User prompt
dikey olsun yollar ve arasında boşluk olmasın, sağa veya sola kaydırdığında daha hızlı hareket etsin , yukarı kaydırdığında üzerinden atlayabileceği daha küçük otobüsler de olsun
User prompt
yol sabit kalsın otobüsler ilerlesin
User prompt
otobüsler birbirinin üzerine çıkmasın aynı anda otobüslerin hızı aynı olsun zaman ilerledikçe tüm otobüsler yavaş yavaş hızlansın
User prompt
otobüsler oyuncuyu ezsin oyuncu otobüslerin üzerinden geçemesin oyuncu yandığında mavi parça bölünerek küçük parçalara ayrılsın sanki parçalanmış gibi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun ekranı 4 eş parçaya bölünsün gri zemin üzerinde her 4S parçada beyaz şeritler olsun yol gibi görünsün binalar olmasın otobüsler olsun
User prompt
paralar dışında hiç bir şey başka bir şeyin üzerine gelmesin
Code edit (1 edits merged)
Please save this source code
User prompt
Urban Dash
User prompt
subway surf oyunun aynısını yap
Initial prompt
önce bi subway surf ün aynısını yap
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var Building = Container.expand(function () {
var self = Container.call(this);
var types = ['building1', 'building2', 'building3'];
var type = types[Math.floor(Math.random() * types.length)];
var buildingSprite = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0
});
self.width = buildingSprite.width;
self.height = buildingSprite.height;
self.speed = Math.random() * 0.5 + 0.5; // Buildings move at different speeds for parallax effect
self.update = function () {
self.y += gameSpeed * self.speed;
if (self.y > 2732 + self.height) {
self.resetPosition();
}
};
self.resetPosition = function () {
self.y = -self.height - Math.random() * 300;
self.x = Math.random() * 2048;
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinSprite = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = coinSprite.width;
self.height = coinSprite.height;
self.lane = 1;
// Coin animation (rotate)
LK.setInterval(function () {
tween(coinSprite, {
rotation: coinSprite.rotation + Math.PI * 2
}, {
duration: 1000
});
}, 1000);
self.update = function () {
self.y += gameSpeed;
if (self.y > 2732 + self.height) {
self.destroy();
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleSprite = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obstacleSprite.width;
self.height = obstacleSprite.height;
self.lane = 1;
self.type = "normal"; // normal, low, high
self.setType = function (newType) {
self.type = newType;
if (newType === "low") {
obstacleSprite.scaleY = 0.5;
obstacleSprite.y = obstacleSprite.height / 4;
} else if (newType === "high") {
obstacleSprite.scaleY = 0.7;
obstacleSprite.y = -obstacleSprite.height / 4;
}
};
self.update = function () {
self.y += gameSpeed;
if (self.y > 2732 + self.height) {
self.destroy();
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = playerSprite.width;
self.height = playerSprite.height;
self.lane = 1; // 0=left, 1=center, 2=right
self.isJumping = false;
self.isSliding = false;
self.hasShield = false;
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
var startY = self.y;
LK.getSound('jump').play();
tween(self, {
y: startY - 300
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
y: startY
}, {
duration: 400,
easing: tween.easeIn,
onFinish: function onFinish() {
self.isJumping = false;
}
});
}
});
}
};
self.slide = function () {
if (!self.isSliding && !self.isJumping) {
self.isSliding = true;
var originalHeight = playerSprite.height;
tween(playerSprite, {
scaleY: 0.5
}, {
duration: 300,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(playerSprite, {
scaleY: 1
}, {
duration: 300,
onFinish: function onFinish() {
self.isSliding = false;
}
});
}, 300);
}
});
}
};
self.moveLane = function (targetLane) {
if (targetLane >= 0 && targetLane <= 2) {
self.lane = targetLane;
var lanePositions = [self.width, 2048 / 2, 2048 - self.width];
