User prompt
bağlantılı olsun
User prompt
yol hareket etsin
Code edit (4 edits merged)
Please save this source code
User prompt
remove unnecessary codes
Code edit (1 edits merged)
Please save this source code
User prompt
Increase the speed of the vehicle but do not increase the gaps between them
User prompt
more
User prompt
reduce the space between vehicles more
User prompt
reduce the space between vehicles
User prompt
araçların arasındaki boşluğu arttırma
User prompt
aracın hızını arttır
User prompt
The game was very nice, give it one last polish
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 293
User prompt
The game was very nice, give it one last polish
User prompt
Reduce the smoke density a little more
User prompt
the smoke will be the opposite from dense to low
User prompt
the smoke will be the opposite from dense to low
User prompt
it will be the opposite from high to low
User prompt
The smoke becomes denser as it moves backwards.
User prompt
Let the smoke come out from both sides, not from the middle.
User prompt
The smoke should be on the opposite side of the vehicle.
User prompt
smoke effect should only be on the player's vehicle and smoke should go backwards
User prompt
yes
User prompt
motor sesi ekle ve kendini sürekli tekrar etsin
User prompt
sürekli devam etsin ses
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
level: 1,
bestTime: 0
});
/****
* Classes
****/
var Car = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
// Player car does not move forward automatically anymore
// Only horizontal movement is allowed, so no change to self.y here
if (self.x < 0) {
self.x = 2048;
} else if (self.x > 2048) {
self.x = 0;
}
};
return self;
});
var EnemyCar = Container.expand(function () {
var self = Container.call(this);
var enemyCarGraphics = self.attachAsset('enemyCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
// Enemy cars move down the screen (already correct)
self.y += self.speed;
if (self.x < 0) {
self.x = 2048;
} else if (self.x > 2048) {
self.x = 0;
}
};
return self;
});
var Smoke = Container.expand(function () {
var self = Container.call(this);
var smokeGraphics = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
// Initialize with random properties for varied effect
self.speedX = (Math.random() - 0.5) * 2; // Random horizontal drift
self.speedY = 1 + Math.random() * 2; // Move backward speed
self.initialDistance = 0; // Track distance traveled
self.maxAlpha = 0.8 + Math.random() * 0.2; // Maximum density at start
self.alpha = self.maxAlpha; // Start with maximum opacity
self.fadingDistance = 40 + Math.random() * 40; // Distance at which smoke starts to fade
self.growSpeed = 0.03 + Math.random() * 0.03; // Expansion rate
// Update smoke particle behavior
self.update = function () {
self.x += self.speedX;
self.y += self.speedY; // Move downward (backward from car perspective)
// Update distance traveled
self.initialDistance += self.speedY;
// Start dense and become less dense as it moves backward
self.alpha = Math.max(0, self.maxAlpha * (1 - self.initialDistance / (self.fadingDistance * 2)));
self.scale.x += self.growSpeed;
self.scale.y += self.growSpeed;
// Remove smoke when it becomes too transparent
if (self.alpha <= 0) {
self.destroy();
return true; // Signal that this smoke has been destroyed
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Create score text
var score = 0;
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
// Add smoke effects
var smokeParticles = [];
function createSmoke(x, y, amount) {
for (var i = 0; i < amount; i++) {
var smoke = new Smoke();
// Alternate between left and right sides of the car
var side = i % 2 === 0 ? -1 : 1;
// Position smoke on the left or right side of the car
smoke.x = x + side * 100 + (Math.random() - 0.5) * 20; // Offset from car sides
smoke.y = y + 200; // Position behind car (below car in screen coordinates)
smokeParticles.push(smoke);
game.addChild(smoke);
}
