User prompt
When you throw a magic bottle, a magic bottle will appear in your hand, and when you throw the magic bottle, the bottle in your hand will disappear.
User prompt
Let people throw their magic bottles every 10 seconds
User prompt
Let people throw their shield bottles every 7 seconds.
User prompt
Let people throw their magic bottles every 3 seconds.
User prompt
Let people throw the shields every 5.5 points.
User prompt
Increase the number of people on the sidewalk a little.
User prompt
Don't let the shield bottle come out on the road anymore.
User prompt
Make it more likely that people will throw shields.
User prompt
The number of shield bottles on the road should be reduced by a large number.
User prompt
Let the things that people throw give us a shield.
User prompt
They can only crave a shield bottle or crave it and not throw too much.
User prompt
People rarely throw random items at the road
User prompt
Put a drawing of people in the assets section so that I can change the identity of people
User prompt
I need the dignity of people and I need them to be able to draw
User prompt
People assets give it your hands
User prompt
Give people acetity
User prompt
Let people walk on the sidewalk on the right and left
User prompt
Let the colors of the pavement on the right and left of the screen be gray
User prompt
Let the color of the pavement be gray
User prompt
Make a sidewalk in the far right and left corner of the screen so that it does not touch the road
User prompt
If you stop in a lane for more than 10 seconds, start throwing a fireball
User prompt
Make the colors of the enemy cars appear randomly again
User prompt
Don't let the black cars come out, let the white cars come out instead
User prompt
All the windows of the enemy cars that come out randomly are white
User prompt
Make the colors of the enemy car more obvious ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Enemy Car Class // Note: The car sprite is always the first child (self.children[0]) for tinting purposes. var EnemyCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; self.speed = 18; self.update = function () { self.y += self.speed * gameSpeed; }; return self; }); // Fireball Class var Fireball = Container.expand(function () { var self = Container.call(this); var fireball = self.attachAsset('Fireball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 28; self.lane = 1; // --- Health bar for Fireball (ace) --- self.maxLife = 3; self.life = self.maxLife; // Health bar background self.lifeBarBg = self.attachAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 220, y: -90, alpha: 0.92 }); // Health bar border self.lifeBarBorder = self.attachAsset('lifeBarBorder', { anchorX: 0.5, anchorY: 0.5, width: 260, height: 260, y: -90, alpha: 1 }); // Health bar fill self.lifeBar = self.attachAsset('lifeBar', { anchorX: 0.0, anchorY: 0.5, width: 180, height: 60, x: -90, y: -90, alpha: 1 }); // Heart icon self.lifeBarHeart = self.attachAsset('heartIcon', { anchorX: 0.5, anchorY: 0.5, width: 70, height: 70, x: -130, y: -90, alpha: 1 }); // Helper to update fireball health bar UI self.updateLifeBar = function () { // Show only if not full and not dead var show = self.life < self.maxLife && self.life > 0; self.lifeBarBg.visible = show; self.lifeBar.visible = show; self.lifeBarBorder.visible = show; self.lifeBarHeart.visible = show; // Set width proportional to life var minWidth = 24; var w = self.life > 0 ? Math.max(minWidth, Math.round(180 * (self.life / self.maxLife))) : 0; self.lifeBar.width = w; // Hide if dead if (self.life <= 0) { self.lifeBarBg.visible = false; self.lifeBar.visible = false; self.lifeBarBorder.visible = false; self.lifeBarHeart.visible = false; } }; // Initialize bar state self.updateLifeBar(); self.update = function () { // Move fireball down the screen self.y += self.speed * gameSpeed; // Keep health bar above fireball self.lifeBarBg.y = -90; self.lifeBarBorder.y = -90; self.lifeBar.y = -90; self.lifeBarHeart.y = -90; self.lifeBar.x = -90; self.lifeBarHeart.x = -130; self.updateLifeBar(); }; return self; }); // Lane Divider Class var LaneDivider = Container.expand(function () { var self = Container.call(this); var div = self.attachAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.update = function () { self.y += self.speed * gameSpeed; }; return self; }); // Obstacle Class var Obstacle = Container.expand(function () { var self = Container.call(this); var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; self.speed = 18; self.update = function () { self.y += self.speed * gameSpeed; }; return self; }); // Player Car Class var PlayerCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; // 0: left, 1: center, 2: right self.life = playerMaxLife; // Add life property to player car self.setLane = function (laneIdx) { self.lane = laneIdx; // Animate to new lane position var targetX = lanes[self.lane]; // Always reset Y to baseY for lane change if (typeof self.baseY === "undefined") self.baseY = 2732 - 500; tween.stop(self, { scaleX: true, scaleY: true, y: true }); // Squash/stretch effect: squash horizontally, stretch vertically, then restore tween(self, { scaleX: 1.18, scaleY: 0.88 }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicOut }); } }); // Move to new lane and reset Y to baseY (so bounce resumes from correct position) tween(self, { x: targetX, y: self.baseY }, { duration: 120, easing: tween.cubicOut, onUpdate: function onUpdate() { updateLifeBar(); } }); updateLifeBar(); }; // Idle bounce animation for player car self.baseY = 2732 - 500; // Store the base Y for idle bounce self.idleBounce = function () { // Cancel any previous bounce tween.stop(self, { y: true }); // Animate up tween(self, { y: self.baseY - 18 }, { duration: 320, easing: tween.sineInOut, onFinish: function onFinish() { // Animate down tween(self, { y: self.baseY + 18 }, { duration: 320, easing: tween.sineInOut, onFinish: function onFinish() { // Loop bounce self.idleBounce(); } }); } }); }; // Start idle bounce when created self.idleBounce(); // Clamp Y position to prevent slipping up self.update = function () { // If y is above the allowed minimum, clamp it back var minY = 2732 - 700; // Don't let car go above this Y (adjust as needed) if (self.y < minY) { self.y = minY; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Music (background) // Sound for lane change // Sound for crash // Road lane divider // Obstacle (barrier) // Enemy car // Car (player) // Lane positions (3 lanes) // When the player picks up the magic bottle, the car bursts into flames (flame burst effect) // Spell bottle asset (example: blue bottle, 120x180) // Health bar assets // Use spellBottle as heart var laneCount = 3; var laneWidth = 520; // Increased lane width for more space between lanes var lanes = [2048 / 2 - laneWidth, // left 2048 / 2, // center 2048 / 2 + laneWidth // right ]; // Game variables var playerCar; var enemyCars = []; var obstacles = []; var laneDividers = []; var score = 0; var highScore = storage.highScore || 0; var scoreTxt; var highScoreTxt; var gameSpeed = 1; var ticksSinceStart = 0; var swipeStartX = null; var swipeStartY = null; var swipeActive = false; var lastLane = 1; var spawnTick = 0; var dividerSpacing = 320; var dragNode = null; // --- LIFE SYSTEM --- var playerMaxLife = 5; var playerLife = playerMaxLife; // Health bar UI will be handled by a new, clear, and consistent system below // Score display scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0.5); LK.gui.top.addChild(scoreTxt); // Shield timer display var shieldTxt = new Text2('', { size: 80, fill: 0x2BD5E6 }); shieldTxt.anchor.set(0.5, 0.5); LK.gui.top.addChild(shieldTxt); // High Score display highScoreTxt = new Text2('HI: ' + highScore, { size: 60, fill: 0xFFFF00 }); highScoreTxt.anchor.set(0.5, 0.5); LK.gui.top.addChild(highScoreTxt); // Add swipe left gesture to high score text var hiSwipeStartX = null; var hiSwipeStartY = null; var hiSwipeActive = false; highScoreTxt.down = function (x, y, obj) { hiSwipeStartX = x; hiSwipeStartY = y; hiSwipeActive = true; }; highScoreTxt.move = function (x, y, obj) { if (!hiSwipeActive) return; var dx = x - hiSwipeStartX; var dy = y - hiSwipeStartY; // Only consider horizontal swipes, ignore vertical if (Math.abs(dx) > 60 && Math.abs(dx) > Math.abs(dy)) { if (dx < 0) { // Swipe left detected on high score text // Flash the high score text white for feedback tween(highScoreTxt, { tint: 0xffffff }, { duration: 80, yoyo: true, repeat: 1, onComplete: function onComplete() { highScoreTxt.tint = 0xFFFF00; } }); hiSwipeActive = false; } } }; highScoreTxt.up = function (x, y, obj) { hiSwipeActive = false; }; // Start music LK.playMusic('bgmusic'); // Create player car playerCar = new PlayerCar(); playerCar.x = lanes[1]; playerCar.y = 2732 - 500; playerCar.setLane(1); // Shield properties playerCar.shieldActive = false; playerCar.shieldTicks = 0; // Add shield effect asset (invisible by default) var shieldEffect = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.2, scaleY: 1.2, x: playerCar.x, y: playerCar.y, alpha: 0.5, tint: 0xffffff }); shieldEffect.visible = false; game.addChild(shieldEffect); game.addChild(playerCar); // Add two vertical side stripes (left and right) to the play area var sideStripeWidth = 60; var sideStripeHeight = 2732; var leftStripe = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0, width: sideStripeWidth, height: sideStripeHeight, x: sideStripeWidth / 2, y: 0 }); var rightStripe = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0, width: sideStripeWidth, height: sideStripeHeight, x: 2048 - sideStripeWidth / 2, y: 0 }); game.addChild(leftStripe); game.addChild(rightStripe); // Create lane dividers (vertical lines for each lane) // For 3 lanes, we want to copy the center lane divider and place it to the right and left of the center stripe, without adding extra lines // The center divider is between lane 0 and lane 1, and between lane 1 and lane 2 // So, for 3 lanes, we want to draw the two dividers: one between lane 0 and 1, and one between lane 1 and 2 var dividerOffsets = []; // Find the X positions for the two dividers (between lanes) for (var l = 1; l < laneCount; l++) { dividerOffsets.push((lanes[l - 1] + lanes[l]) / 2); } // Now, for each divider, draw a set of stripes down the screen for (var d = 0; d < dividerOffsets.length; d++) { for (var i = 0; i < 10; i++) { // Center LaneDivider var divider = new LaneDivider(); divider.x = dividerOffsets[d]; divider.y = i * dividerSpacing; laneDividers.push(divider); game.addChild(divider); // Left copy var dividerLeft = new LaneDivider(); dividerLeft.x = dividerOffsets[d] - laneWidth; dividerLeft.y = i * dividerSpacing; laneDividers.push(dividerLeft); game.addChild(dividerLeft); // Right copy var dividerRight = new LaneDivider(); dividerRight.x = dividerOffsets[d] + laneWidth; dividerRight.y = i * dividerSpacing; laneDividers.push(dividerRight); game.addChild(dividerRight); } } // Prepare for dynamic spell bottle spawning var spellBottle = null; var spellBottleActive = false; var spellBottleLane = 1; // Add: track last spell bottle spawn tick to limit spawn rate var lastSpellBottleSpawnTick = -1000; // Helper: spawn enemy car, obstacle, or fireball function spawnObstacleOrEnemy() { var y = -300; if (score > 200) { // After 200 points, only spawn barriers (obstacles), and spawn in 2 lanes at once // Pick two different lanes var lanesToUse = []; while (lanesToUse.length < 2) { var idx = Math.floor(Math.random() * laneCount); if (lanesToUse.indexOf(idx) === -1) lanesToUse.push(idx); } for (var i = 0; i < lanesToUse.length; i++) { var obs = new Obstacle(); obs.lane = lanesToUse[i]; obs.x = lanes[lanesToUse[i]]; obs.y = y; obstacles.push(obs); game.addChild(obs); } } else if (score >= 70) { // Only spawn fireballs after 70 points if (!window.fireballs) window.fireballs = []; if (window.fireballs.length < 2) { var laneIdx = Math.floor(Math.random() * laneCount); var fireball = new Fireball(); fireball.lane = laneIdx; fireball.x = lanes[laneIdx]; fireball.y = y; window.fireballs.push(fireball); game.addChild(fireball); } } else { // Randomly decide: 60% enemy car, 25% obstacle, 15% fireball var laneIdx = Math.floor(Math.random() * laneCount); var rand = Math.random(); if (rand < 0.6) { var enemy = new EnemyCar(); enemy.lane = laneIdx; enemy.x = lanes[laneIdx]; enemy.y = y; // Assign a bold, high-contrast color tint to the enemy car for visibility var enemyTints = [0xFF3333, // bright red 0x33A1FF, // bright blue 0xFFD700, // gold 0x00FF66, // neon green 0xFF66FF, // magenta 0xFF9900, // orange 0x00FFFF, // cyan 0x9933FF, // purple 0xFFFFFF, // white 0x222222 // black (for contrast) ]; var randomColor = enemyTints[Math.floor(Math.random() * enemyTints.length)]; if (enemy.children && enemy.children.length > 0) { enemy.children[0].tint = randomColor; } enemyCars.push(enemy); game.addChild(enemy); } else if (rand < 0.85) { var obs = new Obstacle(); obs.lane = laneIdx; obs.x = lanes[laneIdx]; obs.y = y; obstacles.push(obs); game.addChild(obs); } else { // Prevent fireballs from spawning before 60 points if (score >= 60) { // Limit fireballs: only spawn if fewer than 2 are on screen if (!window.fireballs) window.fireballs = []; if (window.fireballs.length < 2) { var fireball = new Fireball(); fireball.lane = laneIdx; fireball.x = lanes[laneIdx]; fireball.y = y; window.fireballs.push(fireball); game.addChild(fireball); } } } } } // Helper: update score function updateScore(val) { score = val; scoreTxt.setText(score); if (score > highScore) { highScore = score; highScoreTxt.setText('HI: ' + highScore); storage.highScore = highScore; } } // Helper: update player health bar UI (global, for use in PlayerCar.setLane and elsewhere) function updateLifeBar() { // Always show the health bar unless dead var showBar = playerLife > 0; if (window.playerHealthBarBg) window.playerHealthBarBg.visible = showBar; if (window.playerHealthBarFill) window.playerHealthBarFill.visible = showBar; if (window.playerHealthBarBorder) window.playerHealthBarBorder.visible = showBar; // Removed: if (window.playerHealthBarHeart) window.playerHealthBarHeart.visible = showBar; // Position above player car if (playerCar && window.playerHealthBarBg && window.playerHealthBarFill && window.playerHealthBarBorder) { var barY = playerCar.y - 140; var barX = playerCar.x; window.playerHealthBarBg.x = barX; window.playerHealthBarBg.y = barY; window.playerHealthBarFill.x = barX - 240; window.playerHealthBarFill.y = barY; window.playerHealthBarBorder.x = barX; window.playerHealthBarBorder.y = barY; // Removed: window.playerHealthBarHeart.x = barX - 320; // Removed: window.playerHealthBarHeart.y = barY; // Set width proportional to life, always show a minimum width if not dead var minWidth = 38; var fillW = playerLife > 0 ? Math.max(minWidth, Math.round(480 * (playerLife / playerMaxLife))) : 0; window.playerHealthBarFill.width = fillW; } // Hide if dead if (playerLife <= 0) { if (window.playerHealthBarBg) window.playerHealthBarBg.visible = false; if (window.playerHealthBarFill) window.playerHealthBarFill.visible = false; if (window.playerHealthBarBorder) window.playerHealthBarBorder.visible = false; // Removed: if (window.playerHealthBarHeart) window.playerHealthBarHeart.visible = false; } } // Touch/drag/swipe handling game.down = function (x, y, obj) { swipeStartX = x; swipeStartY = y; swipeActive = true; dragNode = playerCar; }; game.move = function (x, y, obj) { // Only handle swipe if active if (!swipeActive) return; if (!dragNode) return; var dx = x - swipeStartX; var dy = y - swipeStartY; // Only consider horizontal swipes, ignore vertical if (Math.abs(dx) > 80 && Math.abs(dx) > Math.abs(dy)) { var newLane = playerCar.lane; if (dx < 0 && playerCar.lane > 0) { newLane = playerCar.lane - 1; } else if (dx > 0 && playerCar.lane < laneCount - 1) { newLane = playerCar.lane + 1; } if (newLane !