/**** * 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); }
/****
* 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);
}
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!
GTA 2 karakteri. In-Game asset. 2d. High contrast. No shadows
Çiçek L. In-Game asset. 2d. High contrast. No shadows
Toprak. In-Game asset. 2d. High contrast. No shadows
💸💸💸💸 para. In-Game asset. 2d. High contrast. No shadows
Yıldız. In-Game asset. 2d. High contrast. No shadows