Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
play the kalp sound when I collect hearts in the game
User prompt
play the araba sound when I collect car in the game
User prompt
play the kalp sound when I collect hearts in the game
User prompt
play the para sound when I collect coins in the game
User prompt
Use the hasar sound when he bumps into the anime girl.Use the hasar sound
User prompt
Use the damage sound when he bumps into the anime girl.Use the damage sound
User prompt
I'll start with one life at the beginning of the game
User prompt
remove the market from the game
User prompt
click on the market and the text we open will be in the lower right corner, when we are defeated, it will be under the play again text and
Code edit (7 edits merged)
Please save this source code
User prompt
the market should be in the bottom right corner and we can open it when we are defeated
User prompt
let's add a market
User prompt
always show our highest score when we lose ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
We'll only have three lives, we can't collect any more.
User prompt
Let's collect lives, but not too many lives.
Code edit (1 edits merged)
Please save this source code
User prompt
We get 3 lives and our lives will be shown as hearts in the right corner.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Player Car var Car = Container.expand(function () { var self = Container.call(this); var carAsset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); // For collision, use bounding box of carAsset self.width = carAsset.width; self.height = carAsset.height; // Lane: 0 (left), 1 (center), 2 (right) self.lane = 1; // Move to lane (0,1,2) self.moveToLane = function (lane) { self.lane = lane; // Animate to new x position var targetX = roadLeft + laneWidth * (lane + 0.5); tween(self, { x: targetX }, { duration: 120, easing: tween.cubicOut }); }; return self; }); // Coin (collectible) var Coin = Container.expand(function () { var self = Container.call(this); var coinAsset = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinAsset.width; self.height = coinAsset.height; self.lane = 1; self.setLane = function (lane, y) { self.lane = lane; self.x = roadLeft + laneWidth * (lane + 0.5); self.y = y; }; self.update = function () { self.y += game.roadSpeed; }; return self; }); // Heart (lives display) var Heart = Container.expand(function () { var self = Container.call(this); var heartAsset = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.width = heartAsset.width; self.height = heartAsset.height; self.setPosition = function (index) { self.x = -120 * index; self.y = 150; }; return self; }); // Lane Divider var LaneDivider = Container.expand(function () { var self = Container.call(this); var dividerAsset = self.attachAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5 }); self.width = dividerAsset.width; self.height = dividerAsset.height; // Set lane and position self.setLane = function (lane, y) { self.lane = lane; self.x = roadLeft + laneWidth * (lane + 1); self.y = y; }; // Update per tick self.update = function () { self.y += game.roadSpeed; // Loop to top if out of screen if (self.y > 2732 + self.height / 2) { self.y -= 2732 + self.height; } }; return self; }); // Obstacle (other cars/roadblocks) var Obstacle = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.width = obsAsset.width; self.height = obsAsset.height; // Lane: 0,1,2 self.lane = 1; // Set lane and position self.setLane = function (lane, y) { self.lane = lane; self.x = roadLeft + laneWidth * (lane + 0.5); self.y = y; }; // Update per tick self.update = function () { self.y += game.roadSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Lane divider - white thin rectangle // Road - gray rectangle, wide enough for 3 lanes // Obstacle - red rectangle (other cars/roadblocks) // Car (player) - blue rectangle, rear facing player // Road parameters var roadWidth = 1200; var roadLeft = (2048 - roadWidth) / 2; var laneCount = 3; var laneWidth = roadWidth / laneCount; // Add road background var road = LK.getAsset('road', { anchorX: 0, anchorY: 0 }); road.x = roadLeft; road.y = 0; game.addChild(road); // Lane dividers (2 between 3 lanes, repeated vertically) var laneDividers = []; var dividerCount = Math.ceil(2732 / 400) + 2; for (var l = 0; l < laneCount - 1; l++) { for (var i = 0; i < dividerCount; i++) { var divider = new LaneDivider(); divider.setLane(l, i * 400); laneDividers.push(divider); game.addChild(divider); } } // Player