== playerCar.lane) { playerCar.setLane(newLane); LK.getSound('swipe').play(); swipeActive = false; dragNode = null; } } }; game.up = function (x, y, obj) { swipeActive = false; dragNode = null; }; // Main game update loop game.update = function () { ticksSinceStart++; // Adjust acceleration: start at 20 points, increase slowly until 70 points, then ramp up if (score >= 400) { // After 400 points, decrease the speed gradually if (ticksSinceStart % 60 === 0 && gameSpeed > 1) { gameSpeed -= 0.08; if (gameSpeed < 1) gameSpeed = 1; } } else if (score >= 250) { // Between 250 and 400, slow down the speed a little (decelerate) if (ticksSinceStart % 60 === 0 && gameSpeed > 1.2) { gameSpeed -= 0.04; if (gameSpeed < 1.2) gameSpeed = 1.2; } } else if (score >= 70) { // After 70, only fireballs spawn and game returns to normal speed gameSpeed = 1; } else if (score >= 20) { // Between 20 and 70, increase very slowly if (ticksSinceStart % 90 === 0 && gameSpeed < 2) { gameSpeed += 0.04; if (gameSpeed > 2) gameSpeed = 2; } } else { gameSpeed = 1; } // Move lane dividers, loop to top for (var i = 0; i < laneDividers.length; i++) { var div = laneDividers[i]; div.update(); if (div.y > 2732 + 60) { div.y -= dividerSpacing * 10; } } // Spawn or move spell bottle if (!spellBottleActive) { // Determine spawn cooldown and chance based on score var bottleCooldown = score >= 50 ? 300 : 600; // 5s if score>=50, else 10s var bottleChance = score >= 50 ? 1 / 60 : 1 / 120; // 1/60 per frame if score>=50, else 1/120 // Only allow spawn if enough time has passed since last spawn if (ticksSinceStart - lastSpellBottleSpawnTick > bottleCooldown) { // Try to spawn with the appropriate chance if (Math.random() < bottleChance) { spellBottleLane = Math.floor(Math.random() * laneCount); var bottleX = lanes[spellBottleLane]; // Place the bottle at a fixed Y position (e.g., 900px from the top) var bottleY = 900; spellBottle = LK.getAsset('spellBottle', { anchorX: 0.5, anchorY: 1.0, x: bottleX, y: bottleY }); game.addChild(spellBottle); spellBottleActive = true; lastSpellBottleSpawnTick = ticksSinceStart; } } } else if (spellBottle) { // Move the spell bottle down the screen spellBottle.y += 18 * gameSpeed; // Off screen? Remove (if it has scrolled above the visible area) if (spellBottle.y < -200 || spellBottle.y > 2732 + 200) { spellBottle.destroy(); spellBottle = null; spellBottleActive = false; } // Check collision with playerCar for shield pickup if (spellBottle && !playerCar.shieldActive && spellBottle.intersects(playerCar)) { // Grant shield for 3 seconds playerCar.shieldActive = true; playerCar.shieldTicks = 180; // 3 seconds at 60fps // Add flame burst effect: flashObject with orange/yellow color, then white // Growing fire effect: overlay a fire image that grows in scale for 1s, then fades out var fireMagic = LK.getAsset('spellBottle', { anchorX: 0.5, anchorY: 0.5, x: playerCar.x, y: playerCar.y, scaleX: 1, scaleY: 1, alpha: 0.85, tint: 0xff6600 }); game.addChild(fireMagic); // Animate fire to grow and fade out tween(fireMagic, { scaleX: 2.2, scaleY: 2.2, alpha: 0 }, { duration: 1000, easing: tween.cubicOut, onUpdate: function onUpdate() { fireMagic.x = playerCar.x; fireMagic.y = playerCar.y; }, onComplete: function onComplete() { fireMagic.destroy(); } }); // Also flash the car for extra effect LK.effects.flashObject(playerCar, 0xffa500, 350); LK.setTimeout(function () { LK.effects.flashObject(playerCar, 0xffff00, 350); }, 350); spellBottle.destroy(); spellBottle = null; spellBottleActive = false; } } // Spawn enemies/obstacles every 40-60 ticks, randomize spawnTick++; var spawnInterval = 40 + Math.floor(Math.random() * 20); if (spawnTick > spawnInterval) { spawnObstacleOrEnemy(); spawnTick = 0; } // Update enemy cars for (var i = enemyCars.length - 1; i >= 0; i--) { var enemy = enemyCars[i]; enemy.update(); // Off screen if (enemy.y > 2732 + 300) { enemy.destroy(); enemyCars.splice(i, 1); updateScore(score + 1); continue; } // Collision with spell bottle if (spellBottle && enemy.intersects(spellBottle)) { spellBottle.destroy(); spellBottle = null; spellBottleActive = false; } // Collision with player if (enemy.intersects(playerCar)) { if (playerCar.shieldActive) { // Ignore collision, let player pass through enemy car while shield is active continue; } else { // --- LIFE SYSTEM: lose 1 life, give 1 to enemy, show bar --- if (playerLife > 0) { playerLife--; playerCar.life = playerLife; // Give 1 life to enemy (could be used for enemy powerup, here just for demo) if (!enemy.life) enemy.life = 0; enemy.life++; // If enemy is a fireball, update its health bar if (typeof enemy.updateLifeBar === "function") { enemy.updateLifeBar(); } updateLifeBar(); LK.effects.flashObject(playerCar, 0xff0000, 400); if (playerLife <= 0) { LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 800); // Explosion effect at player car position LK.effects.flashObject(playerCar, 0xffffff, 700); LK.showGameOver(); return; } // Remove enemy on hit enemy.destroy(); enemyCars.splice(i, 1); continue; } else { LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 800); // Explosion effect at player car position LK.effects.flashObject(playerCar, 0xffffff, 700); LK.showGameOver(); return; } } } } // Update obstacles for (var j = obstacles.length - 1; j >= 0; j--) { var obs = obstacles[j]; obs.update(); // Off screen if (obs.y > 2732 + 200) { obs.destroy(); obstacles.splice(j, 1); updateScore(score + 1); continue; } // Collision with player if (obs.intersects(playerCar)) { if (playerCar.shieldActive) { // Ignore collision, let player pass through obstacle while shield is active continue; } else { LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 800); // Explosion effect at player car position LK.effects.flashObject(playerCar, 0xffffff, 700); LK.showGameOver(); return; } } } // Update fireballs if (!window.fireballs) window.fireballs = []; for (var f = window.fireballs.length - 1; f >= 0; f--) { var fireball = window.fireballs[f]; fireball.update(); // Track lastY for fireball to detect when it leaves the screen if (typeof fireball.lastY === "undefined") fireball.lastY = fireball.y; // Track if player has already passed this fireball for scoring if (typeof fireball.passedByPlayer === "undefined") fireball.passedByPlayer = false; // Award points if player passes by (dodges) the fireball // Player "passes by" if fireball moves below the