User prompt
When car leveled up throw continuous projectiles.
User prompt
When car leveled up throw projectiles.
User prompt
Make car faster.
User prompt
1-Add hp bar. 2-make car faster 3-car should be leveled up
User prompt
Make me high quality car racing game. ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught ReferenceError: tweenA is not defined' in or related to this line: 'tweenA.onComplete = function () {' Line Number: 78 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'var tweenA = tween.to(blockA, {' Line Number: 66 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Reset codes
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: tween is not defined' in or related to this line: 'var tweenA = tween.to(blockA, {' Line Number: 61 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make Me a game like candy Crush saga.
User prompt
Make Me a game like candy Crush saga
User prompt
Pixel Drift: Retro Racer
Initial prompt
Make Me a cool pixel car racing game. Game has points, levels and coins.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { level: 1, coins: 0, highScore: 0 }); /**** * Classes ****/ var GameElement = Container.expand(function () { var self = Container.call(this); self.speed = 0; self.active = true; self.type = 'none'; self.lastIntersecting = false; self.setup = function (elementType, posX, speedValue) { self.type = elementType; self.speed = speedValue; self.x = posX; self.y = -200; if (elementType === 'coin') { var coinGraphic = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); // Add shine animation self.animate = function () { tween(coinGraphic, { alpha: 0.5 }, { duration: 500, easing: tween.linear, onFinish: function onFinish() { tween(coinGraphic, { alpha: 1 }, { duration: 500, easing: tween.linear, onFinish: self.animate }); } }); }; self.animate(); } else if (elementType === 'obstacle') { self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); } else if (elementType === 'enemyCar') { self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); } }; self.update = function () { if (!self.active) return; self.y += self.speed; // Remove when off-screen if (self.y > 2732 + 100) { self.active = false; } // Rotate coins slightly for visual appeal if (self.type === 'coin') { self.rotation += 0.02; } }; return self; }); var GameUI = Container.expand(function () { var self = Container.call(this); // Create score text self.scoreText = new Text2('SCORE: 0', { size: 60, fill: 0xFFFFFF }); self.scoreText.anchor.set(0, 0); self.addChild(self.scoreText); // Create coins text self.coinsText = new Text2('COINS: 0', { size: 60, fill: 0xF1C40F }); self.coinsText.anchor.set(0, 0); self.coinsText.y = 70; self.addChild(self.coinsText); // Create level text self.levelText = new Text2('LEVEL: 1', { size: 60, fill: 0x2ECC71 }); self.levelText.anchor.set(0, 0); self.levelText.y = 140; self.addChild(self.levelText); // Update UI elements self.update = function (score, coins, level) { self.scoreText.setText('SCORE: ' + score); self.coinsText.setText('COINS: ' + coins); self.levelText.setText('LEVEL: ' + level); }; return self; }); // Game variables var PlayerCar = Container.expand(function () { var self = Container.call(this); // Create car graphics var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); // Car properties self.speed = 0; self.maxSpeed = 15; self.acceleration = 0.2; self.deceleration = 0.1; self.handling = 10; self.isAccelerating = true; // Track last positions for collision detection self.lastX = 0; self.lastY = 0; // Control methods self.moveLeft = function () { if (self.x > roadLeftEdge + self.width / 2 + 10) { self.x -= self.handling; } }; self.moveRight = function () { if (self.x < roadRightEdge - self.width / 2 - 10) { self.x += self.handling; } }; self.update = function () { // Store last position self.lastX = self.x; self.lastY = self.y; // Update speed if (self.isAccelerating && self.speed < self.maxSpeed) { self.speed += self.acceleration; } else if (!self.isAccelerating && self.speed > 0) { self.speed -= self.deceleration; } if (self.speed < 0) self.speed = 0; // Apply visual effects based on speed var speedRatio = self.speed / self.maxSpeed; carGraphics.scaleX = 1 + speedRatio * 0.1; carGraphics.scaleY = 1 - speedRatio * 0.05; }; self.crash = function () { self.isAccelerating = false; self.speed = Math.max(0, self.speed * 0.5); // Visual feedback for crash LK.effects.flashObject(self, 0xff0000, 500); LK.getSound('crash').play(); }; self.upgrade = function (type, amount) { if (type === 'speed') { self.maxSpeed += amount; } else if (type === 'handling') { self.handling += amount; } else if (type === 'acceleration') { self.acceleration += amount * 0.05; } }; return self; }); var RoadElement = Container.expand(function () { var self = Container.call(this); self.speed = 0; self.type = 'none'; self.setup = function (elementType, speedValue) { self.type = elementType; self.speed = speedValue; if (elementType === 'road') { self.roadGraphic = self.attachAsset('road', { anchorX: 0.5, anchorY: 0 }); } else if (elementType === 'line') { self.lineGraphic = self.attachAsset('roadLine', { anchorX: 0.5, anchorY: 0.5 }); } }; self.update = function () { self.y += self.speed; // Loop road elements if (self.type === 'road' && self.y > 2732) { self.y = -self.roadGraphic.height + 10; } // Loop road lines if (self.type === 'line' && self.y > 2732) { self.y = -100; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game variables //Minimalistic tween library for animations //Storage library for persistent game data // Initialize car assets // Initialize sound effects var score = 0; var coins = storage.coins || 0; var level = storage.level || 1; var highScore = storage.highScore || 0; var gameSpeed = 5 + level * 0.5; var roadWidth = 600; var roadLeftEdge = (2048 - roadWidth) / 2; var roadRightEdge = roadLeftEdge + roadWidth; var spawnTimer = 0; var gameActive = true; var levelProgress = 0; var pointsToNextLevel = 1000; // Game elements var playerCar; var roadElements = []; var gameElements = []; var gameUI; // Create game UI and add to GUI layer gameUI = new GameUI(); gameUI.x = 50; gameUI.y = 50; LK.gui.topLeft.addChild(gameUI); // Create road function setupRoad() { // Create main road for (var i = 0; i < 2; i++) { var road = new RoadElement(); road.setup('road', gameSpeed); road.x = 2048 / 2; road.y = i * road.roadGraphic.height - (i > 0 ? 10 : 0); roadElements.push(road); game.addChild(road); } // Create road lines var lineSpacing = 200; for (var j = 0; j < 15; j++) { var line = new RoadElement(); line.setup('line', gameSpeed); line.x = 2048 / 2; line.y = j * lineSpacing; roadElements.push(line); game.addChild(line); } } // Create player car function setupPlayer() { playerCar = new PlayerCar(); playerCar.x = 2048 / 2; playerCar.y = 2732 - 300; game.addChild(playerCar); } // Spawn game elements (coins, obstacles, enemy cars) function spawnGameElement() { if (!gameActive) return; // Determine what to spawn based on random chance var rand = Math.random(); var type, lanePosition; // Calculate available lanes var laneWidth = roadWidth / 3; var lanes = [roadLeftEdge + laneWidth / 2, roadLeftEdge + laneWidth + laneWidth / 2, roadLeftEdge + laneWidth * 2 + laneWidth / 2]; // Choose random lane lanePosition = lanes[Math.floor(Math.random() * lanes.length)]; // Determine element type if (rand < 0.4) { type = 'coin'; } else if (rand < 0.7) { type = 'obstacle'; } else { type = 'enemyCar'; } var element = new GameElement(); element.setup(type, lanePosition, gameSpeed); gameElements.push(element); game.addChild(element); // Add some variation to spawn rate spawnTimer = 60 + Math.floor(Math.random() * 60); } // Initialize game function initGame() { // Reset game state score = 0; levelProgress = 0; gameSpeed = 5 + level * 0.5; gameActive = true; // Clear existing elements for (var i = 0; i < roadElements.length; i++) { roadElements[i].destroy(); } roadElements = []; for (var j = 0; j < gameElements.length; j++) { gameElements[j].destroy(); } gameElements = []; // Setup game elements setupRoad(); setupPlayer(); // Update UI gameUI.update(score, coins, level); } // Update score and check for level up function updateScore(points) { score += points; levelProgress += points; // Level up when enough points are collected if (levelProgress >= pointsToNextLevel) { levelUp(); } // Update high score if (score > highScore) { highScore = score; storage.highScore = highScore; } // Update UI gameUI.update(score, coins, level); } // Handle level up function levelUp() { level++; storage.level = level; levelProgress = 0; gameSpeed += 0.5; // Increase points needed for next level pointsToNextLevel = 1000 + level * 500; // Visual feedback LK.effects.flashScreen(0x2ecc71, 500); LK.getSound('levelUp').play(); // Update road and element speeds for (var i = 0; i < roadElements.length; i++) { roadElements[i].speed = gameSpeed; } // Update UI gameUI.update(score, coins, level); } // Handle coin collection function collectCoin(element) { coins++; storage.coins = coins; updateScore(50); // Visual feedback LK.effects.flashObject(element, 0xf1c40f, 300); LK.getSound('coinCollect').play(); // Remove coin element.active = false; game.removeChild(element); } // Handle collision with obstacle or enemy car function handleCollision(element) { playerCar.crash(); updateScore(-100); // Visual feedback LK.effects.flashObject(element, 0xff0000, 300); // Remove obstacle element.active = false; game.removeChild(element); // Check if game over if (score <= 0) { gameOver(); } } // Game over function gameOver() { gameActive = false; LK.effects.flashScreen(0xe74c3c, 1000); LK.showGameOver(); } // Initialize the game initGame(); // Game update loop game.update = function () { if (!gameActive) return; // Update player car playerCar.update(); // Update road elements for (var i = 0; i < roadElements.length; i++) { roadElements[i].update(); } // Update game elements and check collisions for (var j = gameElements.length - 1; j >= 0; j--) { var element = gameElements[j]; element.update(); // Remove inactive elements if (!element.active) { gameElements.splice(j, 1); continue; } // Check for collisions var wasIntersecting = element.lastIntersecting; var isIntersecting = element.intersects(playerCar); element.lastIntersecting = isIntersecting; // Handle new intersections if (!wasIntersecting && isIntersecting) { if (element.type === 'coin') { collectCoin(element); } else { handleCollision(element); } } } // Increment score based on speed if (LK.ticks % 10 === 0) { updateScore(Math.floor(playerCar.speed)); } // Spawn new game elements if (spawnTimer <= 0) { spawnGameElement(); } else { spawnTimer--; } // Add points for progress if (LK.ticks % 60 === 0) { updateScore(1); } }; // Touch controls game.down = function (x, y, obj) { if (!gameActive) return; // Determine which side of the screen was touched if (x < 2048 / 2) { playerCar.moveLeft(); } else { playerCar.moveRight(); } }; game.move = function (x, y, obj) { if (!gameActive) return; // Determine which side of the screen is being touched if (x < 2048 / 2) { playerCar.moveLeft(); } else { playerCar.moveRight(); } }; // Set game background color game.setBackgroundColor(0x1a1a2e);
===================================================================
--- original.js
+++ change.js
@@ -1,243 +1,452 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ level: 1,
+ coins: 0,
+ highScore: 0
+});
/****
* Classes
****/
-// Candy block class
-var CandyBlock = Container.expand(function () {
+var GameElement = Container.expand(function () {
var self = Container.call(this);
- self.type = 0; // 0-5 for different candy types
- self.row = 0;
- self.col = 0;
- self.selected = false;
- // Attach a colored box as the candy (use different colors for types)
- var colors = [0xff6666, 0x66ccff, 0x66ff66, 0xffcc66, 0xcc66ff, 0xffffff];
- self.candyAsset = self.attachAsset('candy_' + self.type, {
- width: 180,
- height: 180,
- color: colors[self.type],
- shape: 'box',
- anchorX: 0.5,
- anchorY: 0.5
- });
