User prompt
biraz daha azalt
User prompt
biraz daha azalt
User prompt
hasar alınca çok kırmızı oluyor ekran onu azalt
User prompt
bonus assetden özellik alınca çıkan yazılar bazen ekranın dışına çıkıyor düzelt
User prompt
hasar alınca çok fazla kırmızı oluyor ekran onu düzelt
User prompt
bonus aldığında çıkan yazıyı biraz daha büyüt
User prompt
arkaplan şeriti düzenler misin normal yol gibi olsun
User prompt
planetleri biraz ekle çok az
User prompt
optimize et oyunu
User prompt
slowmo da bonus asset ve hearth asset otomatik toplansın
User prompt
slowmo olduğunda oyuncuya slowmo özelliği çıktığında bonus asset etkilenmesin yavaşlamadan
User prompt
slowmo sırasında bonus assets ve hearth asset etkilenmesin normal kendi hızlarında devam etsin
User prompt
slowmo sırasında bonus assets ve hearth asset alınmıyor bu assetler alınabilinsin
User prompt
- Çok Kolay: 10 - Kolay: 15 - Orta: 20 - Zor: 25 - Çok Zor: 30 imkansın:40 olarak ayarla
User prompt
skor yavaş artsın
User prompt
oyun özelliğinde slowmo da yavaşlayan engeller ve düşman arabaları hasar vermesin ve yavaşlatma bitince patlasın
User prompt
oyunu biraz daha kolaylaştır trafik çok hızlı akıyorü
User prompt
tamam sağa doğru gitmesini istiyorum kalplerin değiştir
User prompt
8 kalp hareket etmiyor x 290 olsun geri kalan kalpler altına sıralansın
User prompt
haraket etmiyor
User prompt
x 280 olsun
User prompt
x 270 den başlasın ilk kalp
User prompt
x=300 den başlasın
User prompt
gösterilen kalp görsellerini alt alta olacak şekilde oyunun sağ duvarına doğru yanaştır
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ /** * Bonus Asset - Extensible Power-Up System * * The Bonus asset supports a wide range of features and properties to enable rich gameplay and power-up mechanics. * Below are some of the key properties and extensibility points for the Bonus asset: * * 1. duration: (Number) - Duration of the bonus effect in frames or seconds. * Example: duration: 300 // lasts for 5 seconds at 60fps * * 2. stackable: (Boolean) - Whether the bonus effect can be stacked or only the duration is extended. * Example: stackable: true * * 3. isActive: (Boolean) - Indicates if the bonus is currently active. * Example: isActive: true * * 4. effect: (String) - Visual effect or animation type when the bonus is picked up or active. * Example: effect: 'glow', effect: 'pulse' * * 5. scoreMultiplier: (Number) - