/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Car class var Car = Container.expand(function () { var self = Container.call(this); var carSprite = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12 + Math.random() * 8; self.dir = Math.random() < 0.5 ? 1 : -1; self.isStolen = false; self.driver = null; self.update = function () { if (!self.isStolen) { self.x += self.dir * self.speed; // Wrap around if (self.x < -200) self.x = 2048 + 200; if (self.x > 2048 + 200) self.x = -200; } }; return self; }); // Mission marker class var Mission = Container.expand(function () { var self = Container.call(this); var marker = self.attachAsset('mission', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; return self; }); // Money class var Money = Container.expand(function () { var self = Container.call(this); var moneySprite = self.attachAsset('money', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obsSprite = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Pedestrian class var Pedestrian = Container.expand(function () { var self = Container.call(this); var pedSprite = self.attachAsset('pedestrian', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6 + Math.random() * 6; self.dir = Math.random() < 0.5 ? 1 : -1; self.update = function () { self.x += self.dir * self.speed; if (self.x < -100) self.x = 2048 + 100; if (self.x > 2048 + 100) self.x = -100; }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.direction = { x: 0, y: 0 }; self.inCar = false; self.car = null; self.money = 0; self.notoriety = 0; self.lastMissionTime = 0; self.update = function () { // Movement if (!self.inCar) { self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; } else if (self.car) { self.x = self.car.x; self.y = self.car.y; } // Clamp to city bounds if (self.x < 100) self.x = 100; if (self.x > 2048 - 100) self.x = 2048 - 100; if (self.y < 100) self.y = 100; if (self.y > 2732 - 100) self.y = 2732 - 100; }; return self; }); // Police car class var Police = Container.expand(function () { var self = Container.call(this); var policeSprite = self.attachAsset('police', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 16; self.target = null; self.update = function () { if (self.target) { var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Mission marker: orange ellipse // Obstacle: gray box // Money: yellow ellipse // Pedestrian: green ellipse // Police car: white box with blue // Car: blue box // Player character: red box // City bounds var cityMinX = 100, cityMaxX = 2048 - 100, cityMinY = 100, cityMaxY = 2732 - 100; // Arrays for game objects var cars = []; var policeCars = []; var pedestrians = []; var obstacles = []; var moneys = []; var missions = []; var player = null; var scoreTxt = null; var notorietyTxt = null; var missionTxt = null; var dragDir = { x: 0, y: 0 }; var dragActive = false; var dragStart = { x: 0, y: 0 }; var dragLast = { x: 0, y: 0 }; var lastPoliceSpawn = 0; var missionActive = false; var missionTarget = null; var missionType = null; var missionTimer = 0; var missionDuration = 0; var missionReward = 0; var missionText = ''; var gameOver = false; // UI scoreTxt = new Text2('💰 0', { size: 100, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); notorietyTxt = new Text2('🚨 0', { size: 80, fill: 0xFF3333 }); notorietyTxt.anchor.set(0.5, 0); LK.gui.topRight.addChild(notorietyTxt); missionTxt = new Text2('', { size: 70, fill: 0xFFFFFF }); missionTxt.anchor.set(0.5, 0); LK.gui.bottom.addChild(missionTxt); // Create player player = new Player(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // Spawn cars for (var i = 0; i < 6; i++) { var car = new Car(); car.x = 300 + Math.random() * (2048 - 600); car.y = 600 + Math.random() * (2732 - 1200); cars.push(car); game.addChild(car); } // Spawn pedestrians for (var i = 0; i < 8; i++) { var ped = new Pedestrian(); ped.x = 200 + Math.random() * (2048 - 