- // Set candy type and update color
- self.setType = function (type) {
- self.type = type;
- self.candyAsset.color = colors[type];
+ self.speed = 0;
+ self.active = true;
+ self.type = 'none';
+ self.lastIntersecting = false;
+ self.setup = function (elementType, posX, speedValue) {
+ self.type = elementType;
+ self.speed = speedValue;
+ self.x = posX;
+ self.y = -200;
+ if (elementType === 'coin') {
+ var coinGraphic = self.attachAsset('coin', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Add shine animation
+ self.animate = function () {
+ tween(coinGraphic, {
+ alpha: 0.5
+ }, {
+ duration: 500,
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ tween(coinGraphic, {
+ alpha: 1
+ }, {
+ duration: 500,
+ easing: tween.linear,
+ onFinish: self.animate
+ });
+ }
+ });
+ };
+ self.animate();
+ } else if (elementType === 'obstacle') {
+ self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (elementType === 'enemyCar') {
+ self.attachAsset('enemyCar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
};
- // Select/deselect visual
- self.setSelected = function (selected) {
- self.selected = selected;
- self.candyAsset.alpha = selected ? 0.7 : 1;
+ self.update = function () {
+ if (!self.active) return;
+ self.y += self.speed;
+ // Remove when off-screen
+ if (self.y > 2732 + 100) {
+ self.active = false;
+ }
+ // Rotate coins slightly for visual appeal
+ if (self.type === 'coin') {
+ self.rotation += 0.02;
+ }
};
return self;
});
-// Match-3 grid class
-var CandyGrid = Container.expand(function () {
+var GameUI = Container.expand(function () {
var self = Container.call(this);
- self.rows = 9;
- self.cols = 7;
- self.cellSize = 200;
- self.grid = [];
- self.selectedBlock = null;
- self.animating = false;
- // Initialize grid with random candies
- self.initGrid = function () {
- for (var r = 0; r < self.rows; r++) {
- self.grid[r] = [];
- for (var c = 0; c < self.cols; c++) {
- var block = new CandyBlock();
- block.setType(Math.floor(Math.random() * 6));
- block.row = r;
- block.col = c;
- block.x = c * self.cellSize + self.cellSize / 2;
- block.y = r * self.cellSize + self.cellSize / 2;
- self.addChild(block);
- self.grid[r][c] = block;
- }
+ // Create score text
+ self.scoreText = new Text2('SCORE: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ self.scoreText.anchor.set(0, 0);
+ self.addChild(self.scoreText);
+ // Create coins text
+ self.coinsText = new Text2('COINS: 0', {
+ size: 60,
+ fill: 0xF1C40F
+ });
+ self.coinsText.anchor.set(0, 0);
+ self.coinsText.y = 70;
+ self.addChild(self.coinsText);
+ // Create level text
+ self.levelText = new Text2('LEVEL: 1', {
+ size: 60,
+ fill: 0x2ECC71
+ });
+ self.levelText.anchor.set(0, 0);
+ self.levelText.y = 140;
+ self.addChild(self.levelText);
+ // Update UI elements
+ self.update = function (score, coins, level) {
+ self.scoreText.setText('SCORE: ' + score);
+ self.coinsText.setText('COINS: ' + coins);
+ self.levelText.setText('LEVEL: ' + level);
+ };
+ return self;
+});
+// Game variables
+var PlayerCar = Container.expand(function () {
+ var self = Container.call(this);
+ // Create car graphics
+ var carGraphics = self.attachAsset('playerCar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Car properties
+ self.speed = 0;
+ self.maxSpeed = 15;
+ self.acceleration = 0.2;
+ self.deceleration = 0.1;
+ self.handling = 10;
+ self.isAccelerating = true;
+ // Track last positions for collision detection
+ self.lastX = 0;
+ self.lastY = 0;
+ // Control methods
+ self.moveLeft = function () {
+ if (self.x > roadLeftEdge + self.width / 2 + 10) {
+ self.x -= self.handling;
}
};
- // Swap two blocks
- self.swapBlocks = function (blockA, blockB) {
- self.animating = true;
- tween(blockA, {
- x: blockB.x,
- y: blockB.y
- }, {
- duration: 300,
- onFinish: function onFinish() {
- var tempType = blockA.type;
- blockA.setType(blockB.type);
- blockB.setType(tempType);
- self.animating = false;
- }
- });
- tween(blockB, {
- x: blockA.x,
- y: blockA.y
- }, {
- duration: 300
- });
- };
