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;
});
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
****/
// 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
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 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;
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 - 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;
}
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 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);
}
}
// 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
@@ -646,10 +646,10 @@
// 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 = "0x" + (r << 16 | g << 8 | b).toString(16).padStart(6, '0');
- speedTxt.style.fill = parseInt(speedColor);
+ var speedColor = r << 16 | g << 8 | b;
+ speedTxt.style.fill = speedColor;
// Update high score if needed
if (score > storage.highScore) {
storage.highScore = Math.floor(score);
// Save high score to storage