User prompt
El frenine bastığmızda yavaş hız kaybedip 0'a insin
User prompt
Add handbrake
User prompt
Add a gas system so that the car stops when it runs out of gas
User prompt
Let the number of gears be 7
User prompt
The speed cursor should show a maximum of 300
User prompt
Set speed limit to 300
User prompt
Remove drift system
User prompt
Trafik ışığı ekleyin
User prompt
Add speed cursor
User prompt
Remove speed cursor
User prompt
Remove the coin system
User prompt
Coin Fix your system
User prompt
Düzelt
User prompt
Bring back the coin system
User prompt
Add token skin to game
User prompt
Let's click on the menu to see our tokens
User prompt
Create a token system and earn tokens every 1000 distance
User prompt
Please fix the bug: 'Uncaught ReferenceError: storeOpen is not defined' in or related to this line: 'if (storeOpen) {' Line Number: 195
User prompt
Delete store
User prompt
Add an icon that shows our money
User prompt
Add coin system, give 1 coin for every 1000 scores
User prompt
Clear speed bar
User prompt
Clear speed bar
User prompt
Fix speed bar
User prompt
Let the obstacles go forward
/****
* 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
// width/height default
});
// 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 obstacle asset for vehicles
var vehicleAsset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = vehicleAsset.width;
self.height = vehicleAsset.height;
// Vehicle speed (relative to road speed, always positive so vehicles never drive backwards)
// Obstacles always move forward (downwards), in the same direction as the player's bike
self.relativeSpeed = 12 + Math.random() * 10; // 12 to 22, always forward (downwards)
// 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
****/
// Road stripes
// Coin
// Obstacle
// Car (player)
// Game area
// LK.init.shape('coin', {width:100, height:100, color:0xffeb3b, shape:'ellipse'})
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;
// --- Coin system and coin icon display only ---
var coins = 0;
if (typeof storage.coins !== "undefined") {
coins = storage.coins;
} else {
coins = 0;
storage.coins = 0;
}
// --- Coin icon and money display in top GUI ---
var coinIconContainer = new Container();
var coinIconAsset = coinIconContainer.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5,
width: 80,
height: 80,
color: 0xffeb3b
});
coinIconContainer.x = GAME_WIDTH - 320;
coinIconContainer.y = 80;
LK.gui.top.addChild(coinIconContainer);
var coinsGuiTxt = new Text2('', {
size: 60,
fill: "#fff"
});
coinsGuiTxt.anchor.set(0, 0.5);
coinsGuiTxt.x = coinIconContainer.x + 60;
coinsGuiTxt.y = coinIconContainer.y;
LK.gui.top.addChild(coinsGuiTxt);
// 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) {
// storeOpen check removed (store UI is deleted)
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;
// Gas button (bottom right)
var gasBtn = new Container();
var gasAsset = gasBtn.attachAsset('Gas', {
anchorX: 0.5,
anchorY: 0.5,
width: buttonSize,
height: buttonSize,
color: 0x43a047
});
// gasAsset.tint = 0x43a047; // Tinting removed
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 brakeAsset = brakeBtn.attachAsset('Gas', {
anchorX: 0.5,
anchorY: 0.5,
width: buttonSize,
height: buttonSize,
color: 0xfbc02d
});
// brakeAsset.tint = 0xfbc02d; // Tinting removed
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 gearUpAsset = gearUpBtn.attachAsset('Gear', {
anchorX: 0.5,
anchorY: 0.5,
width: buttonSize * 0.7,
height: buttonSize * 0.7,
color: 0x90caf9
});
// gearUpAsset.tint = 0x90caf9; // Tinting removed
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 gearDownAsset = gearDownBtn.attachAsset('Gear', {
anchorX: 0.5,
anchorY: 0.5,
width: buttonSize * 0.7,
height: buttonSize * 0.7,
color: 0x90caf9
});
// gearDownAsset.tint = 0x90caf9; // Tinting removed
