User prompt
Please make its so when the player goes over a speed panel fire comes out of the back of the player’s car for 2 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please delete the mud
Code edit (1 edits merged)
Please save this source code
User prompt
Fix the problem
User prompt
Fix the problem
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'speedTxt.style.fill = speedColor;' Line Number: 676
User prompt
Make it so as time goes on the car will get faster ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'speedTxt.style.fill = speedColor;' Line Number: 676
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'speedTxt.style.fill = speedColor;' Line Number: 676
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'speedTxt.style.fill = speedColor;' Line Number: 676
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'speedTxt.style.fill = speedColor;' Line Number: 673
User prompt
Make the game get more faster as time goes on
User prompt
Make the obstacle look like 16 bit mud
User prompt
Add some music
User prompt
Save the game ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add more houses
User prompt
Make the background look like 8 bit grass
User prompt
Make the background green
User prompt
Render houses in the background
User prompt
Make the enemies look like 16 bit trucks
User prompt
Make the character look like a 8 bit race car
Code edit (1 edits merged)
Please save this source code
User prompt
Road Racer Rush
Initial prompt
Make me a fun car game
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
	highScore: 0
});
/**** 
* Classes
****/ 
var Collectible = Container.expand(function (type) {
	var self = Container.call(this);
	self.type = type || 'coin';
	var collectibleGraphics = self.attachAsset(self.type, {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.lane = Math.floor(Math.random() * 3); // 0, 1, 2 for left, center, right
	self.speed = 4 + Math.random() * 2;
	self.update = function () {
		self.y += self.speed;
		// Rotate coins for visual effect
		if (self.type === 'coin') {
			collectibleGraphics.rotation += 0.05;
		}
	};
	return self;
});
var GrassTile = Container.expand(function () {
	var self = Container.call(this);
	// Main grass tile
	var grassBase = self.attachAsset('grassTile', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Add random grass dots for texture
	var dotCount = Math.floor(1 + Math.random() * 3);
	for (var i = 0; i < dotCount; i++) {
		var dot = LK.getAsset('grassDot', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: -30 + Math.random() * 60,
			y: -30 + Math.random() * 60
		});
		// Slightly vary the color of dots for more texture
		dot.tint = Math.random() > 0.5 ? 0x7CFC00 : 0x98FB98;
		self.addChild(dot);
	}
	// Grass tiles move with the road but slower
	self.speed = roadSpeed * 0.2;
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
var House = Container.expand(function () {
	var self = Container.call(this);
	// Randomize house properties
	var width = 100 + Math.random() * 100;
	var height = 150 + Math.random() * 250;
	var color = Math.random() > 0.5 ? 0x555555 : 0x777777; // Different gray shades
	// Main building
	var building = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 1.0,
		// Bottom anchor for proper ground alignment
		width: width,
		height: height,
		tint: color
	});
	// Add windows (simplified 8-bit style)
	var windowCount = Math.floor(2 + Math.random() * 4);
	var floors = Math.floor(2 + Math.random() * 5);
	for (var f = 0; f < floors; f++) {
		for (var w = 0; w < windowCount; w++) {
			var windowObj = LK.getAsset('obstacle', {
				anchorX: 0.5,
				anchorY: 0.5,
				width: 15,
				height: 20,
