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you must add yellow background traffic light
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you sould be traffic light ellipse and color must be red to green. And bcakround is yellow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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traffic light should be real formula one race ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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traffic light is ligting orderly. for example first light first second. Second light 2. second ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Let the lights shine in sequence. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When the game starts, the Formula 1 traffic lights should turn from green to red. There should be 2 lights vertically and 5 lights horizontally. They should light up in sequence and the race should start. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Remove all settings related to traffic lights.
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traffic light return red to grey. And seperate each other a little
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Let the traffic lights turn from red to gray. And let them match the light locations in the background asset. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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After a while, the trackbarrier starts to appear from top to bottom. When in the menu, the game should remain stationary and only the menu should be visible.
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track barrier layer is low than menu background please
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trackbarrier still see in menu fix that
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You make menu page come the first game. And menu must have background.
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Snow and rain will be a lot ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Snow mode is not see in menu , please check it ,
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You add snowmode in menu and if it is will be active, snow in game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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You add rain mode in menu and if it is will be active, rain in game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Let there be a rainy mode option in the menu. When it is activated, it should rain in the game.
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Please fix the bug: 'Script error.' in or related to this line: 'storage.bestPosition = undefined;' Line Number: 449 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'var bestPosition = storage.get('bestPosition') || 'Not Set';' Line Number: 430 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Design the menu as if it were a separate page.
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users max speed 250 km/h ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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 }); // Create more varied bot speeds based on car index for distinct racing styles (200-235 km/h = 20-23.5 speed units) var speedVariations = [22, // Fast aggressive bot 20.5, // Medium-fast bot 23.5, // Very fast bot (235 km/h max) 20, // Slower cautious bot 22.5, // Medium bot 23.5, // Fastest bot (235 km/h max) 21, // Medium-slow bot 23 // Fast bot ]; self.baseSpeed = speedVariations[carIndex % 8]; // Assign specific speed based on car index 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 self.collisionCooldown = 0; // Prevent frequent collisions // Bot cars now use their default asset colors without tinting 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; } }); } } // Update collision cooldown if (self.collisionCooldown > 0) { self.collisionCooldown--; } // Check for collision with other bot cars before moving var canMove = true; var needsLaneChange = false; for (var b = 0; b < botCars.length; b++) { var otherBot = botCars[b]; if (otherBot !