User prompt
coloca la imagen speed runner 100 pixeles mas arriba
User prompt
coloca la imagen speed runner mas arriba
User prompt
coloca la imagen speed runner mas arriba
User prompt
coloca la imagen speed runner en el menu de inicio arriba de la seleccion de personaje
User prompt
eliminar el efecto morado al tocar la trampa
User prompt
agrega otro vehiculo
User prompt
agrega otro tipo de vehiculo
User prompt
quitar efecto al chocar con la barrera
User prompt
agrega otro tipo de obstaculo
User prompt
agrega otro tipo de obstaculo igual al coche rojo
User prompt
el sonido de encendido sera el unico sonido que se escuchara al iniciar el juego
User prompt
solo en sonido de encendido sonara justo al iniciar a jugar
User prompt
sonido del motor encendido suena al empezar a jugar
User prompt
el sonido de encendido suena justo despues de presionar el boton de play
User prompt
el sonido de encendido sonara cuando empiece el juego
User prompt
agrega otro tipo de vehiculo
User prompt
agrega otro vehiculo en la seleccion de personajes
User prompt
el puntaje requerido para la victoria sera de 7500
User prompt
habra un limite de 5 obstaculos en pantalla al chocar contra un obstaculo seras invencible por 1 segundo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
el jugador girara al tocar la trampa ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
la trampa no tendra ningun movimiento solo avanzara
User prompt
que la trampa no gire
User prompt
al tocar el traphole el jugador se realentizara y no se podra mover por solo 2 segundos y al chocar el derrame de petroleo el jugador se realentizara 1 segundo ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
agrega otro tipo de obstaculo
User prompt
otro vehiculo en la seleccion de personajes
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Barrier = Container.expand(function () {
var self = Container.call(this);
var barrierGraphics = self.attachAsset('barrier', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.blocking = true;
self.update = function () {
self.y += self.speed + gameSpeed;
// Add sliding animation
barrierGraphics.x = Math.sin(LK.ticks * 0.05) * 20;
};
return self;
});
var CharacterButton = Container.expand(function (vehicleType, vehicleAsset) {
var self = Container.call(this);
self.vehicleType = vehicleType;
var buttonBg = self.attachAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6
});
var vehiclePreview = self.attachAsset(vehicleAsset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.4,
scaleY: 0.4
});
self.down = function (x, y, obj) {
buttonBg.alpha = 0.7;
selectedVehicle = self.vehicleType;
// Update all character buttons to show selection
updateCharacterButtons();
};
self.up = function (x, y, obj) {
buttonBg.alpha = 1.0;
};
self.setSelected = function (isSelected) {
if (isSelected) {
buttonBg.tint = 0x00ff00;
vehiclePreview.tint = 0x00ff00;
} else {
buttonBg.tint = 0xffffff;
vehiclePreview.tint = 0xffffff;
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed + gameSpeed;
// Ensure cone doesn't rotate
obstacleGraphics.rotation = 0;
};
return self;
});
var OilSpill = Container.expand(function () {
var self = Container.call(this);
var oilGraphics = self.attachAsset('oilspill', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.slippery = true;
self.update = function () {
self.y += self.speed + gameSpeed;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
// Power-up stays stationary, only rotate for visual effect
powerupGraphics.rotation += 0.1;
};
return self;
});
var Spike = Container.expand(function () {
var self = Container.call(this);
var spikeGraphics = self.attachAsset('spike', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.deadly = true;
self.update = function () {
self.y += self.speed + gameSpeed;
// Add pulsing effect
spikeGraphics.scaleY = 1 + Math.sin(LK.ticks * 0.1) * 0.1;
};
return self;
});
var StartButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5
});
// Text removed from button
self.down = function (x, y, obj) {
buttonGraphics.alpha = 0.7;
if (!gameStarted && characterSelectionVisible) {
