User prompt
vurma kutusu ters tarafta olucak
User prompt
düşman arabaların vurma yeri ön kısmında olucak ve crash efect orda uygulanıcak
User prompt
buluta değdiğinde ekran daha çok kararsın
User prompt
duman bulutları ekranın her yerinden gelsin
User prompt
desert bg yi uç uca ekleyerek yolu uzat
User prompt
yol assets ini 2 kere arka arkaya uygula ama üst üste binmicek uc uca eklenicek
User prompt
yolu uzat
User prompt
her 100 skor 1 lvl yapsın
User prompt
var score = 0; var scoreText = LK.Label({ text: "Score: 0", x: 100, y: 100, fontSize: 48, color: 0xffffff }); game.addChild(scoreText); // Düşman yok edilince: score += 10; scoreText.text = "Score: " + score; uygula
User prompt
game.onUpdate(function () { desertBg.y += scrollSpeed; if (desertBg.y >= 2732) { desertBg.y = 0; } }); uygula
User prompt
var hearts = []; for (let i = 0; i < player.hp; i++) { var heart = LK.getAsset("heart", { x: 60 + i * 80, y: 60, anchorX: 0.5, anchorY: 0.5, scaleX: 0.25, scaleY: 0.25 }); game.addChild(heart); hearts.push(heart); } // Hasar alınca: player.hp--; hearts[player.hp].visible = false; uygula
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'player.visible = visible;' Line Number: 403
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < heartIcons.length; i++) {' Line Number: 398
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < dustClouds.length; i++) {' Line Number: 393
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'desertBg.visible = visible;' Line Number: 390
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'player.visible = visible;' Line Number: 403
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < heartIcons.length; i++) {' Line Number: 398
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < dustClouds.length; i++) {' Line Number: 393
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'desertBg.visible = visible;' Line Number: 390
User prompt
There will be a start and settings button on the screen that will be the main screen of the game.
User prompt
The car screen will continue where we last left off, but will not go to the point we clicked.
User prompt
We can control our character from anywhere we touch the screen.
User prompt
We need to hit enemycar2 at least 2 times
User prompt
When we have a heart we will not die and another right will be granted
User prompt
You will start with 0 hearts at the beginning, we will have hearts every 5 levels and a maximum of 3 hearts will be accumulated.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy Car Class (basic)
var EnemyCar = Container.expand(function () {
var self = Container.call(this);
var car = self.attachAsset('enemyCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = car.width;
self.height = car.height;
self.speed = 12; // Will increase with level
self.type = 1;
self.hp = 1;
self.crashed = false;
// Damage indicator graphics (front, back, left, right)
var indicatorLength = car.width * 0.7;
var indicatorThickness = 22;
var indicatorColor = 0xffeb3b;
// Front indicator (top of car)
var frontIndicator = self.attachAsset('crashEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -car.height / 2 + indicatorThickness / 2,
scaleX: indicatorLength / 220,
scaleY: indicatorThickness / 120,
alpha: 0.7
});
// Back indicator (bottom of car)
var backIndicator = self.attachAsset('crashEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: car.height / 2 - indicatorThickness / 2,
scaleX: indicatorLength / 220,
scaleY: indicatorThickness / 120,
alpha: 0.7
});
// Left indicator (left side of car)
var leftIndicator = self.attachAsset('crashEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: -car.width / 2 + indicatorThickness / 2,
y: 0,
scaleX: indicatorThickness / 120,
scaleY: indicatorLength / 220,
alpha: 0.7,
rotation: Math.PI / 2
});
// Right indicator (right side of car)
var rightIndicator = self.attachAsset('crashEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: car.width / 2 - indicatorThickness / 2,
y: 0,
scaleX: indicatorThickness / 120,
scaleY: indicatorLength / 220,
alpha: 0.7,
rotation: Math.PI / 2
});
// Hide all indicators initially
frontIndicator.visible = false;
backIndicator.visible = false;
