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); // Use selected skin color var skin = typeof getCurrentSkin === "function" ? getCurrentSkin() : { id: 'car', color: 0x2196f3 }; var carAsset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 // width/height default }); carAsset.tint = skin.color; // For collision box, use the car asset's size self.width = carAsset.width; self.height = carAsset.height; return self; }); // Obstacle (legacy, not used anymore) 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; }); // Coin class removed (no longer needed) // Vehicle (moving obstacle) var Vehicle = Container.expand(function () { var self = Container.call(this); // Use car asset for vehicles, random color for variety var vehicleColors = [0xd32f2f, 0x2196f3, 0xfbc02d, 0x43a047, 0x8e24aa, 0x00897b]; var color = vehicleColors[Math.floor(Math.random() * vehicleColors.length)]; var vehicleAsset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, color: color }); vehicleAsset.tint = color; self.width = vehicleAsset.width; self.height = vehicleAsset.height; // Vehicle speed (relative to road speed, can be positive or negative for overtaking/slow cars) self.relativeSpeed = (Math.random() < 0.5 ? 1 : -1) * (6 + Math.random() * 8); // -14 to +14 // Track lastY for event triggers self.lastY = self.y; // Track if already collided self.lastWasIntersecting = false; 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; // --- Skins Store System --- // Skins data var carSkins = [{ id: 'car', name: 'Blue', color: 0x2196f3, unlocked: true, price: 0 }, { id: 'car_red', name: 'Red', color: 0xd32f2f, unlocked: false, price: 5000 }, { id: 'car_green', name: 'Green', color: 0x43a047, unlocked: false, price: 10000 }, { id: 'car_gold', name: 'Gold', color: 0xfbc02d, unlocked: false, price: 20000 }]; // Load unlocked skins from storage if (typeof storage.unlockedSkins === "undefined") { storage.unlockedSkins = { car: true }; } for (var i = 0; i < carSkins.length; i++) { if (storage.unlockedSkins[carSkins[i].id]) carSkins[i].unlocked = true; } // Selected skin var selectedSkinIdx = 0; if (typeof storage.selectedSkinIdx !== "undefined") { selectedSkinIdx = storage.selectedSkinIdx; } // Helper to get current skin function getCurrentSkin() { return carSkins[selectedSkinIdx]; } // --- Skins Store UI --- var storeOpen = false; var storePanel = new Container(); storePanel.visible = false; storePanel.x = GAME_WIDTH / 2; storePanel.y = GAME_HEIGHT / 2; game.addChild(storePanel); // Store background var storeBg = storePanel.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, width: 900, height: 1200, color: 0x222222 }); storeBg.alpha = 0.98; // Store title var storeTitle = new Text2('SKINS STORE', { size: 90, fill: "#fff" }); storeTitle.anchor.set(0.5, 0); storeTitle.y = -520; storePanel.addChild(storeTitle); // Skin preview var skinPreview = new Container(); skinPreview.x = 0; skinPreview.y = -120; storePanel.addChild(skinPreview); var skinPreviewAsset = null; function updateSkinPreview() { if (skinPreviewAsset) { skinPreviewAsset.destroy(); skinPreviewAsset = null; } var skin = carSkins[selectedSkinIdx]; skinPreviewAsset = skinPreview.attachAsset(skin.id === 'car' ? 'car' : 'car', { anchorX: 0.5, anchorY: 0.5, width: 320, height: 520, color: skin.color }); } updateSkinPreview(); // Skin name var skinNameTxt = new Text2('', { size: 70, fill: "#fff" }); skinNameTxt.anchor.set(0.5, 0.5); skinNameTxt.y = 220; storePanel.addChild(skinNameTxt); // Unlock/buy/select button var skinActionBtn = new Container(); skinActionBtn.x = 0; skinActionBtn.y = 400; storePanel.addChild(skinActionBtn); var skinActionAsset = skinActionBtn.