startGame();
}
};
self.up = function (x, y, obj) {
buttonGraphics.alpha = 1.0;
};
return self;
});
var TrapHole = Container.expand(function () {
var self = Container.call(this);
var trapGraphics = self.attachAsset('trap', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.stunEffect = true;
self.update = function () {
self.y += self.speed + gameSpeed;
};
return self;
});
var Vehicle = Container.expand(function () {
var self = Container.call(this);
var vehicleGraphics = self.attachAsset(selectedVehicle, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.targetX = 0;
self.update = function () {
// Check if vehicle is stunned (cannot move)
if (vehicleStunned) {
// Vehicle cannot move at all when stunned
return;
}
// Smooth movement toward target position
var dx = self.targetX - self.x;
var moveSpeed = originalVehicleSpeed;
// Apply slowdown effect if active
if (vehicleSlowed) {
moveSpeed = originalVehicleSpeed * 0.3; // 70% slower
}
if (Math.abs(dx) > 2) {
self.x += dx * moveSpeed;
} else {
self.x = self.targetX;
}
// Keep vehicle within bounds horizontally
var halfWidth = vehicleGraphics.width / 2;
if (self.x - halfWidth < 200) {
self.x = 200 + halfWidth;
self.targetX = self.x;
}
if (self.x + halfWidth > 1848) {
self.x = 1848 - halfWidth;
self.targetX = self.x;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Add background
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 1024;
background.y = 1208;
// Add white car background made with pixels
var whiteCar = game.addChild(LK.getAsset('whitecar', {
anchorX: 0.5,
anchorY: 0.5
}));
whiteCar.x = 1024;
whiteCar.y = 1366;
whiteCar.tint = 0xffffff;
whiteCar.scaleX = 2;
whiteCar.scaleY = 2;
var gameSpeed = 5;
var maxSpeed = 20;
var speedIncrement = 0.01;
var distanceTraveled = 0;
var obstacles = [];
var powerups = [];
var vehicle = null;
var dragNode = null;
var gameRunning = true;
var gameStarted = false;
var lives = 3;
var maxLives = 3;
var heartIcons = [];
var speedBoostActive = false;
var speedBoostEndTime = 0;
var originalSpeed = 5;
var vehicleStunned = false;
var vehicleStunnedEndTime = 0;
var vehicleSlowed = false;
var vehicleSlowedEndTime = 0;
var originalVehicleSpeed = 0.15;
var vehicleInvincible = false;
var vehicleInvincibleEndTime = 0;
var startButton = null;
var selectedVehicle = 'vehicle';
var characterButtons = [];
var characterSelectionVisible = false;
// Create score display
var scoreTxt = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.visible = false;
LK.gui.top.addChild(scoreTxt);
// Create speed display
var speedTxt = new Text2('Speed: 5', {
size: 60,
fill: 0xFFFFFF
});
speedTxt.anchor.set(0, 0);
speedTxt.x = 50;
speedTxt.y = 50;
speedTxt.visible = false;
LK.gui.topLeft.addChild(speedTxt);
// Create heart icons for lives display
for (var h = 0; h < maxLives; h++) {
var heart = LK.getAsset('heart', {
anchorX: 0.5,
anchorY: 0.5
});
heart.x = 1950 - h * 80; // Position hearts from right to left
heart.y = 80;
heart.visible = false;
heartIcons.push(heart);
LK.gui.bottomRight.addChild(heart);
}
// Create character selection button
startButton = game.addChild(new StartButton());
startButton.x = 1024;
startButton.y = 1600;
// Create speedrunner logo for character selection
var speedrunnerLogo = game.addChild(LK.getAsset('speedrunner', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
}));
speedrunnerLogo.x = 1024;
speedrunnerLogo.y = 950;
speedrunnerLogo.visible = false;
// Create character selection buttons (initially hidden)
var vehicleTypes = ['vehicle', 'vehicle2', 'vehicle3', 'vehicle4', 'truck', 'motorbike', 'policecar'];
var vehicleAssets = ['vehicle', 'vehicle2', 'vehicle3', 'vehicle4', 'truck', 'motorbike', 'policecar'];
for (var c = 0; c < vehicleTypes.length; c++) {
var charButton = game.addChild(new CharacterButton(vehicleTypes[c], vehicleAssets[c]));
charButton.x = 200 + c * 280;
charButton.y = 1200;
charButton.visible = false;
characterButtons.push(charButton);
}
// Set default selection
characterButtons[0].setSelected(true);
// Create vehicle (initially hidden) - positioned higher