leftIndicator.visible = false;
rightIndicator.visible = false;
// Crash effect, now with hitPart argument: "front", "back", "left", "right"
self.showCrash = function (hitPart) {
// Only set the indicator on the first hit
if (!self._firstCrashPart) {
self._firstCrashPart = hitPart;
}
// Hide all indicators
frontIndicator.visible = false;
backIndicator.visible = false;
leftIndicator.visible = false;
rightIndicator.visible = false;
// Show only the first hit part indicator
var showPart = self._firstCrashPart || hitPart;
if (showPart === "front") {
frontIndicator.visible = true;
} else if (showPart === "back") {
backIndicator.visible = true;
} else if (showPart === "left") {
leftIndicator.visible = true;
} else if (showPart === "right") {
rightIndicator.visible = true;
} else {
frontIndicator.visible = true; // fallback
}
var effect = LK.getAsset('crashEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
alpha: 0.8,
scaleX: 0.5,
scaleY: 0.5
});
self.addChild(effect);
tween(effect, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
effect.destroy();
// Hide indicator after effect
// Do NOT hide the first hit indicator, keep it visible
}
});
};
return self;
});
// Enemy Car 2 (tougher, for higher levels)
var EnemyCar2 = Container.expand(function () {
var self = Container.call(this);
var car = self.attachAsset('enemyCar2', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = car.width;
self.height = car.height;
self.speed = 16;
self.type = 2;
self.hp = 2;
self.crashed = false;
// Damage indicator graphics (front, back, left, right)
var indicatorLength = car.width * 0.7;
var indicatorThickness = 22;
var indicatorColor = 0xffeb3b;
// Front indicator (top of car)
var frontIndicator = self.attachAsset('crashEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -car.height / 2 + indicatorThickness / 2,
scaleX: indicatorLength / 220,
scaleY: indicatorThickness / 120,
alpha: 0.7
});
// Back indicator (bottom of car)
var backIndicator = self.attachAsset('crashEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: car.height / 2 - indicatorThickness / 2,
scaleX: indicatorLength / 220,
scaleY: indicatorThickness / 120,
alpha: 0.7
});
// Left indicator (left side of car)
var leftIndicator = self.attachAsset('crashEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: -car.width / 2 + indicatorThickness / 2,
y: 0,
scaleX: indicatorThickness / 120,
scaleY: indicatorLength / 220,
alpha: 0.7,
rotation: Math.PI / 2
});
// Right indicator (right side of car)
var rightIndicator = self.attachAsset('crashEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: car.width / 2 - indicatorThickness / 2,
y: 0,
scaleX: indicatorThickness / 120,
scaleY: indicatorLength / 220,
alpha: 0.7,
rotation: Math.PI / 2
});
// Hide all indicators initially
frontIndicator.visible = false;
backIndicator.visible = false;
leftIndicator.visible = false;
rightIndicator.visible = false;
self.showCrash = function (hitPart) {
// Only set the indicator on the first hit
if (!self._firstCrashPart) {
self._firstCrashPart = hitPart;
}
// Hide all indicators
frontIndicator.visible = false;
backIndicator.visible = false;
leftIndicator.visible = false;
rightIndicator.visible = false;
// Show only the first hit part indicator
var showPart = self._firstCrashPart || hitPart;
if (showPart === "front") {
frontIndicator.visible = true;
} else if (showPart === "back") {
backIndicator.visible = true;
} else if (showPart === "left") {
leftIndicator.visible = true;
} else if (showPart === "right") {
rightIndicator.visible = true;
} else {
frontIndicator.visible = true; // fallback
}
var effect = LK.getAsset('crashEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
alpha: 0.8,
scaleX: 0.5,
scaleY: 0.5
});
self.addChild(effect);
tween(effect, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
effect.destroy();
// Do NOT hide the first hit indicator, keep it visible
}
});
};
return self;
});
// Player Car Class
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var car = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = car.width;
self.height = car.height;
self.hp = 1; // Upgradable
self.invincible = false;
self.invincibleTimer = 0;
