User prompt
reserve özelliğinden sonra maruz kalan araçlar ve engeller patlasın patlama efekti olsun
User prompt
reserve özelliğinden sonra araçlar en son patlasın
User prompt
bonus da aldığı özelliği oyuncuya belli et
User prompt
bonusu oyuncuya belli et
User prompt
reverse bonus kullanıldığında araçlar geriye doğru gittikten sonra patlasın
User prompt
bonus da çıkan yazıya emoji ekle
User prompt
dahada büyük yaz skorun boyutunda olsun
User prompt
yazıyı daha büyük yaz
User prompt
bonus yazısını biraz daha kalın yaz ve emoji kullan
User prompt
bütün ses dosyalarını sıfırla ve yeni sesler ekle oyunda olması gereken her sesi ekle
User prompt
oyuna arkaplan müziği ekle
User prompt
bonus çıkma olasılığını arttır oyuncunun çoğunlukla alabileceği yerlerde çıksın
User prompt
✅ Add new fun bonus types with unique effects (slow motion, shrink, invincibility, random teleport, etc) ✅ Implement new bonus effects in collision logic (slowmo, shrink, invincible, teleport, clear, magnet, reverse) ✅ Handle new bonus timers and effects in main update loop (slowmo, shrink, invincible, magnet, reverse) ✅ Make player invincible to crash if invincible bonus is active ✅ Make player invincible to crash with obstacles if invincible bonus is active ✅ Reset all new bonus effects on game start bu ekledğin bonusları test et çalışıyorsa kalsın çalışmıyorsa sil
User prompt
başka daha eğlenceli bonuslar ekle
User prompt
50 tane bonus ekle basit bonuslar olsun
User prompt
mousela birlikte haraket etsin
User prompt
kontroller kullanıcı dostu olsun çok kolay kontrol edilebilsin
User prompt
yazıyı biraz daha aşağıya yaz ve görünür bir renkte olsun
User prompt
bonus dan ne çıktığını ekrana yaz
User prompt
tamam oyuna ekleyebildiğini ekle ekleyemediğini sil
User prompt
oyun ilk başta orta hızda olsun sonradan zorluğa göre hızlansın
User prompt
oyun ilk başta yavaş olsun
User prompt
playercar biraz daha küçüly
User prompt
enemycar assetlerini çoğalt
User prompt
oyunu çok kolaydan ortaya sonra zora al
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bonus Item Class var Bonus = Container.expand(function () { var self = Container.call(this); // Power-up types: "score" (default), "shield", "double" var types = [{ id: 'bonus', type: 'score' }, { id: 'bonus', type: 'shield' }, { id: 'bonus', type: 'double' }]; var chosen = types[Math.floor(Math.random() * types.length)]; self.type = chosen.type; // Use different tints for power-ups var tint = 0xffffff; if (self.type === 'shield') tint = 0x42a5f5; if (self.type === 'double') tint = 0xffd600; var b = self.attachAsset(chosen.id, { anchorX: 0.5, anchorY: 0.5 }); b.tint = tint; self.width = b.width; self.height = b.height; self.speed = 18 + Math.random() * 8; // Will be set by game self.lane = 0; self.update = function () { self.y += self.speed; }; self.getBounds = function () { // Shrink hitbox for better gameplay feel var w = b.width * 0.7; var h = b.height * 0.7; return { x: self.x - w / 2, y: self.y - h / 2, width: w, height: h }; }; return self; }); // Enemy Car Class var EnemyCar = Container.expand(function () { var self = Container.call(this); // Randomly select one of the enemy car asset ids var enemyCarIds = ['enemyCar', 'enemyCar2', 'enemyCar3', 'enemyCar4']; var chosenId = enemyCarIds[Math.floor(Math.random() * enemyCarIds.length)]; var car = self.attachAsset(chosenId, { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.speed = 18 + Math.random() * 8; // Will be set by game self.lane = 0; self.update = function () { self.y += self.speed; }; self.getBounds = function () { // Shrink hitbox for better gameplay feel var w = car.width * 0.7; var h = car.height * 0.7; return { x: self.x - w / 2, y: self.y - h / 2, width: w, height: h }; }; return self; }); // Obstacle Class var Obstacle = Container.expand(function () { var self = Container.call(this); var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.width = obs.width; self.height = obs.height; self.speed = 18 + Math.random() * 