User prompt
Let the obstacles go in the same direction as my bike
User prompt
Increase the speed of obstacles
User prompt
No vehicles should be driving backwards
User prompt
Apply the obstacle skin to the obstacle vehicles
User prompt
Remove changing colors
User prompt
Make speed bar horizontal
User prompt
Adapt speed bar to speed skin
User prompt
Make the skin of gear- and gear+ into gear skin
User prompt
Set brakeide throttle skin
User prompt
Remove gas from car skin and add it to gas skin
User prompt
Block vehicles
User prompt
Gaz brake Gear+ Gear - Make Speed skins square
User prompt
Vites Gaz Yavaşlama hız imlecini kare yap
User prompt
Add individual skins to buttons
User prompt
Restore buttons
User prompt
Add moving vehicles instead of obstacles
User prompt
Let the vehicle stay in the middle for a while longer, then slow down after shifting gears and step on the gas to increase speed.
User prompt
Add skins store
User prompt
Make Speed Cursor
User prompt
Add drift system
User prompt
Increase traffic and add gear
User prompt
Add gas and brake
User prompt
Speed up the game by 1% per 2000 scores
User prompt
Slow down score growth by 75%
User prompt
Remove tokens and instead make a score system based on distance
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { bestScore: 0 }); /**** * Classes ****/ // Player Car var Car = Container.expand(function () { var self = Container.call(this); var carAsset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); // For collision box, use the car asset's size self.width = carAsset.width; self.height = carAsset.height; return self; }); // Coin class removed (no longer needed) // Obstacle var Obstacle = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.width = obsAsset.width; self.height = obsAsset.height; // For collision return self; }); // Road Stripe var Stripe = Container.expand(function () { var self = Container.call(this); var stripeAsset = self.attachAsset('stripe', { anchorX: 0.5, anchorY: 0.5 }); self.width = stripeAsset.width; self.height = stripeAsset.height; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // LK.init.shape('coin', {width:100, height:100, color:0xffeb3b, shape:'ellipse'}) // Game area // Car (player) // Obstacle // Coin // Road stripes var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var ROAD_WIDTH = 1200; var ROAD_X = (GAME_WIDTH - ROAD_WIDTH) / 2; var ROAD_Y = 0; var ROAD_HEIGHT = GAME_HEIGHT; // Player car var car = new Car(); car.x = GAME_WIDTH / 2; car.y = GAME_HEIGHT - 500; game.addChild(car); // Road stripes var stripes = []; var stripeSpacing = 400; for (var i = 0; i < 8; i++) { var stripe = new Stripe(); stripe.x = GAME_WIDTH / 2; stripe.y = i * stripeSpacing + 200; stripes.push(stripe); game.addChild(stripe); } // Obstacles and coins var obstacles = []; var coins = []; // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Best score var bestScore = storage.bestScore || 0; var bestScoreTxt = new Text2('Best: ' + bestScore, { size: 60, fill: "#fff" }); bestScoreTxt.anchor.set(0.5, 0); bestScoreTxt.y = 120; LK.gui.top.addChild(bestScoreTxt); // Game speed var baseSpeed = 18; var speed = baseSpeed; var speedIncreaseEvery = 600; // ticks var maxSpeed = 48; // Dragging var dragCar = false; var dragOffsetX = 0; // Touch controls function clamp(val, min, max) { return val < min ? min : val > max ? max : val; } function handleMove(x, y, obj) { if (dragCar) { // Clamp car within road var minX = ROAD_X + car.width / 2 + 20; var maxX = ROAD_X + ROAD_WIDTH - car.width / 2 - 20; car.x = clamp(x - dragOffsetX, minX, maxX); } } game.move = handleMove; game.down = function (x, y, obj) { // Only start drag if touch is on car var local = car.toLocal(game.toGlobal({ x: x, y: y })); if (local.x >= -car.width / 2 && local.x <= car.width / 2 && local.y >= -car.height / 2 && local.y <= car.height / 2) { dragCar = true; dragOffsetX = x - car.x; } }; game.up = function (x, y, obj) { dragCar = false; }; // Spawning var obstacleTimer = 0; var coinTimer = 0; function spawnObstacle() { var obs = new Obstacle(); // Random lane var lanes = 4; var laneWidth = ROAD_WIDTH / lanes; var lane = Math.floor(Math.random() * lanes); obs.x = ROAD_X + laneWidth * (lane + 0.5); obs.y = -obs.height; obstacles.push(obs); game.addChild(obs); } // function spawnCoin removed (no longer needed) // Main update loop game.update = function () { // Speed up over time if (LK.ticks % speedIncreaseEvery === 0 && speed < maxSpeed) { speed += 2; } // Move stripes for (var i = 0; i < stripes.length; i++) { stripes[i].y += speed; if (stripes[i].y > GAME_HEIGHT + stripes[i].height / 2) { stripes[i].y -= stripeSpacing * stripes.length; } } // Spawn obstacles obstacleTimer += 1; if (obstacleTimer > 40 + Math.floor(60 * baseSpeed / speed)) { spawnObstacle(); obstacleTimer = 0; } // Coin spawning removed // Move obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.y += speed; // Remove if off screen if (obs.y - obs.height / 2 > GAME_HEIGHT + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with car if (car.intersects(obs)) { // Flash and game over LK.effects.flashScreen(0xff0000, 800); if (score > bestScore) { storage.bestScore = score; } LK.showGameOver(); return; } } // Move coins for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; coin.y += speed; // Remove if off screen if (coin.y - coin.height / 2 > GAME_HEIGHT + 100) { coin.destroy(); coins.splice(i, 1); continue; } } score += Math.floor(speed); // Increase score by speed (distance per frame) scoreTxt.setText(score); if (score > bestScore) { bestScore = score; bestScoreTxt.setText('Best: ' + bestScore); storage.bestScore = bestScore; } }; // Reset score on new game score = 0; scoreTxt.setText(score); bestScore = storage.bestScore || 0; bestScoreTxt.setText('Best: ' + bestScore);