				tint: Math.random() > 0.2 ? 0xFFFF99 : 0x333333,
				// Some windows lit, some dark
				x: (w - (windowCount - 1) / 2) * (width / windowCount),
				y: -height + 30 + f * (height / (floors + 1))
			});
			self.addChild(windowObj);
		}
	}
	// Add a roof (optional, for some variation)
	if (Math.random() > 0.3) {
		var roof = LK.getAsset('obstacle', {
			anchorX: 0.5,
			anchorY: 1.0,
			width: width + 20,
			height: 25,
			tint: 0x883333,
			// Reddish roof color
			y: -height
		});
		self.addChild(roof);
	}
	// Lane is used for positioning (off the main road)
	self.lane = Math.random() > 0.5 ? -1 : 2; // Either far left or far right
	self.speed = roadSpeed * 0.4; // Houses move slower than the road to create parallax
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
// (Obstacle/mud class removed)
var PlayerCar = Container.expand(function () {
	var self = Container.call(this);
	// Create an 8-bit style car with multiple sprites
	self.carContainer = new Container();
	self.addChild(self.carContainer);
	// Car body - main part
	var carBody = self.carContainer.attachAsset('playerCarBody', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Car window - top part of the car
	var carWindow = LK.getAsset('playerCarWindow', {
		anchorX: 0.5,
		anchorY: 0.5,
		y: -35
	});
	self.carContainer.addChild(carWindow);
	// Left front wheel
	var leftFrontWheel = LK.getAsset('playerCarWheel', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: -35,
		y: -40
	});
	self.carContainer.addChild(leftFrontWheel);
	// Right front wheel
	var rightFrontWheel = LK.getAsset('playerCarWheel', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 35,
		y: -40
	});
	self.carContainer.addChild(rightFrontWheel);
	// Left rear wheel
	var leftRearWheel = LK.getAsset('playerCarWheel', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: -35,
		y: 40
	});
	self.carContainer.addChild(leftRearWheel);
	// Right rear wheel
	var rightRearWheel = LK.getAsset('playerCarWheel', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 35,
		y: 40
	});
	self.carContainer.addChild(rightRearWheel);
	// Left headlight
	var leftHeadlight = LK.getAsset('playerCarLight', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: -25,
		y: -65
	});
	self.carContainer.addChild(leftHeadlight);
	// Right headlight
	var rightHeadlight = LK.getAsset('playerCarLight', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 25,
		y: -65
	});
	self.carContainer.addChild(rightHeadlight);
	// Front grill
	var grill = LK.getAsset('playerCarGrill', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: -50
	});
	self.carContainer.addChild(grill);
	// Fire effects for speed boost
	self.leftFire = LK.getAsset('fire', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: -30,
		y: 80,
		scaleX: 0.8,
		scaleY: 1.2,
		alpha: 0
	});
	self.carContainer.addChild(self.leftFire);
	self.rightFire = LK.getAsset('fire', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 30,
		y: 80,
		scaleX: 0.8,
		scaleY: 1.2,
		alpha: 0
	});
	self.carContainer.addChild(self.rightFire);
	self.lane = 1; // 0, 1, 2 for left, center, right
	self.speed = 5;
	self.isInvincible = false;
	self.invincibleTime = 0;
	self.setInvincible = function (duration) {
		self.isInvincible = true;
		self.invincibleTime = duration;
		// Flash effect for invincibility
		var flashInterval = LK.setInterval(function () {
			self.carContainer.alpha = self.carContainer.alpha === 1 ? 0.5 : 1;
		}, 100);
		LK.setTimeout(function () {
			self.isInvincible = false;
			self.carContainer.alpha = 1;
			LK.clearInterval(flashInterval);
		}, duration);
	};
	self.showFireEffect = function (duration) {
		// Show fire with animated effect