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120, color: 0x43a047 }); skinActionAsset.alpha = 0.9; var skinActionTxt = new Text2('', { size: 60, fill: "#fff" }); skinActionTxt.anchor.set(0.5, 0.5); skinActionBtn.addChild(skinActionTxt); // Left/right arrows var leftArrowBtn = new Container(); var leftArrowAsset = leftArrowBtn.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, color: 0x90caf9 }); leftArrowBtn.x = -320; leftArrowBtn.y = 0; storePanel.addChild(leftArrowBtn); var leftArrowTxt = new Text2('<', { size: 90, fill: "#fff" }); leftArrowTxt.anchor.set(0.5, 0.5); leftArrowBtn.addChild(leftArrowTxt); var rightArrowBtn = new Container(); var rightArrowAsset = rightArrowBtn.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, color: 0x90caf9 }); rightArrowBtn.x = 320; rightArrowBtn.y = 0; storePanel.addChild(rightArrowBtn); var rightArrowTxt = new Text2('>', { size: 90, fill: "#fff" }); rightArrowTxt.anchor.set(0.5, 0.5); rightArrowBtn.addChild(rightArrowTxt); // Close button var closeBtn = new Container(); var closeAsset = closeBtn.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, color: 0xd32f2f }); closeBtn.x = 0; closeBtn.y = 540; storePanel.addChild(closeBtn); var closeTxt = new Text2('CLOSE', { size: 48, fill: "#fff" }); closeTxt.anchor.set(0.5, 0.5); closeBtn.addChild(closeTxt); // Coins display var coinsTxt = new Text2('', { size: 60, fill: "#fff" }); coinsTxt.anchor.set(0.5, 0.5); coinsTxt.y = -400; storePanel.addChild(coinsTxt); // Helper to update store UI function updateStoreUI() { var skin = carSkins[selectedSkinIdx]; skinNameTxt.setText(skin.name); updateSkinPreview(); // Show coins coinsTxt.setText('Coins: ' + (score || 0)); if (skin.unlocked) { if (selectedSkinIdx === storage.selectedSkinIdx) { skinActionTxt.setText('SELECTED'); skinActionAsset.tint = 0x90caf9; } else { skinActionTxt.setText('SELECT'); skinActionAsset.tint = 0x43a047; } } else { skinActionTxt.setText('BUY (' + skin.price + ')'); skinActionAsset.tint = 0xfbc02d; } } updateStoreUI(); // Store open button (top right) var storeBtn = new Container(); var storeBtnAsset = storeBtn.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, width: 120, height: 120, color: 0x90caf9 }); storeBtn.x = GAME_WIDTH - 160; storeBtn.y = 160; game.addChild(storeBtn); var storeBtnTxt = new Text2('SKINS', { size: 40, fill: "#fff" }); storeBtnTxt.anchor.set(0.5, 0.5); storeBtn.addChild(storeBtnTxt); // --- End Skins Store System --- // 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); } // Vehicles and coins var vehicles = []; 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; // Gear system var gear = 1; var maxGear = 5; var minGear = 1; var gearSpeeds = [0, 18, 26, 34, 42, 48]; // index 0 unused, gear 1-5 // Dragging var dragCar = false; var dragOffsetX = 0; // Drift system state var isDrifting = false; var driftDirection = 0; // -1 for left, 1 for right, 0 for none var driftTimer = 0; var driftMaxTime = 60; // frames (1 second) var driftCooldown = 0; var driftCooldownTime = 40; // frames var driftAngle = 0; // in radians, for visual tilt var driftAngleMax = Math.PI / 7; // max tilt angle var driftSpeedBonus = 1.18; // 18% speed boost during drift // Gas and brake button state var gasPressed = false; var brakePressed = false; // Touch controls function clamp(val, min, max) { return val < min ? min : val > max ? max : val; } function handleMove(x, y, obj) { if (storeOpen) return; if (dragCar) { // Clamp car within road var minX = ROAD_X + car.width / 2 + 20; var maxX = ROAD_X + ROAD_WIDTH - car.width / 2 - 20; var prevX = car.x; car.x = clamp(x - dragOffsetX, minX, maxX); // Drift trigger: if swipe is fast and not already drifting or on cooldown var dx = car.x - prevX; if (!isDrifting && driftCooldown === 0 && Math.abs(dx) > 32) { isDrifting = true; driftDirection = dx > 0 ? 