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; }); // Coin (collectible) var Coin = Container.expand(function () { var self = Container.call(this); var coinAsset = self.attachAsset('Token', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80 }); self.width = coinAsset.width; self.height = coinAsset.height; // Track lastY for event triggers self.lastY = self.y; // Track if already collected self.lastWasIntersecting = false; 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; }); // 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 ****/ // --- Menu icon click: show tokens popup --- LK.on('menu', function () { // Show a simple popup with the player's tokens LK.showPopup({ title: "Your Tokens", message: "You have " + (tokens || 0) + " tokens.", buttons: [{ text: "OK", action: function action() { LK.closePopup(); } }] }); }); // 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('Token', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80 }); 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 = []; // --- Token system and token icon display only --- var tokens = 0; if (typeof storage.tokens !== "undefined") { tokens = storage.tokens; } else { tokens = 0; storage.tokens = 0; } // --- Token icon and display in top GUI --- var tokenIconContainer = new Container(); var tokenIconAsset = tokenIconContainer.attachAsset('Token', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80 }); tokenIconContainer.x = GAME_WIDTH - 200; tokenIconContainer.y = 80; LK.gui.top.addChild(tokenIconContainer); var tokensGuiTxt = new Text2('', { size: 60, fill: "#fff" }); tokensGuiTxt.anchor.set(0, 0.5); tokensGuiTxt.x = tokenIconContainer.x + 60; tokensGuiTxt.y = tokenIconContainer.y; LK.gui.top.addChild(tokensGuiTxt); // 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() { var lanes = 4; var laneWidth = ROAD_WIDTH / lanes; var lane = Math.floor(Math.random() * lanes); var coin = new Coin(); coin.x = ROAD_X + laneWidth * (lane + 0.5); coin.y = -coin.height; coin.lane = lane; coins.push(coin); game.addChild(coin); } // 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; } // Spawn coins coinTimer += 1; if (coinTimer > 40 + Math.floor(60 * baseSpeed / speed)) { spawnCoin(); coinTimer = 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.lastY = coin.y; coin.y += speed; // Remove if off screen if (coin.y - coin.height / 2 > GAME_HEIGHT + 100) { coin.destroy(); coins.splice(i, 1); continue; } // Collision with car (collect) var isIntersecting = car.intersects(coin); if (!coin.lastWasIntersecting && isIntersecting) { coins.splice(i, 1); coin.destroy(); // Add coin to player coinsGuiTxt.setText('' + ++coins); storage.coins = coins; // Flash coin icon LK.effects.flashObject(coinIconContainer, 0xffeb3b, 400); continue; } coin.lastWasIntersecting = isIntersecting; } coinsGuiTxt.setText('' + (coins || 0)); score += Math.floor(speed / 4); // Slow down score growth by 75% scoreTxt.setText(score); // Token system: Give 1 token for every 1000 distance if (typeof lastDistanceForToken === "undefined") { lastDistanceForToken = 0; } while (score - lastDistanceForToken >= 1000) { tokens += 1; lastDistanceForToken += 1000; storage.tokens = tokens; } // Update top GUI token display if (typeof tokensGuiTxt !== "undefined") { tokensGuiTxt.setText('' + (tokens || 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 coins for this run (do not reset storage.coins, just the array and GUI) for (var i = coins.length - 1; i >= 0; i--) { if (coins[i] && coins[i].destroy) coins[i].destroy(); } coins = []; if (typeof coinsGuiTxt !== "undefined") { coinsGuiTxt.setText('' + (coins || 0)); } // Reset token system state for this run (do not reset tokens, just the counter for new tokens) lastDistanceForToken = 0; // Reset top GUI token display if (typeof tokensGuiTxt !== "undefined") { tokensGuiTxt.setText('' + (tokens || 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
@@ -24,14 +24,13 @@
});
// Coin (collectible)
var Coin = Container.expand(function () {
var self = Container.call(this);
- var coinAsset = self.attachAsset('obstacle', {
+ var coinAsset = self.attachAsset('Token', {
anchorX: 0.5,
anchorY: 0.5,
width: 80,
- height: 80,
- color: 0xffeb3b
+ height: 80
});
self.width = coinAsset.width;
self.height = coinAsset.height;
// Track lastY for event triggers
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