400); ped.y = 400 + Math.random() * (2732 - 800); pedestrians.push(ped); game.addChild(ped); } // Spawn obstacles for (var i = 0; i < 7; i++) { var obs = new Obstacle(); obs.x = 200 + Math.random() * (2048 - 400); obs.y = 400 + Math.random() * (2732 - 800); obstacles.push(obs); game.addChild(obs); } // Spawn money for (var i = 0; i < 5; i++) { var money = new Money(); money.x = 200 + Math.random() * (2048 - 400); money.y = 400 + Math.random() * (2732 - 800); moneys.push(money); game.addChild(money); } // Spawn first mission function spawnMission() { if (missionActive) return; missionActive = true; missionType = Math.random() < 0.5 ? 'robbery' : 'delivery'; missionDuration = 600 + Math.floor(Math.random() * 600); // 10-20 seconds missionReward = 100 + Math.floor(Math.random() * 200); var m = new Mission(); m.x = 200 + Math.random() * (2048 - 400); m.y = 400 + Math.random() * (2732 - 800); missionTarget = m; missions.push(m); game.addChild(m); if (missionType === 'robbery') { missionText = 'Robbery! Reach the marker in time!'; } else { missionText = 'Delivery! Reach the marker in time!'; } missionTimer = 0; missionTxt.setText(missionText); } spawnMission(); // Touch controls game.down = function (x, y, obj) { if (gameOver) return; dragActive = true; dragStart.x = x; dragStart.y = y; dragLast.x = x; dragLast.y = y; dragDir.x = 0; dragDir.y = 0; }; game.move = function (x, y, obj) { if (gameOver) return; if (dragActive) { var dx = x - dragStart.x; var dy = y - dragStart.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 40) { dragDir.x = dx / len; dragDir.y = dy / len; } else { dragDir.x = 0; dragDir.y = 0; } dragLast.x = x; dragLast.y = y; } }; game.up = function (x, y, obj) { if (gameOver) return; dragActive = false; dragDir.x = 0; dragDir.y = 0; // Interact: try to enter/exit car, pick up money, start mission // If near a car and not in car, enter car if (!player.inCar) { for (var i = 0; i < cars.length; i++) { var car = cars[i]; if (!car.isStolen && player.intersects(car)) { player.inCar = true; player.car = car; car.isStolen = true; car.driver = player; player.notoriety += 1; break; } } } else { // Exit car if (player.car) { player.x = player.car.x + 100; player.y = player.car.y; player.car.isStolen = false; player.car.driver = null; player.inCar = false; player.car = null; } } }; // Main update loop game.update = function () { if (gameOver) return; // Player movement player.direction.x = dragDir.x; player.direction.y = dragDir.y; // Update all objects player.update(); for (var i = 0; i < cars.length; i++) cars[i].update(); for (var i = 0; i < policeCars.length; i++) policeCars[i].update(); for (var i = 0; i < pedestrians.length; i++) pedestrians[i].update(); // Clamp player in car to car position if (player.inCar && player.car) { player.x = player.car.x; player.y = player.car.y; player.car.x += player.direction.x * (player.car.speed + 8); player.car.y += player.direction.y * (player.car.speed + 8); // Clamp car to bounds if (player.car.x < cityMinX) player.car.x = cityMinX; if (player.car.x > cityMaxX) player.car.x = cityMaxX; if (player.car.y < cityMinY) player.car.y = cityMinY; if (player.car.y > cityMaxY) player.car.y = cityMaxY; } // Collisions: player with obstacles for (var i = 0; i < obstacles.length; i++) { var obs = obstacles[i]; if (player.intersects(obs)) { // Bounce back if (player.inCar && player.car) { player.car.x -= player.direction.x * (player.car.speed + 8); player.car.y -= player.direction.y * (player.car.speed + 8); } else { player.x -= player.direction.x * player.speed; player.y -= player.direction.y * player.speed; } } } // Collisions: player with money for (var i = moneys.length - 1; i >= 0; i--) { var money = moneys[i]; if (player.intersects(money)) { player.money += 50; LK.setScore(player.money); scoreTxt.setText('💰 ' + player.money); money.destroy(); moneys.splice(i, 1); // Respawn money