User prompt
Let's add a menu to the game.v
User prompt
The position section is giving an error. Please correct it.
User prompt
The speed of the bots should be different from each other and they should not touch each other too often.
User prompt
Set the color of the bot cars to default and make them take on the color of the asses I put in. At the same time, there should be collisions between the race cars.
User prompt
trackBarrier must be 5 pieces right and left. And trackBarrier should be of equal length and should be placed along the entire length of the track.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BotCar = Container.expand(function (carIndex) { var self = Container.call(this); // Use different car assets based on car index var carAssetName = 'botCar' + (carIndex % 8 + 1); var carGraphics = self.attachAsset(carAssetName, { anchorX: 0.5, anchorY: 0.5 }); self.baseSpeed = Math.random() * 8 + 12; // Random speed between 12-20 (player speed level) self.currentSpeed = 0; // Start stationary until race begins 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 = carIndex + 1; self.isChangingLanes = false; // Track lane changing state // Assign different colors to each bot car var colors = [0x0066ff, 0x00ff66, 0xff6600, 0xff0066, 0x6600ff, 0xffff00, 0x00ffff, 0xff00ff]; carGraphics.tint = colors[carIndex % colors.length]; self.lapCount = 1; self.raceDistance = 0; self.hasFinished = false; self.update = function () { // Only move if race has started if (!raceStarted) { return; } // AI behavior - change lanes occasionally self.aiTimer++; if (self.aiTimer > 120 && Math.random() < 0.03 && !self.isChangingLanes) { // Every 2 seconds, 3% chance, only if not already changing lanes self.aiTimer = 0; var newLane = Math.floor(Math.random() * 3); if (newLane !== self.lanePosition) { self.lanePosition = newLane; self.targetX = 400 + self.lanePosition * 600; self.isChangingLanes = true; // Smooth lane change with tween and rotation var direction = self.targetX > self.x ? 1 : -1; // Add slight rotation during lane change for stability (reduced rotation) tween(carGraphics, { rotation: direction * 0.05 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Return to straight after lane change (faster return) tween(carGraphics, { rotation: 0 }, { duration: 150, easing: tween.easeInOut }); } }); // Smooth X movement (faster lane change) tween(self, { x: self.targetX }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { self.isChangingLanes = false; } }); } } // Check for collision with other bot cars before moving var canMove = true; for (var b = 0; b < botCars.length; b++) { var otherBot = botCars[b]; if (otherBot !== self && otherBot.intersects && Math.abs(otherBot.x - self.x) < 200 && Math.abs(otherBot.y - self.y) < 400) { // Too close to another bot car, slow down or change lanes if (otherBot.y < self.y) { // Bot ahead, slow down self.currentSpeed = Math.max(5, self.currentSpeed - 2); canMove = false; } } } // Move forward (relative to player) - faster movement if (canMove) { self.y += raceSpeed - self.currentSpeed; } else { self.y += raceSpeed - self.currentSpeed * 0.5; // Move slower when blocked } // Keep within screen bounds if (self.x < 100) { self.x = 100; } if (self.x > 1948) { self.x = 1948; } // Track bot lap progress if (!self.hasFinished) { self.raceDistance += self.currentSpeed; if (self.raceDistance >= lapDistance) { self.raceDistance = 0; self.lapCount++; // Finish after completing 10 laps if (self.lapCount > 10) { self.hasFinished = true; botsFinished++; } } } }; return self; }); var FinishLine = Container.expand(function () { var self = Container.call(this); // Create left pole var leftPole = self.attachAsset('finishPole', { anchorX: 0.5, anchorY: 1 }); leftPole.x = -800; leftPole.y = 0; // Create right pole var rightPole = self.attachAsset('finishPole', { anchorX: 0.5, anchorY: 1 }); rightPole.x = 800; rightPole.y = 0; // Create checkered pattern for (var i = 0; i < 16; i++) { for (var j = 0; j < 2; j++) { var isBlack = (i + j) % 2 === 0; var square = self.attachAsset(isBlack ? 