User prompt
skor can ve seviye yazıları font olarak güzel bir yazı haline gelsin ve karakter sağ sola giderken tükenmesin
User prompt
seviye seçme yerini kaldır sadece hangi seviyede olduğumuzu metin şeklinde yazsın her 1000 puanda bir bölüm atlasın
User prompt
boyutları eşit bir biçimde olsun
User prompt
en altta kar seviyesi onun üstünde çöl onun üstünde şehir modu olsun
User prompt
üst üste olsun ve aynı boyda olsun
User prompt
seviye seçme yerini sağ alta koy
User prompt
binaları sil ve farklı renkte arabalar ekle ve seviye seçme alanını düzgün bir şekilde yap
User prompt
3 canımız olsun ve bir sonraki seviye şehir seviyesi olsun yolda gidiyoruz ve arabalara çarpamamaya çalışıyoruz ve insanlara sarı çizgili bir yoldayız yan taraftada binalar olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Uçma animasyonu iptal yılan yılanın normal bir hareket olsun yılan ve akrebe vurunca uçsunlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
karakterimizin yılanın ve akrebin animasyonları olsun ve karakterimiz bir yere çarptığında uçsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
pixel yılan şeklinde olsun ve akrepte pixel akrep olsun
User prompt
yan tarafa istediğin seviyeye geçiş yeri gelsin
User prompt
çöl alanında arka plan karamel rengi alsın ve yılan ve akrep geçsin bize zarar vermesinler ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
karakter yön değişimi yavaş olsun
User prompt
ağaç ve kütükler biraz daha uzak olsun
User prompt
skor hızı biraz daha hızlı olsun ve 1000 olunca çöl seviyesine geçelim
User prompt
skorun ne kadar olduğu gözüksün
User prompt
ağaçlar arasında mesafe olsun ve kızağı döndürmek iptal olsun
User prompt
skor 1000 olunca diğer bölüme geçsin ve o bölüm çöl bölümü olsun
User prompt
hafif bir dönüş olsun
User prompt
arka plan rengi beyaz ama kar beyazı olsun ve kızak kaydıkça arkasından 2 tane sürünme izi çıksın ve sağ tarafa gidince hafif 2 yönüne dönsün sola dönünce 2 yönüne ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kızağı iptal et
Code edit (1 edits merged)
Please save this source code
User prompt
Sledding Adventure
Initial prompt
kızağın üstünde ilerleyen bir adam ekle ve bu ekran 2 d olsun ama ileri doğru gitsin ekranda kızağın üstüde oturmuş bir adam ve mouse ile yön verilsin nereye gidileceği o şekilde yapılsın ve önüne engel olarak kesilmiş ağaç ve normal ağaç koy
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Cactus = Container.expand(function () {
var self = Container.call(this);
var cactusGraphics = self.attachAsset('cactus', {
anchorX: 0.5,
anchorY: 1
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Car = Container.expand(function (carType) {
var self = Container.call(this);
var carAssets = ['redCar', 'blueCar', 'greenCar', 'yellowCar'];
var selectedAsset = carType || carAssets[Math.floor(Math.random() * carAssets.length)];
var carGraphics = self.attachAsset(selectedAsset, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.moveDirection = (Math.random() - 0.5) * 2;
self.update = function () {
self.y += self.speed;
self.x += self.moveDirection;
// Keep cars within screen bounds
if (self.x < 100) self.x = 100;
if (self.x > 1948) self.x = 1948;
};
return self;
});
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 1
});
self.speed = 8;
self.maxX = 2048 - 100;
self.minX = 100;
self.lastX = 0;
self.trailPositions = [];
self.moveToX = function (targetX) {
targetX = Math.max(self.minX, Math.min(self.maxX, targetX));
tween(self, {
x: targetX
}, {
duration: 400,
easing: tween.easeOut
});
};
self.update = function () {
// Add sliding animation based on movement
if (self.lastX !== undefined) {
var deltaX = self.x - self.lastX;
characterGraphics.rotation = deltaX * 0.01;