car var car = new Car(); car.y = 2732 - 400; car.moveToLane(1); // Start in center lane car.x = roadLeft + laneWidth * 1.5; game.addChild(car); // Obstacles array var obstacles = []; // Coins array var coins = []; // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Coin counter var coinCount = 0; var coinTxt = new Text2('0', { size: 100, fill: 0xFFFF00 }); coinTxt.anchor.set(1, 0); // right-top coinTxt.x = 0; coinTxt.y = 40; LK.gui.topRight.addChild(coinTxt); // Lives system var lives = 3; var hearts = []; var heartsContainer = new Container(); heartsContainer.x = -20; heartsContainer.y = 0; LK.gui.topRight.addChild(heartsContainer); // Create hearts for lives display for (var i = 0; i < lives; i++) { var heart = new Heart(); heart.setPosition(i); hearts.push(heart); heartsContainer.addChild(heart); } // Game state game.roadSpeed = 16; // Initial speed (pixels per frame) var minRoadSpeed = 16; var maxRoadSpeed = 38; var speedIncreaseInterval = 600; // ticks between speed increases var lastSpeedIncreaseTick = 0; var obstacleInterval = 60; // ticks between obstacles var lastObstacleTick = 0; var gameOver = false; // Touch/drag handling var dragStartX = null; var dragStartLane = null; var dragActive = false; // Helper: get lane from x function getLaneFromX(x) { var relX = x - roadLeft; var lane = Math.floor(relX / laneWidth); if (lane < 0) lane = 0; if (lane > laneCount - 1) lane = laneCount - 1; return lane; } // Helper: clamp lane function clampLane(lane) { if (lane < 0) return 0; if (lane > laneCount - 1) return laneCount - 1; return lane; } // Handle swipe left/right to change lanes game.down = function (x, y, obj) { if (gameOver) return; dragStartX = x; dragStartLane = car.lane; dragActive = true; }; game.move = function (x, y, obj) { if (!dragActive || gameOver) return; var dx = x - dragStartX; // If drag exceeds 120px, move lane if (Math.abs(dx) > 120) { var dir = dx > 0 ? 1 : -1; var newLane = clampLane(dragStartLane + dir); if (newLane !== car.lane) { car.moveToLane(newLane); dragActive = false; // Only allow one lane change per swipe } } }; game.up = function (x, y, obj) { dragActive = false; }; // Main update loop game.update = function () { if (gameOver) return; // Update lane dividers for (var i = 0; i < laneDividers.length; i++) { laneDividers[i].update(); } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.y - obs.height / 2 > 2732) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with car if (obs.intersects(car)) { // Flash screen red LK.effects.flashScreen(0xff0000, 800); // Reduce lives lives--; // Remove one heart if (hearts.length > 0) { var heart = hearts.pop(); heart.destroy(); } // If no more lives, game over if (lives <= 0) { gameOver = true; LK.showGameOver(); return; } else { // Remove this obstacle obs.destroy(); obstacles.splice(i, 1); // Brief invulnerability period car.alpha = 0.5; LK.setTimeout(function () { car.alpha = 1; }, 1500); continue; } } } // Update coins for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; coin.update(); // Remove if off screen if (coin.y - coin.height / 2 > 2732) { coin.destroy(); coins.splice(i, 1); continue; } // Collect coin if (coin.intersects(car)) { score += 10; scoreTxt.setText(score); coinCount += 1; coinTxt.setText(coinCount); coin.destroy(); coins.splice(i, 1); continue; } } // Spawn obstacles if (LK.ticks - lastObstacleTick >= obstacleInterval) { lastObstacleTick = LK.ticks; // Randomly pick 1 or 2 lanes to spawn obstacles var lanesToBlock = []; var blockCount = Math.random() < 0.7 ? 1 : 2; while (lanesToBlock.length < blockCount) { var lane = Math.floor(Math.random() * laneCount); var already = false; for (var j = 0; j < lanesToBlock.length; j++) { if (lanesToBlock[j] === lane) already = true; } if (!already) lanesToBlock.push(lane); } for (var k = 0; k < lanesToBlock.length; k++) { var obs = new Obstacle(); obs.setLane(lanesToBlock[k], -obs.height / 2); obstacles.push(obs); game.addChild(obs); } // Spawn coins in lanes not blocked by obstacles for (var laneIdx = 0; laneIdx < laneCount; laneIdx++) { var blocked = false; for (var b = 0; b < lanesToBlock.length; b++) { if (lanesToBlock[b] === laneIdx) blocked = true; } if (!blocked && Math.random() < 0.7) { // 70% chance to spawn a coin var coin = new Coin(); // Place coin a bit ahead of obstacles coin.setLane(laneIdx, -coin.height / 2 - 120); coins.push(coin); game.addChild(coin); } } } // Increase speed and difficulty over time if (LK.ticks - lastSpeedIncreaseTick >= speedIncreaseInterval) { lastSpeedIncreaseTick = LK.ticks; if (game.roadSpeed < maxRoadSpeed) { game.roadSpeed += 2; if (game.roadSpeed > maxRoadSpeed) game.roadSpeed = maxRoadSpeed; } if (obstacleInterval > 28) { obstacleInterval -= 4; if (obstacleInterval < 28) obstacleInterval = 28; } } // Score: increase by 1 every 10 ticks if (LK.ticks % 10 === 0) { score += 1; scoreTxt.setText(score); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Player Car
