User prompt
If we lose, the car should not continue in adventure mode and go back.
User prompt
Let it be a little more difficult than the previous one in each episode in Adventure mode. And put the finish line a little further.
User prompt
If we say start the text are gone
User prompt
Adventure mode every time comes no pauses
User prompt
make the name Turbo Racer 3
User prompt
When you say retry section, the enemies should come.
User prompt
When you say retry section, the suckers should come.
User prompt
In adventure mode, there should be no pause and the score should be displayed above.
User prompt
Let it pause on the main menu button and open when you close it
User prompt
Every time you press the start button, the enemies will come. No pauses.
User prompt
make the main menu button a nother asset new asset
User prompt
add main menu button to adventure mode
User prompt
move the main menu items down a bit
User prompt
take it down a little
User prompt
In normal mode, there should be a main menu icon in the upper left corner, if pressed, it will return to the main menu.
User prompt
If you lose a level, play the game again.
User prompt
If you lose in a section, there should be a replay section and the score should be displayed above.
User prompt
There should be an exit button in adventure mode
User prompt
no the enemies come in the adventure mode
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var unlockedSections = storage.get('unlockedSections') || 1; // Always at least 1 unlocked' Line Number: 237 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var unlockedSections = storage.getItem('unlockedSections') || 1; // Always at least 1 unlocked' Line Number: 237
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var unlockedSections = storage.get('unlockedSections') || 1; // Always at least 1 unlocked' Line Number: 237
User prompt
They should start from 1, there should be a lock mark on the others. When the score reaches 1000 in each section, meaning when you don't hit any cars, you will earn 20 points. There should be a finish line at the end. When you reach that, something will open, go back or the next section and thus my new section will be unlocked.
User prompt
add a adventure mode button in the ana menu and add 30 sections
User prompt
add two new enemies new assets
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Coin var Coin = Container.expand(function () { var self = Container.call(this); var coin = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.width = coin.width; self.height = coin.height; self.speed = 20; self.lane = 1; self.update = function () { self.y += self.speed; }; return self; }); // Enemy Car var EnemyCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.speed = 20 + Math.random() * 5; self.lane = 1; self.update = function () { self.y += self.speed; }; return self; }); // Enemy Car 2 var EnemyCar2 = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCar2', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.speed = 22 + Math.random() * 6; self.lane = 1; self.update = function () { self.y += self.speed; }; return self; }); // Enemy Car 3 var EnemyCar3 = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCar3', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.speed = 18 + Math.random() * 8; self.lane = 1; self.update = function () { self.y += self.speed; }; return self; }); // Player Car var PlayerCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.lane = 1; // 0: left, 1: center, 2: right self.invincible = false; self.update = function () { // No movement here; handled by input }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Button assets for Start and Choose Car // Road and lanes setup var roadWidth = 900; var laneCount = 3; var laneWidth = roadWidth / laneCount; var roadX = (2048 - roadWidth) / 2; var roadY = 0; // --- Car Selection and Start Menu --- var carAssetIds = ['playerCar', // default 