'checkeredSquare1' : 'checkeredSquare2', { anchorX: 0.5, anchorY: 0.5 }); square.x = (i - 7.5) * 100; square.y = (j - 0.5) * 40; } } 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 = 350; 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; }); var TrackEdge = Container.expand(function (barrierIndex) { var self = Container.call(this); // Use different barrier assets based on index (1-5) var barrierAssetName = 'trackBarrier' + (barrierIndex % 5 + 1); var edgeGraphics = self.attachAsset(barrierAssetName, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += raceSpeed; }; return self; }); var TrafficLight = Container.expand(function () { var self = Container.call(this); // Create larger frame background (5x bigger to fit 5 lights) var lightBackground = self.attachAsset('trafficLight', { anchorX: 0.5, anchorY: 0.5 }); lightBackground.scaleX = 5; lightBackground.scaleY = 3; // Create 5 lights in a horizontal row self.lights = []; for (var i = 0; i < 5; i++) { var light = self.attachAsset('lightRed', { anchorX: 0.5, anchorY: 0.5 }); light.scaleX = 2; light.scaleY = 2; light.x = (i - 2) * 160; // Space lights 160 pixels apart so they barely touch (80px radius * 2 scale * 2 = 160px diameter) light.alpha = 1.0; light.tint = 0xff0000; // Start all red self.lights.push(light); } self.setAllRed = function () { for (var i = 0; i < self.lights.length; i++) { self.lights[i].tint = 0xff0000; // Red color // Add glow effect with tween tween(self.lights[i], { scaleX: 2.3, scaleY: 2.3 }, { duration: 200, easing: tween.easeOut }); } }; self.setLightGreen = function (lightIndex) { if (lightIndex >= 0 && lightIndex < self.lights.length) { var light = self.lights[lightIndex]; light.tint = 0x00ff00; // Green color light.alpha = 1.0; // Ensure full visibility // Force the light to render on top by moving to front self.removeChild(light); self.addChild(light); // Add glow effect with tween tween(light, { scaleX: 2.3, scaleY: 2.3 }, { duration: 200, easing: tween.easeOut }); } }; self.setOff = function () { for (var i = 0; i < self.lights.length; i++) { self.lights[i].alpha = 0.2; // Reset scale self.lights[i].scaleX = 2; self.lights[i].scaleY = 2; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d2d2d }); /**** * Game Code ****/ // Game variables var player; var botCars = []; var roadLines = []; var finishLines = []; var trackEdges = []; var botSpawnTimer = 0; var lineSpawnTimer = 0; var checkpointTimer = 0; var raceSpeed = 8; var lapNumber = 1; var position = 9; // Starting position (9th out of 9) var raceDistance = 0; var lapDistance = 5000; // Distance for one lap var raceFinished = false; var finalPosition = 9; var botsFinished = 0; var raceStarted = false; var trafficLights = []; var lightSequenceStep = 0; var lightSequenceTimer = 0; var raceStartSequence = false; var startText = null; // UI Elements var positionTxt = new Text2('Position: 9/9', { 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: 1/10', { 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 = 1300; player.y = 2450; // Player starts at the back of the vertical line player.lastX = player.x; game.addChild(player); // Create starting grid with 8 bot cars in vertical single-file line var startingPositions = [ // Position 1 (pole position) { x: 700, y: 500 }, // Position 2 { x: 700, y: 1050 }, // Position 3 { x: 700, y: 1600 }, // Position 4 { x: 700, y: 2150 }, // Position 5 { x: 1300, y: 250 }, // Position 6 { x: 1300, y: 800 }, // Position 7 { x: 1300, y: 1350 }, // Position 8 { x: 1300, y: 1900 } // Last position ]; for (var i = 0; i < 8; i++) { var bot = new BotCar(i); bot.x = startingPositions[i].x; bot.y = startingPositions[i].y; bot.startingPosition = i + 1; botCars.push(bot); game.addChild(bot); } // Create 5-light traffic light system var trafficLight = new TrafficLight(); trafficLight.x = 1024; // Center of screen trafficLight.y = 600; trafficLight.setAllRed(); trafficLights.push(trafficLight); game.addChild(trafficLight); // Create start text (initially hidden) startText = new Text2('START!', { size: 120, fill: 0x00ff00 }); startText.anchor.set(0.5, 0.5); startText.x = 1024; startText.y = 1000; startText.alpha = 0; game.addChild(startText); // Start the light sequence after 1 second LK.setTimeout(function () { raceStartSequence = true; }, 1000); // Create track barriers - 5 continuous barriers on each side with no gaps var leftBarriers = []; var rightBarriers = []; for (var i = 0; i < 5; i++) { // Left side barriers var leftBarrier = new TrackEdge(i); leftBarrier.x = 150; leftBarrier.y = i * 546 - 200; // Position barriers