1 : -1; driftTimer = 0; } } } game.move = handleMove; // --- Gas and Brake Buttons --- var buttonSize = 260; var buttonMargin = 80; // Assign unique skin colors to each button based on carSkins var gasBtn = new Container(); var gasBtnSkin = carSkins[1] || carSkins[0]; // Red or fallback to blue var gasAsset = gasBtn.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, width: buttonSize, height: buttonSize, color: gasBtnSkin.color }); gasAsset.tint = gasBtnSkin.color; gasBtn.x = GAME_WIDTH - buttonSize / 2 - buttonMargin; gasBtn.y = GAME_HEIGHT - buttonSize / 2 - buttonMargin; game.addChild(gasBtn); var gasTxt = new Text2('GAS', { size: 70, fill: "#fff" }); gasTxt.anchor.set(0.5, 0.5); gasBtn.addChild(gasTxt); // Brake button (bottom left) var brakeBtn = new Container(); var brakeBtnSkin = carSkins[3] || carSkins[0]; // Gold or fallback to blue var brakeAsset = brakeBtn.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, width: buttonSize, height: buttonSize, color: brakeBtnSkin.color }); brakeAsset.tint = brakeBtnSkin.color; brakeBtn.x = buttonSize / 2 + buttonMargin; brakeBtn.y = GAME_HEIGHT - buttonSize / 2 - buttonMargin; game.addChild(brakeBtn); var brakeTxt = new Text2('BRAKE', { size: 70, fill: "#fff" }); brakeTxt.anchor.set(0.5, 0.5); brakeBtn.addChild(brakeTxt); // Gear Up button (bottom center right) var gearUpBtn = new Container(); var gearUpBtnSkin = carSkins[2] || carSkins[0]; // Green or fallback to blue var gearUpAsset = gearUpBtn.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, width: buttonSize * 0.7, height: buttonSize * 0.7, color: gearUpBtnSkin.color }); gearUpAsset.tint = gearUpBtnSkin.color; gearUpBtn.x = GAME_WIDTH / 2 + buttonSize + buttonMargin; gearUpBtn.y = GAME_HEIGHT - buttonSize / 2 - buttonMargin; game.addChild(gearUpBtn); var gearUpTxt = new Text2('GEAR+', { size: 60, fill: "#fff" }); gearUpTxt.anchor.set(0.5, 0.5); gearUpBtn.addChild(gearUpTxt); // Gear Down button (bottom center left) var gearDownBtn = new Container(); var gearDownBtnSkin = carSkins[0]; // Blue var gearDownAsset = gearDownBtn.attachAsset('car', { anchorX: 0.5, anchorY: 0.5, width: buttonSize * 0.7, height: buttonSize * 0.7, color: gearDownBtnSkin.color }); gearDownAsset.tint = gearDownBtnSkin.color; gearDownBtn.x = GAME_WIDTH / 2 - buttonSize - buttonMargin; gearDownBtn.y = GAME_HEIGHT - buttonSize / 2 - buttonMargin; game.addChild(gearDownBtn); var gearDownTxt = new Text2('GEAR-', { size: 60, fill: "#fff" }); gearDownTxt.anchor.set(0.5, 0.5); gearDownBtn.addChild(gearDownTxt); // Gear display (center bottom) var gearTxt = new Text2('GEAR: 1', { size: 80, fill: "#fff" }); gearTxt.anchor.set(0.5, 0.5); gearTxt.x = GAME_WIDTH / 2; gearTxt.y = GAME_HEIGHT - buttonSize - buttonMargin - 60; game.addChild(gearTxt); // --- Speed Cursor UI --- // Speed cursor background bar var speedCursorBg = new Container(); var speedCursorBgAsset = speedCursorBg.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0, width: 80, height: 600, color: 0x333333 }); speedCursorBgAsset.alpha = 0.5; speedCursorBg.x = GAME_WIDTH - 120; speedCursorBg.y = 320; game.addChild(speedCursorBg); // Speed cursor fill (shows current speed) - now a square var speedCursorFill = new Container(); var speedCursorFillAsset = speedCursorFill.attachAsset('car', { anchorX: 0.5, anchorY: 1, width: 120, height: 120, color: 0x43a047 }); speedCursorFill.x = speedCursorBg.x; speedCursorFill.y = speedCursorBg.y + speedCursorBgAsset.height - 10; game.addChild(speedCursorFill); // Speed cursor text var speedCursorTxt = new Text2('SPEED', { size: 48, fill: "#fff" }); speedCursorTxt.anchor.set(0.5, 