8; // Will be set by game self.lane = 0; self.update = function () { self.y += self.speed; }; self.getBounds = function () { // Shrink hitbox for better gameplay feel var w = obs.width * 0.7; var h = obs.height * 0.7; return { x: self.x - w / 2, y: self.y - h / 2, width: w, height: h }; }; return self; }); // Player Car Class var PlayerCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.55, scaleY: 0.55 }); self.width = car.width * 0.55; self.height = car.height * 0.55; // For touch drag offset self.dragOffsetX = 0; self.dragOffsetY = 0; // For collision self.getBounds = function () { // Shrink hitbox for better gameplay feel var w = car.width * 0.55; var h = car.height * 0.55; return { x: self.x - w / 2, y: self.y - h / 2, width: w, height: h }; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Bonus item // Road lane // Obstacle (barrier) // Enemy car // Car (player) // Road and lane setup // Tree and plant assets for background var roadWidth = 900; var roadLeft = (2048 - roadWidth) / 2; var roadRight = roadLeft + roadWidth; var laneCount = 4; var laneWidth = roadWidth / laneCount; var laneCenters = []; for (var i = 0; i < laneCount; i++) { laneCenters.push(roadLeft + laneWidth / 2 + i * laneWidth); } // --- Add colorful trees and plants to left and right sides of the road as background --- var bgDecor = []; var decorTypes = [{ id: 'tree1', yOffset: 0 }, { id: 'tree2', yOffset: 40 }, { id: 'plant1', yOffset: 120 }, { id: 'plant2', yOffset: 180 }, { id: 'plant3', yOffset: 240 }, { id: 'plant3', yOffset: 240 }, { id: 'plant3', yOffset: 240 }, { id: 'plant3', yOffset: 240 }, { // extra plant3 for higher probability id: 'plant3', yOffset: 240 }, { id: 'plant3', yOffset: 240 }, { id: 'plant3', yOffset: 240 }]; // Place decorations in a staggered, repeating pattern, but less frequently for (var side = 0; side < 2; side++) { // 0: left, 1: right for (var i = 0; i < 4; i++) { // Reduced from 8 to 4 for lower frequency var typeIdx = i % decorTypes.length; var decor = LK.getAsset(decorTypes[typeIdx].id, { anchorX: 0.5, anchorY: 0.5 }); // X position: left or right of road, with some random offset for natural look if (side === 0) { decor.x = roadLeft - 90 + Math.random() * 30; } else { decor.x = roadRight + 90 - Math.random() * 30; } // Y position: staggered vertically, with some random offset, spacing increased for less density decor.y = 300 + i * 640 + decorTypes[typeIdx].yOffset + Math.random() * 40; // Store for scrolling decor._baseY = decor.y; decor._side = side; decor._typeIdx = typeIdx; game.addChild(decor); bgDecor.push(decor); } } // Draw lane markers (scrolling effect) var laneMarkers = []; for (var i = 1; i < laneCount; i++) { for (var j = 0; j < 6; j++) { var marker = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: roadLeft + i * laneWidth, y: j * 400 }); marker.laneIdx = i; marker.offsetIdx = j; game.addChild(marker); laneMarkers.push(marker); } } // Player car var player = new PlayerCar(); player.x = laneCenters[1]; player.y = 2732 - 500; game.addChild(player); // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Bonus score var bonusScore = 0; var bonusTxt = new Text2('', { size: 70, fill: 0xFFFA00 // Bright yellow for high visibility }); bonusTxt.anchor.set(0.5, 0); // Move the bonus text further down (e.g. 180px from the top) bonusTxt.y = 180; LK.gui.top.addChild(bonusTxt); // Game state var enemyCars = []; var obstacles = []; var bonuses = []; var gameSpeed = 18; var ticksSinceStart = 0; var lastSpawnTick = 0; var lastBonusTick = 0; var isDragging = false; var dragStartX = 0; var dragStartY = 0; var playerStartX = 0; var playerStartY = 0; var lastCrash = false; // Touch controls: tap a lane to move player car smoothly to that lane var playerTargetLane = 1; var playerMoveTween = null; game.down = function (x, y, obj) { // Find which lane was tapped for (var i = 0; i < laneCount; i++) { var laneX = laneCenters[i]; var laneLeftEdge = laneX - laneWidth / 2; var laneRightEdge = laneX + laneWidth / 2; if (x >= laneLeftEdge && x <= laneRightEdge) { playerTargetLane = i; // Tween player car to the center of the tapped lane if (playerMoveTween && playerMoveTween.cancel) playerMoveTween.cancel(); var startX = player.x; var endX = laneCenters[i]; var t = { val: startX }; playerMoveTween = tween(t, { val: endX }, { duration: 180, easing: tween.easeInOutQuad, onUpdate: function onUpdate() { player.x = t.val; }, onFinish: function onFinish() { player.x = endX; } }); break; } } }; game.move = function (x, y, obj) { // No drag, so nothing here }; game.up = function (x, y, obj) { // No drag, so nothing here }; // Helper: collision check (AABB) function intersects(a, b) { var ab = a.getBounds(); var bb = b.getBounds(); return ab.x < bb.x + bb.width && ab.x + ab.width > bb.x && ab.y < bb.y + bb.height && ab.y + ab.height > bb.y; } // Main game loop game.update = function () { ticksSinceStart++; // 3-stage difficulty progression: very easy, then medium, then hard // Very Easy: 0-3000 ticks (~50s), Medium: 3000-6000 ticks (~100s), Hard: 6000+ ticks if (!game._spawnInterval) game._spawnInterval = 40; if (ticksSinceStart < 3000) { // Very Easy: very slow ramp up if (ticksSinceStart % 600 == 0 && gameSpeed < 20) { gameSpeed += 1; } if (ticksSinceStart % 600 == 0 && game._spawnInterval > 32) { game._spawnInterval -= 1; } } else if (ticksSinceStart < 6000) { // Medium: moderate ramp up if (ticksSinceStart % 300 == 0 && gameSpeed < 28) { gameSpeed += 1; } if (ticksSinceStart % 300 == 0 && game._spawnInterval > 20) { game._spawnInterval -= 1; } } else { // Hard: faster ramp up, but cap if (ticksSinceStart % 120 == 0 && gameSpeed < 38) { gameSpeed += 1; } if (ticksSinceStart % 120 == 0 && game._spawnInterval > 14) { game._spawnInterval -= 1; } } // Move background trees and plants for scrolling effect for (var i = 0; i < bgDecor.length; i++) { var decor = bgDecor[i]; decor.y += gameSpeed; // If decor goes off bottom, loop to top with new random offset for variety if (decor.y > 2732 + 120) { decor.y -= 8 * 320; decor.y += Math.random() * 40 - 20; // Optionally randomize X a bit for more natural look if (decor._side === 0) { decor.x = roadLeft - 90 + Math.random() * 30; } else { decor.x = roadRight + 90 - Math.random() * 30; } } } // Move lane markers for scrolling effect for (var i = 0; i < laneMarkers.length; i++) { var marker = laneMarkers[i]; marker.y += gameSpeed; if (marker.y > 2732) { marker.y -= 2400; } } // Spawn enemy cars and obstacles, ensuring no overlap with any existing object if (ticksSinceStart - lastSpawnTick > (game._spawnInterval || 36)) { lastSpawnTick = ticksSinceStart; // Randomly pick lanes to spawn cars/obstacles, but never all 4 at once var spawnLanes = []; for (var i = 0; i < laneCount; i++) { if (Math.random() < 0.5) spawnLanes.push(i); } // Never allow all 4 lanes to be filled at once if (spawnLanes.length > 3) { // Randomly remove one lane to ensure max 3 var idxToRemove = Math.floor(Math.random() * spawnLanes.length); spawnLanes.splice(idxToRemove, 1); } if (spawnLanes.length == 0) spawnLanes.push(Math.floor(Math.random() * laneCount)); // Limit to max 3 obstacles per spawn var obstacleCountThisSpawn = 0; // Track which lanes will have obstacles this spawn var obstacleLanesThisSpawn = []; // Track which lanes are used (to prevent both enemy and obstacle in same lane) var usedLanes = {}; // Track all new objects to check for overlap var newObjects = []; for (var i = 0; i < spawnLanes.length; i++) { var laneIdx = spawnLanes[i]; // If already 3 obstacles, force enemy car for the rest var forceEnemy = obstacleCountThisSpawn >= 3; // Only allow one object per lane (no overlap of enemy/obstacle) if (usedLanes[laneIdx]) continue; // Determine spawn Y and type var spawnY, obj, isObstacle = false; if (!forceEnemy && Math.random() >= 0.7) { // Obstacle obj = new Obstacle(); obj.x = laneCenters[laneIdx]; obj.y = -100; obj.speed = gameSpeed; obj.lane = laneIdx; spawnY = obj.y; isObstacle = true; } else { // Enemy car obj = new EnemyCar(); obj.x = laneCenters[laneIdx]; obj.y = -200; obj.speed = gameSpeed; obj.lane = laneIdx; spawnY = obj.y; } // Check for overlap with all existing objects (enemyCars, obstacles, bonuses) and newObjects var overlap = false; var objBounds = obj.getBounds(); // Check with existing enemy cars for (var j = 0; j < enemyCars.length; j++) { if (enemyCars[j].lane === laneIdx) { var other = enemyCars[j]; var otherBounds = other.getBounds(); if (!