adjacently based on barrier height (546px) leftBarrier.side = 'left'; leftBarriers.push(leftBarrier); trackEdges.push(leftBarrier); game.addChild(leftBarrier); // Right side barriers var rightBarrier = new TrackEdge(i); rightBarrier.x = 1898; rightBarrier.y = i * 546 - 200; // Position barriers adjacently based on barrier height (546px) rightBarrier.side = 'right'; rightBarriers.push(rightBarrier); trackEdges.push(rightBarrier); game.addChild(rightBarrier); } // Create initial road lines (add to background first) for (var i = 0; i < 15; i++) { var line1 = new RoadLine(); line1.x = 700; line1.y = i * 200 - 100; roadLines.push(line1); game.addChildAt(line1, 0); var line2 = new RoadLine(); line2.x = 1300; line2.y = i * 200 - 100; roadLines.push(line2); game.addChildAt(line2, 0); } // 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(25, raceSpeed + 0.2); } } } game.move = handleMove; // Spawn bot car function function spawnBotCar() { var carIndex = Math.floor(Math.random() * 8); var bot = new BotCar(carIndex); 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.addChildAt(line1, 0); var line2 = new RoadLine(); line2.x = 1300; line2.y = -50; roadLines.push(line2); game.addChildAt(line2, 0); } // Main game update game.update = function () { // Only update race mechanics if race has started if (raceStarted) { // Update race distance raceDistance += raceSpeed; // Update speed display (scale to show realistic racing speeds) speedTxt.setText('Speed: ' + Math.floor(raceSpeed * 10) + ' km/h'); } else { // Show stationary speed during countdown speedTxt.setText('Speed: 0'); } // Only handle race mechanics if race has started if (raceStarted) { // Check for lap completion or finish line crossing if (raceDistance >= lapDistance && !raceFinished) { raceDistance = 0; lapNumber++; lapTxt.setText('Lap: ' + lapNumber + '/10'); LK.getSound('checkpoint').play(); } } // Check for race completion after lap 10 if (lapNumber >= 10 && !raceFinished) { raceFinished = true; finalPosition = botsFinished + 1; // Player finishes after bots that already finished // Show single checkered flag at finish line var finishFlag = new FinishLine(); finishFlag.x = 1024; // Center of screen finishFlag.y = -200; // Start above screen finishLines.push(finishFlag); game.addChild(finishFlag); // Create result text var resultTxt = new Text2('Race Finished!\nFinal Position: ' + finalPosition + '/9\nLaps Completed: 10', { size: 60, fill: 0xFFFFFF, align: 'center' }); resultTxt.anchor.set(0.5, 0.5); resultTxt.x = 1024; resultTxt.y = 1366; game.addChild(resultTxt); LK.setScore(900 - finalPosition * 100); // Higher score for better position // Show you win after 3 seconds LK.setTimeout(function () { LK.showYouWin(); }, 3000); } // Handle traffic light sequence if (raceStartSequence && !raceStarted) { lightSequenceTimer++; // Turn lights green one by one every 60 frames (1 second each) if (lightSequenceTimer === 60) { // First light turns green after 1 second trafficLights[0].setLightGreen(0); } else if (lightSequenceTimer === 120) { // Second light turns green after 2 seconds trafficLights[0].setLightGreen(1); } else if (lightSequenceTimer === 180) { // Third light turns green after 3 seconds trafficLights[0].setLightGreen(2); } else if (lightSequenceTimer === 240) { // Fourth light turns green after 4 seconds trafficLights[0].setLightGreen(3); } else if (lightSequenceTimer === 300) { // Fifth light turns green after 5 seconds - RACE STARTS trafficLights[0].setLightGreen(4); // Show START text with tween animation tween(startText, { alpha: 1, scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.bounceOut, onFinish: function onFinish() { // Fade out start text after 1 second tween(startText, { alpha: 0 }, { duration: 1000 }); } }); raceStarted = true; // Activate bot cars with adjusted speeds for (var i = 0; i < botCars.length; i++) { botCars[i].currentSpeed = botCars[i].baseSpeed; // Add slight speed variation for more realistic racing botCars[i].currentSpeed += Math.random() * 2 - 1; // +/- 1 speed variation (much smaller range) } // Hide traffic light with animation tween(trafficLights[0], { alpha: 0, y: trafficLights[0].y - 100 }, { duration: 1000, easing: tween.easeOut }); } } // 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(); // 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; } // Update