'car2', 'car3', 'car4', 'car5', 'car6', 'car7', 'car8', 'car9', 'car10', 'car11', 'car12', 'car13', 'car14', 'car15', 'car16']; // Register 8 more car assets (IDs: car9 to car16) // Store selected car index (default 0) var selectedCarIndex = 0; // Overlay containers for menu and car select var startMenuOverlay = new Container(); var carSelectOverlay = new Container(); // --- Start Menu UI --- var titleTxt = new Text2('Turbo Car 2', { size: 180, fill: "#fff" }); titleTxt.anchor.set(0.5, 0.5); titleTxt.x = 2048 / 2; titleTxt.y = 600; // Start Button var startBtn = LK.getAsset('startBtnImg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1000 }); var startBtnLabel = new Text2('Start', { size: 90, fill: "#222" }); startBtnLabel.anchor.set(0.5, 0.5); startBtnLabel.x = startBtn.x; startBtnLabel.y = startBtn.y; // Choose Car Button var chooseCarBtn = LK.getAsset('chooseCarBtnImg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1200 }); var chooseCarBtnLabel = new Text2('Choose a Car', { size: 70, fill: "#222" }); chooseCarBtnLabel.anchor.set(0.5, 0.5); chooseCarBtnLabel.x = chooseCarBtn.x; chooseCarBtnLabel.y = chooseCarBtn.y; // Adventure Mode Button var adventureBtn = LK.getAsset('adventureBtnImg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1400 }); var adventureBtnLabel = new Text2('Adventure Mode', { size: 70, fill: "#222" }); adventureBtnLabel.anchor = { x: 0.5, y: 0.5 }; adventureBtnLabel.x = adventureBtn.x; adventureBtnLabel.y = adventureBtn.y; // Add to overlay startMenuOverlay.addChild(titleTxt); startMenuOverlay.addChild(startBtn); startMenuOverlay.addChild(startBtnLabel); startMenuOverlay.addChild(chooseCarBtn); startMenuOverlay.addChild(chooseCarBtnLabel); startMenuOverlay.addChild(adventureBtn); startMenuOverlay.addChild(adventureBtnLabel); game.addChild(startMenuOverlay); // --- Adventure Mode Overlay --- var adventureOverlay = new Container(); var adventureTitle = new Text2('Adventure Mode', { size: 120, fill: "#fff" }); adventureTitle.anchor.set(0.5, 0.5); adventureTitle.x = 2048 / 2; adventureTitle.y = 400; adventureOverlay.addChild(adventureTitle); // Section grid (6 columns x 5 rows = 30 sections) var sectionCols = 6; var sectionRows = 5; var sectionCount = 30; var sectionSpacingX = 250; var sectionSpacingY = 220; var sectionStartX = 2048 / 2 - (sectionCols - 1) * sectionSpacingX / 2; var sectionStartY = 700; var sectionIcons = []; // Persistent progress using storage plugin var unlockedSections = storage.unlockedSections || 1; // Always at least 1 unlocked for (var i = 0; i < sectionCount; i++) { var col = i % sectionCols; var row = Math.floor(i / sectionCols); var sectionIcon = LK.getAsset('sectionIcon', { anchorX: 0.5, anchorY: 0.5, x: sectionStartX + col * sectionSpacingX, y: sectionStartY + row * sectionSpacingY }); var sectionLabel = new Text2('' + (i + 1), { size: 60, fill: "#fff" }); sectionLabel.anchor.set(0.5, 0.5); sectionLabel.x = sectionIcon.x; sectionLabel.y = sectionIcon.y; // Lock icon overlay if locked var isUnlocked = i < unlockedSections; var lockIcon = null; if (!isUnlocked) { lockIcon = LK.getAsset('star1', { anchorX: 0.5, anchorY: 0.5, x: sectionIcon.x, y: sectionIcon.y, scaleX: 1.1, scaleY: 1.1 }); lockIcon.alpha = 0.7; adventureOverlay.addChild(lockIcon); } // Section icon click handler (function (idx, icon, label, locked, lockIconRef) { icon.down = function () { if (locked) { // Optionally: flash or shake to indicate locked LK.effects.flashObject(icon, 0xff0000, 400); return; } // Start adventure section idx+1 if (adventureOverlay.parent) adventureOverlay.destroy(); startAdventureSection(idx + 1); }; label.down = icon.down; if (lockIconRef) lockIconRef.down = icon.down; })(i, sectionIcon, sectionLabel, !isUnlocked, lockIcon); adventureOverlay.addChild(sectionIcon); adventureOverlay.addChild(sectionLabel); sectionIcons.push(sectionIcon); } // Back button for adventure overlay var adventureBackBtn = new