- // Check for matches and return array of matched blocks
- self.findMatches = function () {
- var matches = [];
- // Horizontal
- for (var r = 0; r < self.rows; r++) {
- var count = 1;
- for (var c = 1; c < self.cols; c++) {
- if (self.grid[r][c].type === self.grid[r][c - 1].type) {
- count++;
- } else {
- if (count >= 3) {
- for (var k = 0; k < count; k++) {
- matches.push(self.grid[r][c - 1 - k]);
- }
- }
- count = 1;
- }
- }
- if (count >= 3) {
- for (var k = 0; k < count; k++) {
- matches.push(self.grid[r][self.cols - 1 - k]);
- }
- }
+ self.moveRight = function () {
+ if (self.x < roadRightEdge - self.width / 2 - 10) {
+ self.x += self.handling;
}
- // Vertical
- for (var c = 0; c < self.cols; c++) {
- var count = 1;
- for (var r = 1; r < self.rows; r++) {
- if (self.grid[r][c].type === self.grid[r - 1][c].type) {
- count++;
- } else {
- if (count >= 3) {
- for (var k = 0; k < count; k++) {
- matches.push(self.grid[r - 1 - k][c]);
- }
- }
- count = 1;
- }
- }
- if (count >= 3) {
- for (var k = 0; k < count; k++) {
- matches.push(self.grid[self.rows - 1 - k][c]);
- }
- }
- }
- // Remove duplicates
- var unique = [];
- for (var i = 0; i < matches.length; i++) {
- if (unique.indexOf(matches[i]) === -1) {
- unique.push(matches[i]);
- }
- }
- return unique;
};
- // Remove matched blocks and drop above blocks
- self.resolveMatches = function (matches) {
- for (var i = 0; i < matches.length; i++) {
- var block = matches[i];
- // Drop above blocks
- for (var r = block.row; r > 0; r--) {
- tween.to(self.grid[r][block.col], {
- y: self.grid[r][block.col].y + self.cellSize
- }, 300).start();
- self.grid[r][block.col].setType(self.grid[r - 1][block.col].type);
- }
- // New random at top
- var newBlock = self.grid[0][block.col];
- newBlock.y -= self.cellSize;
- newBlock.setType(Math.floor(Math.random() * 6));
- tween.to(newBlock, {
- y: newBlock.y + self.cellSize
- }, 300).start();
+ self.update = function () {
+ // Store last position
+ self.lastX = self.x;
+ self.lastY = self.y;
+ // Update speed
+ if (self.isAccelerating && self.speed < self.maxSpeed) {
+ self.speed += self.acceleration;
+ } else if (!self.isAccelerating && self.speed > 0) {
+ self.speed -= self.deceleration;
}
- scoreDisplay.updateScore(matches.length * 10); // Add points for each match
+ if (self.speed < 0) self.speed = 0;
+ // Apply visual effects based on speed
+ var speedRatio = self.speed / self.maxSpeed;
+ carGraphics.scaleX = 1 + speedRatio * 0.1;
+ carGraphics.scaleY = 1 - speedRatio * 0.05;
};
- // Handle block selection and swapping
- self.handleDown = function (x, y) {
- if (self.animating) {
- return;
+ self.crash = function () {
+ self.isAccelerating = false;
+ self.speed = Math.max(0, self.speed * 0.5);
+ // Visual feedback for crash
+ LK.effects.flashObject(self, 0xff0000, 500);
+ LK.getSound('crash').play();
+ };
+ self.upgrade = function (type, amount) {
+ if (type === 'speed') {
+ self.maxSpeed += amount;
+ } else if (type === 'handling') {
+ self.handling += amount;
+ } else if (type === 'acceleration') {
+ self.acceleration += amount * 0.05;
}
- var col = Math.floor(x / self.cellSize);
- var row = Math.floor(y / self.cellSize);
- if (row < 0 || row >= self.rows || col < 0 || col >= self.cols) {
- return;
- }
- var block = self.grid[row][col];
- if (!self.selectedBlock) {
- self.selectedBlock = block;
- block.setSelected(true);
- } else if (block !== self.selectedBlock && Math.abs(block.row - self.selectedBlock.row) + Math.abs(block.col - self.selectedBlock.col) === 1) {
- // Swap
- self.swapBlocks(self.selectedBlock, block);
- self.selectedBlock.setSelected(false);
- self.selectedBlock = null;
- // Check for matches
- var matches = self.findMatches();
- if (matches.length > 0) {
- self.resolveMatches(matches);
- }
- } else {
- self.selectedBlock.setSelected(false);
- self.selectedBlock = block;
- block.setSelected(true);
- }
};
- self.initGrid();
return self;
});
-// Score tracking and display
-var ScoreDisplay = Container.expand(function () {
+var RoadElement = Container.expand(function () {
