User prompt
The game does not end after 10 laps. The game should end when the flag is passed. And at the start, the cars should line up in order, like in a Formula 1 race. At the start of the game, five traffic lights should appear horizontally on the screen and turn from red to green in sequence. When the fifth light turns green, the word “START” should appear and the game should begin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
There should be no red effect when hitting cars. There should be no green effect when passing. The finish line should be in the shape of a checkered flag and have poles. The race should end when passing that point.
User prompt
I want the race to have 8 cars and start in order. And I want the edges of the background to look like a real track.
User prompt
Let the race be 10 laps and be like a ranking. Don't let the green light come on when you pass your opponent. Write the result when the race is over.
User prompt
ı want to f1 races and 10 bot player.
Code edit (1 edits merged)
Please save this source code
User prompt
Space Defender
Initial prompt
hi. I want to spaceshooter game.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BotCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('botCar', { anchorX: 0.5, anchorY: 0.5 }); self.baseSpeed = Math.random() * 3 + 4; // Random speed between 4-7 self.currentSpeed = self.baseSpeed; self.lanePosition = Math.floor(Math.random() * 3); // 0=left, 1=center, 2=right self.targetX = 400 + self.lanePosition * 600; // Lane positions self.aiTimer = 0; self.carNumber = Math.floor(Math.random() * 99) + 1; // Assign random colors to differentiate bots var colors = [0x0066ff, 0x00ff66, 0xff6600, 0xff0066, 0x6600ff, 0xffff00, 0x00ffff, 0xff00ff, 0x66ff00, 0xff6666]; carGraphics.tint = colors[self.carNumber % colors.length]; self.update = function () { // AI behavior - change lanes occasionally self.aiTimer++; if (self.aiTimer > 180 && Math.random() < 0.02) { // Every 3 seconds, 2% chance self.aiTimer = 0; var newLane = Math.floor(Math.random() * 3); if (newLane !== self.lanePosition) { self.lanePosition = newLane; self.targetX = 400 + self.lanePosition * 600; } } // Move towards target lane var dx = self.targetX - self.x; if (Math.abs(dx) > 5) { self.x += dx > 0 ? 3 : -3; } // Move forward (relative to player) self.y += raceSpeed - self.currentSpeed; // Keep within screen bounds if (self.x < 100) self.x = 100; if (self.x > 1948) self.x = 1948; }; return self; }); var CheckpointFlag = Container.expand(function () { var self = Container.call(this); var flagGraphics = self.attachAsset('checkpointFlag', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += raceSpeed; }; return self; }); var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.maxSpeed = 12; self.acceleration = 0.2; self.currentSpeed = 0; self.update = function () { // Simulate acceleration/deceleration based on movement if (Math.abs(self.lastX - self.x) > 5) { self.currentSpeed = Math.min(self.maxSpeed, self.currentSpeed + self.acceleration); } else { self.currentSpeed = Math.max(0, self.currentSpeed - self.acceleration * 0.5); } self.lastX = self.x; }; return self; }); var RoadLine = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('roadLine', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.y += raceSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d2d2d }); /**** * Game Code ****/ // Game variables var player; var botCars = []; var roadLines = []; var checkpoints = []; var botSpawnTimer = 0; var lineSpawnTimer = 0; var checkpointTimer = 0; var raceSpeed = 8; var lapNumber = 1; var position = 11; // Starting position (11th out of 11) var raceDistance = 0; var lapDistance = 5000; // Distance for one lap // UI Elements var positionTxt = new Text2('Position: 11/11', { size: 50, fill: 0xFFFFFF }); positionTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(positionTxt); positionTxt.x = 120; positionTxt.y = 20; var lapTxt = new Text2('Lap: 1/3', { size: 40, fill: 0xFFFF00 }); lapTxt.anchor.set(1, 0); LK.gui.topRight.addChild(lapTxt); lapTxt.x = -20; lapTxt.y = 20; var speedTxt = new Text2('Speed: 0', { size: 35, fill: 0x00FF00 }); speedTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(speedTxt); speedTxt.x = 120; speedTxt.y = 80; // Initialize player player = new PlayerCar(); player.x = 1024; player.y = 2200; player.lastX = player.x; game.addChild(player); // Create initial road lines for (var i = 0; i < 15; i++) { var line1 = new RoadLine(); line1.x = 700; line1.y = i * 200 - 100; roadLines.push(line1); game.addChild(line1); var line2 = new RoadLine(); line2.x = 1300; line2.y = i * 200 - 100; roadLines.push(line2); game.addChild(line2); } // Input handling var dragTarget = null; game.down = function (x, y, obj) { dragTarget = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragTarget = null; }; function handleMove(x, y, obj) { if (dragTarget) { dragTarget.x = x; // Keep player within racing lanes if (dragTarget.x < 300) dragTarget.x = 300; if (dragTarget.x > 1748) dragTarget.x = 1748; // Increase speed based on movement if (Math.abs(dragTarget.x - dragTarget.lastX) > 5) { raceSpeed = Math.min(15, raceSpeed + 0.1); } } } game.move = handleMove; // Spawn bot car function function spawnBotCar() { var bot = new BotCar(); bot.x = 400 + Math.floor(Math.random() * 3) * 600; // Random lane bot.y = -100; botCars.push(bot); game.addChild(bot); } // Spawn road lines function function spawnRoadLines() { var line1 = new RoadLine(); line1.x = 700; line1.y = -50; roadLines.push(line1); game.addChild(line1); var line2 = new RoadLine(); line2.x = 1300; line2.y = -50; roadLines.push(line2); game.addChild(line2); } // Main game update game.update = function () { // Update race distance raceDistance += raceSpeed; // Update speed display speedTxt.setText('Speed: ' + Math.floor(raceSpeed * 10)); // Check for lap completion if (raceDistance >= lapDistance) { raceDistance = 0; lapNumber++; lapTxt.setText('Lap: ' + lapNumber + '/3'); LK.effects.flashScreen(0x00FF00, 500); LK.getSound('checkpoint').play(); // Check for race completion if (lapNumber > 3) { LK.setScore(1000 + (11 - position) * 100); // Score based on final position LK.showYouWin(); } } // Spawn bot cars botSpawnTimer++; if (botSpawnTimer >= 120 && botCars.length < 10) { // Maintain 10 bots botSpawnTimer = 0; spawnBotCar(); } // Spawn road lines lineSpawnTimer++; if (lineSpawnTimer >= 25) { lineSpawnTimer = 0; spawnRoadLines(); } // Update and check bot cars for (var i = botCars.length - 1; i >= 0; i--) { var bot = botCars[i]; if (bot.lastY === undefined) bot.lastY = bot.y; if (bot.lastIntersecting === undefined) bot.lastIntersecting = false; // Remove bots that go off screen if (bot.lastY <= 2800 && bot.y > 2800) { bot.destroy(); botCars.splice(i, 1); continue; } // Check collision with player var currentIntersecting = bot.intersects(player); if (!bot.lastIntersecting && currentIntersecting) { LK.getSound('collision').play(); LK.effects.flashScreen(0xFF0000, 800); // Slow down both cars on collision raceSpeed = Math.max(3, raceSpeed - 2); // Move player away from collision if (player.x < bot.x) { player.x -= 30; } else { player.x += 30; } } bot.lastY = bot.y; bot.lastIntersecting = currentIntersecting; } // Update road lines for (var i = roadLines.length - 1; i >= 0; i--) { var line = roadLines[i]; if (line.lastY === undefined) line.lastY = line.y; // Remove lines that go off screen if (line.lastY <= 2800 && line.y > 2800) { line.destroy(); roadLines.splice(i, 1); continue; } line.lastY = line.y; } // Calculate position based on bot cars behind player var carsAhead = 0; for (var i = 0; i < botCars.length; i++) { if (botCars[i].y > player.y) { carsAhead++; } } position = carsAhead + 1; positionTxt.setText('Position: ' + position + '/11'); // Gradually increase race speed if (LK.ticks % 300 === 0) { // Every 5 seconds raceSpeed = Math.min(12, raceSpeed + 0.1); } };