track edges and check collisions for (var i = trackEdges.length - 1; i >= 0; i--) { var edge = trackEdges[i]; if (edge.lastY === undefined) { edge.lastY = edge.y; } // Check collision with player if (edge.intersects && edge.intersects(player)) { // Play collision sound LK.getSound('collision').play(); // Reduce speed significantly raceSpeed = Math.max(2, raceSpeed - 4); // Bounce player away from barrier if (edge.side === 'left') { // Hit left barrier, push player right tween(player, { x: player.x + 100 }, { duration: 300, easing: tween.easeOut }); } else if (edge.side === 'right') { // Hit right barrier, push player left tween(player, { x: player.x - 100 }, { duration: 300, easing: tween.easeOut }); } // Flash the barrier red to show collision tween(edge, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(edge, { tint: 0xffffff }, { duration: 300, easing: tween.easeIn }); } }); } // Check collisions with bot cars for (var j = 0; j < botCars.length; j++) { var bot = botCars[j]; if (edge.intersects && edge.intersects(bot)) { // Reduce bot speed bot.currentSpeed = Math.max(2, bot.currentSpeed - 3); // Bounce bot away from barrier if (edge.side === 'left') { // Hit left barrier, push bot right tween(bot, { x: bot.x + 80 }, { duration: 250, easing: tween.easeOut }); } else if (edge.side === 'right') { // Hit right barrier, push bot left tween(bot, { x: bot.x - 80 }, { duration: 250, easing: tween.easeOut }); } } } // Remove edges that go off screen and spawn new ones if (edge.lastY <= 2800 && edge.y > 2800) { edge.destroy(); trackEdges.splice(i, 1); continue; } edge.lastY = edge.y; } // Update finish lines for (var i = finishLines.length - 1; i >= 0; i--) { var finishLine = finishLines[i]; if (finishLine.lastY === undefined) { finishLine.lastY = finishLine.y; } // Remove finish lines that go off screen if (finishLine.lastY <= 2800 && finishLine.y > 2800) { finishLine.destroy(); finishLines.splice(i, 1); continue; } finishLine.lastY = finishLine.y; } // Spawn new track barriers - maintain continuous coverage with no gaps if (LK.ticks % 40 === 0) { // Spawn more frequently to ensure continuous coverage var barrierIndex = Math.floor(Math.random() * 5); // Find the topmost barrier position for each side to place new ones adjacent var leftTopY = -400; var rightTopY = -400; // Find the highest (lowest Y value) barrier on each side for (var k = 0; k < leftBarriers.length; k++) { if (leftBarriers[k].y < leftTopY) { leftTopY = leftBarriers[k].y; } } for (var k = 0; k < rightBarriers.length; k++) { if (rightBarriers[k].y < rightTopY) { rightTopY = rightBarriers[k].y; } } var leftBarrier = new TrackEdge(barrierIndex); leftBarrier.x = 150; // Position new barrier to be adjacent to the topmost barrier (accounting for barrier height) leftBarrier.y = leftTopY - 546; // Use barrier height to ensure no gap leftBarrier.side = 'left'; leftBarriers.push(leftBarrier); trackEdges.push(leftBarrier); game.addChild(leftBarrier); var rightBarrier = new TrackEdge(barrierIndex); rightBarrier.x = 1898; // Position new barrier to be adjacent to the topmost barrier (accounting for barrier height) rightBarrier.y = rightTopY - 546; // Use barrier height to ensure no gap rightBarrier.side = 'right'; rightBarriers.push(rightBarrier); trackEdges.push(rightBarrier); game.addChild(rightBarrier); // Remove barriers from arrays when they go off screen for (var k = leftBarriers.length - 1; k >= 0; k--) { if (leftBarriers[k].y > 2800) { leftBarriers.splice(k, 1); } } for (var k = rightBarriers.length - 1; k >= 0; k--) { if (rightBarriers[k].y > 2800) { rightBarriers.splice(k, 1); } } } // Calculate position based on bot cars behind player and finished bots if (!raceFinished && raceStarted) { var carsAhead = botsFinished; // Count finished bots as ahead for (var i = 0; i < botCars.length; i++) { var bot = botCars[i]; if (!bot.hasFinished) { // Compare lap progress for unfinished bots if (bot.lapCount > lapNumber || bot.lapCount === lapNumber && bot.raceDistance > raceDistance) { carsAhead++; } } } position = Math.max(1, Math.min(9, carsAhead + 1)); // Clamp position between 1-9 positionTxt.setText('Position: ' + position + '/9'); } else if (raceFinished) { positionTxt.setText('Position: ' + finalPosition + '/9 - FINISHED'); } else { // Before race starts, show starting position positionTxt.setText('Position: 9/9'); } // Gradually increase race speed if (LK.ticks % 300 === 0) { // Every 5 seconds raceSpeed = Math.min(12, raceSpeed + 0.1); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BotCar = Container.expand(function (carIndex) {