== self && otherBot.intersects) { var distanceX = Math.abs(otherBot.x - self.x); var distanceY = Math.abs(otherBot.y - self.y); // Prevent bot cars from passing each other - maintain strict order if (distanceY < 450 && otherBot.y < self.y) { // Another bot is ahead, significantly slow down to maintain position self.currentSpeed = Math.min(23.5, Math.max(otherBot.currentSpeed - 2, 3)); // Cap at 23.5 (235 km/h) canMove = false; } else if (distanceY < 300 && otherBot.y > self.y) { // Another bot is behind and getting too close, maintain speed to keep distance self.currentSpeed = Math.min(23.5, Math.max(self.currentSpeed, otherBot.currentSpeed + 1)); // Cap at 23.5 (235 km/h) } // Direct collision detection with cooldown if (otherBot.intersects(self) && self.collisionCooldown <= 0) { // Set collision cooldown to prevent frequent collisions self.collisionCooldown = 60; // 1 second cooldown otherBot.collisionCooldown = 60; // Reduce speed less drastically self.currentSpeed = Math.max(4, self.currentSpeed - 2); otherBot.currentSpeed = Math.max(4, otherBot.currentSpeed - 2); // Add collision visual effects using tween // Flash both cars red to show collision var selfGraphics = self.children[0]; // Get the car graphics var otherGraphics = otherBot.children[0]; // Get the other car graphics // Flash effect for self tween(selfGraphics, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(selfGraphics, { tint: 0xffffff }, { duration: 300, easing: tween.easeIn }); } }); // Flash effect for other bot tween(otherGraphics, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(otherGraphics, { tint: 0xffffff }, { duration: 300, easing: tween.easeIn }); } }); // Shake effect for collision impact var originalSelfX = self.x; var originalOtherX = otherBot.x; // Push cars apart more gently if (self.x < otherBot.x) { self.x -= 30; otherBot.x += 30; } else { self.x += 30; otherBot.x -= 30; } canMove = false; } // Improved collision avoidance - larger detection zone else if (distanceX < 250 && distanceY < 500) { // Bot is getting close, take evasive action if (otherBot.y < self.y && distanceY < 350) { // Bot ahead, slow down and consider lane change self.currentSpeed = Math.max(6, self.currentSpeed - 1); needsLaneChange = true; canMove = false; } else if (otherBot.y > self.y && distanceY < 300) { // Bot behind is catching up, speed up slightly self.currentSpeed = Math.min(23.5, Math.min(self.baseSpeed + 2, self.currentSpeed + 0.5)); // Cap at 23.5 (235 km/h) } } } } // Trigger lane change more aggressively when needed if (needsLaneChange && !self.isChangingLanes && Math.random() < 0.15) { // 15% chance to change lanes when avoiding collision var availableLanes = []; for (var lane = 0; lane < 3; lane++) { if (lane !== self.lanePosition) { availableLanes.push(lane); } } if (availableLanes.length > 0) { var newLane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; 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: 300, // Faster lane change for collision avoidance easing: tween.easeInOut, onFinish: function onFinish() { self.isChangingLanes = 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 20 laps if (self.lapCount > 20) { 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 GameMenu = Container.expand(function () { var self = Container.call(this); // Menu background var menuBg = self.attachAsset('menuBackground', { anchorX: 0.5, anchorY: 0.5 }); menuBg.alpha = 0.95; // Menu panel var menuPanel = self.attachAsset('menuPanel', { anchorX: 0.5, anchorY: 0.5 }); menuPanel.y = -100; // Title var titleText = new Text2('RACING CHAMPIONSHIP', { size: 70, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.y = -600; self.addChild(titleText); // Instructions var instructionText = new Text2('Drag to steer your car\nComplete 20 laps to win!\nAvoid barriers and other cars', { size: 40, fill: 0xFFFFFF, align: 'center' }); instructionText.anchor.set(0.5, 0.5); instructionText.y = -400; self.addChild(instructionText); // Car selection display self.selectedCarIndex = 0; var carPreview = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); carPreview.y = -150; carPreview.scaleX = 0.8; carPreview.scaleY = 0.8; var carLabel = new Text2('Your Car', { size: 35, fill: 0x00FF00 }); carLabel.anchor.set(0.5, 0.5); carLabel.y = -50; self.addChild(carLabel); // Rain mode toggle button var rainToggleButton = new MenuButton('carSelectButton', rainModeEnabled ? 'Rain: ON' : 'Rain: OFF', function () { rainModeEnabled = !rainModeEnabled; rainToggleButton.children[1].setText(rainModeEnabled ? 'Rain: ON' : 'Rain: OFF'); if (rainModeEnabled) { rainToggleButton.children[0].tint = 0x4169E1; // Steel blue when enabled } else { rainToggleButton.children[0].tint = 0xFFFFFF; // White when disabled } }); rainToggleButton.y = 100; self.addChild(rainToggleButton); // Snow mode toggle button var snowToggleButton = new MenuButton('carSelectButton', snowModeEnabled ? 