Text2('Back', { size: 80, fill: "#fff" }); adventureBackBtn.anchor.set(0.5, 0.5); adventureBackBtn.x = 2048 / 2; adventureBackBtn.y = sectionStartY + sectionRows * sectionSpacingY + 100; adventureOverlay.addChild(adventureBackBtn); // Adventure button handler adventureBtn.down = function () { if (startMenuOverlay.parent) startMenuOverlay.destroy(); game.addChild(adventureOverlay); }; // Back button handler adventureBackBtn.down = function () { if (adventureOverlay.parent) adventureOverlay.destroy(); game.addChild(startMenuOverlay); }; // --- Car Selection UI --- var carSelectTitle = new Text2('Select Your Car', { size: 120, fill: "#fff" }); carSelectTitle.anchor.set(0.5, 0.5); carSelectTitle.x = 2048 / 2; carSelectTitle.y = 400; carSelectOverlay.addChild(carSelectTitle); var carIcons = []; var carIconSpacing = 220; var carIconsPerRow = Math.ceil(carAssetIds.length / 2); var carIconStartX = 2048 / 2 - (carIconsPerRow - 1) * carIconSpacing / 2; var carIconY1 = 800; var carIconY2 = 1250; // Increased spacing between rows for (var i = 0; i < carAssetIds.length; i++) { var row = i < carIconsPerRow ? 0 : 1; var col = row === 0 ? i : i - carIconsPerRow; var carIcon = LK.getAsset(carAssetIds[i], { anchorX: 0.5, anchorY: 0.5, x: carIconStartX + col * carIconSpacing, y: row === 0 ? carIconY1 : carIconY2, scaleX: 0.7, scaleY: 0.7 }); // Highlight border for selected carIcon._border = null; (function (idx, icon) { icon.down = function () { // Remove highlight from all for (var j = 0; j < carIcons.length; j++) { if (carIcons[j]._border) { carIcons[j]._border.destroy(); carIcons[j]._border = null; } } // Add highlight (no border, just set selectedCarIndex) selectedCarIndex = idx; // Animate icon to grow a little when selected tween(icon, { scaleX: 0.9, scaleY: 0.9 }, { duration: 180, easing: tween.cubicOut }); // Shrink all other icons back to normal for (var j = 0; j < carIcons.length; j++) { if (carIcons[j] !== icon) { tween(carIcons[j], { scaleX: 0.7, scaleY: 0.7 }, { duration: 180, easing: tween.cubicOut }); } } }; })(i, carIcon); carIcons.push(carIcon); carSelectOverlay.addChild(carIcon); } // Preselect first car carIcons[0].down(); // Confirm button var confirmBtn = new Text2('Confirm', { size: 100, fill: "#fff" }); confirmBtn.anchor.set(0.5, 0.5); confirmBtn.x = 2048 / 2; // Place confirmBtn below the second row of car icons var carIconY = carIconY2; // Use the y of the second row confirmBtn.y = carIconY + 300; carSelectOverlay.addChild(confirmBtn); // --- Menu Button Handlers --- startBtn.down = function () { // Remove overlays, start game if (startMenuOverlay.parent) startMenuOverlay.destroy(); if (carSelectOverlay.parent) carSelectOverlay.destroy(); startGame(); }; chooseCarBtn.down = function () { if (startMenuOverlay.parent) startMenuOverlay.destroy(); game.addChild(carSelectOverlay); }; confirmBtn.down = function () { if (carSelectOverlay.parent) carSelectOverlay.destroy(); game.addChild(startMenuOverlay); }; // --- Game Start Logic --- var mainMenuBtn; // Main menu button for normal mode function startGame() { startAdventureSection(null); // Add main menu icon in upper left for normal mode if (typeof mainMenuBtn !== "undefined" && mainMenuBtn.parent) mainMenuBtn.destroy(); mainMenuBtn = LK.getAsset('mainMenuBtnImg', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 180, scaleX: 0.7, scaleY: 0.7 }); mainMenuBtn.alpha = 0.95; LK.gui.topLeft.addChild(mainMenuBtn); // On press, return to main menu mainMenuBtn.down = function () { if (typeof mainMenuBtn !== "undefined" && mainMenuBtn.parent) mainMenuBtn.destroy(); if (typeof scoreTxt !== "undefined" && scoreTxt.parent) scoreTxt.destroy(); if (typeof sectionLabelTxt !== "undefined" && sectionLabelTxt.parent) sectionLabelTxt.destroy(); // Remove all game objects if (typeof player !