var self = Container.call(this);
// Use different car assets based on car index
var carAssetName = 'botCar' + (carIndex % 8 + 1);
var carGraphics = self.attachAsset(carAssetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.baseSpeed = Math.random() * 8 + 12; // Random speed between 12-20 (player speed level)
self.currentSpeed = 0; // Start stationary until race begins
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 = carIndex + 1;
self.isChangingLanes = false; // Track lane changing state
// Assign different colors to each bot car
var colors = [0x0066ff, 0x00ff66, 0xff6600, 0xff0066, 0x6600ff, 0xffff00, 0x00ffff, 0xff00ff];
carGraphics.tint = colors[carIndex % colors.length];
self.lapCount = 1;
self.raceDistance = 0;
self.hasFinished = false;
self.update = function () {
// Only move if race has started
if (!raceStarted) {
return;
}
// AI behavior - change lanes occasionally
self.aiTimer++;
if (self.aiTimer > 120 && Math.random() < 0.03 && !self.isChangingLanes) {
// Every 2 seconds, 3% chance, only if not already changing lanes
self.aiTimer = 0;
var newLane = Math.floor(Math.random() * 3);
if (newLane !== self.lanePosition) {
self.lanePosition = newLane;
self.targetX = 400 + self.lanePosition * 600;
self.isChangingLanes = true;
// Smooth lane change with tween and rotation
var direction = self.targetX > self.x ? 1 : -1;
// Add slight rotation during lane change for stability (reduced rotation)
tween(carGraphics, {
rotation: direction * 0.05
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
// Return to straight after lane change (faster return)
tween(carGraphics, {
rotation: 0
}, {
duration: 150,
easing: tween.easeInOut
});
}
});
// Smooth X movement (faster lane change)
tween(self, {
x: self.targetX
}, {
duration: 400,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.isChangingLanes = false;
}
});
}
}
// Check for collision with other bot cars before moving
var canMove = true;
for (var b = 0; b < botCars.length; b++) {
var otherBot = botCars[b];
if (otherBot !== self && otherBot.intersects && Math.abs(otherBot.x - self.x) < 200 && Math.abs(otherBot.y - self.y) < 400) {
// Too close to another bot car, slow down or change lanes
if (otherBot.y < self.y) {
// Bot ahead, slow down
self.currentSpeed = Math.max(5, self.currentSpeed - 2);
canMove = false;
}
}
}
// Move forward (relative to player) - faster movement
if (canMove) {
self.y += raceSpeed - self.currentSpeed;
} else {
self.y += raceSpeed - self.currentSpeed * 0.5; // Move slower when blocked
}
// Keep within screen bounds
if (self.x < 100) {
self.x = 100;
}
if (self.x > 1948) {
self.x = 1948;
}
// Track bot lap progress
if (!self.hasFinished) {
self.raceDistance += self.currentSpeed;
if (self.raceDistance >= lapDistance) {
self.raceDistance = 0;
self.lapCount++;
// Finish after completing 10 laps
if (self.lapCount > 10) {
self.hasFinished = true;
botsFinished++;
}
}
}
};
return self;
});
var FinishLine = Container.expand(function () {
var self = Container.call(this);
// Create left pole
var leftPole = self.attachAsset('finishPole', {
anchorX: 0.5,
anchorY: 1
});
leftPole.x = -800;
leftPole.y = 0;
// Create right pole
var rightPole = self.attachAsset('finishPole', {
anchorX: 0.5,
anchorY: 1
});
rightPole.x = 800;
rightPole.y = 0;
// Create checkered pattern
for (var i = 0; i < 16; i++) {
for (var j = 0; j < 2; j++) {
var isBlack = (i + j) % 2 === 0;
var square = self.attachAsset(isBlack ? 'checkeredSquare1' : 'checkeredSquare2', {
anchorX: 0.5,
anchorY: 0.5
});
square.x = (i - 7.5) * 100;
square.y = (j - 0.5) * 40;
}
}
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 = 350;
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;
});
var TrackEdge = Container.expand(function (barrierIndex) {
var self = Container.call(this);
// Use different barrier assets based on index (1-5)
var barrierAssetName = 'trackBarrier' + (barrierIndex % 5 + 1);
var edgeGraphics = self.attachAsset(barrierAssetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += raceSpeed;
};
return self;
});
