User prompt
her zaman kurtulmanın bir imkanı olsun
User prompt
atlama tahtasından başka engel olmasın
User prompt
oyuncunun alttan geçilmesi gereken engelin siyah kısımlarına dokunması yanmasına sebep olmasın sadece kırmızı kısma dokunursa yansın
User prompt
tamamen siyah engelleri kaldır
User prompt
yukarı kaydırdığında atlama ve aşağı kaydırdığında kayma sürelerini arttır. alttan kayılan emgelin kırmızı kısmına donursa yeniisin siyah kısmına dokunursa devam etsin. bir engen türü farklı boyutlarda olmasın
User prompt
kırmızı engeller altından kayılabilir olsun oyuncu alttan kaymak için aşağı kaydırsın, reset coins seçeneğini kaldır. oyun akışını oyun başladıktan sonra başlat başla tuşuna basılmamışken otobüs veya engeller hareket etmesin
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'leaderboard.push({' Line Number: 664
User prompt
engeller otobüslerle üst üste gelmesin , sol üst köşede şimdiye kadar oynayan oyunculardan en yüksek skor yapan ilk üç kişi ve skoru görülsün . coinler tam olarak mavi üzerinden eçtiğinde kazanılsın ve dönerek coin bölmesine gitsin
User prompt
coinler oyun yeniden başladığında sıfırlanmasın üzerine eklenerek devam etsin
User prompt
swipe to start ekranındayken arka planda oyub ilerlemesin. oyunun sonundaki kırmızı ekranı kaldır . yeşil engelleri kaldır ve yerine aynı boyutta atlama tahtası gibi görünen bir şey ekle
User prompt
oyna seçeneğine basmadan önce harekete başlamasın coinler oyuncu mavi ile tam olarak üzerinden geçtiğinde üstteki coin sayacına doğru hareket etsin ve coinler oyuncu yenilip tekrar oyuna başladığında hiç bir zaman yok olmasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
coninleri sıfırlama ve oyuncunun her zaman kaçabileceği bir yer olsun tıkanmasın
User prompt
her olasılıkta oyuncunun kaçabilecek bir yeri olsun oyuncu jetonların üzerine geldiğinde o jetonları kazansın ve kazandığı jetonlar sağ üstte görünsün
User prompt
oyuncu biraz daha yukarda olsun
User prompt
doğru yolda daha çok para olsun ve mavi parça biraz da üstte olsun
User prompt
kaydırma hızı daha hassas olsun
User prompt
yeşil otobüsler daha küçük olsun
User prompt
eğer oyuncu yukarı kaydırırsa yeşil otobüslerin üzerinde atlayabilsin mavi parçacık
User prompt
yeşillerin üzerinden yukarı kaydırarak atlayabilsin
User prompt
mavi parçacık ortada hareket etsin ilerlemesin
User prompt
mavi parça da ileri doğru gitsin
User prompt
oyuncunun her an kaçabileceği bir yer olsun bütün yollardan aynı anda otobüs veya engel çıkmasın oyuncunun ulaşabileceği bir engelsiz yol olsun
User prompt
küçük otobüsler yaklaştığında oyuncu yukarı kaydırırsa üzerinden atlayabilsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
her bir kaydırmada bir yanındaki yola girisn
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'tween.killTweensOf(player);' Line Number: 856
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0,
coinCount: 0,
leaderboard: []
});
/****
* Classes
****/
var Bus = Container.expand(function () {
var self = Container.call(this);
var busSprite = self.attachAsset('bus', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = busSprite.width;
self.height = busSprite.height;
self.speed = 1; // All buses have the same base speed
self.lane = 0; // 0-3 for the four road lanes
self.update = function () {
self.lastX = self.x;
// Move vertically from top to bottom
self.y += gameSpeed * self.speed;
if (self.y > 2732 + self.height) {
self.resetPosition();
}
};
self.resetPosition = function () {
// Reset to top of screen
self.y = -self.height - Math.random() * 300;
// Randomly assign to a lane
self.lane = Math.floor(Math.random() * 4);
self.x = roadPositions[self.lane];
};
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 CoinParticle = Container.expand(function () {
var self = Container.call(this);
var coinSprite = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
self.startX = 0;
self.startY = 0;
self.targetX = 0;
self.targetY = 0;
self.init = function (startX, startY, targetX, targetY) {
self.x = startX;
self.y = startY;
self.startX = startX;
self.startY = startY;
self.targetX = targetX;
self.targetY = targetY;
// Add rotation to make coin spin while flying
var rotateInterval = LK.setInterval(function () {
coinSprite.rotation += 0.2;
}, 16);
// Create coin flight path animation with arc
var controlPointX = startX + (targetX - startX) * 0.5;
var controlPointY = startY - 200; // Arc upward
var steps = 20; // Number of steps for the arc
var stepDuration = 800 / steps; // Duration for each step
// Animate along bezier curve
function animateStep(i) {
if (i >= steps) {
// Animation complete
LK.clearInterval(rotateInterval);
// Flash the coin counter when coin arrives
tween(coinTxt, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(coinTxt, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