===================================================================
--- original.js
+++ change.js
@@ -5,178 +5,160 @@
/****
* Classes
****/
-var Enemy = Container.expand(function () {
+var BotCar = Container.expand(function () {
var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
+ var carGraphics = self.attachAsset('botCar', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 2;
- self.fireTimer = Math.random() * 120 + 60; // Random fire delay
- self.movePattern = Math.floor(Math.random() * 3); // 0: straight, 1: sine wave, 2: zigzag
- self.patternTimer = 0;
+ self.baseSpeed = Math.random() * 3 + 4; // Random speed between 4-7
+ self.currentSpeed = self.baseSpeed;
+ self.lanePosition = Math.floor(Math.random() * 3); // 0=left, 1=center, 2=right
+ self.targetX = 400 + self.lanePosition * 600; // Lane positions
+ self.aiTimer = 0;
+ self.carNumber = Math.floor(Math.random() * 99) + 1;
+ // Assign random colors to differentiate bots
+ var colors = [0x0066ff, 0x00ff66, 0xff6600, 0xff0066, 0x6600ff, 0xffff00, 0x00ffff, 0xff00ff, 0x66ff00, 0xff6666];
+ carGraphics.tint = colors[self.carNumber % colors.length];
self.update = function () {
- // Movement patterns
- if (self.movePattern === 1) {
- // Sine wave movement
- self.patternTimer += 0.1;
- self.x += Math.sin(self.patternTimer) * 2;
- } else if (self.movePattern === 2) {
- // Zigzag movement
- self.patternTimer++;
- if (self.patternTimer % 40 < 20) {
- self.x += 1;
- } else {
- self.x -= 1;
+ // AI behavior - change lanes occasionally
+ self.aiTimer++;
+ if (self.aiTimer > 180 && Math.random() < 0.02) {
+ // Every 3 seconds, 2% chance
+ self.aiTimer = 0;
+ var newLane = Math.floor(Math.random() * 3);
+ if (newLane !== self.lanePosition) {
+ self.lanePosition = newLane;
+ self.targetX = 400 + self.lanePosition * 600;
}
}
- self.y += self.speed;
- // Keep enemy within screen bounds
- if (self.x < 30) self.x = 30;
- if (self.x > 2018) self.x = 2018;
- // Firing
- self.fireTimer--;
- if (self.fireTimer <= 0 && Math.random() < 0.3) {
- self.fireTimer = Math.random() * 180 + 120;
- fireEnemyBullet();
+ // Move towards target lane
+ var dx = self.targetX - self.x;
+ if (Math.abs(dx) > 5) {
+ self.x += dx > 0 ? 3 : -3;
}
+ // Move forward (relative to player)
+ self.y += raceSpeed - self.currentSpeed;
+ // Keep within screen bounds
+ if (self.x < 100) self.x = 100;
+ if (self.x > 1948) self.x = 1948;
};
- function fireEnemyBullet() {
- var bullet = new EnemyBullet();
- bullet.x = self.x;
- bullet.y = self.y + 40;
- enemyBullets.push(bullet);
- game.addChild(bullet);
- }
return self;
});
-var EnemyBullet = Container.expand(function () {
+var CheckpointFlag = Container.expand(function () {
var self = Container.call(this);
- var bulletGraphics = self.attachAsset('enemyBullet', {
+ var flagGraphics = self.attachAsset('checkpointFlag', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 6;
self.update = function () {
- self.y += self.speed;
+ self.y += raceSpeed;
};
return self;
});
-var PlayerBullet = Container.expand(function () {
+var PlayerCar = Container.expand(function () {
var self = Container.call(this);
- var bulletGraphics = self.attachAsset('playerBullet', {
+ var carGraphics = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = -12;
- self.update = function () {
- self.y += self.speed;
- };
- return self;
-});
-var PlayerShip = Container.expand(function () {
- var self = Container.call(this);
- var shipGraphics = self.attachAsset('playerShip', {
- anchorX: 0.5,
- anchorY: 0.5
- });
self.speed = 8;
- self.fireRate = 15; // Fire every 15 ticks