'Snow: ON' : 'Snow: OFF', function () { snowModeEnabled = !snowModeEnabled; snowToggleButton.children[1].setText(snowModeEnabled ? 'Snow: ON' : 'Snow: OFF'); if (snowModeEnabled) { snowToggleButton.children[0].tint = 0xB0E0E6; // Powder blue when enabled } else { snowToggleButton.children[0].tint = 0xFFFFFF; // White when disabled } }); snowToggleButton.y = 180; self.addChild(snowToggleButton); // Start button var startButton = new MenuButton('start', 'START RACE', function () { self.startRace(); }); startButton.y = 280; self.addChild(startButton); // Best time display (placeholder) var bestTimeText = new Text2('Best Position: Not Set', { size: 30, fill: 0xCCCCCC }); bestTimeText.anchor.set(0.5, 0.5); bestTimeText.y = 380; self.addChild(bestTimeText); self.startRace = function () { // Hide menu with animation tween(self, { alpha: 0, y: self.y - 200 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { self.destroy(); // Start the traffic light sequence LK.setTimeout(function () { trafficLightSequence = true; }, 500); } }); }; return self; }); var MenuButton = Container.expand(function (buttonType, text, onClick) { var self = Container.call(this); var buttonAsset = buttonType === 'start' ? 'startButton' : 'carSelectButton'; var buttonGraphics = self.attachAsset(buttonAsset, { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2(text, { size: buttonType === 'start' ? 50 : 35, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.onClick = onClick; self.down = function (x, y, obj) { // Button press effect tween(buttonGraphics, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut }); if (self.onClick) { self.onClick(); } }; self.up = function (x, y, obj) { // Button release effect tween(buttonGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeOut }); }; 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 = 250; 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); } // Player speed is now controlled by the 10-second tween acceleration system // Remove this section to avoid conflicts with the new tween-based system self.lastX = self.x; }; return self; }); var RainDrop = Container.expand(function () { var self = Container.call(this); var dropGraphics = self.attachAsset('rainDrop', { anchorX: 0.5, anchorY: 0.5 }); self.fallSpeed = 15 + Math.random() * 10; // Random fall speed between 15-25 dropGraphics.alpha = 0.6 + Math.random() * 0.4; // Random transparency self.update = function () { self.y += self.fallSpeed + raceSpeed * 0.3; // Fall faster relative to race speed // Add slight horizontal drift self.x += (Math.random() - 0.5) * 2; }; 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 SnowFlake = Container.expand(function () { var self = Container.call(this); var flakeGraphics = self.attachAsset('snowFlake', { anchorX: 0.5, anchorY: 0.5 }); self.fallSpeed = 8 + Math.random() * 6; // Slower fall speed between 8-14 self.driftSpeed = (Math.random() - 0.5) * 3; // Horizontal drift flakeGraphics.alpha = 0.7 + Math.random() * 0.3; // Random transparency flakeGraphics.scaleX = 0.5 + Math.random() * 1.0; // Random size flakeGraphics.scaleY = 0.5 + Math.random() * 1.0; self.update = function () { self.y += self.fallSpeed + raceSpeed * 0.2; // Fall slower relative to race speed // Add gentle horizontal drift with slight oscillation self.x += self.driftSpeed + Math.sin(LK.ticks * 0.02) * 0.5; // Gentle rotation flakeGraphics.rotation += 0.01; }; 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 () { // Only move if race has started if (raceStarted) { self.y += raceSpeed; } }; return self; }); var TrafficLight = Container.expand(function (lightIndex) { var self = Container.call(this); var lightGraphics = self.attachAsset('trafficLight', { anchorX: 0.5, anchorY: 0.5 }); self.lightIndex = lightIndex; self.isOn = false; // Start with green color lightGraphics.tint = 0x00ff00; self.turnRed = function () { self.isOn = true; tween(lightGraphics, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut }); }; 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 raceSpeedAccelerating = false; var raceStartSequence = false; var trafficLights = []; var trafficLightSequence = false; var trafficLightIndex = 0; var startText = null; var gameMenu = null; var menuActive = true; var