self.destroy();
return;
}
var t = i / steps;
// Quadratic bezier curve calculation
var newX = (1 - t) * (1 - t) * startX + 2 * (1 - t) * t * controlPointX + t * t * targetX;
var newY = (1 - t) * (1 - t) * startY + 2 * (1 - t) * t * controlPointY + t * t * targetY;
tween(self, {
x: newX,
y: newY,
scaleX: 0.8 - 0.3 * t,
scaleY: 0.8 - 0.3 * t
}, {
duration: stepDuration,
onFinish: function onFinish() {
animateStep(i + 1);
}
});
}
// Start the animation
animateStep(0);
};
return self;
});
var Lifesaver = Container.expand(function () {
var self = Container.call(this);
var lifesaverSprite = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFF0000 // Red color for lifesaver
});
self.width = lifesaverSprite.width;
self.height = lifesaverSprite.height;
self.lane = 1;
// Pulsate animation with higher visibility
function pulsate() {
tween(lifesaverSprite, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 400,
onFinish: function onFinish() {
tween(lifesaverSprite, {
scaleX: 1,
scaleY: 1
}, {
duration: 400,
onFinish: pulsate
});
}
});
}
pulsate();
self.update = function () {
self.y += gameSpeed;
if (self.y > 2732 + self.height) {
self.destroy();
}
};
return self;
});
var MiniBus = Container.expand(function () {
var self = Container.call(this);
// Replace bus sprite with jumpboard
var busSprite = self.attachAsset('jumpboard', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1
});
self.width = busSprite.width * 1.5;
self.height = busSprite.height;
self.speed = 1.2; // Slightly faster than regular buses
self.lane = 0; // 0-3 for the four road lanes
// No need for green tint as we're using the jumping board asset now
self.update = function () {
self.lastX = self.x;
// Move vertically from top to bottom
self.y += gameSpeed * self.speed;
if (self.y > 2732 + self.height) {
self.resetPosition();
}
};
self.resetPosition = function () {
// Reset to top of screen
self.y = -self.height - Math.random() * 300;
// Randomly assign to a lane
self.lane = Math.floor(Math.random() * 4);
self.x = roadPositions[self.lane];
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
// Create container for obstacle parts
var obstacleContainer = new Container();
self.addChild(obstacleContainer);
// Create red obstacle (full obstacle is dangerous)
var redPart = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xff0000,
// Make obstacle red
scaleY: 1.0
});
self.redPart = redPart;
self.width = redPart.width;
self.height = redPart.height;
self.lane = 1;
self.type = "normal"; // normal, low, high
self.canSlideUnder = true; // All obstacles can be slid under
self.setType = function (newType) {
self.type = newType;
// Keep consistent size regardless of type
if (newType === "low") {
// Just adjust position, not size
self.y += self.height * 0.2;
} else if (newType === "high") {
// Just adjust position, not size
self.y -= self.height * 0.2;
}
};
// Check if player is colliding with red part
self.isCollidingWithRedPart = function (player) {
var redPartBounds = {
top: self.y - redPart.height * 0.5,
bottom: self.y + redPart.height * 0.5,
left: self.x - redPart.width * 0.5,
right: self.x + redPart.width * 0.5
};
var playerBounds = {
top: player.y - player.height * 0.5,
bottom: player.y + player.height * 0.5,
left: player.x - player.width * 0.5,
right: player.x + player.width * 0.5
};
return !(redPartBounds.right < playerBounds.left || redPartBounds.left > playerBounds.right || redPartBounds.bottom < playerBounds.top || redPartBounds.top > playerBounds.bottom);
};
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: 550,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
y: startY
}, {
duration: 550,
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: 250,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(playerSprite, {
scaleY: 1
}, {
duration: 250,
onFinish: function onFinish() {
self.isSliding = false;
}
});
}, 600);
}
});
}
};
self.moveLane = function (targetLane) {
if (targetLane >= 0 && targetLane <= 3) {
self.lane = targetLane;
tween(self, {
x: roadPositions[targetLane]
}, {
duration: 100,
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 PlayerParticle = Container.expand(function () {
var self = Container.call(this);
var particleSprite = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2 + Math.random() * 0.2,
scaleY: 0.2 + Math.random() * 0.2
});
self.vx = 0;
self.vy = 0;
self.gravity = 0.2;
self.friction = 0.98;
self.lifespan = 1000;
self.birthTime = Date.now();
self.update = function () {
// Apply physics
self.vy += self.gravity;
self.vx *= self.friction;
self.vy *= self.friction;
self.x += self.vx;
self.y += self.vy;
// Fade out based on lifespan
var age = Date.now() - self.birthTime;
var lifePercent = 1 - age / self.lifespan;
if (lifePercent <= 0) {
self.destroy();
return;
}
particleSprite.alpha = lifePercent;
};