== "undefined" && player && player.parent) player.destroy(); for (var i = 0; i < enemies.length; i++) if (enemies[i].parent) enemies[i].destroy(); for (var i = 0; i < coins.length; i++) if (coins[i].parent) coins[i].destroy(); enemies = []; coins = []; // Show main menu overlay game.addChild(startMenuOverlay); // Pause game logic while main menu is open var prevUpdate = game.update; game.update = function () {}; // When the start menu overlay is closed (startBtn or chooseCarBtn), restore game.update var _resumeGameLogic = function resumeGameLogic() { if (game.update === _resumeGameLogic) return; // Prevent double restore game.update = prevUpdate; }; var _oldStartBtnDown = startBtn.down; startBtn.down = function () { _resumeGameLogic(); if (_oldStartBtnDown) _oldStartBtnDown(); }; var _oldChooseCarBtnDown = chooseCarBtn.down; chooseCarBtn.down = function () { _resumeGameLogic(); if (_oldChooseCarBtnDown) _oldChooseCarBtnDown(); }; }; } // --- Adventure Section Start Logic --- function startAdventureSection(sectionNumber) { // Remove overlays if present if (startMenuOverlay.parent) startMenuOverlay.destroy(); if (carSelectOverlay.parent) carSelectOverlay.destroy(); if (adventureOverlay.parent) adventureOverlay.destroy(); // Remove any previous game objects if (typeof player !== "undefined" && player && player.parent) player.destroy(); for (var i = 0; i < enemies.length; i++) if (enemies[i].parent) enemies[i].destroy(); for (var i = 0; i < coins.length; i++) if (coins[i].parent) coins[i].destroy(); enemies = []; coins = []; // Road background var road = LK.getAsset('road', { anchorX: 0, anchorY: 0, x: roadX, y: roadY }); game.addChild(road); // Player car player = new PlayerCar(); player.x = roadX + laneWidth * 1.5; player.y = 2732 - 400; player.setCarAsset(carAssetIds[selectedCarIndex]); game.addChild(player); // Section number for adventure mode, null means normal mode game.currentSection = sectionNumber; // Score and fuel UI score = 0; distance = 0; coinsCollected = 0; scoreTxt = new Text2('Score: 0', { size: 90, fill: "#fff" }); // Place score above (top center) in adventure mode, else top right if (sectionNumber) { scoreTxt.anchor.set(0.5, 0); // top center scoreTxt.x = 2048 / 2; scoreTxt.y = 20; } else { scoreTxt.anchor.set(1, 0); // top right scoreTxt.x = 2048 - 100; scoreTxt.y = 20; } LK.gui.top.addChild(scoreTxt); // Section label for adventure mode if (sectionNumber) { if (typeof sectionLabelTxt !== "undefined" && sectionLabelTxt.parent) sectionLabelTxt.destroy(); sectionLabelTxt = new Text2('Section ' + sectionNumber, { size: 80, fill: 0xFFD600 }); sectionLabelTxt.anchor.set(0, 0); sectionLabelTxt.x = 120; sectionLabelTxt.y = 20; LK.gui.top.addChild(sectionLabelTxt); } else { if (typeof sectionLabelTxt !== "undefined" && sectionLabelTxt.parent) sectionLabelTxt.destroy(); } // Timer to update score every second if (typeof scoreUpdateTimer !== "undefined") LK.clearInterval(scoreUpdateTimer); scoreUpdateTimer = LK.setInterval(function () { scoreTxt.setText('Score: ' + score); }, 1000); // Lane positions lanePositions = [roadX + laneWidth * 0.5, roadX + laneWidth * 1.5, roadX + laneWidth * 2.5]; // Place finish line for adventure mode if (sectionNumber) { // Place finish line at a fixed distance (e.g. 2732 * 2.5) finishLineY = -2732 * 1.5; if (typeof finishLine !== "undefined" && finishLine.parent) finishLine.destroy(); finishLine = LK.getAsset('finishLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: finishLineY }); game.addChild(finishLine); finishLine.crossed = false; // Add Exit button for adventure mode if (typeof adventureExitBtn !== "undefined" && adventureExitBtn.parent) adventureExitBtn.destroy(); adventureExitBtn = new Text2('Exit', { size: 80, fill: "#fff" }); adventureExitBtn.anchor.set(1, 0); adventureExitBtn.x = 2048 - 100; adventureExitBtn.y = 120; LK.gui.top.addChild(adventureExitBtn); adventureExitBtn.down = function () { // Remove overlays and return to adventure section select if (typeof sectionLabelTxt !