vehicle = game.addChild(new Vehicle());
vehicle.x = 1024;
vehicle.y = 2000;
vehicle.targetX = vehicle.x;
vehicle.visible = false;
// Show character selection
function showCharacterSelection() {
characterSelectionVisible = true;
// Show speedrunner logo
speedrunnerLogo.visible = true;
// Show character buttons
for (var c = 0; c < characterButtons.length; c++) {
characterButtons[c].visible = true;
}
}
// Show character selection immediately on game start
showCharacterSelection();
// Update character button selection states
function updateCharacterButtons() {
for (var c = 0; c < characterButtons.length; c++) {
characterButtons[c].setSelected(characterButtons[c].vehicleType === selectedVehicle);
}
}
// Start game function
function startGame() {
gameStarted = true;
gameRunning = true;
// Hide start menu
startButton.visible = false;
whiteCar.visible = false;
// Hide speedrunner logo
speedrunnerLogo.visible = false;
// Hide character selection
for (var c = 0; c < characterButtons.length; c++) {
characterButtons[c].visible = false;
}
characterSelectionVisible = false;
// Recreate vehicle with selected character
vehicle.destroy();
vehicle = game.addChild(new Vehicle());
vehicle.x = 1024;
vehicle.y = 2000;
vehicle.targetX = vehicle.x;
vehicle.visible = true;
// Show UI elements
scoreTxt.visible = true;
speedTxt.visible = true;
// Show heart icons
for (var h = 0; h < heartIcons.length; h++) {
heartIcons[h].visible = true;
}
// Play startup sound when game starts
LK.getSound('startup').play();
// Start playing music on loop
LK.playMusic('musica');
}
// Spawn obstacles
function spawnObstacle() {
if (!gameRunning) return;
var obstacle;
var obstacleType = Math.random();
if (obstacleType < 0.3) {
obstacle = new Obstacle();
} else if (obstacleType < 0.5) {
obstacle = new OilSpill();
} else if (obstacleType < 0.7) {
obstacle = new Spike();
} else if (obstacleType < 0.9) {
obstacle = new TrapHole();
} else {
obstacle = new Barrier();
}
// Random position within track bounds
obstacle.x = 300 + Math.random() * 1448;
obstacle.y = -100;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Update and clean up power-ups
for (var i = powerups.length - 1; i >= 0; i--) {
var powerup = powerups[i];
// Check if power-up went off screen
if (powerup.y > 2800) {
powerup.destroy();
powerups.splice(i, 1);
continue;
}
// Check collision with vehicle
if (powerup.intersects(vehicle)) {
// Activate speed boost
speedBoostActive = true;
speedBoostEndTime = LK.ticks + 600; // 10 seconds at 60 FPS
originalSpeed = gameSpeed;
gameSpeed = Math.min(gameSpeed + 10, maxSpeed); // Increase speed by 10
LK.getSound('powerup').play();
// Flash screen gold
LK.effects.flashScreen(0xffd700, 500);
// Animate vehicle with golden tint and pulsing effect
tween(vehicle, {
tint: 0xffd700
}, {
duration: 200
});
// Remove the power-up
powerup.destroy();
powerups.splice(i, 1);
continue;
}
}
// Update and clean up track lines
function spawnPowerUp() {
if (!gameRunning) return;
var powerup = new PowerUp();
// Random position within track bounds
powerup.x = 300 + Math.random() * 1448;
powerup.y = -100;
powerups.push(powerup);
game.addChild(powerup);
}
// Handle touch input
function handleMove(x, y, obj) {
if (!gameRunning) return;
if (dragNode) {
// Convert touch position to vehicle target position
vehicle.targetX = x;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (!gameRunning) return;
dragNode = vehicle;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game loop
game.update = function () {
if (!gameStarted || !gameRunning) return;
// Increase speed over time
if (gameSpeed < maxSpeed) {
gameSpeed += speedIncrement;
}
// Update distance traveled
distanceTraveled += gameSpeed;
// Update score based on distance
var score = Math.floor(distanceTraveled / 10);
LK.setScore(score);
scoreTxt.setText(score);
speedTxt.setText('Speed: ' + Math.floor(gameSpeed));
// Check win condition at 7,500 points
if (score >= 7500) {
gameRunning = false;
LK.setTimeout(function () {
LK.showYouWin();
}, 500);
return;
}
// Check if speed boost expired