var TrafficLight = Container.expand(function () {
var self = Container.call(this);
// Create larger frame background (5x bigger to fit 5 lights)
var lightBackground = self.attachAsset('trafficLight', {
anchorX: 0.5,
anchorY: 0.5
});
lightBackground.scaleX = 5;
lightBackground.scaleY = 3;
// Create 5 lights in a horizontal row
self.lights = [];
for (var i = 0; i < 5; i++) {
var light = self.attachAsset('lightRed', {
anchorX: 0.5,
anchorY: 0.5
});
light.scaleX = 2;
light.scaleY = 2;
light.x = (i - 2) * 160; // Space lights 160 pixels apart so they barely touch (80px radius * 2 scale * 2 = 160px diameter)
light.alpha = 1.0;
light.tint = 0xff0000; // Start all red
self.lights.push(light);
}
self.setAllRed = function () {
for (var i = 0; i < self.lights.length; i++) {
self.lights[i].tint = 0xff0000; // Red color
// Add glow effect with tween
tween(self.lights[i], {
scaleX: 2.3,
scaleY: 2.3
}, {
duration: 200,
easing: tween.easeOut
});
}
};
self.setLightGreen = function (lightIndex) {
if (lightIndex >= 0 && lightIndex < self.lights.length) {
var light = self.lights[lightIndex];
light.tint = 0x00ff00; // Green color
light.alpha = 1.0; // Ensure full visibility
// Force the light to render on top by moving to front
self.removeChild(light);
self.addChild(light);
// Add glow effect with tween
tween(light, {
scaleX: 2.3,
scaleY: 2.3
}, {
duration: 200,
easing: tween.easeOut
});
}
};
self.setOff = function () {
for (var i = 0; i < self.lights.length; i++) {
self.lights[i].alpha = 0.2;
// Reset scale
self.lights[i].scaleX = 2;
self.lights[i].scaleY = 2;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2d2d2d
});
/****
* Game Code
****/
// Game variables
var player;
var botCars = [];
var roadLines = [];
var finishLines = [];
var trackEdges = [];
var botSpawnTimer = 0;
var lineSpawnTimer = 0;
var checkpointTimer = 0;
var raceSpeed = 8;
var lapNumber = 1;
var position = 9; // Starting position (9th out of 9)
var raceDistance = 0;
var lapDistance = 5000; // Distance for one lap
var raceFinished = false;
var finalPosition = 9;
var botsFinished = 0;
var raceStarted = false;
var trafficLights = [];
var lightSequenceStep = 0;
var lightSequenceTimer = 0;
var raceStartSequence = false;
var startText = null;
// UI Elements
var positionTxt = new Text2('Position: 9/9', {
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: 1/10', {
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 = 1300;
player.y = 2450; // Player starts at the back of the vertical line
player.lastX = player.x;
game.addChild(player);
// Create starting grid with 8 bot cars in vertical single-file line
var startingPositions = [
// Position 1 (pole position)
{
x: 700,
y: 500
},
// Position 2
{
x: 700,
y: 1050
},
// Position 3
{
x: 700,
y: 1600
},
// Position 4
{
x: 700,
y: 2150
},
// Position 5
{
x: 1300,
y: 250
},
// Position 6
{
x: 1300,
y: 800
},
// Position 7
{
x: 1300,
y: 1350
},
// Position 8
{
x: 1300,
y: 1900
} // Last position
];
for (var i = 0; i < 8; i++) {
var bot = new BotCar(i);
bot.x = startingPositions[i].x;
bot.y = startingPositions[i].y;
bot.startingPosition = i + 1;
botCars.push(bot);
game.addChild(bot);
}
// Create 5-light traffic light system
var trafficLight = new TrafficLight();
trafficLight.x = 1024; // Center of screen
trafficLight.y = 600;
trafficLight.setAllRed();
trafficLights.push(trafficLight);
game.addChild(trafficLight);
// Create start text (initially hidden)
startText = new Text2('START!', {
size: 120,
fill: 0x00ff00
});
startText.anchor.set(0.5, 0.5);
startText.x = 1024;
startText.y = 1000;
startText.alpha = 0;
game.addChild(startText);
// Start the light sequence after 1 second
LK.setTimeout(function () {
raceStartSequence = true;
}, 1000);
// Create track barriers - 5 continuous barriers on each side with no gaps
var leftBarriers = [];
var rightBarriers = [];
for (var i = 0; i < 5; i++) {
// Left side barriers
var leftBarrier = new TrackEdge(i);
leftBarrier.x = 150;
leftBarrier.y = i * 546 - 200; // Position barriers adjacently based on barrier height (546px)
leftBarrier.side = 'left';
leftBarriers.push(leftBarrier);
trackEdges.push(leftBarrier);
game.addChild(leftBarrier);
// Right side barriers
var rightBarrier = new TrackEdge(i);
rightBarrier.x = 1898;
rightBarrier.y = i * 546 - 200; // Position barriers adjacently based on barrier height (546px)
rightBarrier.side = 'right';