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; // Blue color
// Position shield powerups higher on the screen
self.y -= 400; // Increased from 200 to 400 to position higher
} 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;
});
var RoadLine = Container.expand(function () {
var self = Container.call(this);
var lineSprite = self.attachAsset('road_line', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = lineSprite.width;
self.height = lineSprite.height;
self.lane = 0; // 0-3 for the four road lanes
self.update = function () {
// Road lines remain stationary
};
self.resetPosition = function () {
// No reset needed as lines are now stationary
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x777777 // Gray background
});
/****
* Game Code
****/
// Game variables
var player;
var obstacles = [];
var coins = [];
var powerups = [];
var buses = [];
var roadLines = [];
var lifesavers = [];
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;
var hasLifesaver = false;
var lifesaverSpawnInterval;
// Define the 4 road positions (vertical lanes)
var roadWidth = 2048 / 4;
var roadPositions = [roadWidth * 0.5, roadWidth * 1.5, roadWidth * 2.5, roadWidth * 3.5];
// Lane positions for player, obstacles and collectibles
var laneX = [roadPositions[0], roadPositions[1], roadPositions[2], roadPositions[3]];
// UI elements
var coinCount = storage.coinCount || 0;
var coinTxt = new Text2('COINS: 0', {
size: 60,
fill: 0xFFD700 // Gold color for coins
});
coinTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(coinTxt);
coinTxt.x = -coinTxt.width - 20;
coinTxt.y = 20;
// Leaderboard display
var leaderboardTitle = new Text2('TOP PLAYERS', {
size: 50,
fill: 0xFFFFFF
});
leaderboardTitle.anchor.set(0, 0);
LK.gui.topLeft.addChild(leaderboardTitle);
leaderboardTitle.x = 120; // Leave space for platform menu icon
leaderboardTitle.y = 20;
// Create text elements for each leaderboard entry
var leaderboardEntries = [];
for (var i = 0; i < 3; i++) {
var entryText = new Text2(i + 1 + '. ---: 0', {
size: 40,
fill: 0xFFFFFF
});
entryText.anchor.set(0, 0);
LK.gui.topLeft.addChild(entryText);
entryText.x = 120; // Leave space for platform menu icon
entryText.y = 80 + i * 50;
leaderboardEntries.push(entryText);
}
// Initialize leaderboard
updateLeaderboard();
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 = 90; // Move down to make room for coin counter
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 = 160; // Adjusted to make room for coin and score
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 = 230; // Adjusted to make room for coin and score
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 gray ground/background
game.setBackgroundColor(0x777777);
ground = game.addChild(LK.getAsset('ground', {
anchorX: 0.5,
anchorY: 0.5
}));
ground.x = 2048 / 2;
ground.y = 2732 / 2;
// Create 4 vertical roads with no gaps between them
var roadWidth = 2048 / 4; // Divide screen width into 4 equal parts
for (var i = 0; i < 4; i++) {
var road = game.addChild(LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
width: roadWidth,
// Set width to exactly 1/4 of screen
height: 2732 // Full screen height
}));
road.x = roadWidth * i + roadWidth / 2; // Position roads side by side with no gaps
road.y = 2732 / 2;
}
// Create road lines as vertical marks down the roads
var roadWidth = 2048 / 4; // Width of each road
for (var i = 0; i < 4; i++) {
for (var j = 0; j < 15; j++) {
var roadLine = new RoadLine();
roadLine.lane = i;
roadLine.x = roadWidth * i + roadWidth / 2; // Center in each road
roadLine.y = j * 200; // Distribute lines vertically
roadLines.push(roadLine);
game.addChild(roadLine);
}
}
// Create player
player = game.addChild(new Player());
player.lane = 1; // Start in second lane
player.x = roadPositions[player.lane]; // Position player horizontally on the road
player.y = 2732 - 500; // Position player higher on the screen
// Create regular buses
for (var i = 0; i < 6; i++) {
var bus = new Bus();
bus.lane = Math.floor(Math.random() * 4);
bus.x = roadPositions[bus.lane];
// Position buses with enough space between them vertically
var offset = i * (bus.height + 300);
bus.y = -offset - bus.height;
// Make sure buses in the same lane don't overlap
for (var j = 0; j < buses.length; j++) {
if (bus.lane === buses[j].lane && Math.abs(bus.y - buses[j].y) < bus.height + buses[j].height) {
// Move this bus further up to avoid overlap
bus.y = buses[j].y - (bus.height + 300);
}
}
buses.push(bus);
game.addChild(bus);
}
// Create jumping boards (previously mini buses)
var miniBuses = [];
for (var i = 0; i < 4; i++) {
var miniBus = new MiniBus();
miniBus.lane = Math.floor(Math.random() * 4);
miniBus.x = roadPositions[miniBus.lane];
// Position jumping boards with enough space
var offset = i * (miniBus.height + 400);
miniBus.y = -offset - miniBus.height - 500;