		tween(self.leftFire, {
			alpha: 0.9
		}, {
			duration: 100
		});
		tween(self.rightFire, {
			alpha: 0.9
		}, {
			duration: 100
		});
		// Create flickering fire effect
		var fireInterval = LK.setInterval(function () {
			tween(self.leftFire, {
				scaleY: 1.2 + Math.random() * 0.4
			}, {
				duration: 50
			});
			tween(self.rightFire, {
				scaleY: 1.2 + Math.random() * 0.4
			}, {
				duration: 50
			});
		}, 100);
		// Hide fire after duration
		LK.setTimeout(function () {
			tween(self.leftFire, {
				alpha: 0
			}, {
				duration: 300
			});
			tween(self.rightFire, {
				alpha: 0
			}, {
				duration: 300
			});
			LK.clearInterval(fireInterval);
		}, duration);
	};
	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 = 10;
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
var TrafficCar = Container.expand(function () {
	var self = Container.call(this);
	// Create a container for the truck parts
	self.truckContainer = new Container();
	self.addChild(self.truckContainer);
	// Randomize between police vehicle and regular truck
	var isPolice = Math.random() < 0.2;
	var mainColor = isPolice ? 'policeCar' : 'trafficCar';
	// Main truck body (larger than regular cars)
	var truckBody = self.truckContainer.attachAsset(mainColor, {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleY: 1.1
	});
	// Truck cabin (upper part)
	var truckCabin = LK.getAsset(mainColor === 'policeCar' ? 'policeCar' : 'trafficCar', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.8,
		scaleY: 0.5,
		y: -65
	});
	self.truckContainer.addChild(truckCabin);
	// Add truck wheels (16-bit style as squares)
	var leftFrontWheel = LK.getAsset('playerCarWheel', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: -40,
		y: -35,
		scaleX: 1.1
	});
	self.truckContainer.addChild(leftFrontWheel);
	var rightFrontWheel = LK.getAsset('playerCarWheel', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 40,
		y: -35,
		scaleX: 1.1
	});
	self.truckContainer.addChild(rightFrontWheel);
	var leftRearWheel = LK.getAsset('playerCarWheel', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: -40,
		y: 50,
		scaleX: 1.1
	});
	self.truckContainer.addChild(leftRearWheel);
	var rightRearWheel = LK.getAsset('playerCarWheel', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 40,
		y: 50,
		scaleX: 1.1
	});
	self.truckContainer.addChild(rightRearWheel);
	// Add truck headlights
	if (isPolice) {
		// Police light bar
		var policeLight = LK.getAsset('playerCarLight', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: 0,
			y: -80,
			scaleX: 3,
			scaleY: 0.8,
			tint: 0xff0000
		});
		self.truckContainer.addChild(policeLight);
		// Flash the police lights
		LK.setInterval(function () {
			policeLight.tint = policeLight.tint === 0xff0000 ? 0x0000ff : 0xff0000;
		}, 500);
	} else {
		// Regular truck headlights
		var leftHeadlight = LK.getAsset('playerCarLight', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: -25,
			y: -80
		});
		self.truckContainer.addChild(leftHeadlight);
		var rightHeadlight = LK.getAsset('playerCarLight', {
			anchorX: 0.5,
			anchorY: 0.5,
			x: 25,
			y: -80
		});
		self.truckContainer.addChild(rightHeadlight);
	}
	// Add a cargo section for regular trucks
	if (!isPolice) {
		var truckCargo = LK.getAsset('trafficCar', {
			anchorX: 0.5,
			anchorY: 0.5,
			y: 30,
			scaleY: 0.4,
			tint: Math.random() > 0.5 ? 0x884400 : 0x777777
		});
		self.truckContainer.addChild(truckCargo);
	}
	self.lane = Math.floor(Math.random() * 3); // 0, 1, 2 for left, center, right
	// Traffic cars get faster as the game progresses
	self.baseSpeed = 3 + Math.random() * 2;
	self.speed = self.baseSpeed;
