabel);
gunDrop.x = police.x;
gunDrop.y = police.y;
gunDrop.isGunPickup = true;
game.addChild(gunDrop);
if (typeof gunPickups === "undefined") gunPickups = [];
gunPickups.push(gunDrop);
police.destroy();
policeCars.splice(j, 1);
b.destroy();
bullets.splice(i, 1);
addScore(20);
// Increase wanted level by 1 (max 5) when police car is killed
wantedLevel = Math.min(5, wantedLevel + 1);
updateWantedDisplay();
// Only aggro police if wantedLevel is 5
if (wantedLevel === 5 && typeof spawned5StarPolice === "undefined") {
for (var p = 0; p < policeShooters.length; p++) {
policeShooters[p].wasShotAt = true;
policeShooters[p].target = player;
}
for (var p = 0; p < policeCars.length; p++) {
policeCars[p].target = player;
}
policeAggro = true;
// Spawn 5 police cars at random road blocks (not near player)
var roadBlocks = [];
for (var i = 0; i < cityBlocks.length; i++) {
if (cityBlocks[i].type === 'road') {
var distToPlayer = Math.sqrt(Math.pow(cityBlocks[i].x - player.x, 2) + Math.pow(cityBlocks[i].y - player.y, 2));
if (distToPlayer > 400) {
roadBlocks.push(cityBlocks[i]);
}
}
}
for (var s = 0; s < 5; s++) {
if (roadBlocks.length > 0) {
var idx = Math.floor(Math.random() * roadBlocks.length);
var b = roadBlocks[idx];
var newPolice = spawnPolice(b.x, b.y);
newPolice.target = player;
// Remove this block from roadBlocks to avoid double-spawn at same spot
roadBlocks.splice(idx, 1);
}
}
spawned5StarPolice = true;
}
break;
}
}
// --- Police shooter kill check ---
for (var j = policeShooters.length - 1; j >= 0; j--) {
var shooter = policeShooters[j];
if (shooter && b && typeof shooter.x === "number" && typeof shooter.y === "number" && typeof b.x === "number" && typeof b.y === "number" && Math.abs(shooter.x - b.x) < 60 && Math.abs(shooter.y - b.y) < 60) {
// Mark this shooter as shot at, so it will shoot back
shooter.wasShotAt = true;
// --- Police shooter health logic ---
// Instantly kill police shooter with one bullet
b.destroy();
bullets.splice(i, 1);
// Police shooter killed!
// Drop a gun at police shooter's position
var gunDrop = new Container();
gunDrop.asset = gunDrop.attachAsset('gun', {
anchorX: 0.5,
anchorY: 0.5
});
// Add 'gun' label above the dropped gun
gunDrop.gunLabel = new Text2('gun', {
size: 38,
fill: 0xFFFFFF
});
gunDrop.gunLabel.anchor.set(0.5, 1);
gunDrop.gunLabel.y = -30;
gunDrop.addChild(gunDrop.gunLabel);
gunDrop.x = shooter.x;
gunDrop.y = shooter.y;
gunDrop.isGunPickup = true;
game.addChild(gunDrop);
if (typeof gunPickups === "undefined") gunPickups = [];
gunPickups.push(gunDrop);
shooter.destroy();
policeShooters.splice(j, 1);
// --- Spawn TWO new police shooters at random road blocks, not near player ---
for (var spawnCount = 0; spawnCount < 2; spawnCount++) {
var roadBlocks = [];
for (var k = 0; k < cityBlocks.length; k++) {
var b2 = cityBlocks[k];
if (b2.type === 'road') {
var distToPlayer = Math.sqrt(Math.pow(b2.x - player.x, 2) + Math.pow(b2.y - player.y, 2));
if (distToPlayer > 600) {
roadBlocks.push(b2);
}
}
}
if (roadBlocks.length > 0) {
var idx2 = Math.floor(Math.random() * roadBlocks.length);
var newShooter = new PoliceShooter();
newShooter.x = roadBlocks[idx2].x + (Math.random() - 0.5) * 100;