// Make sure jumping boards don't overlap with regular buses
for (var j = 0; j < buses.length; j++) {
if (miniBus.lane === buses[j].lane && Math.abs(miniBus.y - buses[j].y) < miniBus.height + buses[j].height) {
miniBus.y = buses[j].y - (miniBus.height + 400);
}
}
miniBuses.push(miniBus);
buses.push(miniBus); // Add to main buses array for updates
game.addChild(miniBus);
}
// Initialize variables
obstacles = []; // Empty array since we don't spawn obstacles anymore
coins = [];
powerups = [];
gameSpeed = initialGameSpeed;
distanceTraveled = 0;
score = 0;
// Don't reset coinCount here to preserve coins between game sessions
updateUI();
// No reset coins button - removed as requested
}
function startGame() {
gameStarted = true;
LK.setScore(0);
// Load persistent coin count from storage
coinCount = storage.coinCount || coinCount;
startTxt.visible = false;
// Start increasing game speed over time
speedIncreaseInterval = LK.setInterval(function () {
if (gameSpeed < maxGameSpeed) {
gameSpeed += 0.5;
// Update all buses to have the same speed when game speed changes
for (var i = 0; i < buses.length; i++) {
buses[i].speed = 1; // Keep all buses at same speed when the game speeds up
}
}
}, 10000);
// Start spawning obstacles, coins, and powerups
spawnObstacles();
spawnCoins();
spawnPowerups();
// Reset lifesaver state
hasLifesaver = false;
lifesavers = [];
// Play background music
LK.playMusic('bgmusic');
}
function updateUI() {
coinTxt.setText('COINS: ' + coinCount);
coinTxt.x = -coinTxt.width - 20;
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;
// Save coin count to storage when UI is updated to persist between sessions
storage.coinCount = coinCount;
}
function updateLeaderboard() {
// Get leaderboard from storage or create empty array if none exists
var leaderboard = storage.leaderboard || [];
// Update entries in UI
for (var i = 0; i < 3; i++) {
if (i < leaderboard.length) {
var entry = leaderboard[i];
var parts = entry.split(":");
var playerName = parts[0];
var score = parts[1];
leaderboardEntries[i].setText(i + 1 + '. ' + playerName + ': ' + score);
} else {
leaderboardEntries[i].setText(i + 1 + '. ---: 0');
}
}
}
function addToLeaderboard(newScore) {
// Get leaderboard from storage or create empty array if none exists
var leaderboard = storage.leaderboard || [];
// Generate a player name (could be replaced with actual player names in a real game)
var playerName = "Player" + Math.floor(Math.random() * 100);
// Add new score - store as separate entries to avoid nesting objects
leaderboard.push(playerName + ":" + newScore);
// Sort leaderboard by score (descending) - parse scores from string format
leaderboard.sort(function (a, b) {
var scoreA = parseInt(a.split(":")[1]);
var scoreB = parseInt(b.split(":")[1]);
return scoreB - scoreA;
});
// Keep only top entries
if (leaderboard.length > 10) {
leaderboard = leaderboard.slice(0, 10);
}
// Save back to storage
storage.leaderboard = leaderboard;
// Update UI
updateLeaderboard();
}
// Object spawning functions
function spawnObstacles() {
// Function is empty because we don't want to spawn any obstacles
// Only jumping boards (MiniBus objects) will be used as obstacles
}
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() * 4);
spawnCoin(lane);
} else if (pattern === 1) {
// Vertical line of coins
var lane = Math.floor(Math.random() * 4);
for (var i = 0; i < 3; i++) {
var coin = new Coin();
coin.lane = lane;
coin.x = roadPositions[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 < 4; i++) {
spawnCoin(i);
}
} else {
// Diagonal line of coins
for (var i = 0; i < 4; i++) {
var coin = new Coin();
coin.lane = i;
coin.x = roadPositions[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 = roadPositions[lane];
coin.y = -coin.height;
// Increased chance to spawn additional coins if in lane 1 (correct lane)
if (lane === 1 && Math.random() < 0.9) {
// Increased probability from 0.7 to 0.9
// Add extra coins in a vertical line in the correct lane
for (var i = 1; i < 6; i++) {
// Increased from 4 to 6 coins in a row
var extraCoin = new Coin();
extraCoin.lane = lane;
extraCoin.x = roadPositions[lane];
extraCoin.y = -coin.height - i * 100; // Reduced spacing for more coins
coins.push(extraCoin);
game.addChild(extraCoin);
}
}
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() * 4);
// 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 = roadPositions[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
// Start lifesaver spawning
lifesaverSpawnInterval = LK.setInterval(function () {
if (!gameStarted) return;
// Only spawn if player doesn't already have a lifesaver
if (!hasLifesaver) {
var lifesaver = new Lifesaver();
lifesaver.lane = Math.floor(Math.random() * 4);
// Use a lane that has less obstacles if possible
var laneCounts = [0, 0, 0, 0];