characterGraphics.scaleX = 1 + Math.abs(deltaX) * 0.001;
}
self.lastX = self.x;
};
return self;
});
var Log = Container.expand(function () {
var self = Container.call(this);
var logGraphics = self.attachAsset('log', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
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 = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Rock = Container.expand(function () {
var self = Container.call(this);
var rockGraphics = self.attachAsset('rock', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var SandParticle = Container.expand(function () {
var self = Container.call(this);
var sandGraphics = self.attachAsset('sand', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() * 0.5 + 0.3,
scaleY: Math.random() * 0.5 + 0.3,
alpha: Math.random() * 0.5 + 0.2,
tint: 0xF4A460
});
self.speed = Math.random() * 3 + 2;
self.drift = (Math.random() - 0.5) * 2;
self.update = function () {
self.y += self.speed;
self.x += self.drift;
};
return self;
});
var Scorpion = Container.expand(function () {
var self = Container.call(this);
var scorpionGraphics = self.attachAsset('pixelScorpion', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.moveDirection = (Math.random() - 0.5) * 3;
self.update = function () {
self.y += self.speed;
self.x += self.moveDirection;
// Add scuttling animation
scorpionGraphics.rotation = Math.sin(LK.ticks * 0.2) * 0.3;
scorpionGraphics.scaleY = 1 + Math.sin(LK.ticks * 0.3) * 0.1;
if (self.x < 100 || self.x > 1948) {
self.moveDirection *= -1;
}
};
return self;
});
var Snake = Container.expand(function () {
var self = Container.call(this);
var snakeGraphics = self.attachAsset('pixelSnake', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.moveDirection = (Math.random() - 0.5) * 4;
self.update = function () {
self.y += self.speed;
self.x += self.moveDirection;
if (self.x < 100 || self.x > 1948) {
self.moveDirection *= -1;
}
};
return self;
});
var SnowFlake = Container.expand(function () {
var self = Container.call(this);
var snowGraphics = self.attachAsset('snow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() * 0.5 + 0.3,
scaleY: Math.random() * 0.5 + 0.3,
alpha: Math.random() * 0.7 + 0.3
});
self.speed = Math.random() * 3 + 2;
self.drift = (Math.random() - 0.5) * 2;
self.update = function () {
self.y += self.speed;
self.x += self.drift;
};
return self;
});
var TrailDot = Container.expand(function () {
var self = Container.call(this);
var dot = LK.getAsset('snow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8,
tint: 0x888888
});
self.addChild(dot);
self.speed = 8;
self.alpha = 0.6;
self.update = function () {
self.y += self.speed;
self.alpha -= 0.02;
if (self.alpha <= 0) {
self.alpha = 0;
}
};
return self;
});
var Tree = Container.expand(function () {
var self = Container.call(this);
var treeGraphics = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 1
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xFFFAFA
});
/****
* Game Code
****/
var player;
var obstacles = [];
var snowFlakes = [];
var trailDots = [];
var gameSpeed = 8;
var obstacleSpawnTimer = 0;
var snowSpawnTimer = 0;
var trailSpawnTimer = 0;
var difficultyTimer = 0;
var maxObstacleSpawnRate = 60;
var minObstacleSpawnRate = 30;
var currentObstacleSpawnRate = maxObstacleSpawnRate;
var currentLevel = 1;
var levelTransitioned = false;
var sandParticles = [];
var snakes = [];
var scorpions = [];
var lives = 3;
var cars = [];
var roadLines = [];
var scoreTxt = new Text2('Skor: 0', {
size: 60,
fill: 0x000000
});
scoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -20;
scoreTxt.y = 20;
var livesTxt = new Text2('Can: 3', {
size: 60,
fill: 0x000000
});
livesTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(livesTxt);
livesTxt.x = -20;
livesTxt.y = 90;
