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 Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
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;
};
return self;
});
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
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 () {
carGraphics.alpha = carGraphics.alpha === 1 ? 0.5 : 1;
}, 100);
LK.setTimeout(function () {
self.isInvincible = false;
carGraphics.alpha = 1;
LK.clearInterval(flashInterval);
}, 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);
var carType = Math.random() < 0.2 ? 'policeCar' : 'trafficCar';
var carGraphics = self.attachAsset(carType, {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = Math.floor(Math.random() * 3); // 0, 1, 2 for left, center, right
self.speed = 3 + Math.random() * 2;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x333333
});
/****
* Game Code
****/
// Game constants
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 roadSpeed = 10;
var trafficCars = [];
var obstacles = [];
var collectibles = [];
var roadLines = [];
var touchStartX = 0;
var touchStartY = 0;
var playerCar;
var scoreTxt;
var highScoreTxt;
var readyTxt;
// Create road background
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 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');
// 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);
}
// Clear obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
// 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);
}
}
function spawnTrafficCar() {
var trafficCar = new TrafficCar();
trafficCar.x = LANE_POSITIONS[trafficCar.lane];
trafficCar.y = -200;
trafficCars.push(trafficCar);
game.addChild(trafficCar);
}
function spawnObstacle() {
var obstacle = new Obstacle();
obstacle.x = LANE_POSITIONS[obstacle.lane];
obstacle.y = -200;
obstacles.push(obstacle);
game.addChild(obstacle);
}
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 updateScoreDisplay() {
scoreTxt.setText('SCORE: ' + Math.floor(score));
scoreTxt.x = -scoreTxt.width - 20;
// Update high score if needed
if (score > storage.highScore) {
storage.highScore = Math.floor(score);
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;
}
}
// Check collision with obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
if (playerCar.intersects(obstacles[i]) && !playerCar.isInvincible) {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
return;
}
}
// 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);
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
difficulty = 1 + Math.floor(distance / 1000) * 0.2;
// Update road speed
roadSpeed = 10 + Math.floor(distance / 500);
// Spawn game objects
if (LK.ticks - lastTrafficSpawn > Math.max(60, 120 - difficulty * 10)) {
spawnTrafficCar();
lastTrafficSpawn = LK.ticks;
}
if (LK.ticks - lastObstacleSpawn > Math.max(150, 300 - difficulty * 20)) {
spawnObstacle();
lastObstacleSpawn = LK.ticks;
}
if (LK.ticks - lastCollectibleSpawn > 90) {
spawnCollectible();
lastCollectibleSpawn = LK.ticks;
}
if (LK.ticks - lastRoadLineSpawn > 30) {
spawnRoadLine();
lastRoadLineSpawn = 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
for (var i = trafficCars.length - 1; i >= 0; i--) {
trafficCars[i].speed = roadSpeed * 0.7;
trafficCars[i].update();
if (trafficCars[i].y > GAME_HEIGHT + 200) {
trafficCars[i].destroy();
trafficCars.splice(i, 1);
}
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].speed = roadSpeed * 0.6;
obstacles[i].update();
if (obstacles[i].y > GAME_HEIGHT + 100) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
// 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);
}
}
// 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
@@ -1,6 +1,405 @@
-/****
+/****
+* 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 Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ 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;
+ };
+ return self;
+});
+var PlayerCar = Container.expand(function () {
+ var self = Container.call(this);
+ var carGraphics = self.attachAsset('playerCar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ 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 () {
+ carGraphics.alpha = carGraphics.alpha === 1 ? 0.5 : 1;
+ }, 100);
+ LK.setTimeout(function () {
+ self.isInvincible = false;
+ carGraphics.alpha = 1;
+ LK.clearInterval(flashInterval);
+ }, 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);
+ var carType = Math.random() < 0.2 ? 'policeCar' : 'trafficCar';
+ var carGraphics = self.attachAsset(carType, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.lane = Math.floor(Math.random() * 3); // 0, 1, 2 for left, center, right
+ self.speed = 3 + Math.random() * 2;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x333333
+});
+
+/****
+* Game Code
+****/
+// Game constants
+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 roadSpeed = 10;
+var trafficCars = [];
+var obstacles = [];
+var collectibles = [];
+var roadLines = [];
+var touchStartX = 0;
+var touchStartY = 0;
+var playerCar;
+var scoreTxt;
+var highScoreTxt;
+var readyTxt;
+// Create road background
+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 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');
+// 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);
+ }
+ // Clear obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ }
+ // 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);
+ }
+}
+function spawnTrafficCar() {
+ var trafficCar = new TrafficCar();
+ trafficCar.x = LANE_POSITIONS[trafficCar.lane];
+ trafficCar.y = -200;
+ trafficCars.push(trafficCar);
+ game.addChild(trafficCar);
+}
+function spawnObstacle() {
+ var obstacle = new Obstacle();
+ obstacle.x = LANE_POSITIONS[obstacle.lane];
+ obstacle.y = -200;
+ obstacles.push(obstacle);
+ game.addChild(obstacle);
+}
+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 updateScoreDisplay() {
+ scoreTxt.setText('SCORE: ' + Math.floor(score));
+ scoreTxt.x = -scoreTxt.width - 20;
+ // Update high score if needed
+ if (score > storage.highScore) {
+ storage.highScore = Math.floor(score);
+ 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;
+ }
+ }
+ // Check collision with obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ if (playerCar.intersects(obstacles[i]) && !playerCar.isInvincible) {
+ LK.getSound('crash').play();
+ LK.effects.flashScreen(0xff0000, 500);
+ LK.showGameOver();
+ return;
+ }
+ }
+ // 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);
+ 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
+ difficulty = 1 + Math.floor(distance / 1000) * 0.2;
+ // Update road speed
+ roadSpeed = 10 + Math.floor(distance / 500);
+ // Spawn game objects
+ if (LK.ticks - lastTrafficSpawn > Math.max(60, 120 - difficulty * 10)) {
+ spawnTrafficCar();
+ lastTrafficSpawn = LK.ticks;
+ }
+ if (LK.ticks - lastObstacleSpawn > Math.max(150, 300 - difficulty * 20)) {
+ spawnObstacle();
+ lastObstacleSpawn = LK.ticks;
+ }
+ if (LK.ticks - lastCollectibleSpawn > 90) {
+ spawnCollectible();
+ lastCollectibleSpawn = LK.ticks;
+ }
+ if (LK.ticks - lastRoadLineSpawn > 30) {
+ spawnRoadLine();
+ lastRoadLineSpawn = 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
+ for (var i = trafficCars.length - 1; i >= 0; i--) {
+ trafficCars[i].speed = roadSpeed * 0.7;
+ trafficCars[i].update();
+ if (trafficCars[i].y > GAME_HEIGHT + 200) {
+ trafficCars[i].destroy();
+ trafficCars.splice(i, 1);
+ }
+ }
+ // Update obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ obstacles[i].speed = roadSpeed * 0.6;
+ obstacles[i].update();
+ if (obstacles[i].y > GAME_HEIGHT + 100) {
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ }
+ }
+ // 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);
+ }
+ }
+ // 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();
+ }
+};
\ No newline at end of file