var newMoney = new Money(); newMoney.x = 200 + Math.random() * (2048 - 400); newMoney.y = 400 + Math.random() * (2732 - 800); moneys.push(newMoney); game.addChild(newMoney); } } // Collisions: player with pedestrians (increase notoriety) for (var i = 0; i < pedestrians.length; i++) { var ped = pedestrians[i]; if (player.intersects(ped)) { player.notoriety += 2; // Flash screen LK.effects.flashScreen(0xff0000, 300); // Move pedestrian away ped.x = 200 + Math.random() * (2048 - 400); ped.y = 400 + Math.random() * (2732 - 800); } } // Collisions: player with police for (var i = policeCars.length - 1; i >= 0; i--) { var pol = policeCars[i]; if (player.intersects(pol)) { // Game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); gameOver = true; return; } } // Collisions: player with mission marker if (missionActive && missionTarget && player.intersects(missionTarget)) { player.money += missionReward; LK.setScore(player.money); scoreTxt.setText('💰 ' + player.money); player.notoriety += 3; missionTxt.setText('Mission Complete! +' + missionReward + '💰'); missionTarget.destroy(); missions.splice(missions.indexOf(missionTarget), 1); missionActive = false; missionTarget = null; // Next mission after short delay LK.setTimeout(function () { missionTxt.setText(''); spawnMission(); }, 1200); } // Mission timer if (missionActive) { missionTimer++; var timeLeft = Math.floor((missionDuration - missionTimer) / 60); if (timeLeft < 0) timeLeft = 0; missionTxt.setText(missionText + ' (' + timeLeft + 's)'); if (missionTimer > missionDuration) { // Mission failed missionTxt.setText('Mission Failed!'); if (missionTarget) { missionTarget.destroy(); missions.splice(missions.indexOf(missionTarget), 1); } missionActive = false; missionTarget = null; player.notoriety += 2; LK.setTimeout(function () { missionTxt.setText(''); spawnMission(); }, 1200); } } // Notoriety display notorietyTxt.setText('🚨 ' + player.notoriety); // Escalate police based on notoriety if (player.notoriety >= 5 && policeCars.length < 1) { spawnPolice(); } if (player.notoriety >= 10 && policeCars.length < 2) { spawnPolice(); } if (player.notoriety >= 20 && policeCars.length < 3) { spawnPolice(); } // Notoriety decay if (player.notoriety > 0 && LK.ticks % 120 == 0) { player.notoriety -= 1; if (player.notoriety < 0) player.notoriety = 0; } // Police chase player for (var i = 0; i < policeCars.length; i++) { policeCars[i].target = player; } // Win condition: reach 2000 money if (player.money >= 2000) { LK.showYouWin(); gameOver = true; } }; // Police spawn function spawnPolice() { var pol = new Police(); // Spawn at random edge var edge = Math.floor(Math.random() * 4); if (edge === 0) { // left pol.x = 0; pol.y = 400 + Math.random() * (2732 - 800); } else if (edge === 1) { // right pol.x = 2048; pol.y = 400 + Math.random() * (2732 - 800); } else if (edge === 2) { // top pol.x = 200 + Math.random() * (2048 - 400); pol.y = 0; } else { // bottom pol.x = 200 + Math.random() * (2048 - 400); pol.y = 2732; } policeCars.push(pol); game.addChild(pol); }
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,490 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Car class
+var Car = Container.expand(function () {
+ var self = Container.call(this);
+ var carSprite = self.attachAsset('car', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 12 + Math.random() * 8;
+ self.dir = Math.random() < 0.5 ? 1 : -1;
+ self.isStolen = false;
+ self.driver = null;
+ self.update = function () {
+ if (!self.isStolen) {
+ self.x += self.dir * self.speed;
+ // Wrap around
+ if (self.x < -200) self.x = 2048 + 200;
+ if (self.x > 2048 + 200) self.x = -200;
+ }
+ };
+ return self;
+});
+// Mission marker class
+var Mission = Container.expand(function () {
+ var self = Container.call(this);
+ var marker = self.attachAsset('mission', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.active = true;