- self.fireTimer = 0;
- self.powerUpTimer = 0;
- self.powerUpType = null;
+ self.maxSpeed = 12;
+ self.acceleration = 0.2;
+ self.currentSpeed = 0;
self.update = function () {
- // Handle firing
- self.fireTimer++;
- var currentFireRate = self.powerUpType === 'rapidFire' ? 8 : self.fireRate;
- if (self.fireTimer >= currentFireRate) {
- self.fireTimer = 0;
- fireBullet();
+ // Simulate acceleration/deceleration based on movement
+ if (Math.abs(self.lastX - self.x) > 5) {
+ self.currentSpeed = Math.min(self.maxSpeed, self.currentSpeed + self.acceleration);
+ } else {
+ self.currentSpeed = Math.max(0, self.currentSpeed - self.acceleration * 0.5);
}
- // Handle power-up timer
- if (self.powerUpTimer > 0) {
- self.powerUpTimer--;
- if (self.powerUpTimer <= 0) {
- self.powerUpType = null;
- shipGraphics.tint = 0xFFFFFF;
- }
- }
+ self.lastX = self.x;
};
- function fireBullet() {
- var bullet = new PlayerBullet();
- bullet.x = self.x;
- bullet.y = self.y - 50;
- playerBullets.push(bullet);
- game.addChild(bullet);
- LK.getSound('shoot').play();
- }
- self.applyPowerUp = function (type) {
- self.powerUpType = type;
- self.powerUpTimer = 300; // 5 seconds at 60fps
- if (type === 'rapidFire') {
- shipGraphics.tint = 0x00FFFF;
- }
- };
return self;
});
-var PowerUp = Container.expand(function () {
+var RoadLine = Container.expand(function () {
var self = Container.call(this);
- var powerUpGraphics = self.attachAsset('powerUp', {
+ var lineGraphics = self.attachAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 3;
- self.rotationSpeed = 0.1;
- self.type = 'rapidFire';
+ self.speed = 8;
self.update = function () {
- self.y += self.speed;
- self.rotation += self.rotationSpeed;
+ self.y += raceSpeed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000011
+ backgroundColor: 0x2d2d2d
});
/****
* Game Code
****/
// Game variables
var player;
-var playerBullets = [];
-var enemies = [];
-var enemyBullets = [];
-var powerUps = [];
-var enemySpawnTimer = 0;
-var enemySpawnRate = 90;
-var waveNumber = 1;
-var difficultyTimer = 0;
-// UI Elements
-var scoreTxt = new Text2('0', {
- size: 60,
+var botCars = [];
+var roadLines = [];
+var checkpoints = [];
+var botSpawnTimer = 0;
+var lineSpawnTimer = 0;
+var checkpointTimer = 0;
+var raceSpeed = 8;
+var lapNumber = 1;
+var position = 11; // Starting position (11th out of 11)
+var raceDistance = 0;
+var lapDistance = 5000; // Distance for one lap
+// UI Elements
+var positionTxt = new Text2('Position: 11/11', {
+ size: 50,
fill: 0xFFFFFF
});
-scoreTxt.anchor.set(0.5, 0);
-LK.gui.top.addChild(scoreTxt);
-var waveTxt = new Text2('Wave 1', {
+positionTxt.anchor.set(0, 0);
+LK.gui.topLeft.addChild(positionTxt);
+positionTxt.x = 120;
+positionTxt.y = 20;
+var lapTxt = new Text2('Lap: 1/3', {
size: 40,
fill: 0xFFFF00
});
-waveTxt.anchor.set(1, 0);
-LK.gui.topRight.addChild(waveTxt);
-waveTxt.x = -20;
-waveTxt.y = 80;
+lapTxt.anchor.set(1, 0);
+LK.gui.topRight.addChild(lapTxt);
+lapTxt.x = -20;
+lapTxt.y = 20;
+var speedTxt = new Text2('Speed: 0', {
+ size: 35,
+ fill: 0x00FF00
+});
+speedTxt.anchor.set(0, 0);
+LK.gui.topLeft.addChild(speedTxt);
+speedTxt.x = 120;
+speedTxt.y = 80;
// Initialize player
-player = new PlayerShip();
+player = new PlayerCar();
player.x = 1024;
-player.y = 2500;
+player.y = 2200;
+player.lastX = player.x;
game.addChild(player);
+// Create initial road lines
+for (var i = 0; i < 15; i++) {
+ var line1 = new RoadLine();
+ line1.x = 700;
+ line1.y = i * 200 - 100;
+ roadLines.push(line1);
+ game.addChild(line1);
+ var line2 = new RoadLine();
+ line2.x = 1300;
+ line2.y = i * 200 - 100;
+ roadLines.push(line2);
+ game.addChild(line2);
+}
// Input handling
var dragTarget = null;
game.down = function (x, y, obj) {
dragTarget = player;
@@ -187,147 +169,122 @@
};
function handleMove(x, y, obj) {
if (dragTarget) {
