/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var AICar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('aiCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 0;
self.speed = 0;
self.active = true;
self.init = function (lane, yPos, speed) {
self.lane = lane || Math.floor(Math.random() * 5);
self.y = yPos || -300;
self.x = 400 + self.lane * 300;
self.speed = speed || Math.random() * 3 + 2;
self.active = true;
return self;
};
self.update = function () {
if (!self.active) {
return;
}
self.y += self.speed * gameSpeed;
// If car is off screen, mark for removal
if (self.y > 2832) {
self.active = false;
overtakeCount += 1;
LK.setScore(LK.getScore() + 10);
LK.getSound('overtake').play();
}
};
return self;
});
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 2; // Middle lane (0-indexed: 0, 1, 2, 3, 4)
self.speed = 5;
self.canMove = true;
self.currentBoost = 0;
self.maxBoost = 100;
self.moveToLane = function (lane) {
if (!self.canMove) {
return;
}
if (lane >= 0 && lane <= 4 && lane !== self.lane) {
self.canMove = false;
var targetX = 400 + lane * 300;
tween(self, {
x: targetX
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.lane = lane;
self.canMove = true;
}
});
}
};
self.applyBoost = function () {
if (self.currentBoost > 0) {
gameSpeed = baseGameSpeed * 1.5;
self.currentBoost -= 1;
if (self.currentBoost <= 0) {
gameSpeed = baseGameSpeed;
}
}
};
self.crash = function () {
LK.getSound('crash').play();
self.canMove = false;
LK.effects.flashObject(self, 0xff0000, 500);
gameSpeed = baseGameSpeed * 0.3;
LK.setTimeout(function () {
self.canMove = true;
gameSpeed = baseGameSpeed;
}, 1500);
};
return self;
});
var TrackElement = Container.expand(function () {
var self = Container.call(this);
self.type = 'line'; // 'line', 'boost', 'obstacle'
self.active = true;
self.init = function (type, lane, yPos) {
self.type = type || 'line';
self.active = true;
var assetId = 'trackLine';
if (type === 'boost') {
assetId = 'speedBoost';
} else if (type === 'obstacle') {
assetId = 'obstacle';
}
var elementGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = lane || 0;
var x = self.type === 'line' ? 250 + lane * 300 : 400 + lane * 300;
self.x = x;
self.y = yPos || -100;
return self;
};
self.update = function () {
if (!self.active) {
return;
}
self.y += 7 * gameSpeed;
// If element is off screen, mark for removal
if (self.y > 2832) {
self.active = false;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x008800
});
/****
* Game Code
****/
// Game variables
var gameStarted = false;
var baseGameSpeed = 1.0;
var gameSpeed = baseGameSpeed;
var lastUpdate = Date.now();
var trackPosition = 0;
var spawnCounter = 0;
var difficultyLevel = 1;
var overtakeCount = 0;
var distanceTraveled = 0;
var raceTarget = 1000; // meters to complete the race
// Track configuration
var trackWidth = 1500;
var trackHeight = 2732;
var laneCount = 5;
var laneWidth = 300;
// Game elements
var player;
var trackElements = [];
var aiCars = [];
// UI elements
var scoreTxt;
var speedTxt;
var boostTxt;
var distanceTxt;
// Initialize game
function initGame() {
// Set background
game.setBackgroundColor(0x005500);
// Create the track
createTrack();
// Create player car
player = new PlayerCar();
player.x = 400 + player.lane * 300; // Position in middle lane
player.y = 2200; // Position near bottom of screen
game.addChild(player);
// Initialize UI
createUI();
// Start game
gameStarted = true;
LK.playMusic('raceMusic');
LK.getSound('engine').play();
}
function createTrack() {
// Create track background (lanes)
for (var i = 0; i < laneCount; i++) {
var lane = LK.getAsset('trackLane', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7
});
lane.x = 400 + i * 300;
lane.y = 1366; // Middle of screen
lane.height = trackHeight;
game.addChild(lane);
}
// Create initial track lines
for (var i = 0; i < 15; i++) {
for (var j = 0; j < laneCount - 1; j++) {
var line = new TrackElement().init('line', j, i * 200);
trackElements.push(line);
game.addChild(line);
}
}
}
function createUI() {