self.upgradeLevel = 0;
// Flash effect for invincibility
self.flashInvincible = function () {
self.invincible = true;
self.invincibleTimer = 60; // 1 second at 60fps
tween(self, {
alpha: 0.5
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 100,
easing: tween.easeInOut
});
}
});
};
// Upgrade effect
self.showUpgrade = function () {
var effect = LK.getAsset('upgradeEffect', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
alpha: 0.7,
scaleX: 0.5,
scaleY: 0.5
});
self.addChild(effect);
tween(effect, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
effect.destroy();
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Arena scroll speed (background illusion)
// Player car: blue box
// Enemy car: red box
// Enemy car 2: green box (for future levels)
// Crash effect: yellow ellipse
// Upgrade effect: purple ellipse
// Sound: crash
// Sound: upgrade
// Music: background
// --- Desert background, cactuses, and dust cloud setup ---
// Add a desert background image (fills the arena)
// new visual for pit/hole
// Stack two desert backgrounds vertically for a longer scrolling road
var desertBg1 = LK.getAsset('desertBg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
});
var desertBg2 = LK.getAsset('desertBg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: -2732,
width: 2048,
height: 2732
});
game.addChild(desertBg1);
game.addChild(desertBg2);
// Add more cactuses, only along the left and right edges (not top/bottom or middle)
var cactusPerSide = 8;
for (var i = 0; i < cactusPerSide; i++) {
// Left edge
var cactusL = LK.getAsset('cactus', {
anchorX: 0.5,
anchorY: 1,
scaleX: 0.8 + Math.random() * 0.4,
scaleY: 0.8 + Math.random() * 0.4
});
cactusL.x = 100 + cactusL.width / 2;
// Avoid top/bottom 100px, and avoid the very center (leave a gap in the middle)
var minY = 200;
var maxY = 2732 - 200;
var gapStart = 2732 / 2 - 350;
var gapEnd = 2732 / 2 + 350;
var yVal = minY + Math.random() * (maxY - minY);
// If in the center gap, push up or down
if (yVal > gapStart && yVal < gapEnd) {
if (Math.random() < 0.5) {
yVal = minY + Math.random() * (gapStart - minY);
} else {
yVal = gapEnd + Math.random() * (maxY - gapEnd);
}
}
cactusL.y = yVal;
game.addChild(cactusL);
// Right edge
var cactusR = LK.getAsset('cactus', {
anchorX: 0.5,
anchorY: 1,
scaleX: 0.8 + Math.random() * 0.4,
scaleY: 0.8 + Math.random() * 0.4
});
cactusR.x = 2048 - 100 - cactusR.width / 2;
// Use same y logic as left
var yValR = minY + Math.random() * (maxY - minY);
if (yValR > gapStart && yValR < gapEnd) {
if (Math.random() < 0.5) {
yValR = minY + Math.random() * (gapStart - minY);
} else {
yValR = gapEnd + Math.random() * (maxY - gapEnd);
}
}
cactusR.y = yValR;
game.addChild(cactusR);
}
// Dust clouds spawn from all screen edges and move in random directions
var dustClouds = [];
var dustCloudCount = 8;
for (var i = 0; i < dustCloudCount; i++) {
// Randomly pick a spawn edge: 0=top, 1=bottom, 2=left, 3=right
var edge = Math.floor(Math.random() * 4);
var x, y, dx, dy;
var margin = 100;
var speed = 2 + Math.random() * 2;
if (edge === 0) {
// top
x = margin + Math.random() * (2048 - 2 * margin);
y = -80;
dx = (Math.random() - 0.5) * 2;
dy = speed;
} else if (edge === 1) {
// bottom
x = margin + Math.random() * (2048 - 2 * margin);
y = 2732 + 80;
dx = (Math.random() - 0.5) * 2;
dy = -speed;
} else if (edge === 2) {
// left
x = -80;
y = margin + Math.random() * (2732 - 2 * margin);
dx = speed;
dy = (Math.random() - 0.5) * 2;
} else {
// right
x = 2048 + 80;
y = margin + Math.random() * (2732 - 2 * margin);
dx = -speed;
dy = (Math.random() - 0.5) * 2;
}
var dustCloud = LK.getAsset('dustCloud', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
scaleX: 2.2,
scaleY: 1.2,
alpha: 0.5
});
dustCloud._dx = dx;
dustCloud._dy = dy;
dustCloud._spawnEdge = edge;
game.addChild(dustCloud);
dustClouds.push(dustCloud);
}
var scrollSpeed = 10;
// Player
var player = new PlayerCar();
player.x = 2048 / 2;
player.y = 2732 - 500;
game.addChild(player);
// --- Heart (life) system ---
var maxHearts = 3;
var hearts = 0; // Start with 0
var heartIcons = [];
// Create all heart icons at once, hide them initially
for (var i = 0; i < maxHearts; i++) {
