User prompt
düşman araçları şerit değiştirirken hearth asset varsa değiştirmesin
User prompt
hearth assetle düşman araçları iç içe olmasın
User prompt
hearth asset yok trafikte çıkmıyor
User prompt
hearth asset trafikte yolda çıksın
User prompt
hearth asset ekle
User prompt
kalp çıkmıyor yol da
User prompt
kalp çıkma ihtimalini fulle
User prompt
yolda kalp şekilleri görünmüyor
User prompt
çıkmıyor can barında görünen kalp şeklini yola koycan sadece bu kadar basit
User prompt
yok kalp çıkmıyor oyunda
User prompt
ihtimali 100 de 100 yap
User prompt
biraz arttır
User prompt
arada sırada çok küçük ihtimalle yolda kalp çıksın oyuncu alınca can kazansın
User prompt
düşman arabasıyla bonus iç içe giriyor düşman arabası bonus varsa bonus a doğru lane değiştirmesin
User prompt
yazıyı biraz küçült ve kıpkırmızı olsun
User prompt
-700 olsun
User prompt
-500 olsun
User prompt
x=-100 olsun
User prompt
high score yazını ekranın sol üst köşesine koy
User prompt
en sola daya yazıyı
User prompt
daha da sola yaz
User prompt
ingilizce yaz yazıyı ve sol tarafa yaz
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var highScore = storage.getItem('highScore') || 0;' Line Number: 574 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 574
User prompt
en yüksek skor tarzı şeyler ekler misin ekranın sol üst köşesine
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Bonus Item Class var Bonus = Container.expand(function () { var self = Container.call(this); // 50 simple bonus types, all using the same asset but different type strings var types = []; for (var i = 1; i <= 40; i++) { types.push({ id: 'bonus', type: 'score' + i }); } // Add new fun bonus types! types.push({ id: 'bonus', type: 'shield' }); types.push({ id: 'bonus', type: 'double' }); types.push({ id: 'bonus', type: 'slowmo' }); // Slow motion for a short time types.push({ id: 'bonus', type: 'shrink' }); // Shrink player for a short time types.push({ id: 'bonus', type: 'invincible' }); // Invincible for a short time types.push({ id: 'bonus', type: 'teleport' }); // Teleport player to random lane types.push({ id: 'bonus', type: 'clear' }); // Clear all obstacles/enemies types.push({ id: 'bonus', type: 'magnet' }); // Attract bonuses for a short time types.push({ id: 'bonus', type: 'reverse' }); // Reverse enemy direction for a short time types.push({ id: 'bonus', type: 'score' }); // fallback classic 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;else if (self.type === 'double') tint = 0xffd600;else { // Give each score bonus a different color for fun // Cycle through a palette var palette = [0xffffff, 0xffe082, 0x80cbc4, 0xffab91, 0xb39ddb, 0xa5d6a7, 0xffccbc, 0x90caf9, 0xf48fb1, 0xc5e1a5, 0xffecb3, 0xb0bec5, 0xd7ccc8, 0xffb74d, 0x81d4fa, 0xe1bee7, 0xc8e6c9, 0xff8a65, 0x9575cd, 0x4db6ac, 0x7986cb, 0x64b5f6, 0xffd54f, 0x4fc3f7, 0x81c784, 0xba68c8, 0x4dd0e1, 0xf06292, 0xa1887f, 0x90a4ae, 0x388e3c, 0xdce775, 0x00bcd4, 0x8d6e63, 0x43a047, 0x00acc1, 0x689f38, 0x039be5, 0x7e57c2, 0x0288d1, 0x0097a7, 0x388e3c, 0x1976d2, 0x0288d1, 0x009688, 0x43a047, 0x689f38]; // Extract number from type string, e.g. "score17" -> 17 var idx = 0; if (self.type.indexOf('score') === 0 && self.type.length > 5) { idx = parseInt(self.type.substring(5), 10) - 1; if (isNaN(idx) || idx < 0) idx = 0; } tint = palette[idx % palette.length]; } 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 () { // Store lastX and lastY for event triggers and lane change logic if (typeof self.lastX === "undefined") self.lastX = self.x; if (typeof self.lastY === "undefined") self.lastY = self.y; // Before moving, check if moving would cause overlap with any obstacle or enemy car in the same lane var nextY = self.y + self.speed; var canMove = true; // Check with obstacles in same lane for (var i = 0; i < obstacles.length; i++) { var obs = obstacles[i]; if (obs.lane === self.lane) { var myBounds = { x: self.x - self.width * 0.35, y: nextY - self.height * 0.35, width: self.width * 0.7, height: self.height * 0.7 }; var obsBounds = obs.getBounds(); if (!(myBounds.x + myBounds.width < obsBounds.x || myBounds.x > obsBounds.x + obsBounds.width || myBounds.y + myBounds.height < obsBounds.y || myBounds.y > obsBounds.y + obsBounds.height)) { canMove = false; break; } } } // Check with other enemy cars in same lane if (canMove) { for (var i = 0; i < enemyCars.length; i++) { var other = enemyCars[i]; if (other !== self && other.lane === self.lane) { var myBounds = { x: self.x - self.width * 0.35, y: nextY - self.height * 0.35, width: self.width * 0.7, height: self.height * 0.7 }; var otherBounds = other.getBounds(); if (!