// Score display
scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -300; // Offset from right edge
// Speed display
speedTxt = new Text2('Speed: 100 km/h', {
size: 60,
fill: 0xFFFFFF
});
speedTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(speedTxt);
speedTxt.x = -300; // Offset from right edge
speedTxt.y = 70; // Below score
// Boost display
boostTxt = new Text2('Boost: 0%', {
size: 60,
fill: 0xFFFFFF
});
boostTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(boostTxt);
boostTxt.x = -300; // Offset from right edge
boostTxt.y = 140; // Below speed
// Distance display
distanceTxt = new Text2('Distance: 0m / ' + raceTarget + 'm', {
size: 60,
fill: 0xFFFFFF
});
distanceTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(distanceTxt);
distanceTxt.y = 70; // Below top
}
function updateUI() {
scoreTxt.setText('Score: ' + LK.getScore());
speedTxt.setText('Speed: ' + Math.floor(100 * gameSpeed) + ' km/h');
boostTxt.setText('Boost: ' + player.currentBoost + '%');
distanceTxt.setText('Distance: ' + Math.floor(distanceTraveled) + 'm / ' + raceTarget + 'm');
}
function spawnTrackElements() {
spawnCounter++;
// Spawn track lines
if (spawnCounter % 20 === 0) {
for (var j = 0; j < laneCount - 1; j++) {
var line = new TrackElement().init('line', j, -100);
trackElements.push(line);
game.addChild(line);
}
}
// Spawn boost (less frequent)
if (spawnCounter % 180 === 0) {
var boostLane = Math.floor(Math.random() * laneCount);
var boost = new TrackElement().init('boost', boostLane, -100);
trackElements.push(boost);
game.addChild(boost);
}
// Spawn obstacles (frequency increases with difficulty)
if (spawnCounter % Math.max(100 - difficultyLevel * 10, 30) === 0) {
var obstacleLane = Math.floor(Math.random() * laneCount);
var obstacle = new TrackElement().init('obstacle', obstacleLane, -100);
trackElements.push(obstacle);
game.addChild(obstacle);
}
// Spawn AI cars
if (spawnCounter % Math.max(120 - difficultyLevel * 15, 40) === 0) {
var aiLane = Math.floor(Math.random() * laneCount);
// Don't spawn in same lane too often
if (aiCars.length > 0) {
var lastCar = aiCars[aiCars.length - 1];
if (lastCar.lane === aiLane && lastCar.y > -1000) {
aiLane = (aiLane + 1) % laneCount;
}
}
var aiSpeed = Math.random() * 2 + 2 + difficultyLevel * 0.3;
var ai = new AICar().init(aiLane, -300, aiSpeed);
aiCars.push(ai);
game.addChild(ai);
}
}
function checkCollisions() {
// Check player collisions with AI cars
for (var i = 0; i < aiCars.length; i++) {
var car = aiCars[i];
if (car.active && player.lane === car.lane) {
// Check vertical collision
var playerTop = player.y - player.height / 2;
var playerBottom = player.y + player.height / 2;
var carTop = car.y - car.height / 2;
var carBottom = car.y + car.height / 2;
if (playerTop < carBottom && playerBottom > carTop) {
player.crash();
car.active = false; // Remove the AI car
LK.setScore(Math.max(0, LK.getScore() - 50)); // Penalty
break;
}
}
}
// Check player collisions with track elements
for (var i = 0; i < trackElements.length; i++) {
var element = trackElements[i];
if (element.active && element.type !== 'line') {
// Only check boost and obstacle elements
if (player.lane === element.lane) {
// Check vertical collision
var playerTop = player.y - player.height / 3; // Smaller collision area
var playerBottom = player.y + player.height / 3;
var elementTop = element.y - element.height / 2;
var elementBottom = element.y + element.height / 2;
if (playerTop < elementBottom && playerBottom > elementTop) {
if (element.type === 'boost') {
// Collect boost
player.currentBoost = Math.min(player.maxBoost, player.currentBoost + 25);
LK.getSound('boost').play();
LK.setScore(LK.getScore() + 20);
} else if (element.type === 'obstacle') {
// Hit obstacle
player.crash();
LK.setScore(Math.max(0, LK.getScore() - 30));
}
element.active = false;
break;
}
}
}
}
}
function cleanupInactiveElements() {
// Clean up track elements
for (var i = trackElements.length - 1; i >= 0; i--) {
if (!trackElements[i].active) {