tween(self, {
x: lanePositions[targetLane]
}, {
duration: 200,
easing: tween.easeOut
});
}
};
self.activateShield = function () {
self.hasShield = true;
playerSprite.tint = 0x00FFFF;
LK.setTimeout(function () {
self.hasShield = false;
playerSprite.tint = 0xFFFFFF;
}, 5000);
};
self.update = function () {
// Player logic updated in game update
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupSprite = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = powerupSprite.width;
self.height = powerupSprite.height;
self.lane = 1;
self.type = "shield"; // shield, magnet, slowdown
// Pulsate animation
function pulsate() {
tween(powerupSprite, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
onFinish: function onFinish() {
tween(powerupSprite, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
onFinish: pulsate
});
}
});
}
pulsate();
self.setType = function (newType) {
self.type = newType;
if (newType === "shield") {
powerupSprite.tint = 0x00FFFF;
} else if (newType === "magnet") {
powerupSprite.tint = 0xFF00FF;
} else if (newType === "slowdown") {
powerupSprite.tint = 0x00FF00;
}
};
self.update = function () {
self.y += gameSpeed;
if (self.y > 2732 + self.height) {
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Game variables
var player;
var obstacles = [];
var coins = [];
var powerups = [];
var buildings = [];
var ground;
var gameSpeed = 5;
var initialGameSpeed = 5;
var maxGameSpeed = 15;
var speedIncreaseInterval;
var gameStarted = false;
var distanceTraveled = 0;
var score = 0;
var coinValue = 10;
var highScore = storage.highScore || 0;
var hasMagnet = false;
var magnetRange = 200;
// Lane positions
var laneX = [player ? player.width : 150, 2048 / 2, 2048 - (player ? player.width : 150)];
// UI elements
var scoreTxt = new Text2('SCORE: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -scoreTxt.width - 20;
scoreTxt.y = 20;
var distanceTxt = new Text2('DISTANCE: 0m', {
size: 60,
fill: 0xFFFFFF
});
distanceTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(distanceTxt);
distanceTxt.x = -distanceTxt.width - 20;
distanceTxt.y = 90;
var highScoreTxt = new Text2('BEST: ' + highScore, {
size: 50,
fill: 0xFFFFFF
});
highScoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(highScoreTxt);
highScoreTxt.x = -highScoreTxt.width - 20;
highScoreTxt.y = 160;
var startTxt = new Text2('SWIPE TO START', {
size: 100,
fill: 0xFFFFFF
});
startTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(startTxt);
// Game initialization functions
function initializeGame() {
// Create ground
ground = game.addChild(LK.getAsset('ground', {
anchorX: 0.5,
anchorY: 0.5
}));
ground.x = 2048 / 2;
ground.y = 2732 - ground.height / 2;
// Create player
player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - ground.height - player.height / 2;
// Create background buildings
for (var i = 0; i < 10; i++) {
var building = new Building();
building.x = Math.random() * 2048;
building.y = Math.random() * 2732 - 2732; // Position above screen initially
buildings.push(building);
game.addChild(building);
}
// Initialize variables
obstacles = [];
coins = [];
powerups = [];
gameSpeed = initialGameSpeed;
distanceTraveled = 0;
score = 0;
updateUI();
}
function startGame() {
gameStarted = true;
LK.setScore(0);
startTxt.visible = false;
// Start increasing game speed over time
speedIncreaseInterval = LK.setInterval(function () {
if (gameSpeed < maxGameSpeed) {
gameSpeed += 0.5;
}
}, 10000);
// Start spawning obstacles, coins, and powerups
spawnObstacles();
spawnCoins();
spawnPowerups();
// Play background music
LK.playMusic('bgmusic');
}
function updateUI() {
scoreTxt.setText('SCORE: ' + score);
scoreTxt.x = -scoreTxt.width - 20;
var distance = Math.floor(distanceTraveled / 10);
distanceTxt.setText('DISTANCE: ' + distance + 'm');