// Level selector UI - Better organized and positioned
var levelSelectorContainer = new Container();
levelSelectorContainer.x = 1850;
levelSelectorContainer.y = 2400;
game.addChild(levelSelectorContainer);
// Background for level selector
var selectorBg = LK.getAsset('snow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 12
});
selectorBg.tint = 0x333333;
selectorBg.alpha = 0.7;
levelSelectorContainer.addChild(selectorBg);
// Level selector title
var levelSelectorText = new Text2('SEVİYE', {
size: 45,
fill: 0xFFFFFF
});
levelSelectorText.anchor.set(0.5, 0.5);
levelSelectorText.x = 0;
levelSelectorText.y = -120;
levelSelectorContainer.addChild(levelSelectorText);
// Level 3 button (City) - Top position
var level3Button = LK.getAsset('redCar', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
level3Button.x = 0;
level3Button.y = -60;
level3Button.tint = currentLevel === 3 ? 0xFF0000 : 0x666666;
levelSelectorContainer.addChild(level3Button);
// Level 3 text
var level3Text = new Text2('3', {
size: 35,
fill: 0xFFFFFF
});
level3Text.anchor.set(0.5, 0.5);
level3Text.x = 0;
level3Text.y = -60;
levelSelectorContainer.addChild(level3Text);
// Level 2 button (Sand) - Middle position
var level2Button = LK.getAsset('sand', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2.5
});
level2Button.x = 0;
level2Button.y = 0;
level2Button.tint = currentLevel === 2 ? 0xD2691E : 0x666666;
levelSelectorContainer.addChild(level2Button);
// Level 2 text
var level2Text = new Text2('2', {
size: 35,
fill: 0x000000
});
level2Text.anchor.set(0.5, 0.5);
level2Text.x = 0;
level2Text.y = 0;
levelSelectorContainer.addChild(level2Text);
// Level 1 button (Snow) - Bottom position
var level1Button = LK.getAsset('snow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 2.5
});
level1Button.x = 0;
level1Button.y = 60;
level1Button.tint = currentLevel === 1 ? 0xFFFFFF : 0x666666;
levelSelectorContainer.addChild(level1Button);
// Level 1 text
var level1Text = new Text2('1', {
size: 35,
fill: 0x000000
});
level1Text.anchor.set(0.5, 0.5);
level1Text.x = 0;
level1Text.y = 60;
levelSelectorContainer.addChild(level1Text);
// Initialize player
player = game.addChild(new Character());
player.x = 2048 / 2;
player.y = 2732 - 200;
function spawnObstacle() {
var obstacle;
if (currentLevel === 1) {
var obstacleType = Math.random() < 0.6 ? 'tree' : 'log';
if (obstacleType === 'tree') {
obstacle = new Tree();
} else {
obstacle = new Log();
}
} else if (currentLevel === 2) {
var obstacleType = Math.random() < 0.7 ? 'cactus' : 'rock';
if (obstacleType === 'cactus') {
obstacle = new Cactus();
} else {
obstacle = new Rock();
}
} else {
// Level 3 - City level with different colored cars
var carTypes = ['redCar', 'blueCar', 'greenCar', 'yellowCar'];
var randomCarType = carTypes[Math.floor(Math.random() * carTypes.length)];
var car = new Car(randomCarType);
car.x = Math.random() * (2048 - 400) + 200;
car.y = -150;
car.lastY = car.y;
car.lastIntersecting = false;
cars.push(car);
game.addChild(car);
return;
}
// Ensure spacing between obstacles
var validPosition = false;
var attempts = 0;
var newX;
while (!validPosition && attempts < 20) {
newX = Math.random() * (2048 - 400) + 200;
validPosition = true;
// Check distance from existing obstacles
for (var i = 0; i < obstacles.length; i++) {
var existingObstacle = obstacles[i];
if (existingObstacle.y > -500 && existingObstacle.y < 200) {
var distance = Math.abs(newX - existingObstacle.x);
if (distance < 500) {
validPosition = false;
break;
}
}
}
attempts++;
}
obstacle.x = newX || Math.random() * (2048 - 400) + 200;
obstacle.y = -100;
obstacle.lastY = obstacle.y;
obstacle.lastIntersecting = false;
obstacles.push(obstacle);
game.addChild(obstacle);
}
function spawnSnowFlake() {