rainModeEnabled = false; var rainDrops = []; var snowModeEnabled = false; var snowFlakes = []; // Create and show menu background first var menuBackground = LK.getAsset('menuBackground', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.x = 1024; menuBackground.y = 1366; game.addChild(menuBackground); // Clean position tracking - start at 9th position // Show menu first gameMenu = new GameMenu(); gameMenu.x = 1024; gameMenu.y = 1366; game.addChild(gameMenu); // UI Elements (initially hidden) var positionTxt = new Text2('Position: 9/9', { size: 50, fill: 0xFFFFFF }); positionTxt.anchor.set(0, 0); positionTxt.alpha = 0; // Hide initially LK.gui.topLeft.addChild(positionTxt); positionTxt.x = 120; positionTxt.y = 20; var lapTxt = new Text2('Lap: 1/20', { size: 40, fill: 0xFFFF00 }); lapTxt.anchor.set(1, 0); lapTxt.alpha = 0; // Hide initially 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); speedTxt.alpha = 0; // Hide initially 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; player.minSpeed = 8; // Minimum speed (80 km/h) player.maxSpeedTarget = 25.0; // Maximum speed target (250 km/h) player.isAccelerating = false; // Track acceleration state player.alpha = 0; // Hide initially 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; bot.minSpeed = 20; // Minimum speed for bots bot.maxSpeedTarget = 23.5; // Maximum speed target for bots bot.isAccelerating = false; // Track acceleration state bot.alpha = 0; // Hide initially botCars.push(bot); game.addChild(bot); } // Create traffic lights grid (2 rows, 5 columns) for (var row = 0; row < 2; row++) { for (var col = 0; col < 5; col++) { var trafficLight = new TrafficLight(row * 5 + col); trafficLight.x = 600 + col * 200; // Horizontal spacing of 200px trafficLight.y = 800 + row * 120; // Vertical spacing of 120px trafficLight.alpha = 0; // Hide initially 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); // Initialize race elements but don't start sequence yet (menu controls this) // Race elements are created but hidden until menu starts the race // 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'; leftBarrier.alpha = 0; // Hide initially 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'; rightBarrier.alpha = 0; // Hide initially 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; line1.alpha = 0; // Hide initially roadLines.push(line1); game.addChildAt(line1, 0); var line2 = new RoadLine(); line2.x = 1300; line2.y = i * 200 - 100; line2.alpha = 0; // Hide initially roadLines.push(line2); game.addChildAt(line2, 0); } // Input handling var dragTarget = null; game.down = function (x, y, obj) { if (!menuActive) { dragTarget = player; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragTarget = null; }; function handleMove(x, y, obj) { if (dragTarget && !menuActive) { dragTarget.x = x; // Keep player within racing lanes if (dragTarget.x < 300) { dragTarget.x = 300; } if (dragTarget.x > 1748) { dragTarget.x = 1748; } // Only allow speed increases based on movement, no automatic decreases if (Math.abs(dragTarget.x - dragTarget.lastX) > 5) { raceSpeed = Math.min(25.0, raceSpeed + 0.2); // Cap at 25.0 (250 km/h) } } } 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 + '/20'); LK.getSound('checkpoint').play(); } } // Check for race completion after lap 20 if (lapNumber >= 20 && !raceFinished) { raceFinished = true; // Calculate final position more accurately - use current position at finish finalPosition = position; // Use the current position when player finishes // 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 prominent final ranking display var rankingBackground = LK.getAsset('menuPanel', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.6 }); rankingBackground.x = 1024; rankingBackground.y = 1366; rankingBackground.alpha = 0; game.addChild(rankingBackground); // Main ranking title var rankingTitle = new Text2('RACE COMPLETE!', { size: 80, fill: 0xFFD700 }); rankingTitle.anchor.set(0.5, 0.5); rankingTitle.x = 1024; rankingTitle.y = 1200; rankingTitle.alpha = 0; game.addChild(rankingTitle); // Final position display with color coding based on performance var positionColor = 0xFF0000; // Red by default if (finalPosition <= 3) { positionColor = 0x00FF00; // Green for top 3 } else if (finalPosition <= 6) { positionColor = 0xFFFF00; // Yellow for middle positions } // Create more prominent final position text var finalRankingText = new Text2('YOU