1); speedCursorTxt.x = speedCursorBg.x; speedCursorTxt.y = speedCursorBg.y - 12; game.addChild(speedCursorTxt); // Helper to check if a point is inside a button function isInsideBtn(btn, x, y) { var bx = btn.x, by = btn.y; var hw = buttonSize / 2, hh = buttonSize / 2; return x >= bx - hw && x <= bx + hw && y >= by - hh && y <= by + hh; } // Down event game.down = function (x, y, obj) { // --- Skins Store UI events --- if (storeOpen) { // Convert to storePanel local var local = { x: x - storePanel.x, y: y - storePanel.y }; // Close if (local.y > closeBtn.y - 60 && local.y < closeBtn.y + 60 && local.x > closeBtn.x - 60 && local.x < closeBtn.x + 60) { storePanel.visible = false; storeOpen = false; return; } // Left arrow if (local.y > leftArrowBtn.y - 60 && local.y < leftArrowBtn.y + 60 && local.x > leftArrowBtn.x - 60 && local.x < leftArrowBtn.x + 60) { selectedSkinIdx = (selectedSkinIdx - 1 + carSkins.length) % carSkins.length; updateStoreUI(); return; } // Right arrow if (local.y > rightArrowBtn.y - 60 && local.y < rightArrowBtn.y + 60 && local.x > rightArrowBtn.x - 60 && local.x < rightArrowBtn.x + 60) { selectedSkinIdx = (selectedSkinIdx + 1) % carSkins.length; updateStoreUI(); return; } // Action button if (local.y > skinActionBtn.y - 60 && local.y < skinActionBtn.y + 60 && local.x > skinActionBtn.x - 200 && local.x < skinActionBtn.x + 200) { var skin = carSkins[selectedSkinIdx]; if (skin.unlocked) { storage.selectedSkinIdx = selectedSkinIdx; updateStoreUI(); // Recreate car with new skin car.destroy(); car = new Car(); car.x = GAME_WIDTH / 2; car.y = GAME_HEIGHT - 500; game.addChild(car); } else if ((score || 0) >= skin.price) { // Unlock skin skin.unlocked = true; storage.unlockedSkins[skin.id] = true; // Deduct coins (score) score -= skin.price; scoreTxt.setText(score); updateStoreUI(); } return; } return; } // Open store button if (x > storeBtn.x - 60 && x < storeBtn.x + 60 && y > storeBtn.y - 60 && y < storeBtn.y + 60) { storePanel.visible = true; storeOpen = true; updateStoreUI(); return; } // 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; } // Gas/brake buttons if (isInsideBtn(gasBtn, x, y)) { gasPressed = true; gasAsset.alpha = 0.7; } if (isInsideBtn(brakeBtn, x, y)) { brakePressed = true; brakeAsset.alpha = 0.7; } // Gear up button if (isInsideBtn(gearUpBtn, x, y)) { if (gear < maxGear) { gear++; gearTxt.setText('GEAR: ' + gear); // Snap speed to new gear's minimum if below if (speed < gearSpeeds[gear]) speed = gearSpeeds[gear]; } gearUpAsset.alpha = 0.7; } // Gear down button if (isInsideBtn(gearDownBtn, x, y)) { if (gear > minGear) { gear--; gearTxt.setText('GEAR: ' + gear); // Snap speed to new gear's max if above if (speed > gearSpeeds[gear]) speed = gearSpeeds[gear]; } gearDownAsset.alpha = 0.7; } }; // Up event game.up = function (x, y, obj) { if (storeOpen) return; dragCar = false; gasPressed = false; brakePressed = false; gasAsset.alpha = 1; brakeAsset.alpha = 1; gearUpAsset.alpha = 1; gearDownAsset.alpha = 1; }; // Spawning var obstacleTimer = 0; var coinTimer = 0; function spawnVehicle() { var lanes = 4; var laneWidth = ROAD_WIDTH / lanes; var lane = Math.floor(Math.random() * lanes); var vehicle = new Vehicle(); vehicle.x = ROAD_X + laneWidth * (lane + 0.5); vehicle.y = -vehicle.height; vehicle.lane = lane; vehicles.push(vehicle); game.addChild(vehicle); } // function spawnCoin removed (no longer needed) // Main update loop game.update = function () { // --- Car stay in middle at start, slow after gear shift, require gas to accelerate --- // State: 0 = normal, 1 = holding in middle, 2 = slowing after gear shift, 3 = waiting for gas if (typeof carStartState === "undefined") { carStartState = 1; // 1 = holding