for (var i = 0; i < buses.length; i++) {
if (buses[i].y < 0) {
laneCounts[buses[i].lane]++;
}
}
// Find lane with fewest obstacles
var minCount = 999;
var bestLane = lifesaver.lane;
for (var i = 0; i < 4; i++) {
if (laneCounts[i] < minCount) {
minCount = laneCounts[i];
bestLane = i;
}
}
// 70% chance to use the best lane
if (Math.random() < 0.7) {
lifesaver.lane = bestLane;
}
lifesaver.x = roadPositions[lifesaver.lane];
lifesaver.y = -lifesaver.height;
lifesavers.push(lifesaver);
game.addChild(lifesaver);
}
}, 20000); // Lifesavers appear less frequently than regular powerups
}
// Function to reset all coins in the game (only visual coins, not the count)
function resetCoins() {
// Remove all existing coins on screen
for (var i = coins.length - 1; i >= 0; i--) {
coins[i].destroy();
}
coins = [];
// Ensure we're keeping the coin count persistent
storage.coinCount = coinCount;
updateUI();
}
// Game mechanics functions
function checkCollisions() {
// No obstacle collisions to check since we're not spawning obstacles anymore
// Only jumping boards (MiniBus objects) are used as obstacles
// Check bus collisions
for (var i = buses.length - 1; i >= 0; i--) {
var bus = buses[i];
// Check for bus-to-bus collisions
for (var j = 0; j < buses.length; j++) {
if (i !== j && bus.lane === buses[j].lane && Math.abs(bus.y - buses[j].y) < (bus.height + buses[j].height) * 0.8) {
// Prevent overlap by repositioning this bus
bus.y = buses[j].y - (bus.height + buses[j].height);
if (bus.y > 2732 + bus.height) {
bus.resetPosition();
}
}
}
// Check for bus-to-obstacle collisions
for (var j = 0; j < obstacles.length; j++) {
if (bus.lane === obstacles[j].lane && Math.abs(bus.y - obstacles[j].y) < (bus.height + obstacles[j].height) * 0.8) {
// Prevent overlap by repositioning this bus
bus.y = obstacles[j].y - (bus.height + obstacles[j].height);
if (bus.y > 2732 + bus.height) {
bus.resetPosition();
}
}
}
// Ensure at least one free lane is available at all times
// First count how many lanes have buses in the player's vicinity
var busesNearPlayer = [0, 0, 0, 0]; // Count of buses in each lane
for (var j = 0; j < buses.length; j++) {
var nearBus = buses[j];
// Only count buses that are close to the player vertically
if (Math.abs(nearBus.y - player.y) < 600) {
busesNearPlayer[nearBus.lane]++;
}
}
// If all lanes have buses near the player, move one bus to ensure a free lane
var totalBlockedLanes = (busesNearPlayer[0] > 0 ? 1 : 0) + (busesNearPlayer[1] > 0 ? 1 : 0) + (busesNearPlayer[2] > 0 ? 1 : 0) + (busesNearPlayer[3] > 0 ? 1 : 0);
if (totalBlockedLanes >= 4) {
// Find a lane that's different from player's current lane to free up
var laneToFree = (player.lane + 2) % 4; // Pick lane opposite to player
for (var j = 0; j < buses.length; j++) {
if (buses[j].lane === laneToFree && Math.abs(buses[j].y - player.y) < 600) {
buses[j].resetPosition(); // Move this bus away
break;
}
}
}
// Check player collision with bus
if (player.lane === bus.lane && Math.abs(player.y - bus.y) < (player.height + bus.height) / 2) {
// Check if it's a jumping board that can be jumped over
if (bus instanceof MiniBus && player.isJumping) {
continue; // Player successfully jumped over the jumping board
}
// Check if player can jump over the jumping board
if (bus instanceof MiniBus) {
// Track jumping boards approaching player
if (bus.y < player.y && bus.y > player.y - 400) {
// Listen for upward swipe to jump
if (!player.isJumping) {
// Highlight the jumping board to indicate it can be jumped over
tween(bus, {
alpha: 0.7
}, {
duration: 200,
onFinish: function onFinish() {
tween(bus, {
alpha: 1
}, {
duration: 200
});
}
});
}
}
}
// Check if player has shield
if (player.hasShield) {
player.hasShield = false;
player.tint = 0xFFFFFF;
continue;
}
// Flash warning when player is about to collide with a bus
if (!player.warningShown && bus.y < player.y && bus.y > player.y - 300) {
player.warningShown = true;
// Flash the player to warn of incoming danger
var flashCount = 0;
var warningInterval = LK.setInterval(function () {
player.alpha = player.alpha === 1 ? 0.5 : 1;
flashCount++;
if (flashCount >= 6) {
LK.clearInterval(warningInterval);
player.alpha = 1;
// Reset warning after a delay
LK.setTimeout(function () {
player.warningShown = false;
}, 1000);
}
}, 100);
}
// Collision occurred
createPlayerParticles();
gameOver();
break;
}
}
// Check coin collections
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
// Track the last position of the coin relative to player
if (coin.lastRelativeY === undefined) {
coin.lastRelativeY = coin.y - player.y;
}
var currentRelativeY = coin.y - player.y;
// Regular collection - Only collect when coin passes directly over player
if (player.lane === coin.lane && coin.lastRelativeY < 0 && currentRelativeY >= 0 && Math.abs(player.x - coin.x) < (player.width + coin.width) / 2) {