FINISHED ' + finalPosition + '/9', { size: 75, fill: positionColor }); finalRankingText.anchor.set(0.5, 0.5); finalRankingText.x = 1024; finalRankingText.y = 1320; finalRankingText.alpha = 0; game.addChild(finalRankingText); // Add position suffix (1st, 2nd, 3rd, etc.) var positionSuffix = ''; if (finalPosition === 1) { positionSuffix = '1ST PLACE'; } else if (finalPosition === 2) { positionSuffix = '2ND PLACE'; } else if (finalPosition === 3) { positionSuffix = '3RD PLACE'; } else { positionSuffix = finalPosition + 'TH PLACE'; } var positionSuffixText = new Text2(positionSuffix, { size: 60, fill: positionColor }); positionSuffixText.anchor.set(0.5, 0.5); positionSuffixText.x = 1024; positionSuffixText.y = 1380; positionSuffixText.alpha = 0; game.addChild(positionSuffixText); // Performance message based on ranking var performanceMessage = ''; if (finalPosition === 1) { performanceMessage = 'CHAMPION!'; } else if (finalPosition <= 3) { performanceMessage = 'PODIUM FINISH!'; } else if (finalPosition <= 6) { performanceMessage = 'GOOD RACE!'; } else { performanceMessage = 'KEEP TRYING!'; } var performanceText = new Text2(performanceMessage, { size: 50, fill: 0xFFFFFF }); performanceText.anchor.set(0.5, 0.5); performanceText.x = 1024; performanceText.y = 1450; performanceText.alpha = 0; game.addChild(performanceText); var lapsCompletedText = new Text2('Laps Completed: 20/20', { size: 40, fill: 0xCCCCCC }); lapsCompletedText.anchor.set(0.5, 0.5); lapsCompletedText.x = 1024; lapsCompletedText.y = 1520; lapsCompletedText.alpha = 0; game.addChild(lapsCompletedText); // Animate the ranking display tween(rankingBackground, { alpha: 0.9 }, { duration: 800, easing: tween.easeInOut }); tween(rankingTitle, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 1000, easing: tween.bounceOut }); tween(finalRankingText, { alpha: 1, scaleX: 1.3, scaleY: 1.3 }, { duration: 1200, easing: tween.bounceOut, delay: 500 }); tween(positionSuffixText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 1000, easing: tween.bounceOut, delay: 700 }); tween(performanceText, { alpha: 1 }, { duration: 800, easing: tween.easeOut, delay: 1000 }); tween(lapsCompletedText, { alpha: 1 }, { duration: 800, easing: tween.easeOut, delay: 1200 }); LK.setScore(900 - finalPosition * 100); // Higher score for better position // Show you win after 4 seconds to allow time to see ranking LK.setTimeout(function () { LK.showYouWin(); }, 4000); } // Handle traffic light sequence if (trafficLightSequence && !raceStarted) { // Hide menu background and show game elements immediately tween(menuBackground, { alpha: 0 }, { duration: 500 }); // Show all game elements tween(player, { alpha: 1 }, { duration: 500 }); for (var i = 0; i < botCars.length; i++) { tween(botCars[i], { alpha: 1 }, { duration: 500 }); } for (var i = 0; i < trackEdges.length; i++) { tween(trackEdges[i], { alpha: 1 }, { duration: 500 }); } for (var i = 0; i < roadLines.length; i++) { tween(roadLines[i], { alpha: 1 }, { duration: 500 }); } // Show traffic lights for (var i = 0; i < trafficLights.length; i++) { tween(trafficLights[i], { alpha: 1 }, { duration: 500 }); } tween(positionTxt, { alpha: 1 }, { duration: 500 }); tween(lapTxt, { alpha: 1 }, { duration: 500 }); tween(speedTxt, { alpha: 1 }, { duration: 500 }); menuActive = false; // Start traffic light sequence after 1 second LK.setTimeout(function () { // Light up lights sequentially (every 1000ms - 1 second each) var lightTimer = LK.setInterval(function () { if (trafficLightIndex < trafficLights.length) { trafficLights[trafficLightIndex].turnRed(); trafficLightIndex++; } else { // All lights are on, start race after 1 second LK.clearInterval(lightTimer); LK.setTimeout(function () { // Hide traffic lights for (var i = 0; i < trafficLights.length; i++) { tween(trafficLights[i], { alpha: 0 }, { duration: 300 }); } // Show START text 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; trafficLightSequence = false; // Start 10-second race speed acceleration if (!raceSpeedAccelerating) { raceSpeedAccelerating = true; var initialRaceSpeed = 8; var maxRaceSpeed = 25.0; raceSpeed = initialRaceSpeed; tween(window, { raceSpeed: maxRaceSpeed }, { duration: 10000, easing: tween.easeInOut }); } // Start 10-second speed acceleration for player if (!player.isAccelerating) { player.isAccelerating = true; tween(player, { speed: player.maxSpeedTarget }, { duration: 