distanceTxt.x = -distanceTxt.width - 20;
highScoreTxt.setText('BEST: ' + highScore);
highScoreTxt.x = -highScoreTxt.width - 20;
}
// Object spawning functions
function spawnObstacles() {
var obstacleTimer = LK.setInterval(function () {
if (!gameStarted) return;
var obstacle = new Obstacle();
obstacle.lane = Math.floor(Math.random() * 3); // Random lane
// Check if there's already an obstacle in this lane near spawn point
var canSpawn = true;
for (var i = 0; i < obstacles.length; i++) {
if (obstacles[i].lane === obstacle.lane && obstacles[i].y < 0) {
canSpawn = false;
break;
}
}
if (!canSpawn) return;
obstacle.x = laneX[obstacle.lane];
obstacle.y = -obstacle.height;
// Randomize obstacle type
var types = ["normal", "low", "high"];
var randomType = types[Math.floor(Math.random() * types.length)];
obstacle.setType(randomType);
obstacles.push(obstacle);
game.addChild(obstacle);
}, 2000 - Math.min(gameSpeed * 50, 1500)); // Spawn faster as game speed increases
}
function spawnCoins() {
var coinTimer = LK.setInterval(function () {
if (!gameStarted) return;
// Random coin pattern
var pattern = Math.floor(Math.random() * 4);
if (pattern === 0) {
// Single coin
var lane = Math.floor(Math.random() * 3);
spawnCoin(lane);
} else if (pattern === 1) {
// Vertical line of coins
var lane = Math.floor(Math.random() * 3);
for (var i = 0; i < 3; i++) {
var coin = new Coin();
coin.lane = lane;
coin.x = laneX[lane];
coin.y = -coin.height - i * 120;
coins.push(coin);
game.addChild(coin);
}
} else if (pattern === 2) {
// Horizontal line of coins
for (var i = 0; i < 3; i++) {
spawnCoin(i);
}
} else {
// Diagonal line of coins
for (var i = 0; i < 3; i++) {
var coin = new Coin();
coin.lane = i;
coin.x = laneX[i];
coin.y = -coin.height - i * 120;
coins.push(coin);
game.addChild(coin);
}
}
}, 3000);
}
function spawnCoin(lane) {
var coin = new Coin();
coin.lane = lane;
coin.x = laneX[lane];
coin.y = -coin.height;
coins.push(coin);
game.addChild(coin);
}
function spawnPowerups() {
var powerupTimer = LK.setInterval(function () {
if (!gameStarted) return;
var powerup = new PowerUp();
powerup.lane = Math.floor(Math.random() * 3);
// Check if there's already an obstacle or powerup in this lane near spawn point
var canSpawn = true;
for (var i = 0; i < obstacles.length; i++) {
if (obstacles[i].lane === powerup.lane && obstacles[i].y < 0) {
canSpawn = false;
break;
}
}
for (var i = 0; i < powerups.length; i++) {
if (powerups[i].lane === powerup.lane && powerups[i].y < 0) {
canSpawn = false;
break;
}
}
if (!canSpawn) return;
powerup.x = laneX[powerup.lane];
powerup.y = -powerup.height;
// Randomize powerup type
var types = ["shield", "magnet", "slowdown"];
var randomType = types[Math.floor(Math.random() * types.length)];
powerup.setType(randomType);
powerups.push(powerup);
game.addChild(powerup);
}, 15000); // Powerups appear less frequently
}
// Game mechanics functions
function checkCollisions() {
// Check obstacle collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
// Check if obstacle is about to overlap with any other obstacle
for (var j = 0; j < obstacles.length; j++) {
if (i !== j && obstacle.lane === obstacles[j].lane && Math.abs(obstacle.y - obstacles[j].y) < (obstacle.height + obstacles[j].height) / 2) {
// Remove the obstacle that's about to overlap
obstacles.splice(i, 1);
obstacle.destroy();
i--;
break;
}
}
if (i < 0 || !obstacles[i]) continue;
obstacle = obstacles[i];
// Check player collision
if (player.lane === obstacle.lane && !player.isJumping && player.y - player.height / 2 < obstacle.y + obstacle.height / 2 && player.y + player.height / 2 > obstacle.y - obstacle.height / 2) {
// Check if player can avoid by sliding under high obstacle
if (obstacle.type === "high" && player.isSliding) {
continue;
}
// Check if player can avoid by jumping over low obstacle