var heart = LK.getAsset('heart', {
x: 60 + i * 80,
y: 60,
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.25,
scaleY: 0.25
});
heart.visible = false;
game.addChild(heart);
heartIcons.push(heart);
}
function updateHeartsDisplay() {
for (var i = 0; i < maxHearts; i++) {
heartIcons[i].visible = i < hearts;
}
}
updateHeartsDisplay();
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Level
var level = 1;
var levelTxt = new Text2('Lv.1', {
size: 70,
fill: "#fff"
});
levelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(levelTxt);
levelTxt.y = 120;
// Upgrades
var upgradeTxt = new Text2('', {
size: 70,
fill: 0xFFD600
});
upgradeTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(upgradeTxt);
upgradeTxt.y = 200;
// Enemies
var enemies = [];
var enemySpawnTimer = 0;
var enemySpawnInterval = 60; // frames
// Dragging
var dragNode = null;
// Invincibility after crash
var invincibleFrames = 0;
// Arena bounds (leave 100px at top for menu)
var arenaLeft = 100;
var arenaRight = 2048 - 100;
var arenaTop = 100;
var arenaBottom = 2732 - 100;
// Music
LK.playMusic('arenaMusic');
// Helper: spawn enemy
function spawnEnemy() {
var enemy;
if (level < 3 || Math.random() < 0.7) {
enemy = new EnemyCar();
} else {
enemy = new EnemyCar2();
}
// Spawn from center and off-center lanes (not far left/right)
// Thorns and pits will not slide to the far left and right of the screen
var laneCenters = [arenaLeft + (arenaRight - arenaLeft) * 0.28,
// left off-center
arenaLeft + (arenaRight - arenaLeft) * 0.38,
// left of center
(arenaLeft + arenaRight) / 2,
// center
arenaLeft + (arenaRight - arenaLeft) * 0.62,
// right of center
arenaLeft + (arenaRight - arenaLeft) * 0.72 // right off-center
];
var lane = Math.floor(Math.random() * laneCenters.length);
enemy.x = laneCenters[lane];
enemy.y = -enemy.height / 2;
// Speed up with level
if (enemy.type === 1) {
enemy.speed = 12 + level * 1.5;
} else {
enemy.speed = 16 + level * 1.2;
}
enemies.push(enemy);
game.addChild(enemy);
}
// Helper: upgrade player
function upgradePlayer() {
player.upgradeLevel += 1;
player.hp += 1;
player.showUpgrade();
upgradeTxt.setText('Upgrade! HP: ' + player.hp);
LK.getSound('upgrade').play();
LK.setTimeout(function () {
upgradeTxt.setText('');
}, 1200);
}
// Handle move (dragging player)
function handleMove(x, y, obj) {
if (dragNode === player) {
// Clamp to arena
var px = x;
var py = y;
var halfW = player.width / 2;
var halfH = player.height / 2;
if (px < arenaLeft + halfW) px = arenaLeft + halfW;
if (px > arenaRight - halfW) px = arenaRight - halfW;
if (py < arenaTop + halfH) py = arenaTop + halfH;
if (py > arenaBottom - halfH) py = arenaBottom - halfH;
player.x = px;
player.y = py;
}
}
// Touch/drag events
game.down = function (x, y, obj) {
// Only start drag if touch is on player
var dx = x - player.x;
var dy = y - player.y;
if (dx * dx + dy * dy < player.width / 2 * (player.width / 2)) {
dragNode = player;
handleMove(x, y, obj);
}
};
game.move = function (x, y, obj) {
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main update loop
game.update = function () {
// Scroll both desert backgrounds for a seamless, infinite road effect
desertBg1.y += scrollSpeed;
desertBg2.y += scrollSpeed;
// If a background moves off the bottom, move it to the top of the other
if (desertBg1.y >= 2732) {
desertBg1.y = desertBg2.y - 2732;
}
if (desertBg2.y >= 2732) {
desertBg2.y = desertBg1.y - 2732;
}
// Animate dust clouds for movement illusion (from all edges)
if (dustClouds && dustClouds.length) {
for (var d = 0; d < dustClouds.length; d++) {
var dc = dustClouds[d];
dc.x += dc._dx;
dc.y += dc._dy;
// If cloud is out of bounds, respawn from a random edge
var outOfBounds = dc.x < -200 || dc.x > 2048 + 200 || dc.y < -200 || dc.y > 2732 + 200;
if (outOfBounds) {
// Pick a new random edge and direction
var edge = Math.floor(Math.random() * 4);
var margin = 100;
var speed = 2 + Math.random() * 2;
if (edge === 0) {
// top
dc.x = margin + Math.random() * (2048 - 2 * margin);
dc.y = -80;
dc._dx = (Math.random() - 0.5) * 2;
dc._dy = speed;
} else if (edge === 1) {
// bottom
dc.x = margin + Math.random() * (2048 - 2 * margin);
dc.y = 2732 + 80;