newShooter.y = roadBlocks[idx2].y + (Math.random() - 0.5) * 100;
if (policeAggro) {
newShooter.target = player;
newShooter.wasShotAt = true;
} else {
newShooter.target = null;
newShooter.wasShotAt = false;
}
policeShooters.push(newShooter);
game.addChild(newShooter);
}
}
addScore(15);
// Increase wanted level by 1 (max 5) when police shooter is killed
wantedLevel = Math.min(5, wantedLevel + 1);
updateWantedDisplay();
break;
// If not dead, do not break, allow other shooters to be checked
}
}
}
// Bullets update (police)
for (var i = policeBullets.length - 1; i >= 0; i--) {
var b = policeBullets[i];
if (b && typeof b.update === "function") {
b.update();
}
// Remove if off screen
if (b && typeof b.x === "number" && typeof b.y === "number" && (b.x < 0 || b.x > 2048 || b.y < 0 || b.y > 2732)) {
b.destroy();
policeBullets.splice(i, 1);
continue;
}
// Check hit player
var px = player.inCar ? player.inCar.x : player.x;
var py = player.inCar ? player.inCar.y : player.y;
if (Math.abs(px - b.x) < 60 && Math.abs(py - b.y) < 60) {
// Police bullet hits player: decrease health if not in car
if (!player.inCar && playerHealth > 0) {
playerHealth--;
updateHealthDisplay();
// Optional: flash screen on hit
LK.effects.flashScreen(0xff0000, 200);
// Game over if health reaches 0
if (playerHealth <= 0) {
LK.showGameOver();
return;
}
}
b.destroy();
policeBullets.splice(i, 1);
}
}
// Player update
player.update();
// Civilians update and check for being shot by player or run over by car
for (var i = civilians.length - 1; i >= 0; i--) {
var civ = civilians[i];
civ.update();
var killed = false;
// Check if hit by any player bullet
for (var j = bullets.length - 1; j >= 0; j--) {
var b = bullets[j];
if (Math.abs(civ.x - b.x) < 60 && Math.abs(civ.y - b.y) < 60) {
killed = true;
// Remove bullet
b.destroy();
bullets.splice(j, 1);
break;
}
}
// Check if run over by player in car
if (!killed && player.inCar) {
var car = player.inCar;
// Use a slightly larger hitbox for car
if (Math.abs(civ.x - car.x) < 90 && Math.abs(civ.y - car.y) < 70) {
killed = true;
}
}
if (killed) {
// Civilian killed
// Drop money at civilian's position
spawnMoney(civ.x, civ.y);
// Respawn civilian at random road block
var roadBlocks = [];
for (var k = 0; k < cityBlocks.length; k++) {
if (cityBlocks[k].type === 'road') roadBlocks.push(cityBlocks[k]);
}
if (roadBlocks.length > 0) {
var idx = Math.floor(Math.random() * roadBlocks.length);
var newCiv = new Civilian();
newCiv.x = roadBlocks[idx].x + (Math.random() - 0.5) * 100;
newCiv.y = roadBlocks[idx].y + (Math.random() - 0.5) * 100;
civilians.push(newCiv);
game.addChild(newCiv);
}
civ.destroy();
civilians.splice(i, 1);
addScore(10);
// Increase wanted level by 1 every time player kills an NPC, max 5
wantedLevel = Math.min(5, wantedLevel + 1);
updateWantedDisplay();
// Only aggro police if wantedLevel is 5
if (wantedLevel === 5) {
for (var p = 0; p < policeShooters.length; p++) {
policeShooters[p].wasShotAt = true;
policeShooters[p].target = player;
}
for (var p = 0; p < policeCars.length; p++) {
policeCars[p].target = player;
}
policeAggro = true;
}