	self.update = function () {
		self.y += self.speed;
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x228B22 // Forest green for grass base color
});
/**** 
* Game Code
****/ 
// Game constants
// Create an 8-bit style race car using multiple shapes instead of a simple box
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var LANE_WIDTH = 250;
var LANE_POSITIONS = [GAME_WIDTH / 2 - LANE_WIDTH, GAME_WIDTH / 2, GAME_WIDTH / 2 + LANE_WIDTH];
// Game variables
var isGameStarted = false;
var score = 0;
var distance = 0;
var difficulty = 1;
var lastTrafficSpawn = 0;
var lastObstacleSpawn = 0;
var lastCollectibleSpawn = 0;
var lastRoadLineSpawn = 0;
var lastGrassTileSpawn = 0; // Track last grass tile spawn time
var roadSpeed = 10;
var trafficCars = [];
var obstacles = [];
var collectibles = [];
var roadLines = [];
var houses = []; // Array to store house instances
var grassTiles = []; // Array to store grass tiles
var lastHouseSpawn = 0; // Track last house spawn time
var lastBackgroundHouseSpawn = 0; // Track last background house spawn time
var touchStartX = 0;
var touchStartY = 0;
var playerCar;
var scoreTxt;
var highScoreTxt;
var readyTxt;
// Create road background
// (spawnObstacle function removed)
var roadBackground = LK.getAsset('roadBackground', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: GAME_WIDTH / 2,
	y: GAME_HEIGHT / 2,
	width: 800,
	height: GAME_HEIGHT
});
game.addChild(roadBackground);
// Initialize player car
playerCar = new PlayerCar();
playerCar.x = LANE_POSITIONS[playerCar.lane];
playerCar.y = GAME_HEIGHT - 300;
game.addChild(playerCar);
// Create score display
scoreTxt = new Text2('SCORE: 0', {
	size: 70,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -scoreTxt.width - 20;
scoreTxt.y = 20;
// Create speed display
speedTxt = new Text2('SPEED: 10', {
	size: 50,
	fill: 0x00FFFF
});
speedTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(speedTxt);
speedTxt.x = -speedTxt.width - 20;
speedTxt.y = 170;
// Create high score display
highScoreTxt = new Text2('HIGH SCORE: ' + storage.highScore, {
	size: 50,
	fill: 0xFFFF00
});
highScoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(highScoreTxt);
highScoreTxt.x = -highScoreTxt.width - 20;
highScoreTxt.y = 100;
// Create ready text
readyTxt = new Text2('TAP TO START', {
	size: 100,
	fill: 0xFFFFFF
});
readyTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(readyTxt);
// Start game music
LK.playMusic('raceMusic', {
	fade: {
		start: 0,
		end: 1,
		duration: 1000
	}
});
// Handle game touch events
game.down = function (x, y, obj) {
	if (!isGameStarted) {
		startGame();
		return;
	}
	touchStartX = x;
	touchStartY = y;
};
game.up = function (x, y, obj) {
	if (!isGameStarted) {
		return;
	}
	var deltaX = x - touchStartX;
	var deltaY = y - touchStartY;
	// If more horizontal than vertical movement
	if (Math.abs(deltaX) > Math.abs(deltaY)) {
		if (deltaX > 50 && playerCar.lane < 2) {
			// Swipe right
			playerCar.lane++;
			tween(playerCar, {
				x: LANE_POSITIONS[playerCar.lane]
			}, {
				duration: 200,
				easing: tween.easeOut
			});
		} else if (deltaX < -50 && playerCar.lane > 0) {
			// Swipe left
			playerCar.lane--;
			tween(playerCar, {
				x: LANE_POSITIONS[playerCar.lane]
			}, {
				duration: 200,
				easing: tween.easeOut
			});
		}
	}
};
game.move = function (x, y, obj) {
	// Not using move for this game
};
function startGame() {
	isGameStarted = true;
	score = 0;
	distance = 0;
	difficulty = 1;
	roadSpeed = 10;
	// Reset arrays
	clearGameObjects();
	// Hide ready text
	LK.gui.center.removeChild(readyTxt);
	// Update score display
	updateScoreDisplay();
}
function clearGameObjects() {
	// Clear traffic cars