+ return self;
+});
+// Money class
+var Money = Container.expand(function () {
+ var self = Container.call(this);
+ var moneySprite = self.attachAsset('money', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ return self;
+});
+// Obstacle class
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obsSprite = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ return self;
+});
+// Pedestrian class
+var Pedestrian = Container.expand(function () {
+ var self = Container.call(this);
+ var pedSprite = self.attachAsset('pedestrian', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 6 + Math.random() * 6;
+ self.dir = Math.random() < 0.5 ? 1 : -1;
+ self.update = function () {
+ self.x += self.dir * self.speed;
+ if (self.x < -100) self.x = 2048 + 100;
+ if (self.x > 2048 + 100) self.x = -100;
+ };
+ return self;
+});
+// Player class
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var playerSprite = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 18;
+ self.direction = {
+ x: 0,
+ y: 0
+ };
+ self.inCar = false;
+ self.car = null;
+ self.money = 0;
+ self.notoriety = 0;
+ self.lastMissionTime = 0;
+ self.update = function () {
+ // Movement
+ if (!self.inCar) {
+ self.x += self.direction.x * self.speed;
+ self.y += self.direction.y * self.speed;
+ } else if (self.car) {
+ self.x = self.car.x;
+ self.y = self.car.y;
+ }
+ // Clamp to city bounds
+ if (self.x < 100) self.x = 100;
+ if (self.x > 2048 - 100) self.x = 2048 - 100;
+ if (self.y < 100) self.y = 100;
+ if (self.y > 2732 - 100) self.y = 2732 - 100;
+ };
+ return self;
+});
+// Police car class
+var Police = Container.expand(function () {
+ var self = Container.call(this);
+ var policeSprite = self.attachAsset('police', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 16;
+ self.target = null;
+ self.update = function () {
+ if (self.target) {
+ var dx = self.target.x - self.x;
+ var dy = self.target.y - self.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist > 0) {
+ self.x += dx / dist * self.speed;
+ self.y += dy / dist * self.speed;
+ }
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x222222
+});
+
+/****
+* Game Code
+****/
+// Mission marker: orange ellipse
+// Obstacle: gray box
+// Money: yellow ellipse
+// Pedestrian: green ellipse
+// Police car: white box with blue
+// Car: blue box
+// Player character: red box
+// City bounds
+var cityMinX = 100,
+ cityMaxX = 2048 - 100,
+ cityMinY = 100,
+ cityMaxY = 2732 - 100;
+// Arrays for game objects
+var cars = [];
+var policeCars = [];
+var pedestrians = [];
+var obstacles = [];
+var moneys = [];
+var missions = [];
+var player = null;
+var scoreTxt = null;
+var notorietyTxt = null;
+var missionTxt = null;
+var dragDir = {
+ x: 0,
+ y: 0
+};
+var dragActive = false;
+var dragStart = {
+ x: 0,
+ y: 0
+};
+var dragLast = {
+ x: 0,
+ y: 0
+};
+var lastPoliceSpawn = 0;
+var missionActive = false;
+var missionTarget = null;
+var missionType = null;
+var missionTimer = 0;
+var missionDuration = 0;
+var missionReward = 0;
+var missionText = '';
+var gameOver = false;
+// UI
+scoreTxt = new Text2('💰 0', {
+ size: 100,
+ fill: 0xFFF700
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+notorietyTxt = new Text2('🚨 0', {
+ size: 80,
+ fill: 0xFF3333
+});
+notorietyTxt.anchor.set(0.5, 0);
+LK.gui.topRight.addChild(notorietyTxt);
+missionTxt = new Text2('', {
+ size: 70,
+ fill: 0xFFFFFF
+});
+missionTxt.anchor.set(0.5, 0);
+LK.gui.bottom.addChild(missionTxt);
+// Create player
+player = new Player();
+player.x = 2048 / 2;
+player.y = 2732 / 2;
+game.addChild(player);
+// Spawn cars
+for (var i = 0; i < 6; i++) {
+ var car = new Car();
+ car.x = 300 + Math.random() * (2048 - 600);
+ car.y = 600 + Math.random() * (2732 - 1200);
+ cars.push(car);
+ game.addChild(car);
+}
+// Spawn pedestrians
+for (var i = 0; i < 8; i++) {
+ var ped = new Pedestrian();
+ ped.x = 200 + Math.random() * (2048 - 400);