(objBounds.x + objBounds.width < otherBounds.x || objBounds.x > otherBounds.x + otherBounds.width || objBounds.y + objBounds.height < otherBounds.y || objBounds.y > otherBounds.y + otherBounds.height)) { overlap = true; break; } } } // Check with existing obstacles if (!overlap) { for (var j = 0; j < obstacles.length; j++) { if (obstacles[j].lane === laneIdx) { var other = obstacles[j]; var otherBounds = other.getBounds(); if (!(objBounds.x + objBounds.width < otherBounds.x || objBounds.x > otherBounds.x + otherBounds.width || objBounds.y + objBounds.height < otherBounds.y || objBounds.y > otherBounds.y + otherBounds.height)) { overlap = true; break; } } } } // Check with existing bonuses if (!overlap) { for (var j = 0; j < bonuses.length; j++) { if (bonuses[j].lane === laneIdx) { var other = bonuses[j]; var otherBounds = other.getBounds(); if (!(objBounds.x + objBounds.width < otherBounds.x || objBounds.x > otherBounds.x + otherBounds.width || objBounds.y + objBounds.height < otherBounds.y || objBounds.y > otherBounds.y + otherBounds.height)) { overlap = true; break; } } } } // Check with new objects in this spawn if (!overlap) { for (var j = 0; j < newObjects.length; j++) { if (newObjects[j].lane === laneIdx) { var other = newObjects[j]; var otherBounds = other.getBounds(); if (!(objBounds.x + objBounds.width < otherBounds.x || objBounds.x > otherBounds.x + otherBounds.width || objBounds.y + objBounds.height < otherBounds.y || objBounds.y > otherBounds.y + otherBounds.height)) { overlap = true; break; } } } } if (overlap) { // Don't spawn this object if (obj && obj.destroy) obj.destroy(); continue; } // No overlap, spawn if (isObstacle) { obstacles.push(obj); game.addChild(obj); obstacleCountThisSpawn++; obstacleLanesThisSpawn.push(laneIdx); usedLanes[laneIdx] = true; } else { enemyCars.push(obj); game.addChild(obj); usedLanes[laneIdx] = true; } newObjects.push(obj); } // Store obstacle lanes for this tick for bonus spawn logic game._obstacleLanesThisSpawn = obstacleLanesThisSpawn; } else { // If not spawning this tick, clear obstacle lanes game._obstacleLanesThisSpawn = []; } // Spawn bonus, ensuring no overlap with any object if (ticksSinceStart - lastBonusTick > 180 && Math.random() < 0.5) { lastBonusTick = ticksSinceStart; // Prevent bonus from spawning in a lane with an obstacle this tick var availableBonusLanes = []; for (var i = 0; i < laneCount; i++) { var blocked = false; if (game._obstacleLanesThisSpawn) { for (var j = 0; j < game._obstacleLanesThisSpawn.length; j++) { if (game._obstacleLanesThisSpawn[j] === i) { blocked = true; break; } } } // Check for overlap with any object in this lane at spawn Y if (!blocked) { var testBonus = new Bonus(); testBonus.x = laneCenters[i]; testBonus.y = -100; testBonus.lane = i; var testBounds = testBonus.getBounds(); // Check with enemy cars for (var j = 0; j < enemyCars.length; j++) { if (enemyCars[j].lane === i) { var other = enemyCars[j]; var otherBounds = other.getBounds(); if (!(testBounds.x + testBounds.width < otherBounds.x || testBounds.x > otherBounds.x + otherBounds.width || testBounds.y + testBounds.height < otherBounds.y || testBounds.y > otherBounds.y + otherBounds.height)) { blocked = true; break; } } } // Check with obstacles if (!blocked) { for (var j = 0; j < obstacles.length; j++) { if (obstacles[j].lane === i) { var other = obstacles[j]; var otherBounds = other.getBounds(); if (!