var Car = Container.expand(function () {
var self = Container.call(this);
var carAsset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
// For collision, use bounding box of carAsset
self.width = carAsset.width;
self.height = carAsset.height;
// Lane: 0 (left), 1 (center), 2 (right)
self.lane = 1;
// Move to lane (0,1,2)
self.moveToLane = function (lane) {
self.lane = lane;
// Animate to new x position
var targetX = roadLeft + laneWidth * (lane + 0.5);
tween(self, {
x: targetX
}, {
duration: 120,
easing: tween.cubicOut
});
};
return self;
});
// Coin (collectible)
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinAsset = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = coinAsset.width;
self.height = coinAsset.height;
self.lane = 1;
self.setLane = function (lane, y) {
self.lane = lane;
self.x = roadLeft + laneWidth * (lane + 0.5);
self.y = y;
};
self.update = function () {
self.y += game.roadSpeed;
};
return self;
});
// Heart (lives display)
var Heart = Container.expand(function () {
var self = Container.call(this);
var heartAsset = self.attachAsset('heart', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = heartAsset.width;
self.height = heartAsset.height;
self.setPosition = function (index) {
self.x = -120 * index;
self.y = 150;
};
return self;
});
// Lane Divider
var LaneDivider = Container.expand(function () {
var self = Container.call(this);
var dividerAsset = self.attachAsset('laneDivider', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = dividerAsset.width;
self.height = dividerAsset.height;
// Set lane and position
self.setLane = function (lane, y) {
self.lane = lane;
self.x = roadLeft + laneWidth * (lane + 1);
self.y = y;
};
// Update per tick
self.update = function () {
self.y += game.roadSpeed;
// Loop to top if out of screen
if (self.y > 2732 + self.height / 2) {
self.y -= 2732 + self.height;
}
};
return self;
});
// Obstacle (other cars/roadblocks)
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obsAsset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obsAsset.width;
self.height = obsAsset.height;
// Lane: 0,1,2
self.lane = 1;
// Set lane and position
self.setLane = function (lane, y) {
self.lane = lane;
self.x = roadLeft + laneWidth * (lane + 0.5);
self.y = y;
};
// Update per tick
self.update = function () {
self.y += game.roadSpeed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Lane divider - white thin rectangle
// Road - gray rectangle, wide enough for 3 lanes
// Obstacle - red rectangle (other cars/roadblocks)
// Car (player) - blue rectangle, rear facing player
// Road parameters
var roadWidth = 1200;
var roadLeft = (2048 - roadWidth) / 2;
var laneCount = 3;
var laneWidth = roadWidth / laneCount;
// Add road background
var road = LK.getAsset('road', {
anchorX: 0,
anchorY: 0
});
road.x = roadLeft;
road.y = 0;
game.addChild(road);
// Lane dividers (2 between 3 lanes, repeated vertically)
var laneDividers = [];
var dividerCount = Math.ceil(2732 / 400) + 2;
for (var l = 0; l < laneCount - 1; l++) {
for (var i = 0; i < dividerCount; i++) {
var divider = new LaneDivider();
divider.setLane(l, i * 400);
laneDividers.push(divider);
game.addChild(divider);
}
}
// Player car
var car = new Car();
car.y = 2732 - 400;
car.moveToLane(1); // Start in center lane
car.x = roadLeft + laneWidth * 1.5;
game.addChild(car);
// Obstacles array
var obstacles = [];
// Coins array
var coins = [];
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Coin counter
var coinCount = 0;
var coinTxt = new Text2('0', {
size: 100,
fill: 0xFFFF00
});
coinTxt.anchor.set(1, 0); // right-top
coinTxt.x = 0;
coinTxt.y = 40;
LK.gui.topRight.addChild(coinTxt);
// Lives system
var lives = 3;
var hearts = [];
var heartsContainer = new Container();
heartsContainer.x = -20;
heartsContainer.y = 0;
LK.gui.topRight.addChild(heartsContainer);
// Create hearts for lives display
for (var i = 0; i < lives; i++) {
var heart = new Heart();
heart.setPosition(i);
hearts.push(heart);
heartsContainer.addChild(heart);