// No break here: allow this to happen every time an NPC is killed
continue;
}
}
// Money pickup check
var px = player.inCar ? player.inCar.x : player.x;
var py = player.inCar ? player.inCar.y : player.y;
for (var i = moneyPickups.length - 1; i >= 0; i--) {
var m = moneyPickups[i];
if (Math.abs(m.x - px) < 60 && Math.abs(m.y - py) < 60) {
playerMoney += m.value;
updateMoneyDisplay();
m.destroy();
moneyPickups.splice(i, 1);
// Show "+50 money" text for 1 second at center-top of screen
if (typeof moneyPickupText !== "undefined" && moneyPickupText.parent) {
moneyPickupText.parent.removeChild(moneyPickupText);
moneyPickupText = undefined;
}
moneyPickupText = new Text2("+50 money", {
size: 120,
fill: 0x44FF44
});
moneyPickupText.anchor.set(0.5, 0);
moneyPickupText.x = 2048 / 2;
moneyPickupText.y = 320;
LK.gui.addChild(moneyPickupText);
LK.setTimeout(function () {
if (moneyPickupText && moneyPickupText.parent) {
moneyPickupText.parent.removeChild(moneyPickupText);
moneyPickupText = undefined;
}
}, 1000);
}
}
// Gun pickup check
if (typeof gunPickups === "undefined") gunPickups = [];
for (var i = gunPickups.length - 1; i >= 0; i--) {
var g = gunPickups[i];
if (Math.abs(g.x - px) < 60 && Math.abs(g.y - py) < 60) {
// Player picks up gun (could add ammo, powerup, etc. For now, just remove the gun)
g.destroy();
gunPickups.splice(i, 1);
// Show "+1 gun" text for 1 second at center-top of screen
if (typeof gunPickupText !== "undefined" && gunPickupText.parent) {
gunPickupText.parent.removeChild(gunPickupText);
gunPickupText = undefined;
}
gunPickupText = new Text2("+1 gun", {
size: 120,
fill: 0xFFF700
});
gunPickupText.anchor.set(0.5, 0);
// Place at top center, but not in top left 100x100
gunPickupText.x = 2048 / 2;
gunPickupText.y = 180;
LK.gui.addChild(gunPickupText);
// Remove after 1 second
LK.setTimeout(function () {
if (gunPickupText && gunPickupText.parent) {
gunPickupText.parent.removeChild(gunPickupText);
gunPickupText = undefined;
}
}, 1000);
// Optionally: add logic for ammo, weapon upgrade, etc.
}
}
// Mission check
if (mission.active) {
var px = player.inCar ? player.inCar.x : player.x;
var py = player.inCar ? player.inCar.y : player.y;
if (Math.abs(mission.x - px) < 80 && Math.abs(mission.y - py) < 80) {
// Complete mission
addScore(10 * wantedLevel);
mission.active = false;
mission.visible = false;
// Increase wanted level, spawn more police
wantedLevel = Math.min(5, wantedLevel + 1);
updateWantedDisplay();
if (wantedLevel > policeCars.length) {
// Spawn new police at random road
var roadBlocks = [];
for (var i = 0; i < cityBlocks.length; i++) {
if (cityBlocks[i].type === 'road') roadBlocks.push(cityBlocks[i]);
}
var idx = Math.floor(Math.random() * roadBlocks.length);
var b = roadBlocks[idx];
spawnPolice(b.x, b.y);
}
// Next mission after short delay
LK.setTimeout(function () {
resetMission();
}, 1200);
}
}
// Win condition removed: game never ends when score >= 100
};
// --- Start State ---
addScore(0);
updateWantedDisplay();
timerTxt.setText(timeLeft + '');
resetMission();
playerHealth = 5;
updateHealthDisplay();
playerMoney = 0;
updateMoneyDisplay();
policeAggro = false;
var policeHitCount = 0;
;
;