if (obstacle.type === "low" && player.isJumping) {
continue;
}
// Check if player has shield
if (player.hasShield) {
player.hasShield = false;
player.tint = 0xFFFFFF;
obstacles.splice(i, 1);
obstacle.destroy();
continue;
}
// Collision occurred
gameOver();
break;
}
}
// Check coin collections
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
// Regular collection
if (player.lane === coin.lane && Math.abs(player.y - coin.y) < (player.height + coin.height) / 2) {
collectCoin(coin, i);
}
// Magnet effect collection
else if (hasMagnet && Math.sqrt(Math.pow(player.x - coin.x, 2) + Math.pow(player.y - coin.y, 2)) < magnetRange) {
tween(coin, {
x: player.x,
y: player.y
}, {
duration: 200,
onFinish: function onFinish() {
collectCoin(coin, i);
}
});
}
}
// Check powerup collections
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
// Check if powerup is about to overlap with obstacles
for (var j = 0; j < obstacles.length; j++) {
if (powerup.lane === obstacles[j].lane && Math.abs(powerup.y - obstacles[j].y) < (powerup.height + obstacles[j].height) / 2) {
// Remove powerup to prevent overlap
powerups.splice(i, 1);
powerup.destroy();
i--;
break;
}
}
// Check if powerup is about to overlap with other powerups
if (i >= 0 && powerups[i]) {
for (var j = 0; j < powerups.length; j++) {
if (i !== j && powerup.lane === powerups[j].lane && Math.abs(powerup.y - powerups[j].y) < (powerup.height + powerups[j].height) / 2) {
// Remove this powerup to prevent overlap
powerups.splice(i, 1);
powerup.destroy();
i--;
break;
}
}
}
if (i < 0 || !powerups[i]) continue;
powerup = powerups[i];
if (player.lane === powerup.lane && Math.abs(player.y - powerup.y) < (player.height + powerup.height) / 2) {
// Apply powerup effect
if (powerup.type === "shield") {
player.activateShield();
} else if (powerup.type === "magnet") {
activateMagnet();
} else if (powerup.type === "slowdown") {
slowDownGame();
}
LK.getSound('powerup_collect').play();
score += 30;
LK.setScore(score);
updateUI();
powerups.splice(i, 1);
powerup.destroy();
}
}
}
function collectCoin(coin, index) {
LK.getSound('coin_collect').play();
score += coinValue;
LK.setScore(score);
if (coins[index]) {
coins.splice(index, 1);
coin.destroy();
}
updateUI();
}
function activateMagnet() {
hasMagnet = true;
LK.setTimeout(function () {
hasMagnet = false;
}, 10000);
}
function slowDownGame() {
var originalSpeed = gameSpeed;
gameSpeed = gameSpeed / 2;
LK.setTimeout(function () {
gameSpeed = originalSpeed;
}, 5000);
}
function gameOver() {
LK.getSound('crash').play();
LK.effects.flashScreen(0xFF0000, 500);
// Update high score if needed
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
}
// Clear intervals
LK.clearInterval(speedIncreaseInterval);
// Show game over screen
LK.showGameOver();
}
// Touch/swipe controls
var startY, startX;
var MIN_SWIPE_DISTANCE = 50;
game.down = function (x, y) {
startX = x;
startY = y;
};
game.up = function (x, y) {
if (!startX || !startY) return;
var deltaX = x - startX;
var deltaY = y - startY;
var absDeltaX = Math.abs(deltaX);
var absDeltaY = Math.abs(deltaY);
// Start game on any swipe if not started
if (!gameStarted) {
startGame();
return;
}
// Detect swipe direction
if (absDeltaX > MIN_SWIPE_DISTANCE || absDeltaY > MIN_SWIPE_DISTANCE) {
// Horizontal swipe detection (left/right)
if (absDeltaX > absDeltaY) {
if (deltaX > 0) {
// Swipe right
player.moveLane(Math.min(player.lane + 1, 2));
} else {
// Swipe left
player.moveLane(Math.max(player.lane - 1, 0));
}
}
// Vertical swipe detection (up/down)
else {
if (deltaY < 0) {
// Swipe up (jump)
player.jump();
} else {
// Swipe down (slide)
player.slide();
}
}
}
};
// Initialize the game
initializeGame();
// Game update loop
game.update = function () {
if (!gameStarted) return;
// Update distance traveled
distanceTraveled += gameSpeed;
updateUI();