// Coin just passed over the player (crossed from above to below)
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);
}
});
}
// Update last relative position
coin.lastRelativeY = currentRelativeY;
}
// Check powerup collections
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
// No obstacles to check for overlap with powerups
// 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.x - powerup.x) < (player.width + powerup.width) / 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();
}
}
// Check lifesaver collections
for (var i = lifesavers.length - 1; i >= 0; i--) {
var lifesaver = lifesavers[i];
// Check if player collects the lifesaver
if (player.lane === lifesaver.lane && Math.abs(player.y - lifesaver.y) < (player.height + lifesaver.height) / 2) {
// Apply lifesaver effect
hasLifesaver = true;
// Visual indicator that player has a lifesaver
var indicator = new Text2("❤️", {
size: 60,
fill: 0xFF0000
});
indicator.anchor.set(0.5, 0.5);
player.addChild(indicator);
indicator.y = -player.height / 2 - 30;
// Save the indicator for later removal
player.lifesaverIndicator = indicator;
LK.getSound('powerup_collect').play();
score += 50;
LK.setScore(score);
updateUI();
// Remove the collected lifesaver
lifesavers.splice(i, 1);
lifesaver.destroy();
}
}
}
function collectCoin(coin, index) {
LK.getSound('coin_collect').play();
score += coinValue;
coinCount++;
LK.setScore(score);
// Get the global position of the coin
var coinPos = {
x: coin.x,
y: coin.y
};
// Get the global position of the coin counter
var counterPos = {
x: LK.gui.topRight.x - coinTxt.width / 2,
y: LK.gui.topRight.y + coinTxt.height / 2
};
// Adjust to make sure coins fly exactly to the counter
counterPos.x -= 200;
counterPos.y += 20;
// Create flying coin animation with rotation
var coinParticle = new CoinParticle();
game.addChild(coinParticle);
coinParticle.init(coinPos.x, coinPos.y, counterPos.x, counterPos.y);
// Make sure the coin exists before trying to remove it
if (index >= 0 && index < coins.length && coins[index]) {
coins.splice(index, 1);
coin.destroy();
} else if (coin) {
// If index is invalid but we have a coin reference, just destroy it
// and remove it from the coins array if found
coin.destroy();
var coinIndex = coins.indexOf(coin);
if (coinIndex >= 0) {
coins.splice(coinIndex, 1);
}
}
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 createPlayerParticles() {
// Create particle explosion effect at player position
var particleCount = 20;
var particles = [];
for (var i = 0; i < particleCount; i++) {
var particle = new PlayerParticle();
game.addChild(particle);
particle.x = player.x;
particle.y = player.y;
// Random direction
var angle = Math.random() * Math.PI * 2;
var speed = 2 + Math.random() * 5;
particle.vx = Math.cos(angle) * speed;
particle.vy = Math.sin(angle) * speed;
// Random rotation and scale for variety
particle.rotation = Math.random() * Math.PI * 2;
// Set random lifespan
particle.lifespan = 800 + Math.random() * 1200;
particle.birthTime = Date.now();
// Add to particles array for tracking
particles.push(particle);
}
// Hide the original player
player.visible = false;
}
function gameOver() {
// Check if player has a lifesaver
if (hasLifesaver) {
// Use the lifesaver instead of ending the game
hasLifesaver = false;
// Play sound for using lifesaver
LK.getSound('powerup_collect').play();
// Remove indicator if it exists
if (player.lifesaverIndicator) {
player.lifesaverIndicator.destroy();
player.lifesaverIndicator = null;
}
// Make player temporarily invincible
player.hasShield = true;
player.tint = 0x00FFFF;
// Flash player to indicate invincibility
var flashCount = 0;
var flashInterval = LK.setInterval(function () {
player.visible = !player.visible;
flashCount++;
if (flashCount >= 10) {
LK.clearInterval(flashInterval);
player.visible = true;
player.hasShield = false;
player.tint = 0xFFFFFF;
}
}, 100);
// Move player to a safe lane
var safeLane = findSafeLane();
player.moveLane(safeLane);
// Add bonus score for using lifesaver
score += 100;
LK.setScore(score);
updateUI();
return; // Don't trigger actual game over
}
LK.getSound('crash').play();
// Update high score if needed
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
}
// Save final coin count to ensure it persists after game over
storage.coinCount = coinCount;
// Update leaderboard with current score
addToLeaderboard(score);
// Clear intervals
LK.clearInterval(speedIncreaseInterval);
// Show game over screen immediately without delay
LK.showGameOver();
}
// Helper function to find the safest lane
function findSafeLane() {
// Count objects in each lane near the player
var laneDanger = [0, 0, 0, 0];
// Check buses in each lane
for (var i = 0; i < buses.length; i++) {
if (Math.abs(buses[i].y - player.y) < 500) {
laneDanger[buses[i].lane] += 2;
}