(myBounds.x + myBounds.width < otherBounds.x || myBounds.x > otherBounds.x + otherBounds.width || myBounds.y + myBounds.height < otherBounds.y || myBounds.y > otherBounds.y + otherBounds.height)) { canMove = false; break; } } } } if (canMove) { self.y = nextY; } // Randomly decide to change lane (only if not already changing, and not too often) // Each enemy car can only change lane once, and only by one lane left or right if (typeof self._hasChangedLane === "undefined") self._hasChangedLane = false; if (!self._laneChangeCooldown) self._laneChangeCooldown = 0; if (!self._isChangingLane) self._isChangingLane = false; // Only allow lane change if not currently changing, not near the bottom, and not already changed lane if (!self._isChangingLane && self._laneChangeCooldown <= 0 && self.y > 0 && self.y < 2200 && !self._hasChangedLane) { // Add probability for lane change: 1% chance (further reduced from 3%) var laneChangeProbability = 0.01; if (Math.random() < laneChangeProbability) { // Only allow to change to adjacent lane (left or right by 1) var availableLanes = []; for (var offset = -1; offset <= 1; offset += 2) { var testLane = self.lane + offset; if (testLane < 0 || testLane >= laneCenters.length) continue; var canChange = true; // Check for other enemy cars in the target lane, close in Y for (var i = 0; i < enemyCars.length; i++) { var other = enemyCars[i]; if (other !== self && other.lane === testLane && Math.abs(other.y - self.y) < self.height * 1.2) { canChange = false; break; } } // Check for obstacles in the target lane, close in Y if (canChange) { for (var i = 0; i < obstacles.length; i++) { var obs = obstacles[i]; if (obs.lane === testLane && Math.abs(obs.y - self.y) < self.height * 1.2) { canChange = false; break; } } } // Check for bonuses in the target lane, close in Y (prevent lane change if would overlap a bonus) if (canChange && typeof bonuses !== "undefined") { for (var i = 0; i < bonuses.length; i++) { var bonus = bonuses[i]; if (bonus.lane === testLane) { // Predict where self would be after lane change (same y, new lane) var myBounds = { x: laneCenters[testLane] - self.width * 0.35, y: self.y - self.height * 0.35, width: self.width * 0.7, height: self.height * 0.7 }; var bonusBounds = bonus.getBounds(); if (!(myBounds.x + myBounds.width < bonusBounds.x || myBounds.x > bonusBounds.x + bonusBounds.width || myBounds.y + myBounds.height < bonusBounds.y || myBounds.y > bonusBounds.y + bonusBounds.height)) { canChange = false; break; } } } } // Prevent two cars from moving into the same lane and overlapping during lane change if (canChange) { for (var i = 0; i < enemyCars.length; i++) { var other = enemyCars[i]; if (other !== self && other._isChangingLane && other._targetLane === testLane) { // Predict where both cars will be during lane change var myTargetY = self.y; var otherTargetY = other.y; // If Y overlap at the end of lane change, block if (Math.abs(myTargetY - otherTargetY) < self.height * 1.2) { canChange = false; break; } } } } if (canChange) { availableLanes.push(testLane); } } // If there is at least one available adjacent lane, pick one randomly and change if (availableLanes.length > 0) { var newLane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; // Begin lane change self._isChangingLane = true; self._targetLane = newLane; self._laneChangeStartX = self.x; self._laneChangeStartY = self.y; self._laneChangeProgress = 0; self._laneChangeDuration = 18 + Math.floor(Math.random() * 10); // frames self._hasChangedLane = true; // Mark as changed lane, so only once } } } // If currently changing lane, animate X toward new lane center using tween if (self._isChangingLane) { if (!self._laneTweenStarted) { self._laneTweenStarted = true; tween(self, { x: laneCenters[self._targetLane] }, { duration: self._laneChangeDuration * 16, easing: tween.easeInOutSine, onFinish: function onFinish() { self.x = laneCenters[self._targetLane]; self.lane = self._targetLane; self._isChangingLane = false; self._laneChangeCooldown = 60 + Math.floor(Math.random() * 60); self._laneTweenStarted = false; } }); } } else { self._laneTweenStarted = false; // Not changing lane, decrement cooldown if needed if (self._laneChangeCooldown > 0) self._laneChangeCooldown--; } // Update lastX and lastY for next frame self.lastX = self.x; self.lastY = self.y; }; 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 () { // Before moving, check if moving would cause overlap with any enemy car or obstacle in the same lane var nextY = self.y + self.speed; var canMove = true; // Check with enemy cars in same lane for (var i = 0; i < enemyCars.length; i++) { var car = enemyCars[i]; if (car.lane === self.lane) { var myBounds = { x: self.x - self.width * 0.35, y: nextY - self.height * 0.35, width: self.width * 0.7, height: self.height * 0.7 }; var carBounds = car.getBounds(); if (!(myBounds.x + myBounds.width < carBounds.x || myBounds.x > carBounds.x + carBounds.width || myBounds.y + myBounds.height < carBounds.y || myBounds.y > carBounds.y + carBounds.height)) { canMove = false; break; } } } // Check with other obstacles in same lane if (canMove) { for (var i = 0; i < obstacles.length; i++) { var other = obstacles[i]; if (other !== self && other.lane === self.lane) { var myBounds = { x: self.x - self.width * 0.35, y: nextY - self.height * 0.35, width: self.width * 0.7, height: self.height * 0.7 }; var otherBounds = other.getBounds(); if (!