if (speedBoostActive && LK.ticks > speedBoostEndTime) {
speedBoostActive = false;
// Restore normal speed (but keep natural progression)
gameSpeed = Math.max(originalSpeed, 5 + distanceTraveled / 10000 * speedIncrement);
// Stop tween and restore normal vehicle color
tween.stop(vehicle);
vehicle.tint = 0xffffff;
}
// Check if vehicle stun expired
if (vehicleStunned && LK.ticks > vehicleStunnedEndTime) {
vehicleStunned = false;
// Stop tween and restore normal vehicle color
tween.stop(vehicle);
vehicle.tint = 0xffffff;
// Reset rotation to normal
vehicle.rotation = 0;
}
// Check if vehicle slowdown expired
if (vehicleSlowed && LK.ticks > vehicleSlowedEndTime) {
vehicleSlowed = false;
// Stop tween and restore normal vehicle color if not stunned
if (!vehicleStunned) {
tween.stop(vehicle);
vehicle.tint = 0xffffff;
}
}
// Check if vehicle invincibility expired
if (vehicleInvincible && LK.ticks > vehicleInvincibleEndTime) {
vehicleInvincible = false;
// Stop flashing effect
tween.stop(vehicle, {
alpha: true
});
vehicle.alpha = 1.0;
}
// Progressive obstacle spawning - gradually increase frequency and probability
var baseSpawnRate = Math.max(70 - Math.floor(gameSpeed * 2), 30); // Faster spawn rate
var progressMultiplier = Math.min(1 + distanceTraveled / 5000, 3); // Up to 3x more likely over time
var spawnProbability = Math.min(0.3 + distanceTraveled / 8000, 0.8); // Start at 30%, increase to 80%
if (LK.ticks % baseSpawnRate === 0) {
// Multiple obstacle spawning based on progress
var numObstacles = Math.floor(progressMultiplier);
for (var spawns = 0; spawns < numObstacles; spawns++) {
// Check if we already have maximum number of obstacles on screen
if (obstacles.length >= 5) {
break; // Stop spawning if we have 5 or more obstacles
}
if (Math.random() < spawnProbability) {
spawnObstacle();
}
}
}
// Spawn power-ups occasionally (15% chance when spawning obstacles)
if (LK.ticks % Math.max(60 - Math.floor(gameSpeed), 30) === 0 && Math.random() < 0.15) {
spawnPowerUp();
}
// Update and clean up obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
// Check if obstacle went off screen
if (obstacle.y > 2800) {
obstacle.destroy();
obstacles.splice(i, 1);
continue;
}
// Check collision with vehicle
if (obstacle.intersects(vehicle) && !vehicleInvincible) {
if (obstacle.slippery) {
// Oil spill effect - vehicle slides randomly and slows down for 1 second
vehicle.targetX += (Math.random() - 0.5) * 400;
vehicleSlowed = true;
vehicleSlowedEndTime = LK.ticks + 60; // 1 second at 60 FPS
LK.effects.flashScreen(0x8B4513, 300);
// Tint vehicle brown to show oil effect
tween(vehicle, {
tint: 0x8B4513
}, {
duration: 200
});
// Slight damage but no life lost
} else if (obstacle.deadly) {
// Spike - instant death
lives = 0;
LK.effects.flashScreen(0xff0000, 1000);
LK.getSound('crash').play();
} else if (obstacle.stunEffect) {
// Trap hole - stun vehicle for 2 seconds (cannot move)
vehicleStunned = true;
vehicleStunnedEndTime = LK.ticks + 120; // 2 seconds at 60 FPS
// Add rotation animation while stunned
tween(vehicle, {
rotation: vehicle.rotation + Math.PI * 4 // 2 full rotations
}, {
duration: 2000,
// 2 seconds
easing: tween.easeOut
});
// No life lost, just stunning effect
} else if (obstacle.blocking) {
// Barrier - damages vehicle and pushes it back
lives--;
LK.getSound('crash').play();
// Push vehicle back slightly
vehicle.targetX = vehicle.x + (Math.random() - 0.5) * 200;
} else {
// Regular obstacle
lives--;
LK.effects.flashScreen(0xff0000, 500);
LK.getSound('crash').play();
}
// Hide a heart icon for regular, deadly, and blocking obstacles
if (!obstacle.slippery && !obstacle.stunEffect && lives >= 0 && lives < heartIcons.length) {
heartIcons[heartIcons.length - 1 - lives].visible = false;
}
// Activate invincibility for 1 second after any collision
vehicleInvincible = true;
vehicleInvincibleEndTime = LK.ticks + 60; // 1 second at 60 FPS
// Add flashing effect during invincibility
tween(vehicle, {
alpha: 0.3
}, {
duration: 100,
easing: tween.linear,
onFinish: function onFinish() {
if (vehicleInvincible) {
tween(vehicle, {