rightBarriers.push(rightBarrier);
trackEdges.push(rightBarrier);
game.addChild(rightBarrier);
}
// Create initial road lines (add to background first)
for (var i = 0; i < 15; i++) {
var line1 = new RoadLine();
line1.x = 700;
line1.y = i * 200 - 100;
roadLines.push(line1);
game.addChildAt(line1, 0);
var line2 = new RoadLine();
line2.x = 1300;
line2.y = i * 200 - 100;
roadLines.push(line2);
game.addChildAt(line2, 0);
}
// 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(25, raceSpeed + 0.2);
}
}
}
game.move = handleMove;
// Spawn bot car function
function spawnBotCar() {
var carIndex = Math.floor(Math.random() * 8);
var bot = new BotCar(carIndex);
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.addChildAt(line1, 0);
var line2 = new RoadLine();
line2.x = 1300;
line2.y = -50;
roadLines.push(line2);
game.addChildAt(line2, 0);
}
// Main game update
game.update = function () {
// Only update race mechanics if race has started
if (raceStarted) {
// Update race distance
raceDistance += raceSpeed;
// Update speed display (scale to show realistic racing speeds)
speedTxt.setText('Speed: ' + Math.floor(raceSpeed * 10) + ' km/h');
} else {
// Show stationary speed during countdown
speedTxt.setText('Speed: 0');
}
// Only handle race mechanics if race has started
if (raceStarted) {
// Check for lap completion or finish line crossing
if (raceDistance >= lapDistance && !raceFinished) {
raceDistance = 0;
lapNumber++;
lapTxt.setText('Lap: ' + lapNumber + '/10');
LK.getSound('checkpoint').play();
}
}
// Check for race completion after lap 10
if (lapNumber >= 10 && !raceFinished) {
raceFinished = true;
finalPosition = botsFinished + 1; // Player finishes after bots that already finished
// Show single checkered flag at finish line
var finishFlag = new FinishLine();
finishFlag.x = 1024; // Center of screen
finishFlag.y = -200; // Start above screen
finishLines.push(finishFlag);
game.addChild(finishFlag);
// Create result text
var resultTxt = new Text2('Race Finished!\nFinal Position: ' + finalPosition + '/9\nLaps Completed: 10', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
resultTxt.anchor.set(0.5, 0.5);
resultTxt.x = 1024;
resultTxt.y = 1366;
game.addChild(resultTxt);
LK.setScore(900 - finalPosition * 100); // Higher score for better position
// Show you win after 3 seconds
LK.setTimeout(function () {
LK.showYouWin();
}, 3000);
}
// Handle traffic light sequence
if (raceStartSequence && !raceStarted) {
lightSequenceTimer++;
// Turn lights green one by one every 60 frames (1 second each)
if (lightSequenceTimer === 60) {
// First light turns green after 1 second
trafficLights[0].setLightGreen(0);
} else if (lightSequenceTimer === 120) {
// Second light turns green after 2 seconds
trafficLights[0].setLightGreen(1);
} else if (lightSequenceTimer === 180) {
// Third light turns green after 3 seconds
trafficLights[0].setLightGreen(2);
} else if (lightSequenceTimer === 240) {
// Fourth light turns green after 4 seconds
trafficLights[0].setLightGreen(3);
} else if (lightSequenceTimer === 300) {
// Fifth light turns green after 5 seconds - RACE STARTS
trafficLights[0].setLightGreen(4);
// Show START text with tween animation
tween(startText, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.bounceOut,
onFinish: function onFinish() {
// Fade out start text after 1 second
tween(startText, {
alpha: 0
}, {
duration: 1000
});
}
});
raceStarted = true;
// Activate bot cars with adjusted speeds
for (var i = 0; i < botCars.length; i++) {
botCars[i].currentSpeed = botCars[i].baseSpeed;
// Add slight speed variation for more realistic racing
botCars[i].currentSpeed += Math.random() * 2 - 1; // +/- 1 speed variation (much smaller range)
}
// Hide traffic light with animation
tween(trafficLights[0], {
alpha: 0,
y: trafficLights[0].y - 100
}, {
duration: 1000,
easing: tween.easeOut
});
}
}
// 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();
// 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;
}
// Update track edges and check collisions
for (var i = trackEdges.length - 1; i >= 0; i--) {
var edge = trackEdges[i];
if (edge.lastY === undefined) {
edge.lastY = edge.y;
}
// Check collision with player
if (edge.intersects && edge.intersects(player)) {
// Play collision sound
LK.getSound('collision').play();
// Reduce speed significantly