in middle carStartTicks = 0; carSlowed = false; carWaitGas = false; } if (carStartState === 1) { // Hold car in middle for 1.2 seconds (72 ticks) car.x = GAME_WIDTH / 2; carStartTicks++; if (carStartTicks > 72) { carStartState = 2; carStartTicks = 0; } } else if (carStartState === 2) { // Wait for gear shift, then slow down if (gear > 1 && !carSlowed) { speed = Math.max(gearSpeeds[gear] * 0.55, gearSpeeds[1]); carSlowed = true; carStartTicks = 0; carStartState = 3; } } else if (carStartState === 3) { // Wait for gas press to allow acceleration if (gasPressed) { carStartState = 0; } else { // Gradually slow down if not pressing gas speed = Math.max(speed - 0.7, gearSpeeds[1]); } } // Drift update logic if (isDrifting) { driftTimer++; // Smoothly tilt car in drift direction driftAngle += (driftDirection * driftAngleMax - driftAngle) * 0.25; // Give speed bonus during drift speed = Math.min(speed * driftSpeedBonus, gearSpeeds[gear]); // End drift after max time or if drag stops if (driftTimer > driftMaxTime || !dragCar) { isDrifting = false; driftCooldown = driftCooldownTime; } } else { // Return car to upright driftAngle += (0 - driftAngle) * 0.18; if (driftCooldown > 0) driftCooldown--; } // Gas/brake logic if (carStartState === 0) { if (gasPressed) { speed = Math.min(speed + 0.5, gearSpeeds[gear]); } else if (brakePressed) { speed = Math.max(speed - 1.2, gearSpeeds[gear - 1] ? gearSpeeds[gear - 1] : baseSpeed * 0.5); } else { // Speed up over time if (LK.ticks % speedIncreaseEvery === 0 && speed < gearSpeeds[gear]) { speed += 2; } } } // Clamp speed to current gear range if (speed > gearSpeeds[gear]) speed = gearSpeeds[gear]; if (speed < (gearSpeeds[gear - 1] ? gearSpeeds[gear - 1] : baseSpeed * 0.5)) speed = gearSpeeds[gear - 1] ? gearSpeeds[gear - 1] : baseSpeed * 0.5; gearTxt.setText('GEAR: ' + gear); // Apply drift visual tilt to car car.rotation = driftAngle; // --- Update Speed Cursor --- // Calculate speed percent (0 to 1) relative to min/max var minSpeed = gearSpeeds[1]; var maxSpeedCursor = gearSpeeds[maxGear]; var speedPercent = (speed - minSpeed) / (maxSpeedCursor - minSpeed); if (speedPercent < 0) speedPercent = 0; if (speedPercent > 1) speedPercent = 1; // Move square block (speed cursor) from bottom up var fillMaxHeight = 580; var blockSize = 120; var minY = speedCursorBg.y + speedCursorBgAsset.height - 10; var maxY = speedCursorBg.y + 10 + blockSize / 2; speedCursorFill.y = minY - (fillMaxHeight - blockSize) * speedPercent; // Set fill color (green to yellow to red) var fillColor; if (speedPercent < 0.5) { // Green to yellow var t = speedPercent * 2; var r = Math.round(0x43 * (1 - t) + 0xfb * t); var g = Math.round(0xa0 * (1 - t) + 0xc0 * t); var b = Math.round(0x47 * (1 - t) + 0x2d * t); fillColor = r << 16 | g << 8 | b; } else { // Yellow to red var t = (speedPercent - 0.5) * 2; var r = Math.round(0xfb * (1 - t) + 0xd3 * t); var g = Math.round(0xc0 * (1 - t) + 0x2f * t); var b = Math.round(0x2d * (1 - t) + 0x2f * t); fillColor = r << 16 | g << 8 | b; } speedCursorFillAsset.tint = fillColor; // 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 vehicles obstacleTimer += 1; if (obstacleTimer > 32 + Math.floor(40 * baseSpeed / speed)) { // Spawn 1-2 vehicles per spawn, never in the same lane var lanes = 4; var usedLanes = []; var numVehicles = 1 + (Math.random() < 0.5 ? 1 : 0); // 1 or 2 for (var i = 0; i < numVehicles; i++) { var lane; do { lane = Math.floor(Math.random() * lanes); } while (usedLanes.indexOf(lane) !