(myBounds.x + myBounds.width < otherBounds.x || myBounds.x > otherBounds.x + otherBounds.width || myBounds.y + myBounds.height < otherBounds.y || myBounds.y > otherBounds.y + otherBounds.height)) { canMove = false; break; } } } } if (canMove) { self.y = nextY; } }; 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._carAsset = car; // Store reference for shrink/restore 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 ****/ // Intense mode music (for hard stage, optional) // Main background music (looped) // --- MUSIC --- // Win // Game over // Button tap (UI) // Lane change (player moves to another lane) // Reverse pickup // Magnet pickup // Clear pickup // Teleport pickup // Invincible pickup // Shrink pickup // Slowmo pickup // Double score pickup // Shield pickup // Bonus pickup // Car crash // Car engine accelerate (short burst) // Car engine idle (looped quietly in background) // --- SOUND EFFECTS --- // Tree and plant assets for background // Road and lane setup // Car (player) // Enemy car // Obstacle (barrier) // Road lane // Bonus item 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); // --- Bonus effect indicator above player --- var bonusIcon = new Text2('', { size: 90, fill: "#fff", font: "Arial" }); bonusIcon.anchor.set(0.5, 1); bonusIcon.x = player.x; bonusIcon.y = player.y - player.height / 2 - 30; bonusIcon.alpha = 0; game.addChild(bonusIcon); // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // High score tracking and display (top left, just right of menu area) var highScore = storage.highScore || 0; var highScoreTxt = new Text2('HIGH SCORE: ' + highScore, { size: 38, fill: 0xFF0000, font: "Arial" }); highScoreTxt.anchor.set(0, 0); // Place high score at x=-700 (as requested), y=0 highScoreTxt.x = -700; highScoreTxt.y = 0; LK.gui.top.addChild(highScoreTxt); // Player health (lives) var playerHealth = 3; // Heart bar for health (top left, outside menu area) var healthBarHearts = []; function updateHealthBar() { // Remove old hearts for (var i = 0; i < healthBarHearts.length; i++) { if (healthBarHearts[i].parent) healthBarHearts[i].parent.removeChild(healthBarHearts[i]); } healthBarHearts = []; // Draw hearts for each health var heartSize = 80; var margin = 18; for (var i = 0; i < playerHealth; i++) { var heart = new Text2('❤️', { size: heartSize, fill: 0xFF4444, font: "Arial" }); heart.anchor.set(0, 0); // Place hearts horizontally, starting after menu area (x=260) heart.x = 260 + i * (heartSize + margin); heart.y = 0; LK.gui.top.addChild(heart); healthBarHearts.push(heart); } // If health is 0, show empty heart faded if (playerHealth <= 0) { var heart = new Text2('❤️', { size: heartSize, fill: 0x888888, font: "Arial" }); heart.anchor.set(0, 0); heart.x = 260; heart.y = 0; heart.alpha = 0.4; LK.gui.top.addChild(heart); healthBarHearts.push(heart); } } updateHealthBar(); // 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); // Bonus usage count text var bonusUsageCount = 0; var bonusUsageTxt = new Text2('', { size: 70, fill: "#fff", font: "Arial" }); bonusUsageTxt.anchor.set(0.5, 0); // Place below the score, but above the bonusTxt bonusUsageTxt.y = 120; LK.gui.top.addChild(bonusUsageTxt); // 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; // Mouse/touch drag to move player car directly with finger/mouse var isDragging = false; var dragStartX = 0; var dragStartY = 0; var playerStartX = 0; var playerStartY = 0; game.down = function (x, y, obj) { // Only start drag if touch/click is on the player car // Use a generous hitbox for mobile var bounds = player.getBounds(); if (x >= bounds.x - 60 && x <= bounds.x + bounds.width + 60 && y >= bounds.y - 60 && y <= bounds.y + bounds.height + 60) { isDragging = true; dragStartX = x; dragStartY = y; playerStartX = player.x; playerStartY = player.y; // Cancel any lane tween if present if (typeof playerMoveTween !== "undefined" && playerMoveTween && playerMoveTween.cancel) playerMoveTween.cancel(); } }; game.move = function (x, y, obj) { if (isDragging) { // Move player car with finger/mouse, but clamp to road var dx = x - dragStartX; var dy = y - dragStartY; var newX = playerStartX + dx; var newY = playerStartY + dy; // Clamp X to road var minX = roadLeft + player.width / 2; var maxX = roadRight - player.width / 2; if (newX < minX) newX = minX; if (newX > maxX) newX = maxX; // Clamp Y to visible area (bottom 2/3 of screen) var minY = 600 + player.height / 2; var maxY = 2732 - player.height / 2; if (newY < minY) newY = minY; if (newY > maxY) newY = maxY; // Prevent overlap with enemy cars and obstacles var tempPlayer = { getBounds: function getBounds() { // Use the same getBounds as player, but at newX, newY var w = player.width; var h = player.height; return { x: newX - w / 2, y: newY - h / 2, width: w, height: h }; } }; var overlap = false; // Check with enemy cars for (var i = 0; i < enemyCars.length; i++) { if (intersects(tempPlayer, enemyCars[i])) { overlap = true; break; } } // Check with obstacles if (!overlap) { for (var i = 0; i < obstacles.length; i++) { if (intersects(tempPlayer, obstacles[i])) { overlap = true; break; } } } // Only move if not overlapping if (!overlap) { // Play lane change sound if player changed lane (by X) if (Math.abs(player.x - newX) > laneWidth * 0.8) { LK.getSound('lane_change').play(); } // Instantly move player car to finger position for direct control player.x = newX; player.y = newY; } } }; game.up = function (x, y, obj) { isDragging = false; }; // 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 always leave at least one lane empty for the player to pass var spawnLanes = []; for (var i = 0; i < laneCount; i++) { if (Math.random() < 0.5) spawnLanes.push(i); } // Always leave at least one lane empty: if all lanes are filled, remove one at random if (spawnLanes.length >= laneCount) { var idxToRemove = Math.floor(Math.random() * spawnLanes.length); spawnLanes.splice(idxToRemove, 1); } // If no lanes selected, force one random lane to be filled 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 (enemy cars must never overlap a bonus at spawn) if (!overlap && !isObstacle) { 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); // Animate obstacle spawn (scale in) obj.scaleX = obj.scaleY = 0.2; tween(obj, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOutBack }); obstacleCountThisSpawn++; obstacleLanesThisSpawn.push(laneIdx); usedLanes[laneIdx] = true; } else { enemyCars.push(obj); game.addChild(obj); usedLanes[laneIdx] = true; // Animate enemy car spawn (scale in) obj.scaleX = obj.scaleY = 0.2; tween(obj, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOutBack }); } 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 // Increased spawn frequency: every 90 ticks (was 180), and higher probability (was 0.5, now 0.85) if (ticksSinceStart - lastBonusTick > 90 && Math.random() < 0.85) { lastBonusTick = ticksSinceStart; // Prevent bonus from spawning in a lane with an obstacle this tick var availableBonusLanes = []; // Only consider the two center lanes as "most accessible" for the player var preferredLanes = [1, 2]; 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(); } } // Prefer to spawn in center lanes if available, else fallback to any available var spawnLanes = []; for (var i = 0; i < availableBonusLanes.length; i++) { if (preferredLanes.indexOf(availableBonusLanes[i]) !== -1) { spawnLanes.push(availableBonusLanes[i]); } } if (spawnLanes.length === 0) spawnLanes = availableBonusLanes; if (spawnLanes.length > 0) { var laneIdx = spawnLanes[Math.floor(Math.random() * spawnLanes.length)]; var b = new Bonus(); b.x = laneCenters[laneIdx]; b.y = -100; b.speed = gameSpeed; b.lane = laneIdx; bonuses.push(b); game.addChild(b); // Highlight the bonus visually when it spawns b.scaleX = b.scaleY = 1.5; tween(b, { scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeOutBack }); LK.effects.flashObject(b, 0xFFFA00, 400); } } // --- HEART BONUS: spawn a heart with very low probability --- if (ticksSinceStart > 120 && // don't spawn at very start Math.random() < 0.012 && // very rare chance per tick (~1.2%) ticksSinceStart - lastBonusTick > 120 // don't spawn at same time as normal bonus ) { // Find available lanes (no obstacles/enemy/bonus at spawn) var availableHeartLanes = []; for (var i = 0; i < laneCount; i++) { var blocked = false; // Check for obstacles for (var j = 0; j < obstacles.length; j++) { if (obstacles[j].lane === i && obstacles[j].y < 200) { blocked = true; break; } } // Check for enemy cars if (!blocked) { for (var j = 0; j < enemyCars.length; j++) { if (enemyCars[j].lane === i && enemyCars[j].y < 200) { blocked = true; break; } } } // Check for bonuses if (!blocked) { for (var j = 0; j < bonuses.length; j++) { if (bonuses[j].lane === i && bonuses[j].y < 200) { blocked = true; break; } } } if (!blocked) availableHeartLanes.push(i); } if (availableHeartLanes.length > 0) { var laneIdx = availableHeartLanes[Math.floor(Math.random() * availableHeartLanes.length)]; // Create a heart bonus as a special object var heartBonus = new Container(); var heartText = new Text2('❤️', { size: 90, fill: 0xFF2222, font: "Arial" }); heartText.anchor.set(0.5, 0.5); heartBonus.addChild(heartText); heartBonus.x = laneCenters[laneIdx]; heartBonus.y = -100; heartBonus.lane = laneIdx; heartBonus.speed = gameSpeed; // For collision, mimic Bonus getBounds heartBonus.getBounds = function () { return { x: heartBonus.x - 45, y: heartBonus.y - 45, width: 90, height: 90 }; }; // Animate spawn heartBonus.scaleX = heartBonus.scaleY = 1.7; tween(heartBonus, { scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeOutBack }); LK.effects.flashObject(heartBonus, 0xff2222, 400); // Mark as heart heartBonus._isHeart = true; bonuses.push(heartBonus); game.addChild(heartBonus); } } // Move enemy cars var _loop = function _loop() { e = enemyCars[i]; e.update(); if (e.y > 2732 + 200) { e.destroy(); enemyCars.splice(i, 1); return 0; // continue } // Collision with player if (intersects(player, e)) { // Player is invulnerable during reverse or slowmo powers if (game._reverseTicks && game._reverseTicks > 0 || game._slowmoTicks && game._slowmoTicks > 0) { // Just destroy enemy, no crash LK.effects.flashObject(player, 0xFFD700, 400); enemyCars.splice(i, 1); e.destroy(); return 0; // continue } if (!lastCrash) { var _shake = function shake(times) { if (times <= 0) { player.x = origX; player.y = origY; return; } var dx = (Math.random() - 0.5) * 30; var dy = (Math.random() - 0.5) * 18; tween(player, { x: origX + dx, y: origY + dy }, { duration: 40, easing: tween.linear, onFinish: function onFinish() { _shake(times - 1); } }); }; if (player._invincible) { // Invincible: just destroy enemy, no crash LK.effects.flashObject(player, 0xFFD700, 400); enemyCars.splice(i, 1); e.destroy(); return 0; // continue } if (player._shield) { player._shield = 0; LK.effects.flashObject(player, 0x42a5f5, 600); enemyCars.splice(i, 1); e.destroy(); return 0; // continue } LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 800); // Shake player car on crash origX = player.x; origY = player.y; _shake(8); lastCrash = true; playerHealth--; if (playerHealth > 0) { // Update health UI and give brief invincibility updateHealthBar(); player._invincible = 1; player._invincibleTicks = 90; // 1.5 seconds // Remove the enemy car enemyCars.splice(i, 1); e.destroy(); // Allow game to continue lastCrash = false; return 0; } else { updateHealthBar(); LK.getSound('gameover').play(); LK.showGameOver(); return { v: void 0 }; } } } }, e, origX, origY, _ret; for (var i = enemyCars.length - 1; i >= 0; i--) { _ret = _loop(); if (_ret === 0) continue; if (_ret) return _ret.v; } // Move obstacles var _loop2 = function _loop2() { o = obstacles[i]; o.update(); if (o.y > 2732 + 100) { o.destroy(); obstacles.splice(i, 1); return 0; // continue } // Collision with player if (intersects(player, o)) { // Player is invulnerable during reverse or slowmo powers if (game._reverseTicks && game._reverseTicks > 0 || game._slowmoTicks && game._slowmoTicks > 0) { // Just destroy obstacle, no crash LK.effects.flashObject(player, 0xFFD700, 400); obstacles.splice(i, 1); o.destroy(); return 0; // continue } if (!lastCrash) { var _shake2 = function shake(times) { if (times <= 0) { player.x = origX; player.y = origY; return; } var dx = (Math.random() - 0.5) * 30; var dy = (Math.random() - 0.5) * 18; tween(player, { x: origX + dx, y: origY + dy }, { duration: 40, easing: tween.linear, onFinish: function onFinish() { _shake2(times - 1); } }); }; if (player._invincible) { // Invincible: just destroy obstacle, no crash LK.effects.flashObject(player, 0xFFD700, 400); obstacles.splice(i, 1); o.destroy(); return 0; // continue } if (player._shield) { player._shield = 0; LK.effects.flashObject(player, 0x42a5f5, 600); obstacles.splice(i, 1); o.destroy(); return 0; // continue } LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 800); // Shake player car on crash origX = player.x; origY = player.y; _shake2(8); lastCrash = true; playerHealth--; if (playerHealth > 0) { // Update health UI and give brief invincibility updateHealthBar(); player._invincible = 1; player._invincibleTicks = 90; // 1.5 seconds // Remove the obstacle obstacles.splice(i, 1); o.destroy(); // Allow game to continue lastCrash = false; return 0; } else { updateHealthBar(); LK.getSound('gameover').play(); LK.showGameOver(); return { v: void 0 }; } } } }, o, origX, origY, _ret2; for (var i = obstacles.length - 1; i >= 0; i--) { _ret2 = _loop2(); if (_ret2 === 0) continue; if (_ret2) return _ret2.v; } // Move bonuses for (var i = bonuses.length - 1; i >= 0; i--) { var b = bonuses[i]; b.update(); // Add a pulsing effect to make the bonus more visible if (!b._pulseTween && !b._isHeart) { b._pulseTween = true; (function (bonusObj) { function pulseUp() { tween(bonusObj, { scaleX: 1.18, scaleY: 1.18 }, { duration: 350, easing: tween.easeInOutSine, onFinish: pulseDown }); } function pulseDown() { tween(bonusObj, { scaleX: 1, scaleY: 1 }, { duration: 350, easing: tween.easeInOutSine, onFinish: pulseUp }); } pulseUp(); })(b); } if (b.y > 2732 + 100) { b.destroy(); bonuses.splice(i, 1); continue; } // Collision with player if (intersects(player, b)) { // --- Handle heart bonus --- if (b._isHeart) { // Only allow up to 5 health if (playerHealth < 5) { playerHealth++; updateHealthBar(); // Show effect LK.effects.flashObject(player, 0xff2222, 600); bonusTxt.setText("❤️ +1 CAN!"); bonusTxt.alpha = 1; bonusTxt.scaleX = bonusTxt.scaleY = 1.4; tween(bonusTxt, { scaleX: 1, scaleY: 1, alpha: 0 }, { duration: 900, easing: tween.easeOutBack, onFinish: function onFinish() { bonusTxt.setText(''); } }); } b.destroy(); bonuses.splice(i, 1); continue; } // Increase bonus usage count and update text bonusUsageCount++; bonusUsageTxt.setText("BONUS: " + bonusUsageCount); if (b.type === 'shield') { player._shield = 1; LK.getSound('shield').play(); LK.effects.flashObject(player, 0x42a5f5, 600); bonusTxt.setText("🛡️ SHIELD! (Shield Bonus)"); (function () { var t = bonusTxt; t.alpha = 1; t.scaleX = t.scaleY = 1.4; tween(t, { scaleX: 1, scaleY: 1, alpha: 0 }, { duration: 900, easing: tween.easeOutBack, onFinish: function onFinish() { t.setText(''); } }); })(); } else if (b.type === 'double') { player._doubleScore = 1; player._doubleScoreTicks = 600; // 10 seconds at 60fps LK.getSound('double').play(); LK.effects.flashObject(player, 0xffd600, 600); bonusTxt.setText("✨ x2 SCORE! (Double Score Bonus)"); (function () { var t = bonusTxt; t.alpha = 1; t.scaleX = t.scaleY = 1.4; tween(t, { scaleX: 1, scaleY: 1, alpha: 0 }, { duration: 900, easing: tween.easeOutBack, onFinish: function onFinish() { t.setText(''); } }); })(); } else if (b.type === 'slowmo') { // Slow motion: halve gameSpeed for 6 seconds if (!game._slowmoTicks || game._slowmoTicks <= 0) { game._origGameSpeed = gameSpeed; gameSpeed = Math.max(8, Math.floor(gameSpeed / 2)); game._slowmoTicks = 360; LK.getSound('slowmo').play(); bonusTxt.setText("🐢 SLOW-MO! (Everything slows down)"); LK.effects.flashObject(player, 0x80cbc4, 600); (function () { var t = bonusTxt; t.alpha = 1; t.scaleX = t.scaleY = 1.4; tween(t, { scaleX: 1, scaleY: 1, alpha: 0 }, { duration: 1200, easing: tween.easeOutBack, onFinish: function onFinish() { t.setText(''); } }); })(); } } else if (b.type === 'shrink') { // Shrink player for 8 seconds if (!player._shrinkTicks || player._shrinkTicks <= 0) { player._shrinkTicks = 480; player.scaleX = player.scaleY = 0.35; player.width = player._carAsset.width * 0.35; player.height = player._carAsset.height * 0.35; LK.getSound('shrink').play(); bonusTxt.setText("🚗💨 SHRINK! (Tiny car!)"); LK.effects.flashObject(player, 0xf48fb1, 600); (function () { var t = bonusTxt; t.alpha = 1; tween(t, { alpha: 0 }, { duration: 1200, easing: tween.linear, onFinish: function onFinish() { t.setText(''); } }); })(); } } else if (b.type === 'invincible') { // Invincible for 7 seconds player._invincible = 1; player._invincibleTicks = 420; LK.getSound('invincible').play(); bonusTxt.setText("💥 INVINCIBLE! (Can't crash!)"); LK.effects.flashObject(player, 0xFFD700, 600); (function () { var t = bonusTxt; t.alpha = 1; tween(t, { alpha: 0 }, { duration: 1200, easing: tween.linear, onFinish: function onFinish() { t.setText(''); } }); })(); } else if (b.type === 'teleport') { // Teleport player to random lane var oldLane = -1; for (var li = 0; li < laneCenters.length; li++) { if (Math.abs(player.x - laneCenters[li]) < laneWidth / 2) oldLane = li; } var newLane = oldLane; while (newLane === oldLane) { newLane = Math.floor(Math.random() * laneCenters.length); } player.x = laneCenters[newLane]; LK.getSound('teleport').play(); bonusTxt.setText("🌀 TELEPORT! (Random lane)"); LK.effects.flashObject(player, 0x4fc3f7, 600); (function () { var t = bonusTxt; t.alpha = 1; tween(t, { alpha: 0 }, { duration: 1200, easing: tween.linear, onFinish: function onFinish() { t.setText(''); } }); })(); } else if (b.type === 'clear') { // Clear all obstacles and enemy cars for (var ci = enemyCars.length - 1; ci >= 0; ci--) { enemyCars[ci].destroy(); enemyCars.splice(ci, 1); } for (var oi = obstacles.length - 1; oi >= 0; oi--) { obstacles[oi].destroy(); obstacles.splice(oi, 1); } LK.getSound('clear').play(); bonusTxt.setText("🧹 CLEAR! (All obstacles gone)"); LK.effects.flashObject(player, 0x81d4fa, 600); (function () { var t = bonusTxt; t.alpha = 1; tween(t, { alpha: 0 }, { duration: 1200, easing: tween.linear, onFinish: function onFinish() { t.setText(''); } }); })(); } else if (b.type === 'magnet') { // Magnet: attract bonuses for 8 seconds player._magnetTicks = 480; LK.getSound('magnet').play(); bonusTxt.setText("🧲 MAGNET! (Bonuses come to you)"); LK.effects.flashObject(player, 0xff8a65, 600); (function () { var t = bonusTxt; t.alpha = 1; tween(t, { alpha: 0 }, { duration: 1200, easing: tween.linear, onFinish: function onFinish() { t.setText(''); } }); })(); } else if (b.type === 'reverse') { // Reverse: enemies move up for 5 seconds game._reverseTicks = 300; LK.getSound('reverse').play(); bonusTxt.setText("🔄 REVERSE! (Enemies go up!)"); LK.effects.flashObject(player, 0xba68c8, 600); (function () { var t = bonusTxt; t.alpha = 1; tween(t, { alpha: 0 }, { duration: 1200, easing: tween.linear, onFinish: function onFinish() { t.setText(''); } }); })(); } else if (b.type.indexOf('score') === 0) { // All score bonuses var addScore = 100; // Optionally, make higher-numbered bonuses worth more var idx = 0; if (b.type.length > 5) { idx = parseInt(b.type.substring(5), 10) - 1; if (isNaN(idx) || idx < 0) idx = 0; } addScore += idx * 10; // e.g. score17 gives 100+16*10=260 if (player._doubleScore) addScore *= 2; bonusScore += addScore; score += addScore; LK.getSound('bonus').play(); LK.effects.flashObject(player, 0x43a047, 400); bonusTxt.setText("💰 +" + addScore + "! (Bonus " + b.type.replace('score', '') + ")"); (function () { var t = bonusTxt; t.alpha = 1; t.scaleX = t.scaleY = 1.4; tween(t, { scaleX: 1, scaleY: 1, alpha: 0 }, { duration: 900, easing: tween.easeOutBack, onFinish: function onFinish() { t.setText(''); } }); })(); } else { // fallback var addScore = 100; if (player._doubleScore) addScore *= 2; bonusScore += addScore; score += addScore; LK.getSound('bonus').play(); LK.effects.flashObject(player, 0x43a047, 400); bonusTxt.setText("💰 +" + addScore + "! (Score Bonus)"); (function () { var t = bonusTxt; t.alpha = 1; t.scaleX = t.scaleY = 1.4; tween(t, { scaleX: 1, scaleY: 1, alpha: 0 }, { duration: 900, easing: tween.easeOutBack, 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 + ""); // Update high score if needed if (score > highScore) { highScore = score; storage.highScore = highScore; if (typeof highScoreTxt !