player car, and they did not collide if (!fireball.passedByPlayer && fireball.lastY <= playerCar.y && fireball.y > playerCar.y && fireball.life > 0 // Only if not destroyed ) { updateScore(score + 2); // Award 2 points for dodging a fireball fireball.passedByPlayer = true; } // Off screen if (fireball.y > 2732 + 200) { fireball.destroy(); window.fireballs.splice(f, 1); continue; } // Award points if fireball is destroyed (life reaches 0) if (typeof fireball.lastLife === "undefined") fireball.lastLife = fireball.life; if (fireball.lastLife > 0 && fireball.life <= 0) { // Fireball was just destroyed this frame // Always award points for destroying a fireball, even after 70 points updateScore(score + 3); // Award 3 points for destroying a fireball fireball.destroy(); window.fireballs.splice(f, 1); continue; } fireball.lastLife = fireball.life; // Collision with player if (fireball.intersects(playerCar)) { if (playerCar.shieldActive) { // Ignore collision, let player pass through fireball while shield is active // Do NOT destroy the fireball, just let it continue continue; } else { LK.getSound('crash').play(); LK.effects.flashScreen(0xff3300, 900); LK.effects.flashObject(playerCar, 0xff6600, 700); LK.showGameOver(); return; } } fireball.lastY = fireball.y; } // --- HELLBOX SPAWNING & COLLISION HANDLING --- // Find all HellBoxes in the game (if any) if (!window.hellBoxes) window.hellBoxes = []; if (typeof window.lastHellBoxSpawnTick === "undefined") window.lastHellBoxSpawnTick = -1000; if (typeof window.hellBoxActive === "undefined") window.hellBoxActive = false; if (typeof window.hellBoxObj === "undefined") window.hellBoxObj = null; // HellBox spawn logic (like spell bottle) // Prevent HellBox from spawning after 70 points if (!window.hellBoxActive && score <= 70) { // Only allow spawn if enough time has passed since last spawn var hellBoxCooldown = score >= 50 ? 400 : 800; // 6.6s if score>=50, else 13s var hellBoxChance = score >= 50 ? 1 / 90 : 1 / 180; // 1/90 per frame if score>=50, else 1/180 if (ticksSinceStart - window.lastHellBoxSpawnTick > hellBoxCooldown) { if (Math.random() < hellBoxChance) { var hellBoxLane = Math.floor(Math.random() * laneCount); var hellBoxX = lanes[hellBoxLane]; // Place the HellBox at a random Y between 700 and 1200 var hellBoxY = 700 + Math.floor(Math.random() * 500); var hellBox = LK.getAsset('HellBox', { anchorX: 0.5, anchorY: 1.0, x: hellBoxX, y: hellBoxY }); game.addChild(hellBox); window.hellBoxes.push(hellBox); window.hellBoxActive = true; window.hellBoxObj = hellBox; window.lastHellBoxSpawnTick = ticksSinceStart; } } } else if (window.hellBoxObj) { // Move the HellBox down the screen window.hellBoxObj.y += 18 * gameSpeed; // Off screen? Remove if (window.hellBoxObj.y < -200 || window.hellBoxObj.y > 2732 + 200) { window.hellBoxObj.destroy(); var idx = window.hellBoxes.indexOf(window.hellBoxObj); if (idx !== -1) window.hellBoxes.splice(idx, 1); window.hellBoxObj = null; window.hellBoxActive = false; } } // HellBox collision and cleanup for (var h = window.hellBoxes.length - 1; h >= 0; h--) { var hellBox = window.hellBoxes[h]; if (!hellBox) continue; // Update position if needed (if HellBox has .update) if (typeof hellBox.update === "function") hellBox.update(); // Off screen? Remove if (hellBox.y > 2732 + 200) { hellBox.destroy(); window.hellBoxes.splice(h, 1); if (window.hellBoxObj === hellBox) { window.hellBoxObj = null; window.hellBoxActive = false; } continue; } // Collision with player if (hellBox.intersects(playerCar)) { // Player can collect HellBox if shield is active // Always heal and destroy HellBox on collision, regardless of shield var healAmount = 1; if (playerLife < playerMaxLife) { playerLife = Math.min(playerLife + healAmount, playerMaxLife); playerCar.life = playerLife; updateLifeBar(); LK.effects.flashObject(playerCar, 0x00ff00, 400); } hellBox.destroy(); window.hellBoxes.splice(h, 1); if (window.hellBoxObj === hellBox) { window.hellBoxObj = null; window.hellBoxActive = false; } continue; } } ; // Shield timer logic if (playerCar.shieldActive) { playerCar.shieldTicks--; // Show shield seconds left (rounded up) var shieldSeconds = Math.ceil(playerCar.shieldTicks / 60); shieldTxt.setText("Shield: " + shieldSeconds + "s"); // Show shield effect shieldEffect.visible = true; // Keep shield effect centered on playerCar shieldEffect.x = playerCar.x; shieldEffect.y = playerCar.y; // Let the shield effect rotate smoothly around itself using tween if (typeof shieldEffect._tweening === "undefined" || !shieldEffect._tweening) { var _spinShield = function spinShield() { tween(shieldEffect, { rotation: shieldEffect.rotation + Math.PI * 2 }, { duration: 2200, easing: tween.linear, onFinish: _spinShield }); }; shieldEffect.rotation = 0; shieldEffect._tweening = true; _spinShield(); } if (playerCar.shieldTicks <= 0) { playerCar.shieldActive = false; playerCar.shieldTicks = 0; shieldTxt.setText(''); shieldEffect.visible = false; } } else { shieldTxt.setText(''); shieldEffect.visible = false; } // --- LIFE BAR UI update --- // Draw a simple, always-visible horizontal health bar above the player car if (!window.playerHealthBar) { // Bar background (expanded, taller) window.playerHealthBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, width: 520, height: 120, alpha: 0.85 }); // Bar fill (expanded, taller) window.playerHealthBarFill = LK.getAsset('lifeBar', { anchorX: 0.0, anchorY: 0.5, width: 480, height: 90, x: -240, alpha: 1 }); // Bar border (expanded, taller) window.playerHealthBarBorder = LK.getAsset('lifeBarBorder', { anchorX: 0.5, anchorY: 0.5, width: 560, height: 130, alpha: 1 }); // Add to game game.addChild(window.playerHealthBarBg); game.addChild(window.playerHealthBarFill); game.addChild(window.playerHealthBarBorder); window.playerHealthBar = true; } // Always show the health bar unless dead var showBar = playerLife > 0; window.playerHealthBarBg.visible = showBar; window.playerHealthBarFill.visible = showBar; window.playerHealthBarBorder.visible = showBar; // Position above player car if (playerCar) { var barY = (typeof playerCar.baseY !== "undefined" ? playerCar.baseY : playerCar.y) - 140; var barX = playerCar.x; window.playerHealthBarBg.x = barX; window.playerHealthBarBg.y = barY; window.playerHealthBarFill.x = barX - 240; window.playerHealthBarFill.y = barY; window.playerHealthBarBorder.x = barX; window.playerHealthBarBorder.y = barY; // Set width proportional to life, always show a minimum width if not dead var minWidth = 38; var fillW = playerLife > 0 ? Math.max(minWidth, Math.round(480 * (playerLife / playerMaxLife))) : 0; window.playerHealthBarFill.width = fillW; } // Hide if dead if (playerLife <= 0) { window.playerHealthBarBg.visible = false; window.playerHealthBarFill.visible = false; window.playerHealthBarBorder.visible = false; } }; // Place high score text to the left of the score text, both horizontally aligned highScoreTxt.x = LK.gui.top.width / 2 - 220; highScoreTxt.y = scoreTxt.height / 2 + 10; scoreTxt.x = LK.gui.top.width / 2 - 60; scoreTxt.y = scoreTxt.height / 2 + 10; // Position shield timer text directly below score, moved a little to the left shieldTxt.x = LK.gui.top.width / 2 - 80; shieldTxt.y = scoreTxt.y + scoreTxt.height / 2 + shieldTxt.height / 2 + 10; ;
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Enemy Car Class
// Note: The car sprite is always the first child (self.children[0]) for tinting purposes.