}
// Find the lane with minimum danger
var minDanger = 999;
var safestLane = player.lane;
for (var i = 0; i < 4; i++) {
if (laneDanger[i] < minDanger) {
minDanger = laneDanger[i];
safestLane = i;
}
}
return safestLane;
}
// Touch/swipe controls
var startY, startX;
var MIN_SWIPE_DISTANCE = 30;
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;
}
// Lower the minimum swipe distance to make it more sensitive
var MIN_SWIPE_DISTANCE = 30;
// Detect swipe direction
if (absDeltaX > MIN_SWIPE_DISTANCE || absDeltaY > MIN_SWIPE_DISTANCE) {
// Horizontal swipe detection (left/right) - always move only to adjacent lane
if (absDeltaX > absDeltaY) {
if (deltaX > 0) {
// Swipe right - move to adjacent right lane if possible
var newLane = Math.min(player.lane + 1, 3);
// Check if killTweensOf exists before calling it
if (tween.killTweensOf) {
tween.killTweensOf(player); // Kill any existing movement tweens
}
// Shorter duration for faster response
tween(player, {
x: roadPositions[newLane]
}, {
duration: 100,
// Faster movement
easing: tween.easeOut
});
player.lane = newLane; // Update player lane
} else {
// Swipe left - move to adjacent left lane if possible
var newLane = Math.max(player.lane - 1, 0);
// Check if killTweensOf exists before calling it
if (tween.killTweensOf) {
tween.killTweensOf(player);
}
// Shorter duration for faster response
tween(player, {
x: roadPositions[newLane]
}, {
duration: 100,
// Faster movement
easing: tween.easeOut
});
player.lane = newLane; // Update player lane
}
}
// 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) {
// Don't do any movement when game hasn't started
return;
}
// Update distance traveled
distanceTraveled += gameSpeed;
updateUI();
// Check for collisions
checkCollisions();
// No obstacles to update since we don't spawn them anymore
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 = buses.length - 1; i >= 0; i--) {
if (buses[i]) buses[i].update();
}
// Update lifesavers
for (var i = lifesavers.length - 1; i >= 0; i--) {
if (lifesavers[i]) lifesavers[i].update();
}
// Road lines are now stationary
// Update all PlayerParticle instances that might be in the scene
var particles = game.children.filter(function (child) {
return child instanceof PlayerParticle;
});
for (var i = 0; i < particles.length; i++) {
particles[i].update();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -134,8 +134,45 @@
animateStep(0);
};
return self;
});
+var Lifesaver = Container.expand(function () {
+ var self = Container.call(this);
+ var lifesaverSprite = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0xFF0000 // Red color for lifesaver
+ });
+ self.width = lifesaverSprite.width;
+ self.height = lifesaverSprite.height;
+ self.lane = 1;
+ // Pulsate animation with higher visibility
+ function pulsate() {
+ tween(lifesaverSprite, {
+ scaleX: 1.3,
+ scaleY: 1.3
+ }, {
+ duration: 400,
+ onFinish: function onFinish() {
+ tween(lifesaverSprite, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 400,
+ onFinish: pulsate
+ });
+ }
+ });
+ }
+ pulsate();
+ self.update = function () {
+ self.y += gameSpeed;
+ if (self.y > 2732 + self.height) {
+ self.destroy();
+ }
+ };
+ return self;
+});
var MiniBus = Container.expand(function () {
var self = Container.call(this);
// Replace bus sprite with jumpboard
var busSprite = self.attachAsset('jumpboard', {
@@ -418,8 +455,9 @@
var coins = [];
var powerups = [];
var buses = [];
var roadLines = [];
+var lifesavers = [];
var ground;
var gameSpeed = 5;
var initialGameSpeed = 5;
var maxGameSpeed = 15;
@@ -430,8 +468,10 @@
var coinValue = 10;
var highScore = storage.highScore || 0;
var hasMagnet = false;
var magnetRange = 200;
+var hasLifesaver = false;
+var lifesaverSpawnInterval;
// Define the 4 road positions (vertical lanes)
var roadWidth = 2048 / 4;
var roadPositions = [roadWidth * 0.5, roadWidth * 1.5, roadWidth * 2.5, roadWidth * 3.5];
// Lane positions for player, obstacles and collectibles
@@ -607,8 +647,11 @@
// Start spawning obstacles, coins, and powerups
spawnObstacles();
spawnCoins();
spawnPowerups();
+ // Reset lifesaver state
+ hasLifesaver = false;
+ lifesavers = [];
// Play background music
LK.playMusic('bgmusic');
}
function updateUI() {
@@ -755,8 +798,41 @@
powerup.setType(randomType);
powerups.push(powerup);
game.addChild(powerup);
}, 15000); // Powerups appear less frequently
+ // Start lifesaver spawning
+ lifesaverSpawnInterval = LK.setInterval(function () {
+ if (!gameStarted) return;
+ // Only spawn if player doesn't already have a lifesaver
+ if (!hasLifesaver) {
+ var lifesaver = new Lifesaver();
+ lifesaver.lane = Math.floor(Math.random() * 4);
+ // Use a lane that has less obstacles if possible
+ var laneCounts = [0, 0, 0, 0];
+ for (var i = 0; i < buses.length; i++) {
+ if (buses[i].y < 0) {
+ laneCounts[buses[i].lane]++;