var self = Container.call(this);
- self.score = 0;
- var scoreText = new Text2('Score: 0', {
- size: 100,
- fill: 0xFFFFFF
- });
- scoreText.anchor.set(0.5, 0);
- self.addChild(scoreText);
- self.updateScore = function (points) {
- self.score += points;
- scoreText.setText('Score: ' + self.score);
+ self.speed = 0;
+ self.type = 'none';
+ self.setup = function (elementType, speedValue) {
+ self.type = elementType;
+ self.speed = speedValue;
+ if (elementType === 'road') {
+ self.roadGraphic = self.attachAsset('road', {
+ anchorX: 0.5,
+ anchorY: 0
+ });
+ } else if (elementType === 'line') {
+ self.lineGraphic = self.attachAsset('roadLine', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
};
+ self.update = function () {
+ self.y += self.speed;
+ // Loop road elements
+ if (self.type === 'road' && self.y > 2732) {
+ self.y = -self.roadGraphic.height + 10;
+ }
+ // Loop road lines
+ if (self.type === 'line' && self.y > 2732) {
+ self.y = -100;
+ }
+ };
return self;
});
/****
* Initialize Game
****/
-// Center the grid
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
-// Center the grid
-var grid = new CandyGrid();
-grid.x = (2048 - grid.cols * grid.cellSize) / 2;
-grid.y = (2732 - grid.rows * grid.cellSize) / 2;
-game.addChild(grid);
-var scoreDisplay = new ScoreDisplay();
-scoreDisplay.x = 1024; // Center horizontally
-scoreDisplay.y = 50; // Position at the top
-game.addChild(scoreDisplay);
-// Handle touch/click input
+// Game variables
+//Minimalistic tween library for animations
+//Storage library for persistent game data
+// Initialize car assets
+// Initialize sound effects
+var score = 0;
+var coins = storage.coins || 0;
+var level = storage.level || 1;
+var highScore = storage.highScore || 0;
+var gameSpeed = 5 + level * 0.5;
+var roadWidth = 600;
+var roadLeftEdge = (2048 - roadWidth) / 2;
+var roadRightEdge = roadLeftEdge + roadWidth;
+var spawnTimer = 0;
+var gameActive = true;
+var levelProgress = 0;
+var pointsToNextLevel = 1000;
+// Game elements
+var playerCar;
+var roadElements = [];
+var gameElements = [];
+var gameUI;
+// Create game UI and add to GUI layer
+gameUI = new GameUI();
+gameUI.x = 50;
+gameUI.y = 50;
+LK.gui.topLeft.addChild(gameUI);
+// Create road
+function setupRoad() {
+ // Create main road
+ for (var i = 0; i < 2; i++) {
+ var road = new RoadElement();
+ road.setup('road', gameSpeed);
+ road.x = 2048 / 2;
+ road.y = i * road.roadGraphic.height - (i > 0 ? 10 : 0);
+ roadElements.push(road);
+ game.addChild(road);
+ }
+ // Create road lines
+ var lineSpacing = 200;
+ for (var j = 0; j < 15; j++) {
+ var line = new RoadElement();
+ line.setup('line', gameSpeed);
+ line.x = 2048 / 2;
+ line.y = j * lineSpacing;
+ roadElements.push(line);
+ game.addChild(line);
+ }
+}
+// Create player car
+function setupPlayer() {
+ playerCar = new PlayerCar();
+ playerCar.x = 2048 / 2;
+ playerCar.y = 2732 - 300;
+ game.addChild(playerCar);
+}
+// Spawn game elements (coins, obstacles, enemy cars)
+function spawnGameElement() {
+ if (!gameActive) return;
+ // Determine what to spawn based on random chance
+ var rand = Math.random();
+ var type, lanePosition;
+ // Calculate available lanes
+ var laneWidth = roadWidth / 3;
+ var lanes = [roadLeftEdge + laneWidth / 2, roadLeftEdge + laneWidth + laneWidth / 2, roadLeftEdge + laneWidth * 2 + laneWidth / 2];
+ // Choose random lane
+ lanePosition = lanes[Math.floor(Math.random() * lanes.length)];
+ // Determine element type
+ if (rand < 0.4) {
+ type = 'coin';
+ } else if (rand < 0.7) {
+ type = 'obstacle';
+ } else {
+ type = 'enemyCar';
+ }
+ var element = new GameElement();
+ element.setup(type, lanePosition, gameSpeed);
+ gameElements.push(element);
+ game.addChild(element);
+ // Add some variation to spawn rate
+ spawnTimer = 60 + Math.floor(Math.random() * 60);
+}
+// Initialize game
+function initGame() {
+ // Reset game state
+ score = 0;
+ levelProgress = 0;
+ gameSpeed = 5 + level * 0.5;
+ gameActive = true;
+ // Clear existing elements