var EnemyCar = Container.expand(function () {
var self = Container.call(this);
var car = self.attachAsset('enemyCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 1;
self.speed = 18;
self.update = function () {
self.y += self.speed * gameSpeed;
};
return self;
});
// Fireball Class
var Fireball = Container.expand(function () {
var self = Container.call(this);
var fireball = self.attachAsset('Fireball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 28;
self.lane = 1;
// --- Health bar for Fireball (ace) ---
self.maxLife = 3;
self.life = self.maxLife;
// Health bar background
self.lifeBarBg = self.attachAsset('lifeBarBg', {
anchorX: 0.5,
anchorY: 0.5,
width: 220,
height: 220,
y: -90,
alpha: 0.92
});
// Health bar border
self.lifeBarBorder = self.attachAsset('lifeBarBorder', {
anchorX: 0.5,
anchorY: 0.5,
width: 260,
height: 260,
y: -90,
alpha: 1
});
// Health bar fill
self.lifeBar = self.attachAsset('lifeBar', {
anchorX: 0.0,
anchorY: 0.5,
width: 180,
height: 60,
x: -90,
y: -90,
alpha: 1
});
// Heart icon
self.lifeBarHeart = self.attachAsset('heartIcon', {
anchorX: 0.5,
anchorY: 0.5,
width: 70,
height: 70,
x: -130,
y: -90,
alpha: 1
});
// Helper to update fireball health bar UI
self.updateLifeBar = function () {
// Show only if not full and not dead
var show = self.life < self.maxLife && self.life > 0;
self.lifeBarBg.visible = show;
self.lifeBar.visible = show;
self.lifeBarBorder.visible = show;
self.lifeBarHeart.visible = show;
// Set width proportional to life
var minWidth = 24;
var w = self.life > 0 ? Math.max(minWidth, Math.round(180 * (self.life / self.maxLife))) : 0;
self.lifeBar.width = w;
// Hide if dead
if (self.life <= 0) {
self.lifeBarBg.visible = false;
self.lifeBar.visible = false;
self.lifeBarBorder.visible = false;
self.lifeBarHeart.visible = false;
}
};
// Initialize bar state
self.updateLifeBar();
self.update = function () {
// Move fireball down the screen
self.y += self.speed * gameSpeed;
// Keep health bar above fireball
self.lifeBarBg.y = -90;
self.lifeBarBorder.y = -90;
self.lifeBar.y = -90;
self.lifeBarHeart.y = -90;
self.lifeBar.x = -90;
self.lifeBarHeart.x = -130;
self.updateLifeBar();
};
return self;
});
// Lane Divider Class
var LaneDivider = Container.expand(function () {
var self = Container.call(this);
var div = self.attachAsset('laneDivider', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 18;
self.update = function () {
self.y += self.speed * gameSpeed;
};
return self;
});
// Obstacle Class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obs = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 1;
self.speed = 18;
self.update = function () {
self.y += self.speed * gameSpeed;
};
return self;
});
// Player Car Class
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var car = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 1; // 0: left, 1: center, 2: right
self.life = playerMaxLife; // Add life property to player car
self.setLane = function (laneIdx) {
self.lane = laneIdx;
// Animate to new lane position
var targetX = lanes[self.lane];
// Always reset Y to baseY for lane change
if (typeof self.baseY === "undefined") self.baseY = 2732 - 500;
tween.stop(self, {
scaleX: true,
scaleY: true,
y: true
});
// Squash/stretch effect: squash horizontally, stretch vertically, then restore
tween(self, {
scaleX: 1.18,
scaleY: 0.88
}, {
duration: 60,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 80,
easing: tween.cubicOut
});
}
});
// Move to new lane and reset Y to baseY (so bounce resumes from correct position)
tween(self, {
x: targetX,
y: self.baseY
}, {
duration: 120,
easing: tween.cubicOut,
onUpdate: function onUpdate() {
updateLifeBar();
}
});
updateLifeBar();
};
// Idle bounce animation for player car
self.baseY = 2732 - 500; // Store the base Y for idle bounce
self.idleBounce = function () {
// Cancel any previous bounce
tween.stop(self, {
y: true
});
// Animate up
tween(self, {
y: self.baseY - 18
}, {
duration: 320,
easing: tween.sineInOut,
onFinish: function onFinish() {
// Animate down
tween(self, {
y: self.baseY + 18
}, {
duration: 320,
easing: tween.sineInOut,
onFinish: function onFinish() {
// Loop bounce
self.idleBounce();
}
});
}
});
};
// Start idle bounce when created
self.idleBounce();
// Clamp Y position to prevent slipping up
self.update = function () {
// If y is above the allowed minimum, clamp it back
var minY = 2732 - 700; // Don't let car go above this Y (adjust as needed)
if (self.y < minY) {
self.y = minY;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Music (background)
// Sound for lane change
// Sound for crash
// Road lane divider
// Obstacle (barrier)
// Enemy car
// Car (player)
// Lane positions (3 lanes)
// When the player picks up the magic bottle, the car bursts into flames (flame burst effect)
// Spell bottle asset (example: blue bottle, 120x180)
// Health bar assets
// Use spellBottle as heart
var laneCount = 3;
var laneWidth = 520; // Increased lane width for more space between lanes
var lanes = [2048 / 2 - laneWidth,
// left
2048 / 2,
// center
2048 / 2 + laneWidth // right
];
// Game variables
var playerCar;
var enemyCars = [];
var obstacles = [];
var laneDividers = [];
var score = 0;
var highScore = storage.highScore || 0;
var scoreTxt;
var highScoreTxt;
var gameSpeed = 1;
var ticksSinceStart = 0;
var swipeStartX = null;
var swipeStartY = null;
var swipeActive = false;
var lastLane = 1;
var spawnTick = 0;
var dividerSpacing = 320;
var dragNode = null;
// --- LIFE SYSTEM ---
var playerMaxLife = 5;
var playerLife = playerMaxLife;
// Health bar UI will be handled by a new, clear, and consistent system below
// Score display
scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0.5);
LK.gui.top.addChild(scoreTxt);
// Shield timer display
var shieldTxt = new Text2('', {
size: 80,
fill: 0x2BD5E6
});
shieldTxt.anchor.set(0.5, 0.5);
LK.gui.top.addChild(shieldTxt);
// High Score display
highScoreTxt = new Text2('HI: ' + highScore, {
size: 60,
fill: 0xFFFF00
});
highScoreTxt.anchor.set(0.5, 0.5);
LK.gui.top.addChild(highScoreTxt);
// Add swipe left gesture to high score text
var hiSwipeStartX = null;
var hiSwipeStartY = null;
var hiSwipeActive = false;
highScoreTxt.down = function (x, y, obj) {
hiSwipeStartX = x;
hiSwipeStartY = y;
hiSwipeActive = true;
};
highScoreTxt.move = function (x, y, obj) {
if (!hiSwipeActive) return;
var dx = x - hiSwipeStartX;
var dy = y - hiSwipeStartY;
// Only consider horizontal swipes, ignore vertical
if (Math.abs(dx) > 60 && Math.abs(dx) > Math.abs(dy)) {
if (dx < 0) {
// Swipe left detected on high score text
// Flash the high score text white for feedback
tween(highScoreTxt, {
tint: 0xffffff
}, {
duration: 80,
yoyo: true,
repeat: 1,
onComplete: function onComplete() {
highScoreTxt.tint = 0xFFFF00;
}
});
hiSwipeActive = false;
}
}
};
highScoreTxt.up = function (x, y, obj) {
hiSwipeActive = false;
};
// Start music
LK.playMusic('bgmusic');
// Create player car
playerCar = new PlayerCar();