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 bar using Speed skin asset (horizontal)
var speedCursorBg = new Container();
var speedCursorBgAsset = speedCursorBg.attachAsset('Speed', {
anchorX: 0,
anchorY: 0.5,
width: 600,
height: 100
});
speedCursorBg.x = GAME_WIDTH / 2 - 300;
speedCursorBg.y = 220;
game.addChild(speedCursorBg);
// Speed cursor fill (shows current speed) using Speed skin asset (horizontal)
var speedCursorFill = new Container();
var speedCursorFillAsset = speedCursorFill.attachAsset('Speed', {
anchorX: 0,
anchorY: 0.5,
width: 580,
height: 100
});
// Align fill exactly inside the background bar
speedCursorFill.x = speedCursorBg.x + 10;
speedCursorFill.y = speedCursorBg.y + speedCursorBgAsset.height / 2;
speedCursorFillAsset.x = 0;
speedCursorFillAsset.y = 0;
game.addChild(speedCursorFill);
// Speed cursor label using Speed skin asset (as a decorative label, left of bar)
var speedCursorTxt = new Container();
var speedCursorTxtAsset = speedCursorTxt.attachAsset('Speed', {
anchorX: 1,
anchorY: 0.5,
width: 100,
height: 24
});
speedCursorTxt.x = speedCursorBg.x - 20;
speedCursorTxt.y = speedCursorBg.y + speedCursorBgAsset.height / 2;
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) {
// No store or skin UI to handle
// 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) {
// storeOpen check removed (store UI is deleted)
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;
// Set fill width (from left to right)
var fillMaxWidth = 580;
speedCursorFillAsset.width = Math.max(1, Math.round(fillMaxWidth * speedPercent));
// Always keep fill bar visually inside the background
speedCursorFill.x = speedCursorBg.x + 10;
speedCursorFill.y = speedCursorBg.y + speedCursorBgAsset.height / 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 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);
// Coin system: Give 1 coin for every 1000 score
if (typeof lastScoreForCoin === "undefined") {
lastScoreForCoin = 0;
}
while (score - lastScoreForCoin >= 1000) {
coins += 1;
lastScoreForCoin += 1000;
storage.coins = coins;
}
// Update top GUI coin display
if (typeof coinsGuiTxt !== "undefined") {
coinsGuiTxt.setText('' + (coins || 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;
}
};
// Reset score on new game
score = 0;
scoreTxt.setText(score);
bestScore = storage.bestScore || 0;
bestScoreTxt.setText('Best: ' + bestScore);
// Reset coin system state for this run (do not reset coins, just the counter for new coins)
lastScoreForCoin = 0;
// Reset top GUI coin display
if (typeof coinsGuiTxt !== "undefined") {
coinsGuiTxt.setText('' + (coins || 0));
}
// Reset vehicles
for (var i = vehicles.length - 1; i >= 0; i--) {
if (vehicles[i] && vehicles[i].destroy) vehicles[i].destroy();
}
vehicles = [];
// Clear speed bar fill
if (typeof speedCursorFillAsset !== "undefined") {
speedCursorFillAsset.width = 1;
// Also reset the fill bar's position to align with the background
speedCursorFill.x = speedCursorBg.x + 10;
speedCursorFill.y = speedCursorBg.y + speedCursorBgAsset.height / 2;
}
// Reset drift state
isDrifting = false;
driftDirection = 0;
driftTimer = 0;
driftCooldown = 0;
driftAngle = 0;
car.rotation = 0;
// Recreate car
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
@@ -181,9 +181,9 @@
function clamp(val, min, max) {
return val < min ? min : val > max ? max : val;
}
function handleMove(x, y, obj) {
- if (storeOpen) return;
+ // storeOpen check removed (store UI is deleted)
if (dragCar) {
// Clamp car within road
var minX = ROAD_X + car.width / 2 + 20;
var maxX = ROAD_X + ROAD_WIDTH - car.width / 2 - 20;
@@ -375,9 +375,9 @@
}
};
// Up event
game.up = function (x, y, obj) {
- if (storeOpen) return;
+ // storeOpen check removed (store UI is deleted)
dragCar = false;
gasPressed = false;
brakePressed = false;
gasAsset.alpha = 1;
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