}
scoreTxt.anchor.set(0.5, 0);
scoreTxt.alpha = 0;
LK.gui.top.addChild(scoreTxt);
tween(scoreTxt, {
alpha: 1
}, 800, {
easing: "easeOutCubic"
});
var road = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
});
road.alpha = 0;
road.scale.set(1.05, 1.05);
game.addChild(road);
tween(road, {
alpha: 1
}, 1000, {
easing: "easeOutCubic"
});
tween(road.scale, {
x: 1,
y: 1
}, 900, {
easing: "easeOutCubic"
});
// Play background music with fade in
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.8,
duration: 1000
}
});
// Display high score
var highScore = storage.highScore || 0;
var highScoreTxt = new Text2('High Score: ' + highScore, {
size: 80,
fill: 0x00a000,
// Lighter green color
fontWeight: 'bold' // Make the text bold
});
highScoreTxt.anchor.set(0.5, 0);
highScoreTxt.y = 120;
highScoreTxt.alpha = 0;
LK.gui.top.addChild(highScoreTxt);
tween(highScoreTxt, {
alpha: 1
}, 1000, {
easing: "easeOutCubic"
});
var playerCar = game.addChild(new Car());
// Place player in left or right lane randomly, not center
playerCar.x = Math.random() > 0.5 ? 512 : 1536; // 512 = left lane, 1536 = right lane
playerCar.y = 2300; // Start near the bottom, adjusted for bigger car
// Fade in the player car for a polished entrance
playerCar.alpha = 0;
playerCar.scale.set(1.2, 1.2);
tween(playerCar, {
alpha: 1
}, 600, {
easing: "easeOutCubic"
});
tween(playerCar.scale, {
x: 1,
y: 1
}, 400, {
easing: "easeOutBack"
});
var enemyCars = [];
function spawnEnemyCar() {
// Only allow enemy cars to spawn in the same vertical lines as the player (left or right lane)
// Lane Xs: left, right
var laneXs = [512, 1536];
// Car height for vertical gap - increased multiplier for more space
var carHeight = 660;
var verticalGapMultiplier = 3.5;
// Find the highest Y of any existing enemy car, or use -330 if none
var topY = -330;
for (var i = 0; i < enemyCars.length; i++) {
if (enemyCars[i].y < topY) {
topY = enemyCars[i].y;
}
}
// Patterns: only left, only right - never both lanes at the same time
// to ensure player always has a path to pass through
var patterns = [
// Only left lane
[{
x: laneXs[0]
}],
// Only right lane
[{
x: laneXs[1]
}]];
// Keep track of which pattern to use next
if (typeof spawnEnemyCar.patternIndex === "undefined") {
spawnEnemyCar.patternIndex = 0;
}
// Shuffle patterns order every cycle for variety
if (typeof spawnEnemyCar.patternOrder === "undefined" || spawnEnemyCar.patternOrder.length === 0) {
var order = [];
for (var i = 0; i < patterns.length; i++) order.push(i);
// Fisher-Yates shuffle
for (var i = order.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = order[i];
order[i] = order[j];
order[j] = temp;
}
spawnEnemyCar.patternOrder = order;
spawnEnemyCar.patternIndex = 0;
}
var patternIdx = spawnEnemyCar.patternOrder[spawnEnemyCar.patternIndex];
var pattern = patterns[patternIdx];
spawnEnemyCar.patternIndex++;
if (spawnEnemyCar.patternIndex >= spawnEnemyCar.patternOrder.length) {
spawnEnemyCar.patternOrder = [];
}
// Place new pattern below the last one, with the specified gap
var spawnY = topY;
for (var i = 0; i < pattern.length; i++) {
var carDef = pattern[i];
var enemyCar = new EnemyCar();
enemyCar.x = carDef.x;
enemyCar.y = spawnY;
enemyCars.push(enemyCar);
game.addChild(enemyCar);
spawnY -= carHeight * verticalGapMultiplier;
}
}
game.update = function () {
// No gradual movement needed; handled instantly in game.down
// Only update playerCar for horizontal movement, not forward movement
playerCar.update();
// Create smoke particles behind player car
if (LK.ticks % 5 == 0) {
createSmoke(playerCar.x, playerCar.y, 2);
}
// Update and manage smoke particles
for (var i = smokeParticles.length - 1; i >= 0; i--) {
var isDestroyed = smokeParticles[i].update();
if (isDestroyed) {
smokeParticles.splice(i, 1);
}
}
var _loop = function _loop() {
enemyCar = enemyCars[i]; // Track previous position for scoring
if (enemyCar.lastY === undefined) {
enemyCar.lastY = enemyCar.y;