dragTarget.x = x;
- // Keep player within screen bounds
- if (dragTarget.x < 40) dragTarget.x = 40;
- if (dragTarget.x > 2008) dragTarget.x = 2008;
+ // Keep player within racing lanes
+ if (dragTarget.x < 300) dragTarget.x = 300;
+ if (dragTarget.x > 1748) dragTarget.x = 1748;
+ // Increase speed based on movement
+ if (Math.abs(dragTarget.x - dragTarget.lastX) > 5) {
+ raceSpeed = Math.min(15, raceSpeed + 0.1);
+ }
}
}
game.move = handleMove;
-// Spawn enemy function
-function spawnEnemy() {
- var enemy = new Enemy();
- enemy.x = Math.random() * 1800 + 124;
- enemy.y = -50;
- enemy.speed = Math.random() * 2 + 1 + waveNumber * 0.2;
- enemies.push(enemy);
- game.addChild(enemy);
+// Spawn bot car function
+function spawnBotCar() {
+ var bot = new BotCar();
+ bot.x = 400 + Math.floor(Math.random() * 3) * 600; // Random lane
+ bot.y = -100;
+ botCars.push(bot);
+ game.addChild(bot);
}
-// Spawn power-up function
-function spawnPowerUp(x, y) {
- if (Math.random() < 0.15) {
- // 15% chance
- var powerUp = new PowerUp();
- powerUp.x = x;
- powerUp.y = y;
- powerUps.push(powerUp);
- game.addChild(powerUp);
- }
+// Spawn road lines function
+function spawnRoadLines() {
+ var line1 = new RoadLine();
+ line1.x = 700;
+ line1.y = -50;
+ roadLines.push(line1);
+ game.addChild(line1);
+ var line2 = new RoadLine();
+ line2.x = 1300;
+ line2.y = -50;
+ roadLines.push(line2);
+ game.addChild(line2);
}
// Main game update
game.update = function () {
- // Update difficulty
- difficultyTimer++;
- if (difficultyTimer >= 1800) {
- // Every 30 seconds
- difficultyTimer = 0;
- waveNumber++;
- enemySpawnRate = Math.max(30, enemySpawnRate - 5);
- waveTxt.setText('Wave ' + waveNumber);
+ // Update race distance
+ raceDistance += raceSpeed;
+ // Update speed display
+ speedTxt.setText('Speed: ' + Math.floor(raceSpeed * 10));
+ // Check for lap completion
+ if (raceDistance >= lapDistance) {
+ raceDistance = 0;
+ lapNumber++;
+ lapTxt.setText('Lap: ' + lapNumber + '/3');
LK.effects.flashScreen(0x00FF00, 500);
+ LK.getSound('checkpoint').play();
+ // Check for race completion
+ if (lapNumber > 3) {
+ LK.setScore(1000 + (11 - position) * 100); // Score based on final position
+ LK.showYouWin();
+ }
}
- // Spawn enemies
- enemySpawnTimer++;
- if (enemySpawnTimer >= enemySpawnRate) {
- enemySpawnTimer = 0;
- spawnEnemy();
+ // Spawn bot cars
+ botSpawnTimer++;
+ if (botSpawnTimer >= 120 && botCars.length < 10) {
+ // Maintain 10 bots
+ botSpawnTimer = 0;
+ spawnBotCar();
}
- // Update and check player bullets
- for (var i = playerBullets.length - 1; i >= 0; i--) {
- var bullet = playerBullets[i];
- if (bullet.lastY === undefined) bullet.lastY = bullet.y;
- // Remove bullets that go off screen
- if (bullet.lastY >= -20 && bullet.y < -20) {
- bullet.destroy();
- playerBullets.splice(i, 1);
- continue;
- }
- // Check collision with enemies
- var hit = false;
- for (var j = enemies.length - 1; j >= 0; j--) {
- if (bullet.intersects(enemies[j])) {
- LK.setScore(LK.getScore() + 10);
- scoreTxt.setText(LK.getScore());
- LK.getSound('enemyHit').play();
- LK.effects.flashObject(enemies[j], 0xFFFFFF, 200);
- // Spawn power-up chance
- spawnPowerUp(enemies[j].x, enemies[j].y);
- enemies[j].destroy();
- enemies.splice(j, 1);
- bullet.destroy();
- playerBullets.splice(i, 1);
- hit = true;
- break;
- }
- }
- if (!hit) {
- bullet.lastY = bullet.y;
- }
+ // Spawn road lines
+ lineSpawnTimer++;
+ if (lineSpawnTimer >= 25) {
+ lineSpawnTimer = 0;
+ spawnRoadLines();
}
- // Update and check enemies
- for (var i = enemies.length - 1; i >= 0; i--) {
- var enemy = enemies[i];
- if (enemy.lastY === undefined) enemy.lastY = enemy.y;
- if (enemy.lastIntersecting === undefined) enemy.lastIntersecting = false;
- // Remove enemies that go off screen
- if (enemy.lastY <= 2800 && enemy.y > 2800) {
- enemy.destroy();