if (currentLevel === 1) {
var snowFlake = new SnowFlake();
snowFlake.x = Math.random() * 2048;
snowFlake.y = -50;
snowFlakes.push(snowFlake);
game.addChild(snowFlake);
} else {
var sandParticle = new SandParticle();
sandParticle.x = Math.random() * 2048;
sandParticle.y = -50;
sandParticles.push(sandParticle);
game.addChild(sandParticle);
}
}
function handleMove(x, y, obj) {
if (player) {
player.moveToX(x);
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Check if click is on level selector area
var selectorX = 1850;
var selectorY = 2400;
if (x >= selectorX - 100 && x <= selectorX + 100) {
// Level 3 button (City level) - Top position
if (y >= selectorY - 120 && y <= selectorY - 40) {
currentLevel = 3;
levelTransitioned = true;
game.setBackgroundColor(0x333333); // Dark gray city background
level1Button.tint = 0x666666;
level2Button.tint = 0x666666;
level3Button.tint = 0xFF0000;
// Clear desert enemies and snow
for (var i = snakes.length - 1; i >= 0; i--) {
snakes[i].destroy();
snakes.splice(i, 1);
}
for (var j = scorpions.length - 1; j >= 0; j--) {
scorpions[j].destroy();
scorpions.splice(j, 1);
}
for (var k = sandParticles.length - 1; k >= 0; k--) {
sandParticles[k].destroy();
sandParticles.splice(k, 1);
}
for (var l = snowFlakes.length - 1; l >= 0; l--) {
snowFlakes[l].destroy();
snowFlakes.splice(l, 1);
}
LK.effects.flashScreen(0x0066FF, 1000); // Blue city flash
return;
}
// Level 2 button (Desert level) - Middle position
if (y >= selectorY - 40 && y <= selectorY + 40) {
currentLevel = 2;
levelTransitioned = true;
game.setBackgroundColor(0xD2691E); // Caramel desert background
level1Button.tint = 0x666666;
level2Button.tint = 0xD2691E;
level3Button.tint = 0x666666;
// Clear snow particles and city elements
for (var i = snowFlakes.length - 1; i >= 0; i--) {
snowFlakes[i].destroy();
snowFlakes.splice(i, 1);
}
for (var c = cars.length - 1; c >= 0; c--) {
cars[c].destroy();
cars.splice(c, 1);
}
for (var r = roadLines.length - 1; r >= 0; r--) {
roadLines[r].destroy();
roadLines.splice(r, 1);
}
LK.effects.flashScreen(0xFFD700, 1000); // Golden flash
return;
}
// Level 1 button (Snow level) - Bottom position
if (y >= selectorY + 40 && y <= selectorY + 120) {
currentLevel = 1;
levelTransitioned = false;
game.setBackgroundColor(0xFFFAFA); // White snow background
level1Button.tint = 0xFFFFFF;
level2Button.tint = 0x666666;
level3Button.tint = 0x666666;
// Clear desert enemies
for (var i = snakes.length - 1; i >= 0; i--) {
snakes[i].destroy();
snakes.splice(i, 1);
}
for (var j = scorpions.length - 1; j >= 0; j--) {
scorpions[j].destroy();
scorpions.splice(j, 1);
}
for (var k = sandParticles.length - 1; k >= 0; k--) {
sandParticles[k].destroy();
sandParticles.splice(k, 1);
}
for (var c = cars.length - 1; c >= 0; c--) {
cars[c].destroy();
cars.splice(c, 1);
}
for (var r = roadLines.length - 1; r >= 0; r--) {
roadLines[r].destroy();
roadLines.splice(r, 1);
}
LK.effects.flashScreen(0x87CEEB, 1000); // Light blue flash
return;
}
}
if (player) {
player.moveToX(x);
}
};
game.update = function () {
// Update score based on time survived
LK.setScore(Math.floor(LK.ticks / 3));
scoreTxt.setText('Skor: ' + LK.getScore());
livesTxt.setText('Can: ' + lives);
// Update level selector button states
level1Button.tint = currentLevel === 1 ? 0xFFFFFF : 0x666666;
level2Button.tint = currentLevel === 2 ? 0xD2691E : 0x666666;
level3Button.tint = currentLevel === 3 ? 0xFF0000 : 0x666666;
// Check for level transition at score 1000
if (LK.getScore() >= 1000 && !levelTransitioned) {
currentLevel = 2;
levelTransitioned = true;
game.setBackgroundColor(0xD2691E); // Caramel color for desert
level1Button.tint = 0x888888;
level2Button.tint = 0xD2691E;