== -1 && usedLanes.length < lanes); usedLanes.push(lane); var vehicle = new Vehicle(); var laneWidth = ROAD_WIDTH / lanes; vehicle.x = ROAD_X + laneWidth * (lane + 0.5); vehicle.y = -vehicle.height; vehicle.lane = lane; vehicles.push(vehicle); game.addChild(vehicle); } obstacleTimer = 0; } // Move vehicles for (var i = vehicles.length - 1; i >= 0; i--) { var vehicle = vehicles[i]; // Move vehicle at road speed + its relative speed vehicle.lastY = vehicle.y; vehicle.y += speed + vehicle.relativeSpeed; // Remove if off screen if (vehicle.y - vehicle.height / 2 > GAME_HEIGHT + 100 || vehicle.y + vehicle.height / 2 < -200) { vehicle.destroy(); vehicles.splice(i, 1); continue; } // Collision with car (only if visible) var isIntersecting = car.intersects(vehicle); if (!vehicle.lastWasIntersecting && isIntersecting) { // Flash and game over LK.effects.flashScreen(0xff0000, 800); if (score > bestScore) { storage.bestScore = score; } LK.showGameOver(); return; } vehicle.lastWasIntersecting = isIntersecting; } // 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 / 4); // Slow down score growth by 75% scoreTxt.setText(score); // Update store coins display if open if (storeOpen && typeof coinsTxt !== "undefined") { coinsTxt.setText('Coins: ' + (score || 0)); } // Speed up by 1% for every 2000 score points if (typeof lastScoreForSpeed === "undefined") { lastScoreForSpeed = 0; } while (score - lastScoreForSpeed >= 2000) { speed = Math.min(Math.round(speed * 1.01), maxSpeed); lastScoreForSpeed += 2000; } if (score > bestScore) { bestScore = score; bestScoreTxt.setText('Best: ' + bestScore); storage.bestScore = bestScore; } // Persist selected skin if (typeof storage.selectedSkinIdx === "undefined") storage.selectedSkinIdx = selectedSkinIdx;else storage.selectedSkinIdx = selectedSkinIdx; }; // Reset score on new game score = 0; scoreTxt.setText(score); bestScore = storage.bestScore || 0; bestScoreTxt.setText('Best: ' + bestScore); // Reset vehicles for (var i = vehicles.length - 1; i >= 0; i--) { if (vehicles[i] && vehicles[i].destroy) vehicles[i].destroy(); } vehicles = []; // Reset drift state isDrifting = false; driftDirection = 0; driftTimer = 0; driftCooldown = 0; driftAngle = 0; car.rotation = 0; // Reset store state storePanel.visible = false; storeOpen = false; // Recreate car with selected skin if (typeof car !== "undefined" && car.destroy) car.destroy(); car = new Car(); car.x = GAME_WIDTH / 2; car.y = GAME_HEIGHT - 500; game.addChild(car);
===================================================================
--- original.js
+++ change.js
@@ -503,15 +503,15 @@
speedCursorBgAsset.alpha = 0.5;
speedCursorBg.x = GAME_WIDTH - 120;
speedCursorBg.y = 320;
game.addChild(speedCursorBg);
-// Speed cursor fill (shows current speed)
+// Speed cursor fill (shows current speed) - now a square
var speedCursorFill = new Container();
var speedCursorFillAsset = speedCursorFill.attachAsset('car', {
anchorX: 0.5,
anchorY: 1,
- width: 60,
- height: 580,
+ width: 120,
+ height: 120,
color: 0x43a047
});
speedCursorFill.x = speedCursorBg.x;
speedCursorFill.y = speedCursorBg.y + speedCursorBgAsset.height - 10;
@@ -734,11 +734,14 @@
var maxSpeedCursor = gearSpeeds[maxGear];
var speedPercent = (speed - minSpeed) / (maxSpeedCursor - minSpeed);
if (speedPercent < 0) speedPercent = 0;
if (speedPercent > 1) speedPercent = 1;
- // Set fill height (from bottom up)
+ // Move square block (speed cursor) from bottom up
var fillMaxHeight = 580;
- speedCursorFillAsset.height = Math.max(10, fillMaxHeight * speedPercent);
+ var blockSize = 120;
+ var minY = speedCursorBg.y + speedCursorBgAsset.height - 10;
+ var maxY = speedCursorBg.y + 10 + blockSize / 2;
+ speedCursorFill.y = minY - (fillMaxHeight - blockSize) * speedPercent;
// Set fill color (green to yellow to red)
var fillColor;
if (speedPercent < 0.5) {
// Green to yellow
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