(testBounds.x + testBounds.width < otherBounds.x || testBounds.x > otherBounds.x + otherBounds.width || testBounds.y + testBounds.height < otherBounds.y || testBounds.y > otherBounds.y + otherBounds.height)) { blocked = true; break; } } } } // Check with bonuses if (!blocked) { for (var j = 0; j < bonuses.length; j++) { if (bonuses[j].lane === i) { var other = bonuses[j]; var otherBounds = other.getBounds(); if (!(testBounds.x + testBounds.width < otherBounds.x || testBounds.x > otherBounds.x + otherBounds.width || testBounds.y + testBounds.height < otherBounds.y || testBounds.y > otherBounds.y + otherBounds.height)) { blocked = true; break; } } } } if (!blocked) availableBonusLanes.push(i); if (testBonus && testBonus.destroy) testBonus.destroy(); } } if (availableBonusLanes.length > 0) { var laneIdx = availableBonusLanes[Math.floor(Math.random() * availableBonusLanes.length)]; var b = new Bonus(); b.x = laneCenters[laneIdx]; b.y = -100; b.speed = gameSpeed; b.lane = laneIdx; bonuses.push(b); game.addChild(b); } } // Move enemy cars for (var i = enemyCars.length - 1; i >= 0; i--) { var e = enemyCars[i]; e.update(); if (e.y > 2732 + 200) { e.destroy(); enemyCars.splice(i, 1); continue; } // Collision with player if (intersects(player, e)) { if (!lastCrash) { if (player._shield) { player._shield = 0; LK.effects.flashObject(player, 0x42a5f5, 600); enemyCars.splice(i, 1); e.destroy(); continue; } LK.effects.flashScreen(0xff0000, 800); lastCrash = true; LK.showGameOver(); return; } } } // Move obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var o = obstacles[i]; o.update(); if (o.y > 2732 + 100) { o.destroy(); obstacles.splice(i, 1); continue; } // Collision with player if (intersects(player, o)) { if (!lastCrash) { if (player._shield) { player._shield = 0; LK.effects.flashObject(player, 0x42a5f5, 600); obstacles.splice(i, 1); o.destroy(); continue; } LK.effects.flashScreen(0xff0000, 800); lastCrash = true; LK.showGameOver(); return; } } } // Move bonuses for (var i = bonuses.length - 1; i >= 0; i--) { var b = bonuses[i]; b.update(); if (b.y > 2732 + 100) { b.destroy(); bonuses.splice(i, 1); continue; } // Collision with player if (intersects(player, b)) { if (b.type === 'shield') { player._shield = 1; LK.effects.flashObject(player, 0x42a5f5, 600); bonusTxt.setText("SHIELD! (Shield Bonus)"); (function () { var t = bonusTxt; t.alpha = 1; tween(t, { alpha: 0 }, { duration: 900, easing: tween.linear, onFinish: function onFinish() { t.setText(''); } }); })(); } else if (b.type === 'double') { player._doubleScore = 1; player._doubleScoreTicks = 600; // 10 seconds at 60fps LK.effects.flashObject(player, 0xffd600, 600); bonusTxt.setText("x2 SCORE! (Double Score Bonus)"); (function () { var t = bonusTxt; t.alpha = 1; tween(t, { alpha: 0 }, { duration: 900, easing: tween.linear, onFinish: function onFinish() { t.setText(''); } }); })(); } else { var addScore = 100; if (player._doubleScore) addScore *= 2; bonusScore += addScore; score += addScore; LK.effects.flashObject(player, 0x43a047, 400); bonusTxt.setText("+" + addScore + "! (Score Bonus)"); (function () { var t = bonusTxt; t.alpha = 1; tween(t, { alpha: 0 }, { duration: 900, easing: tween.linear, onFinish: function onFinish() { t.setText(''); } }); })(); } b.destroy(); bonuses.splice(i, 1); } } // Score increases with distance if (!lastCrash) { var addScore = Math.floor(gameSpeed / 2); if (player._doubleScore) addScore *= 2; score += addScore; scoreTxt.setText(score + ""); // Handle double score timer if (player._doubleScore) { player._doubleScoreTicks--; if (player._doubleScoreTicks <= 0) { player._doubleScore = 0; player._doubleScoreTicks = 0; } } } }; // Reset crash state on new game LK.on('gameStart', function () { lastCrash = false; score = 0; bonusScore = 0; scoreTxt.setText('0'); bonusTxt.setText(''); // Remove all cars, obstacles, bonuses for (var i = enemyCars.length - 1; i >= 0; i--) { enemyCars[i].destroy(); enemyCars.splice(i, 1); } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].destroy(); obstacles.splice(i, 