+ }
+ }
+ // Find lane with fewest obstacles
+ var minCount = 999;
+ var bestLane = lifesaver.lane;
+ for (var i = 0; i < 4; i++) {
+ if (laneCounts[i] < minCount) {
+ minCount = laneCounts[i];
+ bestLane = i;
+ }
+ }
+ // 70% chance to use the best lane
+ if (Math.random() < 0.7) {
+ lifesaver.lane = bestLane;
+ }
+ lifesaver.x = roadPositions[lifesaver.lane];
+ lifesaver.y = -lifesaver.height;
+ lifesavers.push(lifesaver);
+ game.addChild(lifesaver);
+ }
+ }, 20000); // Lifesavers appear less frequently than regular powerups
}
// Function to reset all coins in the game (only visual coins, not the count)
function resetCoins() {
// Remove all existing coins on screen
@@ -850,8 +926,26 @@
player.hasShield = false;
player.tint = 0xFFFFFF;
continue;
}
+ // Flash warning when player is about to collide with a bus
+ if (!player.warningShown && bus.y < player.y && bus.y > player.y - 300) {
+ player.warningShown = true;
+ // Flash the player to warn of incoming danger
+ var flashCount = 0;
+ var warningInterval = LK.setInterval(function () {
+ player.alpha = player.alpha === 1 ? 0.5 : 1;
+ flashCount++;
+ if (flashCount >= 6) {
+ LK.clearInterval(warningInterval);
+ player.alpha = 1;
+ // Reset warning after a delay
+ LK.setTimeout(function () {
+ player.warningShown = false;
+ }, 1000);
+ }
+ }, 100);
+ }
// Collision occurred
createPlayerParticles();
gameOver();
break;
@@ -919,8 +1013,34 @@
powerups.splice(i, 1);
powerup.destroy();
}
}
+ // Check lifesaver collections
+ for (var i = lifesavers.length - 1; i >= 0; i--) {
+ var lifesaver = lifesavers[i];
+ // Check if player collects the lifesaver
+ if (player.lane === lifesaver.lane && Math.abs(player.y - lifesaver.y) < (player.height + lifesaver.height) / 2) {
+ // Apply lifesaver effect
+ hasLifesaver = true;
+ // Visual indicator that player has a lifesaver
+ var indicator = new Text2("❤️", {
+ size: 60,
+ fill: 0xFF0000
+ });
+ indicator.anchor.set(0.5, 0.5);
+ player.addChild(indicator);
+ indicator.y = -player.height / 2 - 30;
+ // Save the indicator for later removal
+ player.lifesaverIndicator = indicator;
+ LK.getSound('powerup_collect').play();
+ score += 50;
+ LK.setScore(score);
+ updateUI();
+ // Remove the collected lifesaver
+ lifesavers.splice(i, 1);
+ lifesaver.destroy();
+ }
+ }
}
function collectCoin(coin, index) {
LK.getSound('coin_collect').play();
score += coinValue;
@@ -996,8 +1116,43 @@
// Hide the original player
player.visible = false;
}
function gameOver() {
+ // Check if player has a lifesaver
+ if (hasLifesaver) {
+ // Use the lifesaver instead of ending the game
+ hasLifesaver = false;
+ // Play sound for using lifesaver
+ LK.getSound('powerup_collect').play();
+ // Remove indicator if it exists
+ if (player.lifesaverIndicator) {
+ player.lifesaverIndicator.destroy();
+ player.lifesaverIndicator = null;
+ }
+ // Make player temporarily invincible
+ player.hasShield = true;
+ player.tint = 0x00FFFF;
+ // Flash player to indicate invincibility
+ var flashCount = 0;
+ var flashInterval = LK.setInterval(function () {
+ player.visible = !player.visible;
+ flashCount++;
+ if (flashCount >= 10) {
+ LK.clearInterval(flashInterval);
+ player.visible = true;
+ player.hasShield = false;
+ player.tint = 0xFFFFFF;
+ }
+ }, 100);
+ // Move player to a safe lane
+ var safeLane = findSafeLane();
+ player.moveLane(safeLane);
+ // Add bonus score for using lifesaver
+ score += 100;
+ LK.setScore(score);
+ updateUI();
+ return; // Don't trigger actual game over
+ }
LK.getSound('crash').play();
// Update high score if needed
if (score > highScore) {
highScore = score;
@@ -1011,8 +1166,29 @@
LK.clearInterval(speedIncreaseInterval);
// Show game over screen immediately without delay
LK.showGameOver();
}
+// Helper function to find the safest lane
+function findSafeLane() {
+ // Count objects in each lane near the player
+ var laneDanger = [0, 0, 0, 0];
+ // Check buses in each lane
+ for (var i = 0; i < buses.length; i++) {
+ if (Math.abs(buses[i].y - player.y) < 500) {
+ laneDanger[buses[i].lane] += 2;
+ }
+ }
+ // Find the lane with minimum danger
+ var minDanger = 999;
+ var safestLane = player.lane;
+ for (var i = 0; i < 4; i++) {
+ if (laneDanger[i] < minDanger) {
+ minDanger = laneDanger[i];
+ safestLane = i;
+ }
+ }
+ return safestLane;
+}
// Touch/swipe controls
var startY, startX;
var MIN_SWIPE_DISTANCE = 30;
game.down = function (x, y) {
@@ -1104,8 +1280,12 @@
}
for (var i = buses.length - 1; i >= 0; i--) {
if (buses[i]) buses[i].update();
}
+ // Update lifesavers
+ for (var i = lifesavers.length - 1; i >= 0; i--) {
+ if (lifesavers[i]) lifesavers[i].update();
+ }
// Road lines are now stationary
// Update all PlayerParticle instances that might be in the scene
var particles = game.children.filter(function (child) {
return child instanceof PlayerParticle;