== "undefined" && sectionLabelTxt.parent) sectionLabelTxt.destroy(); if (typeof scoreTxt !== "undefined" && scoreTxt.parent) scoreTxt.destroy(); if (typeof adventureExitBtn !== "undefined" && adventureExitBtn.parent) adventureExitBtn.destroy(); if (typeof finishLine !== "undefined" && finishLine.parent) finishLine.destroy(); // Remove all game objects if (typeof player !== "undefined" && player && player.parent) player.destroy(); for (var i = 0; i < enemies.length; i++) if (enemies[i].parent) enemies[i].destroy(); for (var i = 0; i < coins.length; i++) if (coins[i].parent) coins[i].destroy(); enemies = []; coins = []; // Show adventure section select overlay game.addChild(adventureOverlay); // Pause game logic game.update = function () {}; }; // Add main menu button for adventure mode in upper left if (typeof adventureMenuBtn !== "undefined" && adventureMenuBtn.parent) adventureMenuBtn.destroy(); adventureMenuBtn = LK.getAsset('mainMenuBtnImg', { anchorX: 0.5, anchorY: 0.5, x: 100, y: 180, scaleX: 0.7, scaleY: 0.7 }); adventureMenuBtn.alpha = 0.95; LK.gui.topLeft.addChild(adventureMenuBtn); adventureMenuBtn.down = function () { if (typeof adventureMenuBtn !== "undefined" && adventureMenuBtn.parent) adventureMenuBtn.destroy(); if (typeof scoreTxt !== "undefined" && scoreTxt.parent) scoreTxt.destroy(); if (typeof sectionLabelTxt !== "undefined" && sectionLabelTxt.parent) sectionLabelTxt.destroy(); if (typeof adventureExitBtn !== "undefined" && adventureExitBtn.parent) adventureExitBtn.destroy(); if (typeof finishLine !== "undefined" && finishLine.parent) finishLine.destroy(); if (typeof player !== "undefined" && player && player.parent) player.destroy(); for (var i = 0; i < enemies.length; i++) if (enemies[i].parent) enemies[i].destroy(); for (var i = 0; i < coins.length; i++) if (coins[i].parent) coins[i].destroy(); enemies = []; coins = []; game.addChild(startMenuOverlay); // Do NOT pause game logic in adventure mode }; } else { if (typeof finishLine !== "undefined" && finishLine.parent) finishLine.destroy(); finishLine = undefined; if (typeof adventureExitBtn !== "undefined" && adventureExitBtn.parent) adventureExitBtn.destroy(); if (typeof adventureMenuBtn !== "undefined" && adventureMenuBtn.parent) adventureMenuBtn.destroy(); } } // Defensive: ensure lanePositions is always defined before game.update runs if (typeof lanePositions === "undefined") { lanePositions = [roadX + laneWidth * 0.5, roadX + laneWidth * 1.5, roadX + laneWidth * 2.5]; } // --- Patch PlayerCar to allow dynamic car asset --- PlayerCar.prototype.setCarAsset = function (assetId) { // Remove old asset while (this.children.length) this.removeChild(this.children[0]); var car = this.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); this.width = car.width; this.height = car.height; }; // --- Start with menu, not game --- var player, score, distance, coinsCollected, scoreTxt, scoreUpdateTimer, lanePositions; // Touch controls // Use square placeholder assets for left/right buttons (replace 'leftBtnSquare' and 'rightBtnSquare' with your asset ids when available) var leftBtn = LK.getAsset('leftBtnSquare', { anchorX: 0.5, anchorY: 0.5, x: 200, y: -250 }); LK.gui.bottomLeft.addChild(leftBtn); var rightBtn = LK.getAsset('rightBtnSquare', { anchorX: 0.5, anchorY: 0.5, x: -200, y: -250 }); LK.gui.bottomRight.addChild(rightBtn); // Control handlers leftBtn.down = function () { if (typeof player !== "undefined" && player && typeof player.lane !== "undefined" && player.lane > 0) { player.lane--; tween(player, { x: lanePositions[player.lane] }, { duration: 120, easing: tween.cubicOut }); } }; rightBtn.down = function () { if (typeof player !== "undefined" && player && typeof player.lane !== "undefined" && player.lane < laneCount - 1) { player.lane++; tween(player, { x: lanePositions[player.lane] }, { duration: 120, easing: tween.cubicOut }); } }; // Touch drag to move car left/right var dragStartX = null; var dragStartLane = null; game.down = function (x, y, obj) { if (x > roadX && x < roadX + roadWidth && y > 2732 - 700) { dragStartX = x; dragStartLane = player.lane; } }; game.move = function (x, y, obj) { if (dragStartX !