- enemies.splice(i, 1);
+ // Update and check bot cars
+ for (var i = botCars.length - 1; i >= 0; i--) {
+ var bot = botCars[i];
+ if (bot.lastY === undefined) bot.lastY = bot.y;
+ if (bot.lastIntersecting === undefined) bot.lastIntersecting = false;
+ // Remove bots that go off screen
+ if (bot.lastY <= 2800 && bot.y > 2800) {
+ bot.destroy();
+ botCars.splice(i, 1);
continue;
}
// Check collision with player
- var currentIntersecting = enemy.intersects(player);
- if (!enemy.lastIntersecting && currentIntersecting) {
- LK.getSound('playerHit').play();
- LK.effects.flashScreen(0xFF0000, 1000);
- LK.showGameOver();
+ var currentIntersecting = bot.intersects(player);
+ if (!bot.lastIntersecting && currentIntersecting) {
+ LK.getSound('collision').play();
+ LK.effects.flashScreen(0xFF0000, 800);
+ // Slow down both cars on collision
+ raceSpeed = Math.max(3, raceSpeed - 2);
+ // Move player away from collision
+ if (player.x < bot.x) {
+ player.x -= 30;
+ } else {
+ player.x += 30;
+ }
}
- enemy.lastY = enemy.y;
- enemy.lastIntersecting = currentIntersecting;
+ bot.lastY = bot.y;
+ bot.lastIntersecting = currentIntersecting;
}
- // Update and check enemy bullets
- for (var i = enemyBullets.length - 1; i >= 0; i--) {
- var bullet = enemyBullets[i];
- if (bullet.lastY === undefined) bullet.lastY = bullet.y;
- if (bullet.lastIntersecting === undefined) bullet.lastIntersecting = false;
- // Remove bullets that go off screen
- if (bullet.lastY <= 2800 && bullet.y > 2800) {
- bullet.destroy();
- enemyBullets.splice(i, 1);
+ // Update road lines
+ for (var i = roadLines.length - 1; i >= 0; i--) {
+ var line = roadLines[i];
+ if (line.lastY === undefined) line.lastY = line.y;
+ // Remove lines that go off screen
+ if (line.lastY <= 2800 && line.y > 2800) {
+ line.destroy();
+ roadLines.splice(i, 1);
continue;
}
- // Check collision with player
- var currentIntersecting = bullet.intersects(player);
- if (!bullet.lastIntersecting && currentIntersecting) {
- LK.getSound('playerHit').play();
- LK.effects.flashScreen(0xFF0000, 1000);
- LK.showGameOver();
- }
- bullet.lastY = bullet.y;
- bullet.lastIntersecting = currentIntersecting;
+ line.lastY = line.y;
}
- // Update and check power-ups
- for (var i = powerUps.length - 1; i >= 0; i--) {
- var powerUp = powerUps[i];
- if (powerUp.lastY === undefined) powerUp.lastY = powerUp.y;
- if (powerUp.lastIntersecting === undefined) powerUp.lastIntersecting = false;
- // Remove power-ups that go off screen
- if (powerUp.lastY <= 2800 && powerUp.y > 2800) {
- powerUp.destroy();
- powerUps.splice(i, 1);
- continue;
+ // Calculate position based on bot cars behind player
+ var carsAhead = 0;
+ for (var i = 0; i < botCars.length; i++) {
+ if (botCars[i].y > player.y) {
+ carsAhead++;
}
- // Check collision with player
- var currentIntersecting = powerUp.intersects(player);
- if (!powerUp.lastIntersecting && currentIntersecting) {
- player.applyPowerUp(powerUp.type);
- LK.getSound('powerUpCollect').play();
- LK.effects.flashObject(player, 0x00FFFF, 500);
- powerUp.destroy();
- powerUps.splice(i, 1);
- continue;
- }
- powerUp.lastY = powerUp.y;
- powerUp.lastIntersecting = currentIntersecting;
}
+ position = carsAhead + 1;
+ positionTxt.setText('Position: ' + position + '/11');
+ // Gradually increase race speed
+ if (LK.ticks % 300 === 0) {
+ // Every 5 seconds
+ raceSpeed = Math.min(12, raceSpeed + 0.1);
+ }
};
\ No newline at end of file
formula one race car 2d redbull vertical. In-Game asset. 2d. High contrast. No shadows
mclaren f1 race car vertical. In-Game asset. 2d. High contrast. No shadows
f1 grand prix barriers vertical 2d. In-Game asset. 2d. High contrast. No shadows
bird's-eye view of the F1 spectator crowd. In-Game asset. 2d. High contrast. No shadows
f1 mercedes car 2d vertical. In-Game asset. 2d. High contrast. No shadows