10000, easing: tween.easeInOut }); } // Activate bot cars with 10-second speed acceleration for (var i = 0; i < botCars.length; i++) { botCars[i].currentSpeed = botCars[i].minSpeed; if (!botCars[i].isAccelerating) { botCars[i].isAccelerating = true; tween(botCars[i], { currentSpeed: botCars[i].maxSpeedTarget, baseSpeed: botCars[i].maxSpeedTarget }, { duration: 10000, easing: tween.easeInOut }); } } }, 1000); } }, 1000); }, 1000); } // Spawn road lines lineSpawnTimer++; if (lineSpawnTimer >= 25) { lineSpawnTimer = 0; spawnRoadLines(); } // Rain system - only spawn and update if rain mode is enabled if (rainModeEnabled) { // Spawn rain drops if (LK.ticks % 3 === 0) { // Spawn every 3 frames for heavy rain var rainDrop = new RainDrop(); rainDrop.x = Math.random() * 2048; // Random X position across screen rainDrop.y = -50; // Start above screen rainDrops.push(rainDrop); game.addChildAt(rainDrop, 1); // Add behind other elements but above road lines } // Update rain drops and remove off-screen ones for (var i = rainDrops.length - 1; i >= 0; i--) { var drop = rainDrops[i]; if (drop.lastY === undefined) { drop.lastY = drop.y; } // Remove drops that go off screen if (drop.lastY <= 2800 && drop.y > 2800) { drop.destroy(); rainDrops.splice(i, 1); continue; } drop.lastY = drop.y; } } // Snow system - only spawn and update if snow mode is enabled if (snowModeEnabled) { // Spawn snow flakes if (LK.ticks % 5 === 0) { // Spawn every 5 frames for moderate snow var snowFlake = new SnowFlake(); snowFlake.x = Math.random() * 2048; // Random X position across screen snowFlake.y = -50; // Start above screen snowFlakes.push(snowFlake); game.addChildAt(snowFlake, 1); // Add behind other elements but above road lines } // Update snow flakes and remove off-screen ones for (var i = snowFlakes.length - 1; i >= 0; i--) { var flake = snowFlakes[i]; if (flake.lastY === undefined) { flake.lastY = flake.y; } // Remove flakes that go off screen if (flake.lastY <= 2800 && flake.y > 2800) { flake.destroy(); snowFlakes.splice(i, 1); continue; } flake.lastY = flake.y; } } // 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; } // Gradual speed recovery to maintain bot speed differences if (raceStarted && bot.currentSpeed < bot.baseSpeed) { bot.currentSpeed = Math.min(bot.baseSpeed, bot.currentSpeed + 0.1); } // Progressive speed boost system - bots get faster as race progresses if (raceStarted && LK.ticks % 900 === 0) { // Every 15 seconds // Add speed boost based on lap progress var speedBoostMultiplier = 1 + lapNumber * 0.05; // 5% speed increase per lap var boostedSpeed = Math.min(30.0, bot.baseSpeed * speedBoostMultiplier); // Apply speed boost with smooth transition tween(bot, { baseSpeed: boostedSpeed, currentSpeed: Math.min(30.0, bot.currentSpeed * speedBoostMultiplier) }, { duration: 2500, easing: tween.easeInOut }); } // Increase bot speeds over time to make race more challenging with smooth transitions if (raceStarted && LK.ticks % 300 === 0) { // Every 5 seconds, increase bot speeds more gradually var newBaseSpeed = Math.min(28.0, bot.baseSpeed + 0.3); // Allow bots to reach up to 280 km/h over time var newCurrentSpeed = Math.min(28.0, bot.currentSpeed + 0.3); // Use tween for smooth speed transitions tween(bot, { baseSpeed: newBaseSpeed }, { duration: 1500, easing: tween.easeInOut }); // Also increase current speed proportionally if not in collision recovery if (bot.currentSpeed >= bot.baseSpeed - 1) { tween(bot, { currentSpeed: newCurrentSpeed }, { duration: 1500, easing: tween.easeInOut }); } } // 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(); // Reduce player race speed on collision with bot cars raceSpeed = Math.max(12.0, raceSpeed - 3.0); // Reduce speed by 30 km/h, minimum 120 km/h // Add collision visual effects using tween var playerGraphics = player.children[0]; // Get the player car graphics var botGraphics = bot.children[0]; // Get the bot car graphics // Flash effect for player tween(playerGraphics, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(playerGraphics, { tint: 0xffffff }, { duration: 300, easing: tween.easeIn }); } }); // Flash effect for bot tween(botGraphics, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(botGraphics, { tint: 0xffffff }, { duration: 300, easing: tween.easeIn }); } }); // Shake effect for collision impact - move cars apart if (player.x < bot.x) { tween(player, { x: player.x - 40 }, { duration: 