// Check for collisions
checkCollisions();
// Update game objects
for (var i = obstacles.length - 1; i >= 0; i--) {
if (obstacles[i]) obstacles[i].update();
}
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i]) coins[i].update();
}
for (var i = powerups.length - 1; i >= 0; i--) {
if (powerups[i]) powerups[i].update();
}
for (var i = buildings.length - 1; i >= 0; i--) {
if (buildings[i]) buildings[i].update();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -339,8 +339,17 @@
var obstacleTimer = LK.setInterval(function () {
if (!gameStarted) return;
var obstacle = new Obstacle();
obstacle.lane = Math.floor(Math.random() * 3); // Random lane
+ // Check if there's already an obstacle in this lane near spawn point
+ var canSpawn = true;
+ for (var i = 0; i < obstacles.length; i++) {
+ if (obstacles[i].lane === obstacle.lane && obstacles[i].y < 0) {
+ canSpawn = false;
+ break;
+ }
+ }
+ if (!canSpawn) return;
obstacle.x = laneX[obstacle.lane];
obstacle.y = -obstacle.height;
// Randomize obstacle type
var types = ["normal", "low", "high"];
@@ -400,8 +409,23 @@
var powerupTimer = LK.setInterval(function () {
if (!gameStarted) return;
var powerup = new PowerUp();
powerup.lane = Math.floor(Math.random() * 3);
+ // Check if there's already an obstacle or powerup in this lane near spawn point
+ var canSpawn = true;
+ for (var i = 0; i < obstacles.length; i++) {
+ if (obstacles[i].lane === powerup.lane && obstacles[i].y < 0) {
+ canSpawn = false;
+ break;
+ }
+ }
+ for (var i = 0; i < powerups.length; i++) {
+ if (powerups[i].lane === powerup.lane && powerups[i].y < 0) {
+ canSpawn = false;
+ break;
+ }
+ }
+ if (!canSpawn) return;
powerup.x = laneX[powerup.lane];
powerup.y = -powerup.height;
// Randomize powerup type
var types = ["shield", "magnet", "slowdown"];
@@ -415,8 +439,21 @@
function checkCollisions() {
// Check obstacle collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
+ // Check if obstacle is about to overlap with any other obstacle
+ for (var j = 0; j < obstacles.length; j++) {
+ if (i !== j && obstacle.lane === obstacles[j].lane && Math.abs(obstacle.y - obstacles[j].y) < (obstacle.height + obstacles[j].height) / 2) {
+ // Remove the obstacle that's about to overlap
+ obstacles.splice(i, 1);
+ obstacle.destroy();
+ i--;
+ break;
+ }
+ }
+ if (i < 0 || !obstacles[i]) continue;
+ obstacle = obstacles[i];
+ // Check player collision
if (player.lane === obstacle.lane && !player.isJumping && player.y - player.height / 2 < obstacle.y + obstacle.height / 2 && player.y + player.height / 2 > obstacle.y - obstacle.height / 2) {
// Check if player can avoid by sliding under high obstacle
if (obstacle.type === "high" && player.isSliding) {
continue;
@@ -460,8 +497,32 @@
}
// Check powerup collections
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
+ // Check if powerup is about to overlap with obstacles
+ for (var j = 0; j < obstacles.length; j++) {
+ if (powerup.lane === obstacles[j].lane && Math.abs(powerup.y - obstacles[j].y) < (powerup.height + obstacles[j].height) / 2) {
+ // Remove powerup to prevent overlap
+ powerups.splice(i, 1);
+ powerup.destroy();
+ i--;
+ break;
+ }
+ }
+ // Check if powerup is about to overlap with other powerups
+ if (i >= 0 && powerups[i]) {
+ for (var j = 0; j < powerups.length; j++) {
+ if (i !== j && powerup.lane === powerups[j].lane && Math.abs(powerup.y - powerups[j].y) < (powerup.height + powerups[j].height) / 2) {
+ // Remove this powerup to prevent overlap
+ powerups.splice(i, 1);
+ powerup.destroy();
+ i--;
+ break;
+ }
+ }
+ }
+ if (i < 0 || !powerups[i]) continue;
+ powerup = powerups[i];
if (player.lane === powerup.lane && Math.abs(player.y - powerup.y) < (player.height + powerup.height) / 2) {
// Apply powerup effect
if (powerup.type === "shield") {
player.activateShield();