alpha: 1.0
}, {
duration: 100,
easing: tween.linear,
onFinish: function onFinish() {
if (vehicleInvincible) {
// Continue flashing by calling this recursively
tween(vehicle, {
alpha: 0.3
}, {
duration: 100,
easing: tween.linear,
onFinish: function onFinish() {
if (vehicleInvincible) {
tween(vehicle, {
alpha: 1.0
}, {
duration: 100
});
}
}
});
}
}
});
}
}
});
// Remove the obstacle that was hit
obstacle.destroy();
obstacles.splice(i, 1);
// Check if game over
if (lives <= 0) {
gameRunning = false;
LK.setTimeout(function () {
LK.showGameOver();
}, 500);
return;
}
continue;
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -269,8 +269,18 @@
// Create character selection button
startButton = game.addChild(new StartButton());
startButton.x = 1024;
startButton.y = 1600;
+// Create speedrunner logo for character selection
+var speedrunnerLogo = game.addChild(LK.getAsset('speedrunner', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 3,
+ scaleY: 3
+}));
+speedrunnerLogo.x = 1024;
+speedrunnerLogo.y = 950;
+speedrunnerLogo.visible = false;
// Create character selection buttons (initially hidden)
var vehicleTypes = ['vehicle', 'vehicle2', 'vehicle3', 'vehicle4', 'truck', 'motorbike', 'policecar'];
var vehicleAssets = ['vehicle', 'vehicle2', 'vehicle3', 'vehicle4', 'truck', 'motorbike', 'policecar'];
for (var c = 0; c < vehicleTypes.length; c++) {
@@ -290,8 +300,10 @@
vehicle.visible = false;
// Show character selection
function showCharacterSelection() {
characterSelectionVisible = true;
+ // Show speedrunner logo
+ speedrunnerLogo.visible = true;
// Show character buttons
for (var c = 0; c < characterButtons.length; c++) {
characterButtons[c].visible = true;
}
@@ -310,8 +322,10 @@
gameRunning = true;
// Hide start menu
startButton.visible = false;
whiteCar.visible = false;
+ // Hide speedrunner logo
+ speedrunnerLogo.visible = false;
// Hide character selection
for (var c = 0; c < characterButtons.length; c++) {
characterButtons[c].visible = false;
}
un propulsor turbo de carreras que expulse fuego con perspectiva hacia arriba In-Game asset. 2d. High contrast. No shadows
carretera oscura con perspectiva desde arriba. In-Game asset. 2d. High contrast. No shadows
carro azul deportivo con la perspectiva hacia arriba. In-Game asset. 2d. High contrast. No shadows hecho con pixeles acelerando con perspectiva trasera sin el rastro
un carro rojo deportivo con la perspectiva hacia arriba. In-Game asset. 2d. High contrast. No shadows hecho con pixeles
tres corazones hechos con pixeles. In-Game asset. 2d. High contrast. No shadows
un coche blanco deportivo hecho con pixeles con perspectiva desde arriba de la parte trasera. In-Game asset. 2d. High contrast. No shadows
tira de puas hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
boton rojo hecho con pixeles con la palabra play en medio In-Game asset. 2d. High contrast. No shadows
un auto verde deportivo con perspectiva desde arriba hecho con pixeles. In-Game asset. 2d. High contrast. No shadows con perspectiva trasera
un auto amarillo deportivo con perspectiva desde arriba hecho con pixeles. In-Game asset. 2d. High contrast. No shadows con perspectiva trasera
un auto negro deportivo hecho con pixeles con la perspectiva desde arriba y trasera. In-Game asset. 2d. High contrast. No shadows
agujero de la calle hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
un barril derramando petroleo negro hecho con pixeles In-Game asset. 2d. High contrast. No shadows
coche de policia hecho con pixeles con perspectiva desde arriba In-Game asset. 2d. High contrast. No shadows
motociclista de chaqueta negra hecha con pixeles con perspectiva desde arriba y trasera. In-Game asset. 2d. High contrast. No shadows
auto celeste deportivo con perspectiva desde arriba y trasera hecho con pixeles. In-Game asset. 2d. High contrast. No shadows
letras que dicen speed runner las letras speed tienen un color blanco con contorno negro y las letras runner un color celeste con un contorno azul todo hecho con pixeles y con una cursiva. In-Game asset. 2d. High contrast. No shadows