trackElements[i].destroy();
trackElements.splice(i, 1);
}
}
// Clean up AI cars
for (var i = aiCars.length - 1; i >= 0; i--) {
if (!aiCars[i].active) {
aiCars[i].destroy();
aiCars.splice(i, 1);
}
}
}
function updateDifficulty() {
// Increase difficulty based on distance traveled
difficultyLevel = 1 + Math.floor(distanceTraveled / 200);
// Cap difficulty at level 10
if (difficultyLevel > 10) {
difficultyLevel = 10;
}
// Store high score
if (LK.getScore() > (storage.highScore || 0)) {
storage.highScore = LK.getScore();
}
// Check win condition
if (distanceTraveled >= raceTarget) {
LK.showYouWin();
}
}
// Input handling
game.down = function (x, y, obj) {
if (!gameStarted) {
initGame();
return;
}
// Determine tap position and move accordingly
if (x < 1024) {
// Left half of screen
// Move left
player.moveToLane(Math.max(0, player.lane - 1));
} else {
// Right half of screen
// Move right
player.moveToLane(Math.min(4, player.lane + 1));
}
};
// Apply boost on move up
game.up = function (x, y, obj) {
if (gameStarted && y > 2000) {
// Only trigger boost for taps in bottom area
player.applyBoost();
}
};
// Main game loop
game.update = function () {
if (!gameStarted) {
return;
}
// Calculate delta time
var now = Date.now();
var deltaTime = now - lastUpdate;
lastUpdate = now;
// Update distance traveled
distanceTraveled += deltaTime / 1000 * gameSpeed * 50;
// Update track elements
spawnTrackElements();
// Update all active track elements
for (var i = 0; i < trackElements.length; i++) {
trackElements[i].update();
}
// Update all active AI cars
for (var i = 0; i < aiCars.length; i++) {
aiCars[i].update();
}
// Check for collisions
checkCollisions();
// Clean up inactive elements
cleanupInactiveElements();
// Update difficulty
updateDifficulty();
// Update UI
updateUI();
};
// Initialize the start screen
function initStartScreen() {
game.setBackgroundColor(0x005500);
var titleText = new Text2('Formula Speed', {
size: 120,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 900;
game.addChild(titleText);
var subtitleText = new Text2('Grand Prix Challenge', {
size: 80,
fill: 0xFFFFFF
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 1024;
subtitleText.y = 1020;
game.addChild(subtitleText);
var instructionText = new Text2('Tap Left/Right to Change Lanes\nTap Bottom to Use Boost', {
size: 60,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 1200;
game.addChild(instructionText);
// Show high score if available
if (storage.highScore) {
var highScoreText = new Text2('High Score: ' + storage.highScore, {
size: 60,
fill: 0xFFFFFF
});
highScoreText.anchor.set(0.5, 0.5);
highScoreText.x = 1024;
highScoreText.y = 1300;
game.addChild(highScoreText);
}
var startText = new Text2('Tap Anywhere to Start', {
size: 70,
fill: 0xFFFFFF
});
startText.anchor.set(0.5, 0.5);
startText.x = 1024;
startText.y = 1450;
game.addChild(startText);
// Create a demo car
var demoCar = LK.getAsset('car', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1700
});
game.addChild(demoCar);
// Animate the demo car
var _animateDemoCar = function animateDemoCar() {
tween(demoCar, {
y: 1650
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(demoCar, {
y: 1750
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: _animateDemoCar
});
}
});
};
_animateDemoCar();
}
// Start with the intro screen
initStartScreen(); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,494 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var AICar = Container.expand(function () {
+ var self = Container.call(this);
+ var carGraphics = self.attachAsset('aiCar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.lane = 0;
+ self.speed = 0;
+ self.active = true;
+ self.init = function (lane, yPos, speed) {
+ self.lane = lane || Math.floor(Math.random() * 5);
+ self.y = yPos || -300;
+ self.x = 400 + self.lane * 300;
+ self.speed = speed || Math.random() * 3 + 2;
+ self.active = true;
+ return self;
+ };
+ self.update = function () {
+ if (!self.active) {
+ return;
+ }
+ self.y += self.speed * gameSpeed;