1); } for (var i = bonuses.length - 1; i >= 0; i--) { bonuses[i].destroy(); bonuses.splice(i, 1); } playerTargetLane = 1; player.x = laneCenters[1]; player.y = 2732 - 500; if (playerMoveTween && playerMoveTween.cancel) playerMoveTween.cancel(); player._shield = 0; player._doubleScore = 0; player._doubleScoreTicks = 0; gameSpeed = 18; ticksSinceStart = 0; lastSpawnTick = 0; lastBonusTick = 0; game._spawnInterval = 36; // Easy stage spawn interval }); // Prevent player from moving into top left menu area // (handled by roadLeft, but double check) if (roadLeft < 100) { roadLeft = 100; roadWidth = roadRight - roadLeft; laneWidth = roadWidth / laneCount; for (var i = 0; i < laneCount; i++) { laneCenters[i] = roadLeft + laneWidth / 2 + i * laneWidth; } }
===================================================================
--- original.js
+++ change.js
@@ -278,35 +278,47 @@
var dragStartY = 0;
var playerStartX = 0;
var playerStartY = 0;
var lastCrash = false;
-// Touch controls
+// Touch controls: tap a lane to move player car smoothly to that lane
+var playerTargetLane = 1;
+var playerMoveTween = null;
game.down = function (x, y, obj) {
- // Only start drag if touch is on player car
- var local = player.toLocal(game.toGlobal({
- x: x,
- y: y
- }));
- if (local.x > -player.width / 2 && local.x < player.width / 2 && local.y > -player.height / 2 && local.y < player.height / 2) {
- isDragging = true;
- dragStartX = x;
- dragStartY = y;
- playerStartX = player.x;
- playerStartY = player.y;
+ // Find which lane was tapped
+ for (var i = 0; i < laneCount; i++) {
+ var laneX = laneCenters[i];
+ var laneLeftEdge = laneX - laneWidth / 2;
+ var laneRightEdge = laneX + laneWidth / 2;
+ if (x >= laneLeftEdge && x <= laneRightEdge) {
+ playerTargetLane = i;
+ // Tween player car to the center of the tapped lane
+ if (playerMoveTween && playerMoveTween.cancel) playerMoveTween.cancel();
+ var startX = player.x;
+ var endX = laneCenters[i];
+ var t = {
+ val: startX
+ };
+ playerMoveTween = tween(t, {
+ val: endX
+ }, {
+ duration: 180,
+ easing: tween.easeInOutQuad,
+ onUpdate: function onUpdate() {
+ player.x = t.val;
+ },
+ onFinish: function onFinish() {
+ player.x = endX;
+ }
+ });
+ break;
+ }
}
};
game.move = function (x, y, obj) {
- if (isDragging) {
- var dx = x - dragStartX;
- // Only allow horizontal movement, clamp to road
- var newX = playerStartX + dx;
- if (newX < roadLeft + player.width / 2) newX = roadLeft + player.width / 2;
- if (newX > roadRight - player.width / 2) newX = roadRight - player.width / 2;
- player.x = newX;
- }
+ // No drag, so nothing here
};
game.up = function (x, y, obj) {
- isDragging = false;
+ // No drag, so nothing here
};
// Helper: collision check (AABB)
function intersects(a, b) {
var ab = a.getBounds();
@@ -729,10 +741,12 @@
for (var i = bonuses.length - 1; i >= 0; i--) {
bonuses[i].destroy();
bonuses.splice(i, 1);
}
+ playerTargetLane = 1;
player.x = laneCenters[1];
player.y = 2732 - 500;
+ if (playerMoveTween && playerMoveTween.cancel) playerMoveTween.cancel();
player._shield = 0;
player._doubleScore = 0;
player._doubleScoreTicks = 0;
gameSpeed = 18;
bonus. In-Game asset. 2d. High contrast. No shadows
obstackle. In-Game asset. 2d. High contrast. No shadows
Rear and top view of cool luxury sports car looking upwards. In-Game asset. 2d. High contrast. No shadows
top view of plant looking upwards. In-Game asset. 2d. High contrast. No shadows
Top view of colorful yellow plant looking upwards. In-Game asset. 2d. High contrast. No shadows
Top view of colorful pink plant looking upwards. In-Game asset. 2d. High contrast. No shadows
Top view of colorful pink tree looking upwards. In-Game asset. 2d. High contrast. No shadows
Top view of colorful tree looking upwards. In-Game asset. 2d. High contrast. No shadows
hearth red. In-Game asset. 2d. High contrast. No shadows
cool luxury sports car bumper view looking up. In-Game asset. 2d. High contrast. No shadows