playerCar.x = lanes[1];
playerCar.y = 2732 - 500;
playerCar.setLane(1);
// Shield properties
playerCar.shieldActive = false;
playerCar.shieldTicks = 0;
// Add shield effect asset (invisible by default)
var shieldEffect = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 1.2,
x: playerCar.x,
y: playerCar.y,
alpha: 0.5,
tint: 0xffffff
});
shieldEffect.visible = false;
game.addChild(shieldEffect);
game.addChild(playerCar);
// Add two vertical side stripes (left and right) to the play area
var sideStripeWidth = 60;
var sideStripeHeight = 2732;
var leftStripe = LK.getAsset('laneDivider', {
anchorX: 0.5,
anchorY: 0,
width: sideStripeWidth,
height: sideStripeHeight,
x: sideStripeWidth / 2,
y: 0
});
var rightStripe = LK.getAsset('laneDivider', {
anchorX: 0.5,
anchorY: 0,
width: sideStripeWidth,
height: sideStripeHeight,
x: 2048 - sideStripeWidth / 2,
y: 0
});
game.addChild(leftStripe);
game.addChild(rightStripe);
// Create lane dividers (vertical lines for each lane)
// For 3 lanes, we want to copy the center lane divider and place it to the right and left of the center stripe, without adding extra lines
// The center divider is between lane 0 and lane 1, and between lane 1 and lane 2
// So, for 3 lanes, we want to draw the two dividers: one between lane 0 and 1, and one between lane 1 and 2
var dividerOffsets = [];
// Find the X positions for the two dividers (between lanes)
for (var l = 1; l < laneCount; l++) {
dividerOffsets.push((lanes[l - 1] + lanes[l]) / 2);
}
// Now, for each divider, draw a set of stripes down the screen
for (var d = 0; d < dividerOffsets.length; d++) {
for (var i = 0; i < 10; i++) {
// Center LaneDivider
var divider = new LaneDivider();
divider.x = dividerOffsets[d];
divider.y = i * dividerSpacing;
laneDividers.push(divider);
game.addChild(divider);
// Left copy
var dividerLeft = new LaneDivider();
dividerLeft.x = dividerOffsets[d] - laneWidth;
dividerLeft.y = i * dividerSpacing;
laneDividers.push(dividerLeft);
game.addChild(dividerLeft);
// Right copy
var dividerRight = new LaneDivider();
dividerRight.x = dividerOffsets[d] + laneWidth;
dividerRight.y = i * dividerSpacing;
laneDividers.push(dividerRight);
game.addChild(dividerRight);
}
}
// Prepare for dynamic spell bottle spawning
var spellBottle = null;
var spellBottleActive = false;
var spellBottleLane = 1;
// Add: track last spell bottle spawn tick to limit spawn rate
var lastSpellBottleSpawnTick = -1000;
// Helper: spawn enemy car, obstacle, or fireball
function spawnObstacleOrEnemy() {
var y = -300;
if (score > 200) {
// After 200 points, only spawn barriers (obstacles), and spawn in 2 lanes at once
// Pick two different lanes
var lanesToUse = [];
while (lanesToUse.length < 2) {
var idx = Math.floor(Math.random() * laneCount);
if (lanesToUse.indexOf(idx) === -1) lanesToUse.push(idx);
}
for (var i = 0; i < lanesToUse.length; i++) {
var obs = new Obstacle();
obs.lane = lanesToUse[i];
obs.x = lanes[lanesToUse[i]];
obs.y = y;
obstacles.push(obs);
game.addChild(obs);
}
} else if (score >= 70) {
// Only spawn fireballs after 70 points
if (!window.fireballs) window.fireballs = [];
if (window.fireballs.length < 2) {
var laneIdx = Math.floor(Math.random() * laneCount);
var fireball = new Fireball();
fireball.lane = laneIdx;
fireball.x = lanes[laneIdx];
fireball.y = y;
window.fireballs.push(fireball);
game.addChild(fireball);
}
} else {
// Randomly decide: 60% enemy car, 25% obstacle, 15% fireball
var laneIdx = Math.floor(Math.random() * laneCount);
var rand = Math.random();
if (rand < 0.6) {
var enemy = new EnemyCar();
enemy.lane = laneIdx;
enemy.x = lanes[laneIdx];
enemy.y = y;
// Assign a bold, high-contrast color tint to the enemy car for visibility
var enemyTints = [0xFF3333,
// bright red
0x33A1FF,
// bright blue
0xFFD700,
// gold
0x00FF66,
// neon green
0xFF66FF,
// magenta
0xFF9900,
// orange
0x00FFFF,
// cyan
0x9933FF,
// purple
0xFFFFFF,
// white
0x222222 // black (for contrast)
];
var randomColor = enemyTints[Math.floor(Math.random() * enemyTints.length)];
if (enemy.children && enemy.children.length > 0) {
enemy.children[0].tint = randomColor;
}
enemyCars.push(enemy);
game.addChild(enemy);
} else if (rand < 0.85) {
var obs = new Obstacle();
obs.lane = laneIdx;
obs.x = lanes[laneIdx];
obs.y = y;
obstacles.push(obs);
game.addChild(obs);
} else {
// Prevent fireballs from spawning before 60 points
if (score >= 60) {
// Limit fireballs: only spawn if fewer than 2 are on screen
if (!window.fireballs) window.fireballs = [];
if (window.fireballs.length < 2) {
var fireball = new Fireball();
fireball.lane = laneIdx;
fireball.x = lanes[laneIdx];
fireball.y = y;
window.fireballs.push(fireball);
game.addChild(fireball);
}
}
}
}
}
// Helper: update score
function updateScore(val) {
score = val;
scoreTxt.setText(score);
if (score > highScore) {
highScore = score;
highScoreTxt.setText('HI: ' + highScore);
storage.highScore = highScore;
}
}
// Helper: update player health bar UI (global, for use in PlayerCar.setLane and elsewhere)
function updateLifeBar() {
// Always show the health bar unless dead
var showBar = playerLife > 0;
if (window.playerHealthBarBg) window.playerHealthBarBg.visible = showBar;
if (window.playerHealthBarFill) window.playerHealthBarFill.visible = showBar;
if (window.playerHealthBarBorder) window.playerHealthBarBorder.visible = showBar;
// Removed: if (window.playerHealthBarHeart) window.playerHealthBarHeart.visible = showBar;
// Position above player car
if (playerCar && window.playerHealthBarBg && window.playerHealthBarFill && window.playerHealthBarBorder) {
var barY = playerCar.y - 140;
var barX = playerCar.x;
window.playerHealthBarBg.x = barX;
window.playerHealthBarBg.y = barY;
window.playerHealthBarFill.x = barX - 240;
window.playerHealthBarFill.y = barY;
window.playerHealthBarBorder.x = barX;
window.playerHealthBarBorder.y = barY;
// Removed: window.playerHealthBarHeart.x = barX - 320;
// Removed: window.playerHealthBarHeart.y = barY;
// Set width proportional to life, always show a minimum width if not dead
var minWidth = 38;
var fillW = playerLife > 0 ? Math.max(minWidth, Math.round(480 * (playerLife / playerMaxLife))) : 0;
window.playerHealthBarFill.width = fillW;
}
// Hide if dead
if (playerLife <= 0) {
if (window.playerHealthBarBg) window.playerHealthBarBg.visible = false;
if (window.playerHealthBarFill) window.playerHealthBarFill.visible = false;
if (window.playerHealthBarBorder) window.playerHealthBarBorder.visible = false;
// Removed: if (window.playerHealthBarHeart) window.playerHealthBarHeart.visible = false;
}
}
// Touch/drag/swipe handling
game.down = function (x, y, obj) {
swipeStartX = x;
swipeStartY = y;
swipeActive = true;
dragNode = playerCar;
};
game.move = function (x, y, obj) {
// Only handle swipe if active
if (!swipeActive) return;
if (!dragNode) return;
var dx = x - swipeStartX;
var dy = y - swipeStartY;
// Only consider horizontal swipes, ignore vertical
if (Math.abs(dx) > 80 && Math.abs(dx) > Math.abs(dy)) {