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
bestScore: 0
});
/****
* Classes
****/
// Player Car
var Car = Container.expand(function () {
var self = Container.call(this);
var carAsset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
// For collision box, use the car asset's size
self.width = carAsset.width;
self.height = carAsset.height;
return self;
});
// Coin class removed (no longer needed)
// Obstacle
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obsAsset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obsAsset.width;
self.height = obsAsset.height;
// For collision
return self;
});
// Road Stripe
var Stripe = Container.expand(function () {
var self = Container.call(this);
var stripeAsset = self.attachAsset('stripe', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = stripeAsset.width;
self.height = stripeAsset.height;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// LK.init.shape('coin', {width:100, height:100, color:0xffeb3b, shape:'ellipse'})
// Game area
// Car (player)
// Obstacle
// Coin
// Road stripes
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var ROAD_WIDTH = 1200;
var ROAD_X = (GAME_WIDTH - ROAD_WIDTH) / 2;
var ROAD_Y = 0;
var ROAD_HEIGHT = GAME_HEIGHT;
// Player car
var car = new Car();
car.x = GAME_WIDTH / 2;
car.y = GAME_HEIGHT - 500;
game.addChild(car);
// Road stripes
var stripes = [];
var stripeSpacing = 400;
for (var i = 0; i < 8; i++) {
var stripe = new Stripe();
stripe.x = GAME_WIDTH / 2;
stripe.y = i * stripeSpacing + 200;
stripes.push(stripe);
game.addChild(stripe);
}
// Obstacles and coins
var obstacles = [];
var coins = [];
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Best score
var bestScore = storage.bestScore || 0;
var bestScoreTxt = new Text2('Best: ' + bestScore, {
size: 60,
fill: "#fff"
});
bestScoreTxt.anchor.set(0.5, 0);
bestScoreTxt.y = 120;
LK.gui.top.addChild(bestScoreTxt);
// Game speed
var baseSpeed = 18;
var speed = baseSpeed;
var speedIncreaseEvery = 600; // ticks
var maxSpeed = 48;
// Dragging
var dragCar = false;
var dragOffsetX = 0;
// Touch controls
function clamp(val, min, max) {
return val < min ? min : val > max ? max : val;
}
function handleMove(x, y, obj) {
if (dragCar) {
// Clamp car within road
var minX = ROAD_X + car.width / 2 + 20;
var maxX = ROAD_X + ROAD_WIDTH - car.width / 2 - 20;
car.x = clamp(x - dragOffsetX, minX, maxX);
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Only start drag if touch is on car
var local = car.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x >= -car.width / 2 && local.x <= car.width / 2 && local.y >= -car.height / 2 && local.y <= car.height / 2) {
dragCar = true;
dragOffsetX = x - car.x;
}
};
game.up = function (x, y, obj) {
dragCar = false;
};
// Spawning
var obstacleTimer = 0;
var coinTimer = 0;
function spawnObstacle() {
var obs = new Obstacle();
// Random lane
var lanes = 4;
var laneWidth = ROAD_WIDTH / lanes;
var lane = Math.floor(Math.random() * lanes);
obs.x = ROAD_X + laneWidth * (lane + 0.5);
obs.y = -obs.height;
obstacles.push(obs);
game.addChild(obs);
}
// function spawnCoin removed (no longer needed)
// Main update loop
game.update = function () {
// Speed up over time
if (LK.ticks % speedIncreaseEvery === 0 && speed < maxSpeed) {
speed += 2;
}
// Move stripes
for (var i = 0; i < stripes.length; i++) {
stripes[i].y += speed;
if (stripes[i].y > GAME_HEIGHT + stripes[i].height / 2) {
stripes[i].y -= stripeSpacing * stripes.length;
}
}
// Spawn obstacles
obstacleTimer += 1;
if (obstacleTimer > 40 + Math.floor(60 * baseSpeed / speed)) {
spawnObstacle();
obstacleTimer = 0;
}
// Coin spawning removed
// Move obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.y += speed;
// Remove if off screen
if (obs.y - obs.height / 2 > GAME_HEIGHT + 100) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision with car
if (car.intersects(obs)) {
// Flash and game over
LK.effects.flashScreen(0xff0000, 800);
if (score > bestScore) {
storage.bestScore = score;
}
LK.showGameOver();
return;
}
}
// Move coins
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
coin.y += speed;
// Remove if off screen
if (coin.y - coin.height / 2 > GAME_HEIGHT + 100) {
coin.destroy();
coins.splice(i, 1);
continue;
}
}
score += Math.floor(speed); // Increase score by speed (distance per frame)
scoreTxt.setText(score);
if (score > bestScore) {
bestScore = score;
bestScoreTxt.setText('Best: ' + bestScore);
storage.bestScore = bestScore;
}
};
// Reset score on new game
score = 0;
scoreTxt.setText(score);
bestScore = storage.bestScore || 0;
bestScoreTxt.setText('Best: ' + bestScore);
Vertical sports car. In-Game asset. 2d. High contrast. No shadows
Accelerator pedal vertical. In-Game asset. 2d. High contrast. No shadows
Car gear-. In-Game asset. 2d. High contrast. No shadows
Standart Car vertical. In-Game asset. 2d. High contrast. No shadows
Token. In-Game asset. 2d. High contrast. No shadows