+ // If car is off screen, mark for removal
+ if (self.y > 2832) {
+ self.active = false;
+ overtakeCount += 1;
+ LK.setScore(LK.getScore() + 10);
+ LK.getSound('overtake').play();
+ }
+ };
+ return self;
+});
+var PlayerCar = Container.expand(function () {
+ var self = Container.call(this);
+ var carGraphics = self.attachAsset('car', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.lane = 2; // Middle lane (0-indexed: 0, 1, 2, 3, 4)
+ self.speed = 5;
+ self.canMove = true;
+ self.currentBoost = 0;
+ self.maxBoost = 100;
+ self.moveToLane = function (lane) {
+ if (!self.canMove) {
+ return;
+ }
+ if (lane >= 0 && lane <= 4 && lane !== self.lane) {
+ self.canMove = false;
+ var targetX = 400 + lane * 300;
+ tween(self, {
+ x: targetX
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ self.lane = lane;
+ self.canMove = true;
+ }
+ });
+ }
+ };
+ self.applyBoost = function () {
+ if (self.currentBoost > 0) {
+ gameSpeed = baseGameSpeed * 1.5;
+ self.currentBoost -= 1;
+ if (self.currentBoost <= 0) {
+ gameSpeed = baseGameSpeed;
+ }
+ }
+ };
+ self.crash = function () {
+ LK.getSound('crash').play();
+ self.canMove = false;
+ LK.effects.flashObject(self, 0xff0000, 500);
+ gameSpeed = baseGameSpeed * 0.3;
+ LK.setTimeout(function () {
+ self.canMove = true;
+ gameSpeed = baseGameSpeed;
+ }, 1500);
+ };
+ return self;
+});
+var TrackElement = Container.expand(function () {
+ var self = Container.call(this);
+ self.type = 'line'; // 'line', 'boost', 'obstacle'
+ self.active = true;
+ self.init = function (type, lane, yPos) {
+ self.type = type || 'line';
+ self.active = true;
+ var assetId = 'trackLine';
+ if (type === 'boost') {
+ assetId = 'speedBoost';
+ } else if (type === 'obstacle') {
+ assetId = 'obstacle';
+ }
+ var elementGraphics = self.attachAsset(assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.lane = lane || 0;
+ var x = self.type === 'line' ? 250 + lane * 300 : 400 + lane * 300;
+ self.x = x;
+ self.y = yPos || -100;
+ return self;
+ };
+ self.update = function () {
+ if (!self.active) {
+ return;
+ }
+ self.y += 7 * gameSpeed;
+ // If element is off screen, mark for removal
+ if (self.y > 2832) {
+ self.active = false;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x008800
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var gameStarted = false;
+var baseGameSpeed = 1.0;
+var gameSpeed = baseGameSpeed;
+var lastUpdate = Date.now();
+var trackPosition = 0;
+var spawnCounter = 0;
+var difficultyLevel = 1;
+var overtakeCount = 0;
+var distanceTraveled = 0;
+var raceTarget = 1000; // meters to complete the race
+// Track configuration
+var trackWidth = 1500;
+var trackHeight = 2732;
+var laneCount = 5;
+var laneWidth = 300;
+// Game elements
+var player;
+var trackElements = [];
+var aiCars = [];
+// UI elements
+var scoreTxt;
+var speedTxt;
+var boostTxt;
+var distanceTxt;
+// Initialize game
+function initGame() {
+ // Set background
+ game.setBackgroundColor(0x005500);
+ // Create the track
+ createTrack();
+ // Create player car
+ player = new PlayerCar();
+ player.x = 400 + player.lane * 300; // Position in middle lane
+ player.y = 2200; // Position near bottom of screen
+ game.addChild(player);
+ // Initialize UI
+ createUI();
+ // Start game
+ gameStarted = true;
+ LK.playMusic('raceMusic');
+ LK.getSound('engine').play();
+}
+function createTrack() {
+ // Create track background (lanes)
+ for (var i = 0; i < laneCount; i++) {
+ var lane = LK.getAsset('trackLane', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.7
+ });
+ lane.x = 400 + i * 300;
+ lane.y = 1366; // Middle of screen
+ lane.height = trackHeight;
+ game.addChild(lane);
+ }
+ // Create initial track lines
+ for (var i = 0; i < 15; i++) {
+ for (var j = 0; j < laneCount - 1; j++) {
+ var line = new TrackElement().init('line', j, i * 200);
+ trackElements.push(line);
+ game.addChild(line);
+ }
+ }
+}
+function createUI() {
+ // Score display
+ scoreTxt = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ scoreTxt.anchor.set(0, 0);