var newLane = playerCar.lane;
if (dx < 0 && playerCar.lane > 0) {
newLane = playerCar.lane - 1;
} else if (dx > 0 && playerCar.lane < laneCount - 1) {
newLane = playerCar.lane + 1;
}
if (newLane !== playerCar.lane) {
playerCar.setLane(newLane);
LK.getSound('swipe').play();
swipeActive = false;
dragNode = null;
}
}
};
game.up = function (x, y, obj) {
swipeActive = false;
dragNode = null;
};
// Main game update loop
game.update = function () {
ticksSinceStart++;
// Adjust acceleration: start at 20 points, increase slowly until 70 points, then ramp up
if (score >= 400) {
// After 400 points, decrease the speed gradually
if (ticksSinceStart % 60 === 0 && gameSpeed > 1) {
gameSpeed -= 0.08;
if (gameSpeed < 1) gameSpeed = 1;
}
} else if (score >= 250) {
// Between 250 and 400, slow down the speed a little (decelerate)
if (ticksSinceStart % 60 === 0 && gameSpeed > 1.2) {
gameSpeed -= 0.04;
if (gameSpeed < 1.2) gameSpeed = 1.2;
}
} else if (score >= 70) {
// After 70, only fireballs spawn and game returns to normal speed
gameSpeed = 1;
} else if (score >= 20) {
// Between 20 and 70, increase very slowly
if (ticksSinceStart % 90 === 0 && gameSpeed < 2) {
gameSpeed += 0.04;
if (gameSpeed > 2) gameSpeed = 2;
}
} else {
gameSpeed = 1;
}
// Move lane dividers, loop to top
for (var i = 0; i < laneDividers.length; i++) {
var div = laneDividers[i];
div.update();
if (div.y > 2732 + 60) {
div.y -= dividerSpacing * 10;
}
}
// Spawn or move spell bottle
if (!spellBottleActive) {
// Determine spawn cooldown and chance based on score
var bottleCooldown = score >= 50 ? 300 : 600; // 5s if score>=50, else 10s
var bottleChance = score >= 50 ? 1 / 60 : 1 / 120; // 1/60 per frame if score>=50, else 1/120
// Only allow spawn if enough time has passed since last spawn
if (ticksSinceStart - lastSpellBottleSpawnTick > bottleCooldown) {
// Try to spawn with the appropriate chance
if (Math.random() < bottleChance) {
spellBottleLane = Math.floor(Math.random() * laneCount);
var bottleX = lanes[spellBottleLane];
// Place the bottle at a fixed Y position (e.g., 900px from the top)
var bottleY = 900;
spellBottle = LK.getAsset('spellBottle', {
anchorX: 0.5,
anchorY: 1.0,
x: bottleX,
y: bottleY
});
game.addChild(spellBottle);
spellBottleActive = true;
lastSpellBottleSpawnTick = ticksSinceStart;
}
}
} else if (spellBottle) {
// Move the spell bottle down the screen
spellBottle.y += 18 * gameSpeed;
// Off screen? Remove (if it has scrolled above the visible area)
if (spellBottle.y < -200 || spellBottle.y > 2732 + 200) {
spellBottle.destroy();
spellBottle = null;
spellBottleActive = false;
}
// Check collision with playerCar for shield pickup
if (spellBottle && !playerCar.shieldActive && spellBottle.intersects(playerCar)) {
// Grant shield for 3 seconds
playerCar.shieldActive = true;
playerCar.shieldTicks = 180; // 3 seconds at 60fps
// Add flame burst effect: flashObject with orange/yellow color, then white
// Growing fire effect: overlay a fire image that grows in scale for 1s, then fades out
var fireMagic = LK.getAsset('spellBottle', {
anchorX: 0.5,
anchorY: 0.5,
x: playerCar.x,
y: playerCar.y,
scaleX: 1,
scaleY: 1,
alpha: 0.85,
tint: 0xff6600
});
game.addChild(fireMagic);
// Animate fire to grow and fade out
tween(fireMagic, {
scaleX: 2.2,
scaleY: 2.2,
alpha: 0
}, {
duration: 1000,
easing: tween.cubicOut,
onUpdate: function onUpdate() {
fireMagic.x = playerCar.x;
fireMagic.y = playerCar.y;
},
onComplete: function onComplete() {
fireMagic.destroy();
}
});
// Also flash the car for extra effect
LK.effects.flashObject(playerCar, 0xffa500, 350);
LK.setTimeout(function () {
LK.effects.flashObject(playerCar, 0xffff00, 350);
}, 350);
spellBottle.destroy();
spellBottle = null;
spellBottleActive = false;
}
}
// Spawn enemies/obstacles every 40-60 ticks, randomize
spawnTick++;
var spawnInterval = 40 + Math.floor(Math.random() * 20);
if (spawnTick > spawnInterval) {
spawnObstacleOrEnemy();
spawnTick = 0;
}
// Update enemy cars
for (var i = enemyCars.length - 1; i >= 0; i--) {
var enemy = enemyCars[i];
enemy.update();
// Off screen
if (enemy.y > 2732 + 300) {
enemy.destroy();
enemyCars.splice(i, 1);
updateScore(score + 1);
continue;
}
// Collision with spell bottle
if (spellBottle && enemy.intersects(spellBottle)) {
spellBottle.destroy();
spellBottle = null;
spellBottleActive = false;
}
// Collision with player
if (enemy.intersects(playerCar)) {
if (playerCar.shieldActive) {
// Ignore collision, let player pass through enemy car while shield is active
continue;
} else {
// --- LIFE SYSTEM: lose 1 life, give 1 to enemy, show bar ---
if (playerLife > 0) {
playerLife--;
playerCar.life = playerLife;
// Give 1 life to enemy (could be used for enemy powerup, here just for demo)
if (!enemy.life) enemy.life = 0;
enemy.life++;
// If enemy is a fireball, update its health bar
if (typeof enemy.updateLifeBar === "function") {
enemy.updateLifeBar();
}
updateLifeBar();
LK.effects.flashObject(playerCar, 0xff0000, 400);
if (playerLife <= 0) {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 800);
// Explosion effect at player car position
LK.effects.flashObject(playerCar, 0xffffff, 700);
LK.showGameOver();
return;
}
// Remove enemy on hit
enemy.destroy();
enemyCars.splice(i, 1);
continue;
} else {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 800);
// Explosion effect at player car position
LK.effects.flashObject(playerCar, 0xffffff, 700);
LK.showGameOver();
return;
}
}
}
}
// Update obstacles
for (var j = obstacles.length - 1; j >= 0; j--) {
var obs = obstacles[j];
obs.update();
// Off screen
if (obs.y > 2732 + 200) {
obs.destroy();
obstacles.splice(j, 1);
updateScore(score + 1);
continue;
}
// Collision with player
if (obs.intersects(playerCar)) {
if (playerCar.shieldActive) {
// Ignore collision, let player pass through obstacle while shield is active
continue;
} else {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 800);
// Explosion effect at player car position
LK.effects.flashObject(playerCar, 0xffffff, 700);
LK.showGameOver();
return;
}
}
}
// Update fireballs
if (!window.fireballs) window.fireballs = [];
for (var f = window.fireballs.length - 1; f >= 0; f--) {
var fireball = window.fireballs[f];
fireball.update();
// Track lastY for fireball to detect when it leaves the screen
if (typeof fireball.lastY === "undefined") fireball.lastY = fireball.y;
// Track if player has already passed this fireball for scoring
if (typeof fireball.passedByPlayer === "undefined") fireball.passedByPlayer = false;
// Award points if player passes by (dodges) the fireball
// Player "passes by" if fireball moves below the player car, and they did not collide
if (!fireball.passedByPlayer && fireball.lastY <= playerCar.y && fireball.y > playerCar.y && fireball.life > 0 // Only if not destroyed
) {
updateScore(score + 2); // Award 2 points for dodging a fireball
fireball.passedByPlayer = true;
}
// Off screen
if (fireball.y > 2732 + 200) {
fireball.destroy();