+ for (var i = 0; i < roadElements.length; i++) {
+ roadElements[i].destroy();
+ }
+ roadElements = [];
+ for (var j = 0; j < gameElements.length; j++) {
+ gameElements[j].destroy();
+ }
+ gameElements = [];
+ // Setup game elements
+ setupRoad();
+ setupPlayer();
+ // Update UI
+ gameUI.update(score, coins, level);
+}
+// Update score and check for level up
+function updateScore(points) {
+ score += points;
+ levelProgress += points;
+ // Level up when enough points are collected
+ if (levelProgress >= pointsToNextLevel) {
+ levelUp();
+ }
+ // Update high score
+ if (score > highScore) {
+ highScore = score;
+ storage.highScore = highScore;
+ }
+ // Update UI
+ gameUI.update(score, coins, level);
+}
+// Handle level up
+function levelUp() {
+ level++;
+ storage.level = level;
+ levelProgress = 0;
+ gameSpeed += 0.5;
+ // Increase points needed for next level
+ pointsToNextLevel = 1000 + level * 500;
+ // Visual feedback
+ LK.effects.flashScreen(0x2ecc71, 500);
+ LK.getSound('levelUp').play();
+ // Update road and element speeds
+ for (var i = 0; i < roadElements.length; i++) {
+ roadElements[i].speed = gameSpeed;
+ }
+ // Update UI
+ gameUI.update(score, coins, level);
+}
+// Handle coin collection
+function collectCoin(element) {
+ coins++;
+ storage.coins = coins;
+ updateScore(50);
+ // Visual feedback
+ LK.effects.flashObject(element, 0xf1c40f, 300);
+ LK.getSound('coinCollect').play();
+ // Remove coin
+ element.active = false;
+ game.removeChild(element);
+}
+// Handle collision with obstacle or enemy car
+function handleCollision(element) {
+ playerCar.crash();
+ updateScore(-100);
+ // Visual feedback
+ LK.effects.flashObject(element, 0xff0000, 300);
+ // Remove obstacle
+ element.active = false;
+ game.removeChild(element);
+ // Check if game over
+ if (score <= 0) {
+ gameOver();
+ }
+}
+// Game over
+function gameOver() {
+ gameActive = false;
+ LK.effects.flashScreen(0xe74c3c, 1000);
+ LK.showGameOver();
+}
+// Initialize the game
+initGame();
+// Game update loop
+game.update = function () {
+ if (!gameActive) return;
+ // Update player car
+ playerCar.update();
+ // Update road elements
+ for (var i = 0; i < roadElements.length; i++) {
+ roadElements[i].update();
+ }
+ // Update game elements and check collisions
+ for (var j = gameElements.length - 1; j >= 0; j--) {
+ var element = gameElements[j];
+ element.update();
+ // Remove inactive elements
+ if (!element.active) {
+ gameElements.splice(j, 1);
+ continue;
+ }
+ // Check for collisions
+ var wasIntersecting = element.lastIntersecting;
+ var isIntersecting = element.intersects(playerCar);
+ element.lastIntersecting = isIntersecting;
+ // Handle new intersections
+ if (!wasIntersecting && isIntersecting) {
+ if (element.type === 'coin') {
+ collectCoin(element);
+ } else {
+ handleCollision(element);
+ }
+ }
+ }
+ // Increment score based on speed
+ if (LK.ticks % 10 === 0) {
+ updateScore(Math.floor(playerCar.speed));
+ }
+ // Spawn new game elements
+ if (spawnTimer <= 0) {
+ spawnGameElement();
+ } else {
+ spawnTimer--;
+ }
+ // Add points for progress
+ if (LK.ticks % 60 === 0) {
+ updateScore(1);
+ }
+};
+// Touch controls
game.down = function (x, y, obj) {
- // Convert to grid-local coordinates
- var localX = x - grid.x;
- var localY = y - grid.y;
- grid.handleDown(localX, localY);
+ if (!gameActive) return;
+ // Determine which side of the screen was touched
+ if (x < 2048 / 2) {
+ playerCar.moveLeft();
+ } else {
+ playerCar.moveRight();
+ }
};
-// Reset the game state
-function resetGame() {
- grid.initGrid();
- scoreDisplay.updateScore(-scoreDisplay.score); // Reset score to 0
-}
-// Call resetGame to initialize the game state
-resetGame();
\ No newline at end of file
+game.move = function (x, y, obj) {
+ if (!gameActive) return;
+ // Determine which side of the screen is being touched
+ if (x < 2048 / 2) {
+ playerCar.moveLeft();
+ } else {
+ playerCar.moveRight();
+ }
+};
+// Set game background color
+game.setBackgroundColor(0x1a1a2e);
\ No newline at end of file