raceSpeed = Math.max(2, raceSpeed - 4);
// Bounce player away from barrier
if (edge.side === 'left') {
// Hit left barrier, push player right
tween(player, {
x: player.x + 100
}, {
duration: 300,
easing: tween.easeOut
});
} else if (edge.side === 'right') {
// Hit right barrier, push player left
tween(player, {
x: player.x - 100
}, {
duration: 300,
easing: tween.easeOut
});
}
// Flash the barrier red to show collision
tween(edge, {
tint: 0xff0000
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(edge, {
tint: 0xffffff
}, {
duration: 300,
easing: tween.easeIn
});
}
});
}
// Check collisions with bot cars
for (var j = 0; j < botCars.length; j++) {
var bot = botCars[j];
if (edge.intersects && edge.intersects(bot)) {
// Reduce bot speed
bot.currentSpeed = Math.max(2, bot.currentSpeed - 3);
// Bounce bot away from barrier
if (edge.side === 'left') {
// Hit left barrier, push bot right
tween(bot, {
x: bot.x + 80
}, {
duration: 250,
easing: tween.easeOut
});
} else if (edge.side === 'right') {
// Hit right barrier, push bot left
tween(bot, {
x: bot.x - 80
}, {
duration: 250,
easing: tween.easeOut
});
}
}
}
// Remove edges that go off screen and spawn new ones
if (edge.lastY <= 2800 && edge.y > 2800) {
edge.destroy();
trackEdges.splice(i, 1);
continue;
}
edge.lastY = edge.y;
}
// Update finish lines
for (var i = finishLines.length - 1; i >= 0; i--) {
var finishLine = finishLines[i];
if (finishLine.lastY === undefined) {
finishLine.lastY = finishLine.y;
}
// Remove finish lines that go off screen
if (finishLine.lastY <= 2800 && finishLine.y > 2800) {
finishLine.destroy();
finishLines.splice(i, 1);
continue;
}
finishLine.lastY = finishLine.y;
}
// Spawn new track barriers - maintain continuous coverage with no gaps
if (LK.ticks % 40 === 0) {
// Spawn more frequently to ensure continuous coverage
var barrierIndex = Math.floor(Math.random() * 5);
// Find the topmost barrier position for each side to place new ones adjacent
var leftTopY = -400;
var rightTopY = -400;
// Find the highest (lowest Y value) barrier on each side
for (var k = 0; k < leftBarriers.length; k++) {
if (leftBarriers[k].y < leftTopY) {
leftTopY = leftBarriers[k].y;
}
}
for (var k = 0; k < rightBarriers.length; k++) {
if (rightBarriers[k].y < rightTopY) {
rightTopY = rightBarriers[k].y;
}
}
var leftBarrier = new TrackEdge(barrierIndex);
leftBarrier.x = 150;
// Position new barrier to be adjacent to the topmost barrier (accounting for barrier height)
leftBarrier.y = leftTopY - 546; // Use barrier height to ensure no gap
leftBarrier.side = 'left';
leftBarriers.push(leftBarrier);
trackEdges.push(leftBarrier);
game.addChild(leftBarrier);
var rightBarrier = new TrackEdge(barrierIndex);
rightBarrier.x = 1898;
// Position new barrier to be adjacent to the topmost barrier (accounting for barrier height)
rightBarrier.y = rightTopY - 546; // Use barrier height to ensure no gap
rightBarrier.side = 'right';
rightBarriers.push(rightBarrier);
trackEdges.push(rightBarrier);
game.addChild(rightBarrier);
// Remove barriers from arrays when they go off screen
for (var k = leftBarriers.length - 1; k >= 0; k--) {
if (leftBarriers[k].y > 2800) {
leftBarriers.splice(k, 1);
}
}
for (var k = rightBarriers.length - 1; k >= 0; k--) {
if (rightBarriers[k].y > 2800) {
rightBarriers.splice(k, 1);
}
}
}
// Calculate position based on bot cars behind player and finished bots
if (!raceFinished && raceStarted) {
var carsAhead = botsFinished; // Count finished bots as ahead
for (var i = 0; i < botCars.length; i++) {
var bot = botCars[i];
if (!bot.hasFinished) {
// Compare lap progress for unfinished bots
if (bot.lapCount > lapNumber || bot.lapCount === lapNumber && bot.raceDistance > raceDistance) {
carsAhead++;
}
}
}
position = Math.max(1, Math.min(9, carsAhead + 1)); // Clamp position between 1-9
positionTxt.setText('Position: ' + position + '/9');
} else if (raceFinished) {
positionTxt.setText('Position: ' + finalPosition + '/9 - FINISHED');
} else {
// Before race starts, show starting position
positionTxt.setText('Position: 9/9');
}
// Gradually increase race speed
if (LK.ticks % 300 === 0) {
// Every 5 seconds
raceSpeed = Math.min(12, raceSpeed + 0.1);
}
};
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
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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