LK.effects.flashScreen(0xFFD700, 1500); // Golden flash for level transition
}
// Increase difficulty over time
difficultyTimer++;
if (difficultyTimer % 300 === 0) {
gameSpeed = Math.min(gameSpeed + 0.5, 15);
currentObstacleSpawnRate = Math.max(currentObstacleSpawnRate - 2, minObstacleSpawnRate);
}
// Spawn obstacles
obstacleSpawnTimer++;
if (obstacleSpawnTimer >= currentObstacleSpawnRate) {
spawnObstacle();
obstacleSpawnTimer = 0;
}
// Spawn snow
snowSpawnTimer++;
if (snowSpawnTimer >= 15) {
spawnSnowFlake();
snowSpawnTimer = 0;
}
// Spawn snakes and scorpions in desert level
if (currentLevel === 2 && LK.ticks % 180 === 0) {
var enemyType = Math.random() < 0.5 ? 'snake' : 'scorpion';
if (enemyType === 'snake') {
var snake = new Snake();
snake.x = Math.random() * (2048 - 200) + 100;
snake.y = -100;
snakes.push(snake);
game.addChild(snake);
} else {
var scorpion = new Scorpion();
scorpion.x = Math.random() * (2048 - 200) + 100;
scorpion.y = -100;
scorpions.push(scorpion);
game.addChild(scorpion);
}
}
// Spawn city elements in level 3
if (currentLevel === 3) {
// Spawn road lines
if (LK.ticks % 20 === 0) {
var roadLine = new RoadLine();
roadLine.x = 2048 / 2;
roadLine.y = -50;
roadLines.push(roadLine);
game.addChild(roadLine);
}
}
// Spawn trail dots
trailSpawnTimer++;
if (trailSpawnTimer >= 8) {
// Create two trail dots behind the player
var leftTrail = new TrailDot();
leftTrail.x = player.x - 30;
leftTrail.y = player.y + 20;
trailDots.push(leftTrail);
game.addChild(leftTrail);
var rightTrail = new TrailDot();
rightTrail.x = player.x + 30;
rightTrail.y = player.y + 20;
trailDots.push(rightTrail);
game.addChild(rightTrail);
trailSpawnTimer = 0;
}
// Update and check obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
// Update speed based on game speed
obstacle.speed = gameSpeed;
// Check if obstacle went off screen
if (obstacle.lastY <= 2800 && obstacle.y > 2800) {
obstacle.destroy();
obstacles.splice(i, 1);
continue;
}
// Check collision with player
var currentIntersecting = obstacle.intersects(player);
if (!obstacle.lastIntersecting && currentIntersecting) {
LK.getSound('crash').play();
LK.effects.flashScreen(0xFF0000, 1000);
lives--;
livesTxt.setText('Can: ' + lives);
if (lives <= 0) {
LK.showGameOver();
return;
} else {
// Flash player to show damage
tween(player, {
alpha: 0.3
}, {
duration: 200,
onFinish: function onFinish() {
tween(player, {
alpha: 1
}, {
duration: 200
});
}
});
}
obstacle.destroy();
obstacles.splice(i, 1);
continue;
}
obstacle.lastY = obstacle.y;
obstacle.lastIntersecting = currentIntersecting;
}
// Update and clean up snow flakes
for (var j = snowFlakes.length - 1; j >= 0; j--) {
var snowFlake = snowFlakes[j];
snowFlake.speed = gameSpeed * 0.7;
if (snowFlake.y > 2800 || snowFlake.x < -100 || snowFlake.x > 2148) {
snowFlake.destroy();
snowFlakes.splice(j, 1);
}
}
// Update and clean up sand particles
for (var l = sandParticles.length - 1; l >= 0; l--) {
var sandParticle = sandParticles[l];
sandParticle.speed = gameSpeed * 0.7;
if (sandParticle.y > 2800 || sandParticle.x < -100 || sandParticle.x > 2148) {
sandParticle.destroy();
sandParticles.splice(l, 1);
}
}
// Update and clean up trail dots
for (var k = trailDots.length - 1; k >= 0; k--) {
var trailDot = trailDots[k];
trailDot.speed = gameSpeed;
if (trailDot.y > 2800 || trailDot.alpha <= 0) {
trailDot.destroy();
trailDots.splice(k, 1);
}
}
// Update and clean up snakes (with collision damage)
for (var m = snakes.length - 1; m >= 0; m--) {
var snake = snakes[m];
snake.speed = gameSpeed * 0.8;
// Initialize collision tracking
if (snake.lastIntersecting === undefined) snake.lastIntersecting = false;
// Check collision with player
var currentIntersecting = snake.intersects(player);
if (!snake.lastIntersecting && currentIntersecting) {