== null) { var dx = x - dragStartX; if (Math.abs(dx) > laneWidth * 0.7) { if (dx < 0 && player.lane > 0) { player.lane--; tween(player, { x: lanePositions[player.lane] }, { duration: 120, easing: tween.cubicOut }); dragStartX = x; dragStartLane = player.lane; } else if (dx > 0 && player.lane < laneCount - 1) { player.lane++; tween(player, { x: lanePositions[player.lane] }, { duration: 120, easing: tween.cubicOut }); dragStartX = x; dragStartLane = player.lane; } } } }; game.up = function (x, y, obj) { dragStartX = null; dragStartLane = null; }; // Game objects var enemies = []; var coins = []; // Spawning timers var enemySpawnTick = 0; var coinSpawnTick = 0; // Main game update game.update = function () { // Pause all game logic if car selection overlay is visible if (carSelectOverlay.parent) { return; } // Adventure mode finish line logic var inAdventure = !!game.currentSection; if (inAdventure && typeof finishLine !== "undefined" && finishLine) { // Move finish line down as the world scrolls finishLine.y += 20; // match enemy/car speed // Check for crossing finish line if (!finishLine.crossed && player.y <= finishLine.y + finishLine.height / 2 && player.y >= finishLine.y - finishLine.height / 2) { finishLine.crossed = true; // Section complete! // Award 20 points if score >= 1000 (no crash) var sectionScore = Math.floor(distance / 5) + coinsCollected * 10; var earned = sectionScore >= 1000 ? 20 : 0; // Unlock next section if not already unlocked var unlockedSections = storage.unlockedSections || 1; if (game.currentSection >= unlockedSections && game.currentSection < sectionCount) { unlockedSections = game.currentSection + 1; storage.unlockedSections = unlockedSections; } // Remove Exit button if present if (typeof adventureExitBtn !== "undefined" && adventureExitBtn.parent) adventureExitBtn.destroy(); // Show overlay: Section Complete! var overlay = new Container(); var msg = new Text2('Section ' + game.currentSection + ' Complete!', { size: 120, fill: 0xFFD600 }); msg.anchor.set(0.5, 0.5); msg.x = 2048 / 2; msg.y = 900; overlay.addChild(msg); var earnedTxt = new Text2('Score: ' + sectionScore + (earned ? ' (+20)' : ''), { size: 80, fill: "#fff" }); earnedTxt.anchor.set(0.5, 0.5); earnedTxt.x = 2048 / 2; earnedTxt.y = 1100; overlay.addChild(earnedTxt); var nextBtn = new Text2(game.currentSection < sectionCount ? 'Next Section' : 'Back to Menu', { size: 90, fill: "#fff" }); nextBtn.anchor.set(0.5, 0.5); nextBtn.x = 2048 / 2; nextBtn.y = 1300; overlay.addChild(nextBtn); game.addChild(overlay); nextBtn.down = function () { overlay.destroy(); if (game.currentSection < sectionCount) { startAdventureSection(game.currentSection + 1); } else { // Back to menu if (typeof sectionLabelTxt !== "undefined" && sectionLabelTxt.parent) sectionLabelTxt.destroy(); game.addChild(startMenuOverlay); } }; // Pause game logic game.update = function () {}; return; } // Distance distance += 0.7; // Update UI score = Math.floor(distance / 5) + coinsCollected * 10; // --- Adventure mode: enemy and coin spawning --- // Spawn enemy cars enemySpawnTick++; if (enemySpawnTick > 38 + Math.random() * 18) { enemySpawnTick = 0; var enemyType = Math.floor(Math.random() * 3); var enemy; if (enemyType === 0) { enemy = new EnemyCar(); } else if (enemyType === 1) { enemy = new EnemyCar2(); } else { enemy = new EnemyCar3(); } enemy.lane = Math.floor(Math.random() * laneCount); enemy.x = lanePositions[enemy.lane]; enemy.y = -200; enemies.push(enemy); game.addChild(enemy); } // Spawn coins coinSpawnTick++; if (coinSpawnTick > 80 + Math.random() * 60) { coinSpawnTick = 0; var coin = new Coin(); coin.lane = Math.floor(Math.random() * laneCount); coin.x = lanePositions[coin.lane]; coin.y = -120; coins.push(coin); game.addChild(coin); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); if (e.y > 2732 + 200) { e.destroy(); enemies.splice(i, 1); continue; } if (e.intersects(player)) { LK.effects.flashObject(player, 0xff0000, 600); LK.effects.flashScreen(0xff0000, 800); // Remove Exit button if present if (typeof adventureExitBtn !