== "undefined") { highScoreTxt.setText('HIGH SCORE: ' + highScore); } } // Animate score text on score increase scoreTxt.scaleX = scoreTxt.scaleY = 1.25; tween(scoreTxt, { scaleX: 1, scaleY: 1 }, { duration: 220, easing: tween.easeOutBack }); // Handle double score timer if (player._doubleScore) { player._doubleScoreTicks--; if (player._doubleScoreTicks <= 0) { player._doubleScore = 0; player._doubleScoreTicks = 0; } } // Handle slowmo timer if (game._slowmoTicks && game._slowmoTicks > 0) { game._slowmoTicks--; if (game._slowmoTicks === 0 && typeof game._origGameSpeed !== "undefined") { gameSpeed = game._origGameSpeed; game._origGameSpeed = undefined; } } // Handle shrink timer if (player._shrinkTicks && player._shrinkTicks > 0) { player._shrinkTicks--; if (player._shrinkTicks === 0) { player.scaleX = player.scaleY = 0.55; // Restore width/height to original (not cumulative shrink) player.width = player._carAsset.width * 0.55; player.height = player._carAsset.height * 0.55; } } // Handle invincible timer if (player._invincible && player._invincibleTicks > 0) { player._invincibleTicks--; if (player._invincibleTicks === 0) { player._invincible = 0; } } // Handle magnet timer if (player._magnetTicks && player._magnetTicks > 0) { player._magnetTicks--; // Attract bonuses for (var mi = 0; mi < bonuses.length; mi++) { var bonusObj = bonuses[mi]; var dx = player.x - bonusObj.x; var dy = player.y - bonusObj.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 600) { // Move bonus towards player bonusObj.x += dx * 0.08; bonusObj.y += dy * 0.08; } } if (player._magnetTicks === 0) { // End magnet } } // Handle reverse timer if (game._reverseTicks && game._reverseTicks > 0) { game._reverseTicks--; // Reverse enemy and obstacle movement if (!game._reverseExplodeQueue) game._reverseExplodeQueue = { enemies: [], obstacles: [] }; for (var ri = enemyCars.length - 1; ri >= 0; ri--) { var e = enemyCars[ri]; e.y -= gameSpeed * 2; // If enemy car goes off the top, queue for explosion after reverse ends if (e.y + e.height / 2 < -100) { game._reverseExplodeQueue.enemies.push(e); enemyCars.splice(ri, 1); } } for (var ro = obstacles.length - 1; ro >= 0; ro--) { var o = obstacles[ro]; o.y -= gameSpeed * 2; // If obstacle goes off the top, queue for explosion after reverse ends if (o.y + o.height / 2 < -100) { game._reverseExplodeQueue.obstacles.push(o); obstacles.splice(ro, 1); } } if (game._reverseTicks === 0) { // End reverse: now explode all queued enemies and obstacles if (game._reverseExplodeQueue) { // Explode enemy cars for (var i = 0; i < game._reverseExplodeQueue.enemies.length; i++) { var e = game._reverseExplodeQueue.enemies[i]; LK.getSound('crash').play(); // Explosion effect: scale up, fade out, flash red LK.effects.flashObject(e, 0xff0000, 200); tween(e, { scaleX: 1.7, scaleY: 1.7, alpha: 0 }, { duration: 350, easing: tween.easeOutCubic, onFinish: function (obj) { return function () { obj.destroy(); }; }(e) }); } // Explode obstacles for (var i = 0; i < game._reverseExplodeQueue.obstacles.length; i++) { var o = game._reverseExplodeQueue.obstacles[i]; LK.getSound('crash').play(); LK.effects.flashObject(o, 0xff0000, 200); tween(o, { scaleX: 1.7, scaleY: 1.7, alpha: 0 }, { duration: 350, easing: tween.easeOutCubic, onFinish: function (obj) { return function () { obj.destroy(); }; }(o) }); } game._reverseExplodeQueue = null; } } } // --- Update bonus icon position and state --- bonusIcon.x = player.x; bonusIcon.y = player.y - player.height / 2 - 30; // Determine which bonus is active and show icon var showIcon = ''; if (player._invincible && player._invincibleTicks > 0) { showIcon = '🦾'; bonusIcon.setText('🦾'); bonusIcon.alpha = 1; } else if (player._shield) { showIcon = '🛡️'; bonusIcon.setText('🛡️'); bonusIcon.alpha = 1; } else if (player._doubleScore && player._doubleScoreTicks > 0) { showIcon = '✨'; bonusIcon.setText('✨'); bonusIcon.alpha = 1; } else if (player._shrinkTicks && player._shrinkTicks > 0) { showIcon = '🔽'; bonusIcon.setText('🔽'); bonusIcon.alpha = 1; } else if (player._magnetTicks && player._magnetTicks > 0) { showIcon = '🧲'; bonusIcon.setText('🧲'); bonusIcon.alpha = 1; } else if (game._slowmoTicks && game._slowmoTicks > 0) { showIcon = '🐢'; bonusIcon.setText('🐢'); bonusIcon.alpha = 1; } else if (game._reverseTicks && game._reverseTicks > 0) { showIcon = '🔄'; bonusIcon.setText('🔄'); bonusIcon.alpha = 1; } else { bonusIcon.setText(''); bonusIcon.alpha = 0; } // Play win sound if score threshold reached (example: 10000) if (score >= 10000 && !game._winSoundPlayed) { LK.getSound('win').play(); game._winSoundPlayed = true; } } }; // Reset crash state on new game LK.on('gameStart', function () { lastCrash = false; playerHealth = 3; updateHealthBar(); score = 0; bonusScore = 0; bonusUsageCount = 0; scoreTxt.setText('0'); bonusTxt.setText(''); if (typeof highScoreTxt !