	for (var i = trafficCars.length - 1; i >= 0; i--) {
		trafficCars[i].destroy();
		trafficCars.splice(i, 1);
	}
	// (obstacle clearing removed)
	// Clear collectibles
	for (var i = collectibles.length - 1; i >= 0; i--) {
		collectibles[i].destroy();
		collectibles.splice(i, 1);
	}
	// Clear road lines
	for (var i = roadLines.length - 1; i >= 0; i--) {
		roadLines[i].destroy();
		roadLines.splice(i, 1);
	}
	// Clear houses
	for (var i = houses.length - 1; i >= 0; i--) {
		houses[i].destroy();
		houses.splice(i, 1);
	}
	// Clear grass tiles
	for (var i = grassTiles.length - 1; i >= 0; i--) {
		grassTiles[i].destroy();
		grassTiles.splice(i, 1);
	}
}
function spawnTrafficCar() {
	var trafficCar = new TrafficCar();
	trafficCar.x = LANE_POSITIONS[trafficCar.lane];
	trafficCar.y = -200;
	trafficCars.push(trafficCar);
	game.addChild(trafficCar);
}
function spawnCollectible() {
	var type = Math.random() < 0.2 ? 'speedBoost' : 'coin';
	var collectible = new Collectible(type);
	collectible.x = LANE_POSITIONS[collectible.lane];
	collectible.y = -200;
	collectibles.push(collectible);
	game.addChild(collectible);
}
function spawnRoadLine() {
	var leftLine = new RoadLine();
	leftLine.x = GAME_WIDTH / 2 - LANE_WIDTH / 2 - 125;
	leftLine.y = -100;
	roadLines.push(leftLine);
	game.addChild(leftLine);
	var rightLine = new RoadLine();
	rightLine.x = GAME_WIDTH / 2 + LANE_WIDTH / 2 + 125;
	rightLine.y = -100;
	roadLines.push(rightLine);
	game.addChild(rightLine);
}
function spawnHouse() {
	// Create multiple houses at once for a more populated city scenery
	var houseCount = 1 + Math.floor(Math.random() * 3); // Create 1-3 houses at once
	for (var i = 0; i < houseCount; i++) {
		var house = new House();
		// Position houses far to the left or right of the road
		if (house.lane === -1) {
			// Far left with some variation in x position
			house.x = GAME_WIDTH / 2 - LANE_WIDTH * (2.5 + Math.random() * 1.5);
		} else {
			// Far right with some variation in x position
			house.x = GAME_WIDTH / 2 + LANE_WIDTH * (2.5 + Math.random() * 1.5);
		}
		// Vary the y position slightly to avoid houses appearing in straight lines
		house.y = -300 - i * 150 - Math.random() * 100;
		houses.push(house);
		// Add houses beneath the road to create a layered effect
		game.addChildAt(house, game.getChildIndex(roadBackground));
	}
}
function spawnBackgroundHouses() {
	// Create distant background houses for additional depth
	var house = new House();
	// Make the house smaller and more faded to give appearance of distance
	house.scale.set(0.7);
	house.alpha = 0.7;
	// Position houses very far to the left or right
	if (Math.random() > 0.5) {
		// Far left background
		house.x = GAME_WIDTH / 2 - LANE_WIDTH * (4 + Math.random() * 2);
	} else {
		// Far right background
		house.x = GAME_WIDTH / 2 + LANE_WIDTH * (4 + Math.random() * 2);
	}
	house.y = -300;
	houses.push(house);
	// Add background houses at the very bottom layer for proper depth perception
	game.addChildAt(house, 0);
}
function spawnGrassTiles() {
	// Create grass tiles for the whole width of the game
	var tilesPerRow = Math.ceil(GAME_WIDTH / 100); // 100 is the width of a tile
	for (var i = 0; i < tilesPerRow; i++) {
		var grassTile = new GrassTile();
		grassTile.x = i * 100;
		grassTile.y = -100; // Start above the screen
		grassTiles.push(grassTile);
		// Add grass tiles below everything for proper layering
		game.addChildAt(grassTile, 0);
	}
}
function updateScoreDisplay() {
	scoreTxt.setText('SCORE: ' + Math.floor(score));
	scoreTxt.x = -scoreTxt.width - 20;
	// Update speed display
	speedTxt.setText('SPEED: ' + Math.floor(roadSpeed));
	speedTxt.x = -speedTxt.width - 20;