200, easing: tween.easeOut }); tween(bot, { x: bot.x + 30 }, { duration: 200, easing: tween.easeOut }); } else { tween(player, { x: player.x + 40 }, { duration: 200, easing: tween.easeOut }); tween(bot, { x: bot.x - 30 }, { duration: 200, easing: tween.easeOut }); } } 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 player race speed on collision with track barriers raceSpeed = Math.max(12.0, raceSpeed - 4.0); // Reduce speed by 40 km/h, minimum 120 km/h // Add collision visual effects var playerGraphics = player.children[0]; // Get the player car graphics // Flash player car red to show collision tween(playerGraphics, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(playerGraphics, { tint: 0xffffff }, { duration: 300, easing: tween.easeIn }); } }); // Bounce player away from barrier with enhanced collision effect if (edge.side === 'left') { // Hit left barrier, push player right tween(player, { x: player.x + 120 }, { duration: 250, easing: tween.bounceOut }); } else if (edge.side === 'right') { // Hit right barrier, push player left tween(player, { x: player.x - 120 }, { duration: 250, easing: tween.bounceOut }); } // 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 but keep within range (20-23.5) bot.currentSpeed = Math.max(20, bot.currentSpeed - 2); // Add collision visual effects var botGraphics = bot.children[0]; // Get the bot car graphics // Flash bot car red to show collision tween(botGraphics, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(botGraphics, { tint: 0xffffff }, { duration: 300, easing: tween.easeIn }); } }); // Bounce bot away from barrier with enhanced collision effect if (edge.side === 'left') { // Hit left barrier, push bot right tween(bot, { x: bot.x + 100 }, { duration: 200, easing: tween.bounceOut }); } else if (edge.side === 'right') { // Hit right barrier, push bot left tween(bot, { x: bot.x - 100 }, { duration: 200, easing: tween.bounceOut }); } } } // 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 && raceStarted) { // 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); } } } // Simple position tracking - count how many active bot cars are ahead of player if (!raceFinished && raceStarted) { var botsAheadOfPlayer = 0; var positionChanged = false; // Count bot cars that are ahead of the player for (var i = 0; i < botCars.length; i++) { var bot = botCars[i]; if (!bot.hasFinished && bot.y < player.y) { botsAheadOfPlayer++; } } // Calculate new position: player position = bots ahead + 1 + finished bots var newPosition = botsAheadOfPlayer + 1; // Check if position changed if (newPosition !== position) { position = newPosition; positionChanged = true; // Add visual feedback for position change tween(positionTxt, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(positionTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeIn }); } }); // Show position notification when position improves (lower number = better) if (positionChanged) { var positionNotification = new Text2('Position: ' + position, { size: 80, fill: 0x00FF00 }); positionNotification.anchor.set(0.5, 0.5); positionNotification.x = 1024; positionNotification.y = 1366; positionNotification.alpha = 0; game.addChild(positionNotification); // Animate position notification tween(positionNotification, { alpha: 1, scaleX: 1.5, scaleY: 1.5, y: 1200 }, { duration: 200, easing: tween.bounceOut, onFinish: function onFinish() { tween(positionNotification, { alpha: 0, y: 1000 }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { positionNotification.destroy(); } }); } }); } } 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'); } // Speed increases are now handled by the 10-second tween acceleration system // Remove this section to avoid conflicts with the new tween-based system };
===================================================================
--- original.js
+++ change.js
@@ -1028,9 +1028,9 @@
});
menuActive = false;
// Start traffic light sequence after 1 second
LK.setTimeout(function () {
- // Light up lights sequentially (every 800ms)
+ // Light up lights sequentially (every 1000ms - 1 second each)
var lightTimer = LK.setInterval(function () {
if (trafficLightIndex < trafficLights.length) {
trafficLights[trafficLightIndex].turnRed();
trafficLightIndex++;
@@ -1103,9 +1103,9 @@
}
}
}, 1000);
}
- }, 800);
+ }, 1000);
}, 1000);
}
// Spawn road lines
lineSpawnTimer++;
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