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; }); var Obstacle = Container.expand(function () { var self = Container.call(this); // Create main mud puddle var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, tint: 0x553300 // Dark brown color for mud base }); // Add mud pixel texture details var pixelCount = 12 + Math.floor(Math.random() * 8); for (var i = 0; i < pixelCount; i++) { var mudPixel = LK.getAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, width: 8 + Math.random() * 12, height: 8 + Math.random() * 12, x: -30 + Math.random() * 60, y: -30 + Math.random() * 60, tint: Math.random() > 0.7 ? 0x664411 : 0x442200 // Variation in mud colors }); self.addChild(mudPixel); } // Add mud "splash" pixels around edge var splashCount = 6 + Math.floor(Math.random() * 5); for (var i = 0; i < splashCount; i++) { var angle = Math.random() * Math.PI * 2; var distance = 35 + Math.random() * 15; var splashPixel = LK.getAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, width: 5 + Math.random() * 8, height: 5 + Math.random() * 8, x: Math.cos(angle) * distance, y: Math.sin(angle) * distance, tint: 0x664411 // Lighter mud color for splashes }); self.addChild(splashPixel); } 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); // 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); 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); }; 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 ****/ // Create an 8-bit style race car using multiple shapes instead of a simple box // 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 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 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); } // 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); } // 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 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 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 speedColor = Math.min(255, Math.floor(roadSpeed * 10)) * 65536 + (255 - Math.min(255, Math.floor(roadSpeed * 5))) * 256 + 255; speedTxt.style.fill = speedColor; // 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; } } // 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 and time passed difficulty = 1 + Math.floor(distance / 1000) * 0.2 + LK.ticks / 3000; // Update road speed - increase speed more dramatically over time roadSpeed = 10 + Math.floor(distance / 500) + LK.ticks / 600; // Spawn game objects // Spawn traffic cars more frequently as time progresses var trafficSpawnRate = Math.max(60, 120 - difficulty * 10 - LK.ticks / 1000); if (LK.ticks - lastTrafficSpawn > trafficSpawnRate) { 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; } // 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 var timeFactor = 0.7 + LK.ticks / 20000; trafficCars[i].speed = roadSpeed * Math.min(timeFactor, 1.5); 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); } } // 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
@@ -358,9 +358,11 @@
});
self.truckContainer.addChild(truckCargo);
}
self.lane = Math.floor(Math.random() * 3); // 0, 1, 2 for left, center, right
- self.speed = 3 + Math.random() * 2;
+ // 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;
@@ -375,10 +377,10 @@
/****
* Game Code
****/
-// Game constants
// Create an 8-bit style race car using multiple shapes instead of a simple box
+// 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];
@@ -430,8 +432,17 @@
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
@@ -628,8 +639,14 @@
}
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 speedColor = Math.min(255, Math.floor(roadSpeed * 10)) * 65536 + (255 - Math.min(255, Math.floor(roadSpeed * 5))) * 256 + 255;
+ speedTxt.style.fill = speedColor;
// Update high score if needed
if (score > storage.highScore) {
storage.highScore = Math.floor(score);
// Save high score to storage
@@ -683,14 +700,16 @@
}
// 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);
+ // Update difficulty based on distance and time passed
+ difficulty = 1 + Math.floor(distance / 1000) * 0.2 + LK.ticks / 3000;
+ // Update road speed - increase speed more dramatically over time
+ roadSpeed = 10 + Math.floor(distance / 500) + LK.ticks / 600;
// Spawn game objects
- if (LK.ticks - lastTrafficSpawn > Math.max(60, 120 - difficulty * 10)) {
+ // Spawn traffic cars more frequently as time progresses
+ var trafficSpawnRate = Math.max(60, 120 - difficulty * 10 - LK.ticks / 1000);
+ if (LK.ticks - lastTrafficSpawn > trafficSpawnRate) {
spawnTrafficCar();
lastTrafficSpawn = LK.ticks;
}
if (LK.ticks - lastObstacleSpawn > Math.max(150, 300 - difficulty * 20)) {
@@ -729,11 +748,13 @@
roadLines[i].destroy();
roadLines.splice(i, 1);
}
}
- // Update traffic cars
+ // Update traffic cars - speed increases with game time
for (var i = trafficCars.length - 1; i >= 0; i--) {
- trafficCars[i].speed = roadSpeed * 0.7;
+ // Speed factor increases with time
+ var timeFactor = 0.7 + LK.ticks / 20000;
+ trafficCars[i].speed = roadSpeed * Math.min(timeFactor, 1.5);
trafficCars[i].update();
if (trafficCars[i].y > GAME_HEIGHT + 200) {
trafficCars[i].destroy();
trafficCars.splice(i, 1);