== "undefined") { highScore = storage.highScore || 0; highScoreTxt.setText('HIGH SCORE: ' + highScore); } if (typeof bonusUsageTxt !== "undefined") { bonusUsageTxt.setText("BONUS: 0"); } // 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; player._shrinkTicks = 0; player._invincible = 0; player._invincibleTicks = 0; player._magnetTicks = 0; player.scaleX = player.scaleY = 0.55; player.width = player._carAsset.width * 0.55; player.height = player._carAsset.height * 0.55; game._slowmoTicks = 0; game._reverseTicks = 0; gameSpeed = 18; ticksSinceStart = 0; lastSpawnTick = 0; lastBonusTick = 0; game._spawnInterval = 36; // Easy stage spawn interval // Reset bonus icon if (typeof bonusIcon !== "undefined") { bonusIcon.setText(''); bonusIcon.alpha = 0; } }); // 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; } } // Play background music and engine idle at game start LK.on('gameStart', function () { LK.playMusic('bgmusic'); LK.getSound('engine_idle').play(); });
===================================================================
--- original.js
+++ change.js
@@ -1010,8 +1010,86 @@
});
LK.effects.flashObject(b, 0xFFFA00, 400);
}
}
+ // --- HEART BONUS: spawn a heart with very low probability ---
+ if (ticksSinceStart > 120 &&
+ // don't spawn at very start
+ Math.random() < 0.012 &&
+ // very rare chance per tick (~1.2%)
+ ticksSinceStart - lastBonusTick > 120 // don't spawn at same time as normal bonus
+ ) {
+ // Find available lanes (no obstacles/enemy/bonus at spawn)
+ var availableHeartLanes = [];
+ for (var i = 0; i < laneCount; i++) {
+ var blocked = false;
+ // Check for obstacles
+ for (var j = 0; j < obstacles.length; j++) {
+ if (obstacles[j].lane === i && obstacles[j].y < 200) {
+ blocked = true;
+ break;
+ }
+ }
+ // Check for enemy cars
+ if (!blocked) {
+ for (var j = 0; j < enemyCars.length; j++) {
+ if (enemyCars[j].lane === i && enemyCars[j].y < 200) {
+ blocked = true;
+ break;
+ }
+ }
+ }
+ // Check for bonuses
+ if (!blocked) {
+ for (var j = 0; j < bonuses.length; j++) {
+ if (bonuses[j].lane === i && bonuses[j].y < 200) {
+ blocked = true;
+ break;
+ }
+ }
+ }
+ if (!blocked) availableHeartLanes.push(i);
+ }
+ if (availableHeartLanes.length > 0) {
+ var laneIdx = availableHeartLanes[Math.floor(Math.random() * availableHeartLanes.length)];
+ // Create a heart bonus as a special object
+ var heartBonus = new Container();
+ var heartText = new Text2('❤️', {
+ size: 90,
+ fill: 0xFF2222,
+ font: "Arial"
+ });
+ heartText.anchor.set(0.5, 0.5);
+ heartBonus.addChild(heartText);
+ heartBonus.x = laneCenters[laneIdx];
+ heartBonus.y = -100;
+ heartBonus.lane = laneIdx;
+ heartBonus.speed = gameSpeed;
+ // For collision, mimic Bonus getBounds
+ heartBonus.getBounds = function () {
+ return {
+ x: heartBonus.x - 45,
+ y: heartBonus.y - 45,
+ width: 90,
+ height: 90
+ };
+ };
+ // Animate spawn
+ heartBonus.scaleX = heartBonus.scaleY = 1.7;
+ tween(heartBonus, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 400,
+ easing: tween.easeOutBack
+ });
+ LK.effects.flashObject(heartBonus, 0xff2222, 400);
+ // Mark as heart
+ heartBonus._isHeart = true;
+ bonuses.push(heartBonus);
+ game.addChild(heartBonus);
+ }
+ }
// Move enemy cars
var _loop = function _loop() {
e = enemyCars[i];
e.update();
@@ -1199,9 +1277,9 @@
for (var i = bonuses.length - 1; i >= 0; i--) {
var b = bonuses[i];
b.update();
// Add a pulsing effect to make the bonus more visible
- if (!b._pulseTween) {
+ if (!b._pulseTween && !b._isHeart) {
b._pulseTween = true;
(function (bonusObj) {
function pulseUp() {
tween(bonusObj, {
@@ -1232,8 +1310,35 @@
continue;
}
// Collision with player
if (intersects(player, b)) {
+ // --- Handle heart bonus ---
+ if (b._isHeart) {
+ // Only allow up to 5 health
+ if (playerHealth < 5) {
+ playerHealth++;
+ updateHealthBar();
+ // Show effect
+ LK.effects.flashObject(player, 0xff2222, 600);
+ bonusTxt.setText("❤️ +1 CAN!");
+ bonusTxt.alpha = 1;
+ bonusTxt.scaleX = bonusTxt.scaleY = 1.4;
+ tween(bonusTxt, {
+ scaleX: 1,
+ scaleY: 1,
+ alpha: 0
+ }, {
+ duration: 900,
+ easing: tween.easeOutBack,
+ onFinish: function onFinish() {
+ bonusTxt.setText('');
+ }
+ });
+ }
+ b.destroy();
+ bonuses.splice(i, 1);
+ continue;
+ }
// Increase bonus usage count and update text
bonusUsageCount++;
bonusUsageTxt.setText("BONUS: " + bonusUsageCount);
if (b.type === 'shield') {
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