}
// Game state
game.roadSpeed = 16; // Initial speed (pixels per frame)
var minRoadSpeed = 16;
var maxRoadSpeed = 38;
var speedIncreaseInterval = 600; // ticks between speed increases
var lastSpeedIncreaseTick = 0;
var obstacleInterval = 60; // ticks between obstacles
var lastObstacleTick = 0;
var gameOver = false;
// Touch/drag handling
var dragStartX = null;
var dragStartLane = null;
var dragActive = false;
// Helper: get lane from x
function getLaneFromX(x) {
var relX = x - roadLeft;
var lane = Math.floor(relX / laneWidth);
if (lane < 0) lane = 0;
if (lane > laneCount - 1) lane = laneCount - 1;
return lane;
}
// Helper: clamp lane
function clampLane(lane) {
if (lane < 0) return 0;
if (lane > laneCount - 1) return laneCount - 1;
return lane;
}
// Handle swipe left/right to change lanes
game.down = function (x, y, obj) {
if (gameOver) return;
dragStartX = x;
dragStartLane = car.lane;
dragActive = true;
};
game.move = function (x, y, obj) {
if (!dragActive || gameOver) return;
var dx = x - dragStartX;
// If drag exceeds 120px, move lane
if (Math.abs(dx) > 120) {
var dir = dx > 0 ? 1 : -1;
var newLane = clampLane(dragStartLane + dir);
if (newLane !== car.lane) {
car.moveToLane(newLane);
dragActive = false; // Only allow one lane change per swipe
}
}
};
game.up = function (x, y, obj) {
dragActive = false;
};
// Main update loop
game.update = function () {
if (gameOver) return;
// Update lane dividers
for (var i = 0; i < laneDividers.length; i++) {
laneDividers[i].update();
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.update();
// Remove if off screen
if (obs.y - obs.height / 2 > 2732) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision with car
if (obs.intersects(car)) {
// Flash screen red
LK.effects.flashScreen(0xff0000, 800);
// Reduce lives
lives--;
// Remove one heart
if (hearts.length > 0) {
var heart = hearts.pop();
heart.destroy();
}
// If no more lives, game over
if (lives <= 0) {
gameOver = true;
LK.showGameOver();
return;
} else {
// Remove this obstacle
obs.destroy();
obstacles.splice(i, 1);
// Brief invulnerability period
car.alpha = 0.5;
LK.setTimeout(function () {
car.alpha = 1;
}, 1500);
continue;
}
}
}
// Update coins
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
coin.update();
// Remove if off screen
if (coin.y - coin.height / 2 > 2732) {
coin.destroy();
coins.splice(i, 1);
continue;
}
// Collect coin
if (coin.intersects(car)) {
score += 10;
scoreTxt.setText(score);
coinCount += 1;
coinTxt.setText(coinCount);
coin.destroy();
coins.splice(i, 1);
continue;
}
}
// Spawn obstacles
if (LK.ticks - lastObstacleTick >= obstacleInterval) {
lastObstacleTick = LK.ticks;
// Randomly pick 1 or 2 lanes to spawn obstacles
var lanesToBlock = [];
var blockCount = Math.random() < 0.7 ? 1 : 2;
while (lanesToBlock.length < blockCount) {
var lane = Math.floor(Math.random() * laneCount);
var already = false;
for (var j = 0; j < lanesToBlock.length; j++) {
if (lanesToBlock[j] === lane) already = true;
}
if (!already) lanesToBlock.push(lane);
}
for (var k = 0; k < lanesToBlock.length; k++) {
var obs = new Obstacle();
obs.setLane(lanesToBlock[k], -obs.height / 2);
obstacles.push(obs);
game.addChild(obs);
}
// Spawn coins in lanes not blocked by obstacles
for (var laneIdx = 0; laneIdx < laneCount; laneIdx++) {
var blocked = false;
for (var b = 0; b < lanesToBlock.length; b++) {
if (lanesToBlock[b] === laneIdx) blocked = true;
}
if (!blocked && Math.random() < 0.7) {
// 70% chance to spawn a coin
var coin = new Coin();
// Place coin a bit ahead of obstacles
coin.setLane(laneIdx, -coin.height / 2 - 120);
coins.push(coin);
game.addChild(coin);
}
}
}
// Increase speed and difficulty over time
if (LK.ticks - lastSpeedIncreaseTick >= speedIncreaseInterval) {
lastSpeedIncreaseTick = LK.ticks;
if (game.roadSpeed < maxRoadSpeed) {
game.roadSpeed += 2;
if (game.roadSpeed > maxRoadSpeed) game.roadSpeed = maxRoadSpeed;
}
if (obstacleInterval > 28) {
obstacleInterval -= 4;
if (obstacleInterval < 28) obstacleInterval = 28;
}
}
// Score: increase by 1 every 10 ticks
if (LK.ticks % 10 === 0) {
score += 1;
scoreTxt.setText(score);
}
};
pixel art car top view In-Game asset. 2d. High contrast. No shadows
pixel art coin 2d. In-Game asset. 2d. High contrast. No shadows
pixel art 2d road 3 lane top view
pixel art 2d road 3 lane top view no lane
pixel art 2d white anime girl In-Game asset. 2d. High contrast. No shadows
pixel art 2d heart. In-Game asset. 2d. High contrast. No shadows