dc._dx = (Math.random() - 0.5) * 2;
dc._dy = -speed;
} else if (edge === 2) {
// left
dc.x = -80;
dc.y = margin + Math.random() * (2732 - 2 * margin);
dc._dx = speed;
dc._dy = (Math.random() - 0.5) * 2;
} else {
// right
dc.x = 2048 + 80;
dc.y = margin + Math.random() * (2732 - 2 * margin);
dc._dx = -speed;
dc._dy = (Math.random() - 0.5) * 2;
}
}
}
}
// --- Pits: spawn, animate, and collision ---
// Pit setup: global arrays and spawn timer
if (typeof pits === "undefined") {
pits = [];
pitSpawnTimer = 0;
pitSpawnInterval = 90; // frames, can be tuned
// Pit lanes: center and off-center, not far left/right
pitLanes = [arenaLeft + (arenaRight - arenaLeft) * 0.28, arenaLeft + (arenaRight - arenaLeft) * 0.38, (arenaLeft + arenaRight) / 2, arenaLeft + (arenaRight - arenaLeft) * 0.62, arenaLeft + (arenaRight - arenaLeft) * 0.72];
}
// Animate pits
for (var p = pits.length - 1; p >= 0; p--) {
var pit = pits[p];
if (pit.lastY === undefined) pit.lastY = pit.y;
pit.y += scrollSpeed + 14 + level * 0.7; // pits move slightly faster than scroll
// Remove pit if off screen
if (pit.lastY <= 2732 + 200 && pit.y > 2732 + 200) {
pit.destroy();
pits.splice(p, 1);
continue;
}
pit.lastY = pit.y;
}
// Spawn pits
pitSpawnTimer++;
var pitInt = Math.max(50, pitSpawnInterval - level * 2);
if (pitSpawnTimer >= pitInt) {
// Only spawn in center and off-center lanes, not far left/right
var lane = Math.floor(Math.random() * pitLanes.length);
var pit = LK.getAsset('pitHole', {
anchorX: 0.5,
anchorY: 0.5,
x: pitLanes[lane],
y: -60,
scaleX: 1.2 + Math.random() * 0.3,
scaleY: 0.7 + Math.random() * 0.2,
alpha: 0.95
});
pit.width = 180 + Math.random() * 80;
pit.height = 80 + Math.random() * 30;
pits.push(pit);
game.addChild(pit);
pit.lastY = pit.y;
pit.lastWasIntersecting = false;
pit.isPit = true;
pit.isDeadly = true;
pit._type = "pit";
pit._alreadyHit = false;
pit._id = "pit_" + Date.now() + "_" + Math.floor(Math.random() * 10000);
pitSpawnTimer = 0;
}
// Pit collision with player (kill instantly)
for (var p = pits.length - 1; p >= 0; p--) {
var pit = pits[p];
if (pit._alreadyHit) continue;
var isIntersecting = player.intersects(pit);
if (pit.lastWasIntersecting === false && isIntersecting) {
pit._alreadyHit = true;
if (hearts > 0 && !player.invincible) {
// Use a heart, grant invincibility, do not die
hearts--;
if (hearts >= 0 && hearts < heartIcons.length) {
heartIcons[hearts].visible = false;
}
updateHeartsDisplay();
player.flashInvincible();
LK.effects.flashScreen(0x000000, 600);
} else {
LK.effects.flashScreen(0x000000, 1000);
LK.showGameOver();
return;
}
}
pit.lastWasIntersecting = isIntersecting;
}
// Arena scroll illusion: move all enemies down
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
enemy.y += enemy.speed + scrollSpeed;
// End game if enemy reaches the end of the screen (bottom)
if (enemy.lastY === undefined) {
enemy.lastY = enemy.y;
}
var screenEndY = 2732 + 100;
if (enemy.lastY <= screenEndY && enemy.y > screenEndY) {
// Lose a heart if enemy reaches the end
hearts--;
if (hearts >= 0 && hearts < heartIcons.length) {
heartIcons[hearts].visible = false;
}
updateHeartsDisplay();
LK.effects.flashScreen(0xff0000, 1000);
// Remove the enemy from the game
enemy.destroy();
enemies.splice(i, 1);
// Game over if no hearts left
if (hearts <= 0) {
LK.showGameOver();
return;
}
// Otherwise, continue the game
continue;
}
enemy.lastY = enemy.y;
}
// Spawn enemies
enemySpawnTimer++;
var spawnInt = Math.max(30, enemySpawnInterval - level * 2);
if (enemySpawnTimer >= spawnInt) {
spawnEnemy();
enemySpawnTimer = 0;
}
// Collision: player vs enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.crashed) continue;
if (player.invincible) continue;
if (player.intersects(enemy)) {
// Determine which side of the enemy was hit by the player
var dx = player.x - enemy.x;
var dy = player.y - enemy.y;
var absDx = Math.abs(dx);
var absDy = Math.abs(dy);
var hitPart = "front";
if (absDx > absDy) {
// Side hit
if (dx < 0) {
hitPart = "left";
} else {
hitPart = "right";
}
} else {
// Vertical hit
if (dy < 0) {
hitPart = "front";
} else {
hitPart = "back";
}
}
// Only allow crash and destroy if hitPart is "back"
if (hitPart === "back") {
// Crash!