// Make snake fly up and rotate
tween(snake, {
y: snake.y - 200,
rotation: Math.PI * 1.5,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 600,
easing: tween.easeOut
});
snake.destroy();
snakes.splice(m, 1);
continue;
}
snake.lastIntersecting = currentIntersecting;
if (snake.y > 2800 || snake.x < -100 || snake.x > 2148) {
snake.destroy();
snakes.splice(m, 1);
}
}
// Update and clean up scorpions (with collision damage)
for (var n = scorpions.length - 1; n >= 0; n--) {
var scorpion = scorpions[n];
scorpion.speed = gameSpeed * 0.8;
// Initialize collision tracking
if (scorpion.lastIntersecting === undefined) scorpion.lastIntersecting = false;
// Check collision with player
var currentIntersecting = scorpion.intersects(player);
if (!scorpion.lastIntersecting && currentIntersecting) {
// Make scorpion fly up and rotate
tween(scorpion, {
y: scorpion.y - 180,
rotation: -Math.PI * 1.2,
scaleX: 0.6,
scaleY: 0.6
}, {
duration: 500,
easing: tween.easeOut
});
scorpion.destroy();
scorpions.splice(n, 1);
continue;
}
scorpion.lastIntersecting = currentIntersecting;
if (scorpion.y > 2800 || scorpion.x < -100 || scorpion.x > 2148) {
scorpion.destroy();
scorpions.splice(n, 1);
}
}
// Update and clean up cars
for (var p = cars.length - 1; p >= 0; p--) {
var car = cars[p];
car.speed = gameSpeed;
// Initialize collision tracking
if (car.lastIntersecting === undefined) car.lastIntersecting = false;
// Check collision with player
var currentIntersecting = car.intersects(player);
if (!car.lastIntersecting && currentIntersecting) {
LK.getSound('crash').play();
LK.effects.flashScreen(0xFF0000, 1000);
lives--;
livesTxt.setText('Can: ' + lives);
if (lives <= 0) {
LK.showGameOver();
return;
} else {
tween(player, {
alpha: 0.3
}, {
duration: 200,
onFinish: function onFinish() {
tween(player, {
alpha: 1
}, {
duration: 200
});
}
});
}
car.destroy();
cars.splice(p, 1);
continue;
}
car.lastIntersecting = currentIntersecting;
if (car.y > 2800) {
car.destroy();
cars.splice(p, 1);
}
}
// Update and clean up road lines
for (var s = roadLines.length - 1; s >= 0; s--) {
var roadLine = roadLines[s];
roadLine.speed = gameSpeed;
if (roadLine.y > 2800) {
roadLine.destroy();
roadLines.splice(s, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -283,10 +283,10 @@
// Level 3 button (City) - Top position
var level3Button = LK.getAsset('redCar', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 2.5,
- scaleY: 2.5
+ scaleX: 0.5,
+ scaleY: 0.5
});
level3Button.x = 0;
level3Button.y = -60;
level3Button.tint = currentLevel === 3 ? 0xFF0000 : 0x666666;
arkasından gördüğümüz kızağa oturan pixel bir çocuk yap. In-Game asset. 2d. High contrast. No shadows
kesilmiş bir pixel ağaç yap sadece kesilmiş tarafı olsun
pixel bir kar yap. In-Game asset. 2d. High contrast. No shadows
pixel kayalar. In-Game asset. 2d. High contrast. No shadows
vazoda olmayan bir çöl kaktüsü yap pixel şekilde. In-Game asset. 2d. High contrast. No shadows
pixel akrep yap. In-Game asset. 2d. High contrast. No shadows
pixel yılan yap. In-Game asset. 2d. High contrast. No shadows
pixel kar tilkisi ekle. In-Game asset. 2d. High contrast. No shadows
kurumuş ağaç ekle pixel şeklinde. In-Game asset. 2d. High contrast. No shadows
yeşil arkası dönük bir pixel araba ekle. In-Game asset. 2d. High contrast. No shadows
arkası dönük mavi bir pixel araba ekle. In-Game asset. 2d. High contrast. No shadows
arkası dönük sarı bir araba ekle pixel şeklinde. In-Game asset. 2d. High contrast. No shadows
at üstünde olan pixel bir adam arkası dönük. In-Game asset. 2d. High contrast. No shadows
pixel mavi kazaklı yüzü dönük çocuk yap. beresi turuncu olsun
pixel motor üstünde bir adam koy arkası dönük olsun. In-Game asset. 2d. High contrast. No shadows