+ ped.y = 400 + Math.random() * (2732 - 800);
+ pedestrians.push(ped);
+ game.addChild(ped);
+}
+// Spawn obstacles
+for (var i = 0; i < 7; i++) {
+ var obs = new Obstacle();
+ obs.x = 200 + Math.random() * (2048 - 400);
+ obs.y = 400 + Math.random() * (2732 - 800);
+ obstacles.push(obs);
+ game.addChild(obs);
+}
+// Spawn money
+for (var i = 0; i < 5; i++) {
+ var money = new Money();
+ money.x = 200 + Math.random() * (2048 - 400);
+ money.y = 400 + Math.random() * (2732 - 800);
+ moneys.push(money);
+ game.addChild(money);
+}
+// Spawn first mission
+function spawnMission() {
+ if (missionActive) return;
+ missionActive = true;
+ missionType = Math.random() < 0.5 ? 'robbery' : 'delivery';
+ missionDuration = 600 + Math.floor(Math.random() * 600); // 10-20 seconds
+ missionReward = 100 + Math.floor(Math.random() * 200);
+ var m = new Mission();
+ m.x = 200 + Math.random() * (2048 - 400);
+ m.y = 400 + Math.random() * (2732 - 800);
+ missionTarget = m;
+ missions.push(m);
+ game.addChild(m);
+ if (missionType === 'robbery') {
+ missionText = 'Robbery! Reach the marker in time!';
+ } else {
+ missionText = 'Delivery! Reach the marker in time!';
+ }
+ missionTimer = 0;
+ missionTxt.setText(missionText);
+}
+spawnMission();
+// Touch controls
+game.down = function (x, y, obj) {
+ if (gameOver) return;
+ dragActive = true;
+ dragStart.x = x;
+ dragStart.y = y;
+ dragLast.x = x;
+ dragLast.y = y;
+ dragDir.x = 0;
+ dragDir.y = 0;
+};
+game.move = function (x, y, obj) {
+ if (gameOver) return;
+ if (dragActive) {
+ var dx = x - dragStart.x;
+ var dy = y - dragStart.y;
+ var len = Math.sqrt(dx * dx + dy * dy);
+ if (len > 40) {
+ dragDir.x = dx / len;
+ dragDir.y = dy / len;
+ } else {
+ dragDir.x = 0;
+ dragDir.y = 0;
+ }
+ dragLast.x = x;
+ dragLast.y = y;
+ }
+};
+game.up = function (x, y, obj) {
+ if (gameOver) return;
+ dragActive = false;
+ dragDir.x = 0;
+ dragDir.y = 0;
+ // Interact: try to enter/exit car, pick up money, start mission
+ // If near a car and not in car, enter car
+ if (!player.inCar) {
+ for (var i = 0; i < cars.length; i++) {
+ var car = cars[i];
+ if (!car.isStolen && player.intersects(car)) {
+ player.inCar = true;
+ player.car = car;
+ car.isStolen = true;
+ car.driver = player;
+ player.notoriety += 1;
+ break;
+ }
+ }
+ } else {
+ // Exit car
+ if (player.car) {
+ player.x = player.car.x + 100;
+ player.y = player.car.y;
+ player.car.isStolen = false;
+ player.car.driver = null;
+ player.inCar = false;
+ player.car = null;
+ }
+ }
+};
+// Main update loop
+game.update = function () {
+ if (gameOver) return;
+ // Player movement
+ player.direction.x = dragDir.x;
+ player.direction.y = dragDir.y;
+ // Update all objects
+ player.update();
+ for (var i = 0; i < cars.length; i++) cars[i].update();
+ for (var i = 0; i < policeCars.length; i++) policeCars[i].update();
+ for (var i = 0; i < pedestrians.length; i++) pedestrians[i].update();
+ // Clamp player in car to car position
+ if (player.inCar && player.car) {
+ player.x = player.car.x;
+ player.y = player.car.y;
+ player.car.x += player.direction.x * (player.car.speed + 8);
+ player.car.y += player.direction.y * (player.car.speed + 8);
+ // Clamp car to bounds
+ if (player.car.x < cityMinX) player.car.x = cityMinX;
+ if (player.car.x > cityMaxX) player.car.x = cityMaxX;
+ if (player.car.y < cityMinY) player.car.y = cityMinY;
+ if (player.car.y > cityMaxY) player.car.y = cityMaxY;
+ }
+ // Collisions: player with obstacles
+ for (var i = 0; i < obstacles.length; i++) {
+ var obs = obstacles[i];
+ if (player.intersects(obs)) {
+ // Bounce back
+ if (player.inCar && player.car) {
+ player.car.x -= player.direction.x * (player.car.speed + 8);
+ player.car.y -= player.direction.y * (player.car.speed + 8);
+ } else {
+ player.x -= player.direction.x * player.speed;
+ player.y -= player.direction.y * player.speed;
+ }
+ }
+ }