// For EnemyCar2, require 2 hits to destroy
if (enemy.type === 2) {
if (typeof enemy._hitCount === "undefined") enemy._hitCount = 0;
enemy._hitCount++;
enemy.showCrash(hitPart);
LK.getSound('crash').play();
// Only destroy and score after 2 hits
if (enemy._hitCount >= 2) {
enemy.crashed = true;
score += 10;
LK.setScore(score);
scoreTxt.setText(score);
// Remove enemy after effect
LK.setTimeout(function (e, idx) {
return function () {
if (enemies[idx] === e) {
e.destroy();
enemies.splice(idx, 1);
}
};
}(enemy, i), 400);
}
// Player does not take damage, only enemy is destroyed
} else {
enemy.crashed = true;
enemy.showCrash(hitPart);
LK.getSound('crash').play();
score += 10;
LK.setScore(score);
scoreTxt.setText(score);
// Remove enemy after effect
LK.setTimeout(function (e, idx) {
return function () {
if (enemies[idx] === e) {
e.destroy();
enemies.splice(idx, 1);
}
};
}(enemy, i), 400);
// Player does not take damage, only enemy is destroyed
}
}
}
}
// --- Blur effect when player collides with dust cloud ---
if (typeof game._blurActive === "undefined") {
game._blurActive = false;
game._blurLastIntersecting = false;
}
// Check intersection with any dust cloud
var dustCloudIntersecting = false;
if (dustClouds && dustClouds.length) {
for (var d = 0; d < dustClouds.length; d++) {
if (player.intersects(dustClouds[d])) {
dustCloudIntersecting = true;
break;
}
}
}
if (!game._blurLastIntersecting && dustCloudIntersecting && !game._blurActive) {
game._blurActive = true;
// Darken the screen more when colliding with a dust cloud
LK.effects.flashScreen(0x000000, 1200, {
alpha: 0.55
}); // More darkness, longer duration
// Optionally, you can still use blur if you want both effects:
// if (LK.effects && typeof LK.effects.blurScreen === "function") {
// LK.effects.blurScreen(8, 2000);
// }
LK.setTimeout(function () {
game._blurActive = false;
}, 1200);
}
game._blurLastIntersecting = dustCloudIntersecting;
// Invincibility timer
if (player.invincible) {
player.invincibleTimer--;
if (player.invincibleTimer <= 0) {
player.invincible = false;
player.alpha = 1;
}
}
// Level up every 100 points
var newLevel = Math.floor(score / 100) + 1;
if (newLevel > level) {
level = newLevel;
levelTxt.setText('Lv.' + level);
// Every 2 levels, upgrade player
if (level % 2 === 0) {
upgradePlayer();
}
// Every 5 levels, gain a heart (up to 3), starting from 0
var newHearts = Math.min(Math.floor(level / 5), maxHearts);
if (newHearts > hearts) {
hearts = newHearts;
updateHeartsDisplay();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -763,10 +763,10 @@
} else {
hitPart = "back";
}
}
- // Only allow crash and destroy if hitPart is "front"
- if (hitPart === "front") {
+ // Only allow crash and destroy if hitPart is "back"
+ if (hitPart === "back") {
// Crash!
// For EnemyCar2, require 2 hits to destroy
if (enemy.type === 2) {
if (typeof enemy._hitCount === "undefined") enemy._hitCount = 0;
A Mad Max style car will be old and will have a metal spiked plate on the front and will have a top view of the car
It will be in the style of a Mad Max truck and will have a top view. There will be a thorn plate in the front and the back will be smoother.
cactus 2d. In-Game asset. 2d. High contrast. No shadows
The asphalt road will be a little wider
dust cloud. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
It will be a small car in the style of Madmax. It will have a top view. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
middle lava
The hearts will be in a slightly old Mad Max style look and half will be inside the leather case. In-Game asset. 2d. High contrast. No shadows
scatter light. In-Game asset. 2d. High contrast. No shadows