== "undefined" && adventureExitBtn.parent) adventureExitBtn.destroy(); // Show fail overlay var overlay = new Container(); var failTxt = new Text2('Crashed!', { size: 150, fill: 0xFF0000 }); failTxt.anchor.set(0.5, 0.5); failTxt.x = 2048 / 2; failTxt.y = 900; overlay.addChild(failTxt); // Show score above retry button var sectionScore = Math.floor(distance / 5) + coinsCollected * 10; var scoreAboveRetry = new Text2('Score: ' + sectionScore, { size: 80, fill: "#fff" }); scoreAboveRetry.anchor.set(0.5, 0.5); scoreAboveRetry.x = 2048 / 2; scoreAboveRetry.y = 1100; overlay.addChild(scoreAboveRetry); var retryBtn = new Text2('Retry Section', { size: 100, fill: "#fff" }); retryBtn.anchor.set(0.5, 0.5); retryBtn.x = 2048 / 2; retryBtn.y = 1200; overlay.addChild(retryBtn); game.addChild(overlay); retryBtn.down = function () { overlay.destroy(); startAdventureSection(game.currentSection); // Enemies and coins will come immediately after retry enemySpawnTick = 1000; // force spawn on next update coinSpawnTick = 1000; }; // Pause game logic game.update = function () {}; return; } } // Update coins for (var i = coins.length - 1; i >= 0; i--) { var c = coins[i]; c.update(); if (c.y > 2732 + 120) { c.destroy(); coins.splice(i, 1); continue; } if (c.intersects(player)) { coinsCollected++; score = Math.floor(distance / 5) + coinsCollected * 10; scoreTxt.setText('Score: ' + score); LK.effects.flashObject(player, 0xFFD600, 300); c.destroy(); coins.splice(i, 1); continue; } } return; } // Distance distance += 0.7; // Update UI score = Math.floor(distance / 5) + coinsCollected * 10; // Adventure mode: lockout on crash if (inAdventure) { // If player collides with enemy, show fail overlay and do not unlock section for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); if (e.y > 2732 + 200) { e.destroy(); enemies.splice(i, 1); continue; } if (e.intersects(player)) { LK.effects.flashObject(player, 0xff0000, 600); LK.effects.flashScreen(0xff0000, 800); // Remove Exit button if present if (typeof adventureExitBtn !== "undefined" && adventureExitBtn.parent) adventureExitBtn.destroy(); // Show fail overlay var overlay = new Container(); var failTxt = new Text2('Crashed!', { size: 150, fill: 0xFF0000 }); failTxt.anchor.set(0.5, 0.5); failTxt.x = 2048 / 2; failTxt.y = 900; overlay.addChild(failTxt); // Show score above retry button var sectionScore = Math.floor(distance / 5) + coinsCollected * 10; var scoreAboveRetry = new Text2('Score: ' + sectionScore, { size: 80, fill: "#fff" }); scoreAboveRetry.anchor.set(0.5, 0.5); scoreAboveRetry.x = 2048 / 2; scoreAboveRetry.y = 1100; overlay.addChild(scoreAboveRetry); var retryBtn = new Text2('Retry Section', { size: 100, fill: "#fff" }); retryBtn.anchor.set(0.5, 0.5); retryBtn.x = 2048 / 2; retryBtn.y = 1200; overlay.addChild(retryBtn); game.addChild(overlay); retryBtn.down = function () { overlay.destroy(); startAdventureSection(game.currentSection); // Enemies and coins will come immediately after retry enemySpawnTick = 1000; coinSpawnTick = 1000; }; // Pause game logic game.update = function () {}; return; } } } else { // Normal mode: original logic if (score >= 999) { // Stop the score update timer if (typeof scoreUpdateTimer !