+ // Collisions: player with money
+ for (var i = moneys.length - 1; i >= 0; i--) {
+ var money = moneys[i];
+ if (player.intersects(money)) {
+ player.money += 50;
+ LK.setScore(player.money);
+ scoreTxt.setText('💰 ' + player.money);
+ money.destroy();
+ moneys.splice(i, 1);
+ // Respawn money
+ var newMoney = new Money();
+ newMoney.x = 200 + Math.random() * (2048 - 400);
+ newMoney.y = 400 + Math.random() * (2732 - 800);
+ moneys.push(newMoney);
+ game.addChild(newMoney);
+ }
+ }
+ // Collisions: player with pedestrians (increase notoriety)
+ for (var i = 0; i < pedestrians.length; i++) {
+ var ped = pedestrians[i];
+ if (player.intersects(ped)) {
+ player.notoriety += 2;
+ // Flash screen
+ LK.effects.flashScreen(0xff0000, 300);
+ // Move pedestrian away
+ ped.x = 200 + Math.random() * (2048 - 400);
+ ped.y = 400 + Math.random() * (2732 - 800);
+ }
+ }
+ // Collisions: player with police
+ for (var i = policeCars.length - 1; i >= 0; i--) {
+ var pol = policeCars[i];
+ if (player.intersects(pol)) {
+ // Game over
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ gameOver = true;
+ return;
+ }
+ }
+ // Collisions: player with mission marker
+ if (missionActive && missionTarget && player.intersects(missionTarget)) {
+ player.money += missionReward;
+ LK.setScore(player.money);
+ scoreTxt.setText('💰 ' + player.money);
+ player.notoriety += 3;
+ missionTxt.setText('Mission Complete! +' + missionReward + '💰');
+ missionTarget.destroy();
+ missions.splice(missions.indexOf(missionTarget), 1);
+ missionActive = false;
+ missionTarget = null;
+ // Next mission after short delay
+ LK.setTimeout(function () {
+ missionTxt.setText('');
+ spawnMission();
+ }, 1200);
+ }
+ // Mission timer
+ if (missionActive) {
+ missionTimer++;
+ var timeLeft = Math.floor((missionDuration - missionTimer) / 60);
+ if (timeLeft < 0) timeLeft = 0;
+ missionTxt.setText(missionText + ' (' + timeLeft + 's)');
+ if (missionTimer > missionDuration) {
+ // Mission failed
+ missionTxt.setText('Mission Failed!');
+ if (missionTarget) {
+ missionTarget.destroy();
+ missions.splice(missions.indexOf(missionTarget), 1);
+ }
+ missionActive = false;
+ missionTarget = null;
+ player.notoriety += 2;
+ LK.setTimeout(function () {
+ missionTxt.setText('');
+ spawnMission();
+ }, 1200);
+ }
+ }
+ // Notoriety display
+ notorietyTxt.setText('🚨 ' + player.notoriety);
+ // Escalate police based on notoriety
+ if (player.notoriety >= 5 && policeCars.length < 1) {
+ spawnPolice();
+ }
+ if (player.notoriety >= 10 && policeCars.length < 2) {
+ spawnPolice();
+ }
+ if (player.notoriety >= 20 && policeCars.length < 3) {
+ spawnPolice();
+ }
+ // Notoriety decay
+ if (player.notoriety > 0 && LK.ticks % 120 == 0) {
+ player.notoriety -= 1;
+ if (player.notoriety < 0) player.notoriety = 0;
+ }
+ // Police chase player
+ for (var i = 0; i < policeCars.length; i++) {
+ policeCars[i].target = player;
+ }
+ // Win condition: reach 2000 money
+ if (player.money >= 2000) {
+ LK.showYouWin();
+ gameOver = true;
+ }
+};
+// Police spawn
+function spawnPolice() {
+ var pol = new Police();
+ // Spawn at random edge
+ var edge = Math.floor(Math.random() * 4);
+ if (edge === 0) {
+ // left
+ pol.x = 0;
+ pol.y = 400 + Math.random() * (2732 - 800);
+ } else if (edge === 1) {
+ // right
+ pol.x = 2048;
+ pol.y = 400 + Math.random() * (2732 - 800);
+ } else if (edge === 2) {
+ // top
+ pol.x = 200 + Math.random() * (2048 - 400);
+ pol.y = 0;
+ } else {
+ // bottom
+ pol.x = 200 + Math.random() * (2048 - 400);
+ pol.y = 2732;
+ }
+ policeCars.push(pol);
+ game.addChild(pol);
+}
\ No newline at end of file
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "GTA Mini: City Heist" and with the description "A fast-paced 2D city crime game: steal cars, complete missions, and escape the police in a dynamic urban environment.". No text on banner!
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