	// Color the speed text based on speed value - faster = more red
	var r = Math.min(255, Math.floor(roadSpeed * 10));
	var g = 255 - Math.min(255, Math.floor(roadSpeed * 5));
	var b = 255;
	var speedColor = r << 16 | g << 8 | b;
	// Update high score if needed
	if (score > storage.highScore) {
		storage.highScore = Math.floor(score);
		// Save high score to storage
		storage.highScore = storage.highScore;
		highScoreTxt.setText('HIGH SCORE: ' + storage.highScore);
		highScoreTxt.x = -highScoreTxt.width - 20;
	}
}
function checkCollisions() {
	// Check collision with traffic cars
	for (var i = trafficCars.length - 1; i >= 0; i--) {
		if (playerCar.intersects(trafficCars[i]) && !playerCar.isInvincible) {
			LK.getSound('crash').play();
			LK.effects.flashScreen(0xff0000, 500);
			LK.showGameOver();
			return;
		}
	}
	// (obstacle collision removed)
	// Check collision with collectibles
	for (var i = collectibles.length - 1; i >= 0; i--) {
		if (playerCar.intersects(collectibles[i])) {
			if (collectibles[i].type === 'coin') {
				score += 10;
				LK.getSound('coinCollect').play();
			} else if (collectibles[i].type === 'speedBoost') {
				playerCar.setInvincible(3000);
				playerCar.showFireEffect(2000); // Show fire for 2 seconds
				roadSpeed += 5;
				LK.setTimeout(function () {
					roadSpeed -= 5;
				}, 3000);
				LK.getSound('powerup').play();
			}
			collectibles[i].destroy();
			collectibles.splice(i, 1);
			updateScoreDisplay();
		}
	}
}
game.update = function () {
	if (!isGameStarted) {
		return;
	}
	// Increase distance and score
	distance += roadSpeed / 10;
	score += 0.1 * difficulty;
	// Update difficulty based on distance and time passed - increase more aggressively
	difficulty = 1 + Math.floor(distance / 800) * 0.3 + LK.ticks / 2400;
	// Update road speed - increase speed more dramatically over time
	roadSpeed = 10 + Math.floor(distance / 400) + LK.ticks / 450;
	// Spawn game objects
	// Spawn traffic cars much more frequently as time progresses
	var trafficSpawnRate = Math.max(40, 120 - difficulty * 15 - LK.ticks / 800);
	if (LK.ticks - lastTrafficSpawn > trafficSpawnRate) {
		spawnTrafficCar();
		lastTrafficSpawn = LK.ticks;
	}
	// (obstacle spawning removed)
	if (LK.ticks - lastCollectibleSpawn > 90) {
		spawnCollectible();
		lastCollectibleSpawn = LK.ticks;
	}
	if (LK.ticks - lastRoadLineSpawn > 30) {
		spawnRoadLine();
		lastRoadLineSpawn = LK.ticks;
	}
	// Spawn houses more frequently to create a dense city environment
	if (LK.ticks - lastHouseSpawn > 100) {
		// Reduced from 180 to 100
		spawnHouse();
		lastHouseSpawn = LK.ticks;
	}
	// Spawn grass tiles for 8-bit grass background
	if (LK.ticks - lastGrassTileSpawn > 40) {
		spawnGrassTiles();
		lastGrassTileSpawn = LK.ticks;
	}
	// Spawn additional background houses for depth
	if (LK.ticks - lastBackgroundHouseSpawn > 150) {
		spawnBackgroundHouses();
		lastBackgroundHouseSpawn = LK.ticks;
	}
	// Update road lines
	for (var i = roadLines.length - 1; i >= 0; i--) {
		roadLines[i].speed = roadSpeed;
		roadLines[i].update();
		if (roadLines[i].y > GAME_HEIGHT + 100) {
			roadLines[i].destroy();
			roadLines.splice(i, 1);
		}
	}
	// Update traffic cars - speed increases with game time
	for (var i = trafficCars.length - 1; i >= 0; i--) {
		// Speed factor increases with time more aggressively
		var timeFactor = 0.7 + LK.ticks / 15000;
		// Add variety to traffic car speeds based on game time
		var speedVariation = Math.random() * 0.3 * (1 + LK.ticks / 30000);
		trafficCars[i].speed = roadSpeed * Math.min(timeFactor, 1.8) * (1 - speedVariation);
		trafficCars[i].update();
		if (trafficCars[i].y > GAME_HEIGHT + 200) {