== "undefined") LK.clearInterval(scoreUpdateTimer); // Show Congratulations overlay var congratsTxt = new Text2('Congratulations', { size: 180, fill: 0xFFD600 }); congratsTxt.anchor.set(0.5, 0.5); congratsTxt.x = 2048 / 2; congratsTxt.y = 900; var playAgainBtn = new Text2('Play Again', { size: 120, fill: "#fff" }); playAgainBtn.anchor.set(0.5, 0.5); playAgainBtn.x = 2048 / 2; playAgainBtn.y = 1200; // Overlay container var overlay = new Container(); overlay.addChild(congratsTxt); overlay.addChild(playAgainBtn); game.addChild(overlay); playAgainBtn.down = function () { // Remove overlay and restart game overlay.destroy(); LK.showGameOver(); // Triggers game reset }; // Pause game logic game.update = function () {}; return; } // Spawn enemy cars enemySpawnTick++; if (enemySpawnTick > 38 + Math.random() * 18) { enemySpawnTick = 0; var enemyType = Math.floor(Math.random() * 3); var enemy; if (enemyType === 0) { enemy = new EnemyCar(); } else if (enemyType === 1) { enemy = new EnemyCar2(); } else { enemy = new EnemyCar3(); } enemy.lane = Math.floor(Math.random() * laneCount); enemy.x = lanePositions[enemy.lane]; enemy.y = -200; enemies.push(enemy); game.addChild(enemy); } // Spawn coins coinSpawnTick++; if (coinSpawnTick > 80 + Math.random() * 60) { coinSpawnTick = 0; var coin = new Coin(); coin.lane = Math.floor(Math.random() * laneCount); coin.x = lanePositions[coin.lane]; coin.y = -120; coins.push(coin); game.addChild(coin); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); if (e.y > 2732 + 200) { e.destroy(); enemies.splice(i, 1); continue; } // Collision with player if (e.intersects(player)) { // Turbo Car 2 (enemyCar) hit! Player must dodge it. LK.effects.flashObject(player, 0xff0000, 600); LK.effects.flashScreen(0xff0000, 800); startGame(); // Restart the game automatically return; } } } // Update coins for (var i = coins.length - 1; i >= 0; i--) { var c = coins[i]; c.update(); if (c.y > 2732 + 120) { c.destroy(); coins.splice(i, 1); continue; } if (c.intersects(player)) { coinsCollected++; score = Math.floor(distance / 5) + coinsCollected * 10; scoreTxt.setText('Score: ' + score); LK.effects.flashObject(player, 0xFFD600, 300); c.destroy(); coins.splice(i, 1); continue; } } }; // Center UI elements // scoreTxt is always at top right, do not move it to center // Prevent UI from overlapping top left menu // (already handled by not placing anything at gui.topLeft or at x < 100, y < 100)
===================================================================
--- original.js
+++ change.js
@@ -799,9 +799,9 @@
game.addChild(overlay);
retryBtn.down = function () {
overlay.destroy();
startAdventureSection(game.currentSection);
- // Suckers (enemies and coins) will come immediately after retry
+ // Enemies and coins will come immediately after retry
enemySpawnTick = 1000; // force spawn on next update
coinSpawnTick = 1000;
};
// Pause game logic
@@ -881,9 +881,9 @@
game.addChild(overlay);
retryBtn.down = function () {
overlay.destroy();
startAdventureSection(game.currentSection);
- // Suckers (enemies and coins) will come immediately after retry
+ // Enemies and coins will come immediately after retry
enemySpawnTick = 1000;
coinSpawnTick = 1000;
};
// Pause game logic
Make me a coin 2d pixel. In-Game asset. 2d. High contrast. No shadows
Draw 2d pixel car top view Red. In-Game asset. 2d. High contrast. No shadows
Draw 2d pixel car top view Blue. In-Game asset. 2d. High contrast. No shadows
draw a left facing 2d pixel game button. Yellow. Like this ▶️. In-Game asset. 2d. High contrast. No shadows
Try to do this photo again
Do this again but green
Without background
Without background
Without background
Without background
Without background
Without background
Without background
Make this pixel 2d
make a fireman truck like this
make a police car like this
make this green and red
make sooooo top view
make this white
Draw 2d pixel motorciycle top view light green.. In-Game asset. 2d. High contrast. No shadows
make this flying car and eflatun
Draw 2d pixel lamborghini car top view turkuaz.. In-Game asset. 2d. High contrast. No shadows
Draw 2d pixel car top view brown+green. In-Game asset. 2d. High contrast. No shadows
Draw 2d pixel car top view Red+white. In-Game asset. 2d. High contrast. No shadows
like a main menu symbol