+ LK.gui.topRight.addChild(scoreTxt);
+ scoreTxt.x = -300; // Offset from right edge
+ // Speed display
+ speedTxt = new Text2('Speed: 100 km/h', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ speedTxt.anchor.set(0, 0);
+ LK.gui.topRight.addChild(speedTxt);
+ speedTxt.x = -300; // Offset from right edge
+ speedTxt.y = 70; // Below score
+ // Boost display
+ boostTxt = new Text2('Boost: 0%', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ boostTxt.anchor.set(0, 0);
+ LK.gui.topRight.addChild(boostTxt);
+ boostTxt.x = -300; // Offset from right edge
+ boostTxt.y = 140; // Below speed
+ // Distance display
+ distanceTxt = new Text2('Distance: 0m / ' + raceTarget + 'm', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ distanceTxt.anchor.set(0.5, 0);
+ LK.gui.top.addChild(distanceTxt);
+ distanceTxt.y = 70; // Below top
+}
+function updateUI() {
+ scoreTxt.setText('Score: ' + LK.getScore());
+ speedTxt.setText('Speed: ' + Math.floor(100 * gameSpeed) + ' km/h');
+ boostTxt.setText('Boost: ' + player.currentBoost + '%');
+ distanceTxt.setText('Distance: ' + Math.floor(distanceTraveled) + 'm / ' + raceTarget + 'm');
+}
+function spawnTrackElements() {
+ spawnCounter++;
+ // Spawn track lines
+ if (spawnCounter % 20 === 0) {
+ for (var j = 0; j < laneCount - 1; j++) {
+ var line = new TrackElement().init('line', j, -100);
+ trackElements.push(line);
+ game.addChild(line);
+ }
+ }
+ // Spawn boost (less frequent)
+ if (spawnCounter % 180 === 0) {
+ var boostLane = Math.floor(Math.random() * laneCount);
+ var boost = new TrackElement().init('boost', boostLane, -100);
+ trackElements.push(boost);
+ game.addChild(boost);
+ }
+ // Spawn obstacles (frequency increases with difficulty)
+ if (spawnCounter % Math.max(100 - difficultyLevel * 10, 30) === 0) {
+ var obstacleLane = Math.floor(Math.random() * laneCount);
+ var obstacle = new TrackElement().init('obstacle', obstacleLane, -100);
+ trackElements.push(obstacle);
+ game.addChild(obstacle);
+ }
+ // Spawn AI cars
+ if (spawnCounter % Math.max(120 - difficultyLevel * 15, 40) === 0) {
+ var aiLane = Math.floor(Math.random() * laneCount);
+ // Don't spawn in same lane too often
+ if (aiCars.length > 0) {
+ var lastCar = aiCars[aiCars.length - 1];
+ if (lastCar.lane === aiLane && lastCar.y > -1000) {
+ aiLane = (aiLane + 1) % laneCount;
+ }
+ }
+ var aiSpeed = Math.random() * 2 + 2 + difficultyLevel * 0.3;
+ var ai = new AICar().init(aiLane, -300, aiSpeed);
+ aiCars.push(ai);
+ game.addChild(ai);
+ }
+}
+function checkCollisions() {
+ // Check player collisions with AI cars
+ for (var i = 0; i < aiCars.length; i++) {
+ var car = aiCars[i];
+ if (car.active && player.lane === car.lane) {
+ // Check vertical collision
+ var playerTop = player.y - player.height / 2;
+ var playerBottom = player.y + player.height / 2;
+ var carTop = car.y - car.height / 2;
+ var carBottom = car.y + car.height / 2;
+ if (playerTop < carBottom && playerBottom > carTop) {
+ player.crash();
+ car.active = false; // Remove the AI car
+ LK.setScore(Math.max(0, LK.getScore() - 50)); // Penalty
+ break;
+ }
+ }
+ }
+ // Check player collisions with track elements
+ for (var i = 0; i < trackElements.length; i++) {
+ var element = trackElements[i];
+ if (element.active && element.type !== 'line') {
+ // Only check boost and obstacle elements
+ if (player.lane === element.lane) {
+ // Check vertical collision
+ var playerTop = player.y - player.height / 3; // Smaller collision area
+ var playerBottom = player.y + player.height / 3;
+ var elementTop = element.y - element.height / 2;
+ var elementBottom = element.y + element.height / 2;
+ if (playerTop < elementBottom && playerBottom > elementTop) {
+ if (element.type === 'boost') {
+ // Collect boost
+ player.currentBoost = Math.min(player.maxBoost, player.currentBoost + 25);
+ LK.getSound('boost').play();
+ LK.setScore(LK.getScore() + 20);
+ } else if (element.type === 'obstacle') {
+ // Hit obstacle
+ player.crash();