window.fireballs.splice(f, 1);
continue;
}
// Award points if fireball is destroyed (life reaches 0)
if (typeof fireball.lastLife === "undefined") fireball.lastLife = fireball.life;
if (fireball.lastLife > 0 && fireball.life <= 0) {
// Fireball was just destroyed this frame
// Always award points for destroying a fireball, even after 70 points
updateScore(score + 3); // Award 3 points for destroying a fireball
fireball.destroy();
window.fireballs.splice(f, 1);
continue;
}
fireball.lastLife = fireball.life;
// Collision with player
if (fireball.intersects(playerCar)) {
if (playerCar.shieldActive) {
// Ignore collision, let player pass through fireball while shield is active
// Do NOT destroy the fireball, just let it continue
continue;
} else {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff3300, 900);
LK.effects.flashObject(playerCar, 0xff6600, 700);
LK.showGameOver();
return;
}
}
fireball.lastY = fireball.y;
}
// --- HELLBOX SPAWNING & COLLISION HANDLING ---
// Find all HellBoxes in the game (if any)
if (!window.hellBoxes) window.hellBoxes = [];
if (typeof window.lastHellBoxSpawnTick === "undefined") window.lastHellBoxSpawnTick = -1000;
if (typeof window.hellBoxActive === "undefined") window.hellBoxActive = false;
if (typeof window.hellBoxObj === "undefined") window.hellBoxObj = null;
// HellBox spawn logic (like spell bottle)
// Prevent HellBox from spawning after 70 points
if (!window.hellBoxActive && score <= 70) {
// Only allow spawn if enough time has passed since last spawn
var hellBoxCooldown = score >= 50 ? 400 : 800; // 6.6s if score>=50, else 13s
var hellBoxChance = score >= 50 ? 1 / 90 : 1 / 180; // 1/90 per frame if score>=50, else 1/180
if (ticksSinceStart - window.lastHellBoxSpawnTick > hellBoxCooldown) {
if (Math.random() < hellBoxChance) {
var hellBoxLane = Math.floor(Math.random() * laneCount);
var hellBoxX = lanes[hellBoxLane];
// Place the HellBox at a random Y between 700 and 1200
var hellBoxY = 700 + Math.floor(Math.random() * 500);
var hellBox = LK.getAsset('HellBox', {
anchorX: 0.5,
anchorY: 1.0,
x: hellBoxX,
y: hellBoxY
});
game.addChild(hellBox);
window.hellBoxes.push(hellBox);
window.hellBoxActive = true;
window.hellBoxObj = hellBox;
window.lastHellBoxSpawnTick = ticksSinceStart;
}
}
} else if (window.hellBoxObj) {
// Move the HellBox down the screen
window.hellBoxObj.y += 18 * gameSpeed;
// Off screen? Remove
if (window.hellBoxObj.y < -200 || window.hellBoxObj.y > 2732 + 200) {
window.hellBoxObj.destroy();
var idx = window.hellBoxes.indexOf(window.hellBoxObj);
if (idx !== -1) window.hellBoxes.splice(idx, 1);
window.hellBoxObj = null;
window.hellBoxActive = false;
}
}
// HellBox collision and cleanup
for (var h = window.hellBoxes.length - 1; h >= 0; h--) {
var hellBox = window.hellBoxes[h];
if (!hellBox) continue;
// Update position if needed (if HellBox has .update)
if (typeof hellBox.update === "function") hellBox.update();
// Off screen? Remove
if (hellBox.y > 2732 + 200) {
hellBox.destroy();
window.hellBoxes.splice(h, 1);
if (window.hellBoxObj === hellBox) {
window.hellBoxObj = null;
window.hellBoxActive = false;
}
continue;
}
// Collision with player
if (hellBox.intersects(playerCar)) {
// Player can collect HellBox if shield is active
// Always heal and destroy HellBox on collision, regardless of shield
var healAmount = 1;
if (playerLife < playerMaxLife) {
playerLife = Math.min(playerLife + healAmount, playerMaxLife);
playerCar.life = playerLife;
updateLifeBar();
LK.effects.flashObject(playerCar, 0x00ff00, 400);
}
hellBox.destroy();
window.hellBoxes.splice(h, 1);
if (window.hellBoxObj === hellBox) {
window.hellBoxObj = null;
window.hellBoxActive = false;
}
continue;
}
}
;
// Shield timer logic
if (playerCar.shieldActive) {
playerCar.shieldTicks--;
// Show shield seconds left (rounded up)
var shieldSeconds = Math.ceil(playerCar.shieldTicks / 60);
shieldTxt.setText("Shield: " + shieldSeconds + "s");
// Show shield effect
shieldEffect.visible = true;
// Keep shield effect centered on playerCar
shieldEffect.x = playerCar.x;
shieldEffect.y = playerCar.y;
// Let the shield effect rotate smoothly around itself using tween
if (typeof shieldEffect._tweening === "undefined" || !shieldEffect._tweening) {
var _spinShield = function spinShield() {
tween(shieldEffect, {
rotation: shieldEffect.rotation + Math.PI * 2
}, {
duration: 2200,
easing: tween.linear,
onFinish: _spinShield
});
};
shieldEffect.rotation = 0;
shieldEffect._tweening = true;
_spinShield();
}
if (playerCar.shieldTicks <= 0) {
playerCar.shieldActive = false;
playerCar.shieldTicks = 0;
shieldTxt.setText('');
shieldEffect.visible = false;
}
} else {
shieldTxt.setText('');
shieldEffect.visible = false;
}
// --- LIFE BAR UI update ---
// Draw a simple, always-visible horizontal health bar above the player car
if (!window.playerHealthBar) {
// Bar background (expanded, taller)
window.playerHealthBarBg = LK.getAsset('lifeBarBg', {
anchorX: 0.5,
anchorY: 0.5,
width: 520,
height: 120,
alpha: 0.85
});
// Bar fill (expanded, taller)
window.playerHealthBarFill = LK.getAsset('lifeBar', {
anchorX: 0.0,
anchorY: 0.5,
width: 480,
height: 90,
x: -240,
alpha: 1
});
// Bar border (expanded, taller)
window.playerHealthBarBorder = LK.getAsset('lifeBarBorder', {
anchorX: 0.5,
anchorY: 0.5,
width: 560,
height: 130,
alpha: 1
});
// Add to game
game.addChild(window.playerHealthBarBg);
game.addChild(window.playerHealthBarFill);
game.addChild(window.playerHealthBarBorder);
window.playerHealthBar = true;
}
// Always show the health bar unless dead
var showBar = playerLife > 0;
window.playerHealthBarBg.visible = showBar;
window.playerHealthBarFill.visible = showBar;
window.playerHealthBarBorder.visible = showBar;
// Position above player car
if (playerCar) {
var barY = (typeof playerCar.baseY !== "undefined" ? playerCar.baseY : playerCar.y) - 140;
var barX = playerCar.x;
window.playerHealthBarBg.x = barX;
window.playerHealthBarBg.y = barY;
window.playerHealthBarFill.x = barX - 240;
window.playerHealthBarFill.y = barY;
window.playerHealthBarBorder.x = barX;
window.playerHealthBarBorder.y = barY;
// Set width proportional to life, always show a minimum width if not dead
var minWidth = 38;
var fillW = playerLife > 0 ? Math.max(minWidth, Math.round(480 * (playerLife / playerMaxLife))) : 0;
window.playerHealthBarFill.width = fillW;
}
// Hide if dead
if (playerLife <= 0) {
window.playerHealthBarBg.visible = false;
window.playerHealthBarFill.visible = false;
window.playerHealthBarBorder.visible = false;
}
};
// Place high score text to the left of the score text, both horizontally aligned
highScoreTxt.x = LK.gui.top.width / 2 - 220;
highScoreTxt.y = scoreTxt.height / 2 + 10;
scoreTxt.x = LK.gui.top.width / 2 - 60;
scoreTxt.y = scoreTxt.height / 2 + 10;
// Position shield timer text directly below score, moved a little to the left
shieldTxt.x = LK.gui.top.width / 2 - 80;
shieldTxt.y = scoreTxt.y + scoreTxt.height / 2 + shieldTxt.height / 2 + 10;
;