			trafficCars[i].destroy();
			trafficCars.splice(i, 1);
		}
	}
	// (obstacle update and cleanup removed)
	// Update collectibles
	for (var i = collectibles.length - 1; i >= 0; i--) {
		collectibles[i].speed = roadSpeed * 0.8;
		collectibles[i].update();
		if (collectibles[i].y > GAME_HEIGHT + 100) {
			collectibles[i].destroy();
			collectibles.splice(i, 1);
		}
	}
	// Update houses
	for (var i = houses.length - 1; i >= 0; i--) {
		houses[i].speed = roadSpeed * 0.4; // Slower movement for parallax effect
		houses[i].update();
		if (houses[i].y > GAME_HEIGHT + 300) {
			houses[i].destroy();
			houses.splice(i, 1);
		}
	}
	// Update grass tiles
	for (var i = grassTiles.length - 1; i >= 0; i--) {
		grassTiles[i].speed = roadSpeed * 0.2; // Very slow movement for distant background effect
		grassTiles[i].update();
		if (grassTiles[i].y > GAME_HEIGHT + 100) {
			grassTiles[i].destroy();
			grassTiles.splice(i, 1);
		}
	}
	// Check collisions
	checkCollisions();
	// Decrease invincible time
	if (playerCar.isInvincible && playerCar.invincibleTime > 0) {
		playerCar.invincibleTime -= 16.67; // ~60fps
	}
	// Update score display every second
	if (LK.ticks % 60 === 0) {
		updateScoreDisplay();
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -181,8 +181,29 @@
 		x: 0,
 		y: -50
 	});
 	self.carContainer.addChild(grill);
+	// Fire effects for speed boost
+	self.leftFire = LK.getAsset('fire', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		x: -30,
+		y: 80,
+		scaleX: 0.8,
+		scaleY: 1.2,
+		alpha: 0
+	});
+	self.carContainer.addChild(self.leftFire);
+	self.rightFire = LK.getAsset('fire', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		x: 30,
+		y: 80,
+		scaleX: 0.8,
+		scaleY: 1.2,
+		alpha: 0
+	});
+	self.carContainer.addChild(self.rightFire);
 	self.lane = 1; // 0, 1, 2 for left, center, right
 	self.speed = 5;
 	self.isInvincible = false;
 	self.invincibleTime = 0;
@@ -198,8 +219,48 @@
 			self.carContainer.alpha = 1;
 			LK.clearInterval(flashInterval);
 		}, duration);
 	};
+	self.showFireEffect = function (duration) {
+		// Show fire with animated effect
+		tween(self.leftFire, {
+			alpha: 0.9
+		}, {
+			duration: 100
+		});
+		tween(self.rightFire, {
+			alpha: 0.9
+		}, {
+			duration: 100
+		});
+		// Create flickering fire effect
+		var fireInterval = LK.setInterval(function () {
+			tween(self.leftFire, {
+				scaleY: 1.2 + Math.random() * 0.4
+			}, {
+				duration: 50
+			});
+			tween(self.rightFire, {
+				scaleY: 1.2 + Math.random() * 0.4
+			}, {
+				duration: 50
+			});
+		}, 100);
+		// Hide fire after duration
+		LK.setTimeout(function () {
+			tween(self.leftFire, {
+				alpha: 0
+			}, {
+				duration: 300
+			});
+			tween(self.rightFire, {
+				alpha: 0
+			}, {
+				duration: 300
+			});
+			LK.clearInterval(fireInterval);
+		}, duration);
+	};
 	return self;
 });
 var RoadLine = Container.expand(function () {
 	var self = Container.call(this);
@@ -333,10 +394,10 @@
 
 /**** 
 * Game Code
 ****/ 
-// Create an 8-bit style race car using multiple shapes instead of a simple box
 // Game constants
+// Create an 8-bit style race car using multiple shapes instead of a simple box
 var GAME_WIDTH = 2048;
 var GAME_HEIGHT = 2732;
 var LANE_WIDTH = 250;
 var LANE_POSITIONS = [GAME_WIDTH / 2 - LANE_WIDTH, GAME_WIDTH / 2, GAME_WIDTH / 2 + LANE_WIDTH];
@@ -621,8 +682,9 @@
 				score += 10;
 				LK.getSound('coinCollect').play();
 			} else if (collectibles[i].type === 'speedBoost') {
 				playerCar.setInvincible(3000);
+				playerCar.showFireEffect(2000); // Show fire for 2 seconds
 				roadSpeed += 5;
 				LK.setTimeout(function () {
 					roadSpeed -= 5;
 				}, 3000);