+ LK.setScore(Math.max(0, LK.getScore() - 30));
+ }
+ element.active = false;
+ break;
+ }
+ }
+ }
+ }
+}
+function cleanupInactiveElements() {
+ // Clean up track elements
+ for (var i = trackElements.length - 1; i >= 0; i--) {
+ if (!trackElements[i].active) {
+ trackElements[i].destroy();
+ trackElements.splice(i, 1);
+ }
+ }
+ // Clean up AI cars
+ for (var i = aiCars.length - 1; i >= 0; i--) {
+ if (!aiCars[i].active) {
+ aiCars[i].destroy();
+ aiCars.splice(i, 1);
+ }
+ }
+}
+function updateDifficulty() {
+ // Increase difficulty based on distance traveled
+ difficultyLevel = 1 + Math.floor(distanceTraveled / 200);
+ // Cap difficulty at level 10
+ if (difficultyLevel > 10) {
+ difficultyLevel = 10;
+ }
+ // Store high score
+ if (LK.getScore() > (storage.highScore || 0)) {
+ storage.highScore = LK.getScore();
+ }
+ // Check win condition
+ if (distanceTraveled >= raceTarget) {
+ LK.showYouWin();
+ }
+}
+// Input handling
+game.down = function (x, y, obj) {
+ if (!gameStarted) {
+ initGame();
+ return;
+ }
+ // Determine tap position and move accordingly
+ if (x < 1024) {
+ // Left half of screen
+ // Move left
+ player.moveToLane(Math.max(0, player.lane - 1));
+ } else {
+ // Right half of screen
+ // Move right
+ player.moveToLane(Math.min(4, player.lane + 1));
+ }
+};
+// Apply boost on move up
+game.up = function (x, y, obj) {
+ if (gameStarted && y > 2000) {
+ // Only trigger boost for taps in bottom area
+ player.applyBoost();
+ }
+};
+// Main game loop
+game.update = function () {
+ if (!gameStarted) {
+ return;
+ }
+ // Calculate delta time
+ var now = Date.now();
+ var deltaTime = now - lastUpdate;
+ lastUpdate = now;
+ // Update distance traveled
+ distanceTraveled += deltaTime / 1000 * gameSpeed * 50;
+ // Update track elements
+ spawnTrackElements();
+ // Update all active track elements
+ for (var i = 0; i < trackElements.length; i++) {
+ trackElements[i].update();
+ }
+ // Update all active AI cars
+ for (var i = 0; i < aiCars.length; i++) {
+ aiCars[i].update();
+ }
+ // Check for collisions
+ checkCollisions();
+ // Clean up inactive elements
+ cleanupInactiveElements();
+ // Update difficulty
+ updateDifficulty();
+ // Update UI
+ updateUI();
+};
+// Initialize the start screen
+function initStartScreen() {
+ game.setBackgroundColor(0x005500);
+ var titleText = new Text2('Formula Speed', {
+ size: 120,
+ fill: 0xFFFFFF
+ });
+ titleText.anchor.set(0.5, 0.5);
+ titleText.x = 1024;
+ titleText.y = 900;
+ game.addChild(titleText);
+ var subtitleText = new Text2('Grand Prix Challenge', {
+ size: 80,
+ fill: 0xFFFFFF
+ });
+ subtitleText.anchor.set(0.5, 0.5);
+ subtitleText.x = 1024;
+ subtitleText.y = 1020;
+ game.addChild(subtitleText);
+ var instructionText = new Text2('Tap Left/Right to Change Lanes\nTap Bottom to Use Boost', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ instructionText.anchor.set(0.5, 0.5);
+ instructionText.x = 1024;
+ instructionText.y = 1200;
+ game.addChild(instructionText);
+ // Show high score if available
+ if (storage.highScore) {
+ var highScoreText = new Text2('High Score: ' + storage.highScore, {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ highScoreText.anchor.set(0.5, 0.5);
+ highScoreText.x = 1024;
+ highScoreText.y = 1300;
+ game.addChild(highScoreText);
+ }
+ var startText = new Text2('Tap Anywhere to Start', {
+ size: 70,
+ fill: 0xFFFFFF
+ });
+ startText.anchor.set(0.5, 0.5);
+ startText.x = 1024;
+ startText.y = 1450;
+ game.addChild(startText);
+ // Create a demo car
+ var demoCar = LK.getAsset('car', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1024,
+ y: 1700
+ });
+ game.addChild(demoCar);
+ // Animate the demo car
+ var _animateDemoCar = function animateDemoCar() {
+ tween(demoCar, {
+ y: 1650
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(demoCar, {
+ y: 1750
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: _animateDemoCar
+ });
+ }
+ });
+ };
+ _animateDemoCar();
+}
+// Start with the intro screen
+initStartScreen();
\ No newline at end of file