enemyCar.scored = false;
}
enemyCar.update();
// No smoke for enemy cars
// Score when car passes the player
if (!enemyCar.scored && enemyCar.lastY < playerCar.y && enemyCar.y >= playerCar.y) {
score += 10;
scoreTxt.setText('Score: ' + score);
// Subtle pop animation for score text
scoreTxt.scale.set(1.2, 1.2);
tween(scoreTxt.scale, {
x: 1,
y: 1
}, 200, {
easing: "easeOutBack"
});
enemyCar.scored = true;
}
// Update last position
enemyCar.lastY = enemyCar.y;
if (enemyCar.y > 2832) {
// If the enemy car goes off the screen
enemyCar.destroy();
enemyCars.splice(i, 1);
}
if (playerCar.intersects(enemyCar)) {
var _doShake = function doShake() {
if (shakeIndex < shakeTimes) {
playerCar.x = originalX + (shakeIndex % 2 === 0 ? shakeMagnitude : -shakeMagnitude);
LK.setTimeout(function () {
playerCar.x = originalX;
shakeIndex++;
_doShake();
}, shakeStep);
} else {
playerCar.x = originalX;
// Update high score if needed
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
highScoreTxt.setText('High Score: ' + highScore);
// Subtle fade-in and pop effect for new high score
highScoreTxt.alpha = 0.2;
highScoreTxt.scale.set(1.3, 1.3);
tween(highScoreTxt, {
alpha: 1
}, 400, {
easing: "easeOutCubic"
});
tween(highScoreTxt.scale, {
x: 1,
y: 1
}, 300, {
easing: "easeOutBack"
});
}
// Set the final score before game over
LK.setScore(score);
LK.showGameOver();
}
};
// Subtle shake effect for player car
originalX = playerCar.x;
shakeTimes = 6;
shakeMagnitude = 30;
shakeDuration = 180;
shakeStep = shakeDuration / shakeTimes;
shakeIndex = 0;
_doShake();
return {
v: void 0
}; // Prevent double game over
}
},
enemyCar,
originalX,
shakeTimes,
shakeMagnitude,
shakeDuration,
shakeStep,
shakeIndex,
_ret;
for (var i = enemyCars.length - 1; i >= 0; i--) {
_ret = _loop();
if (_ret) return _ret.v;
}
if (LK.ticks % 120 == 0) {
// Spawn new enemy cars every 2 seconds to keep more space between them
spawnEnemyCar();
}
};
game.down = function (x, y, obj) {
if (x < 1024) {
playerCar.x = 512; // Instantly move to left lane
} else {
playerCar.x = 1536; // Instantly move to right lane
}
};
game.up = function (x, y, obj) {
// No action needed
}; ===================================================================
--- original.js
+++ change.js
@@ -188,9 +188,9 @@
// Only allow enemy cars to spawn in the same vertical lines as the player (left or right lane)
// Lane Xs: left, right
var laneXs = [512, 1536];
// Car height for vertical gap - increased multiplier for more space
- var carHeight = 60;
+ var carHeight = 660;
var verticalGapMultiplier = 3.5;
// Find the highest Y of any existing enemy car, or use -330 if none
var topY = -330;
for (var i = 0; i < enemyCars.length; i++) {
@@ -215,11 +215,9 @@
}
// Shuffle patterns order every cycle for variety
if (typeof spawnEnemyCar.patternOrder === "undefined" || spawnEnemyCar.patternOrder.length === 0) {
var order = [];
- for (var i = 0; i < patterns.length; i++) {
- order.push(i);
- }
+ for (var i = 0; i < patterns.length; i++) order.push(i);
// Fisher-Yates shuffle
for (var i = order.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = order[i];
@@ -349,32 +347,21 @@
shakeIndex,
_ret;
for (var i = enemyCars.length - 1; i >= 0; i--) {
_ret = _loop();
- if (_ret) {
- return _ret.v;
- }
+ if (_ret) return _ret.v;
}
if (LK.ticks % 120 == 0) {
// Spawn new enemy cars every 2 seconds to keep more space between them
spawnEnemyCar();
}
};
-var inputState = {
- leftPressed: false,
- rightPressed: false
-};
game.down = function (x, y, obj) {
if (x < 1024) {
- inputState.leftPressed = true;
playerCar.x = 512; // Instantly move to left lane
- inputState.rightPressed = false;
} else {
- inputState.rightPressed = true;
playerCar.x = 1536; // Instantly move to right lane
- inputState.leftPressed = false;
}
};
game.up = function (x, y, obj) {
- inputState.leftPressed = false;
- inputState.rightPressed = false;
+ // No action needed
};
\ No newline at end of file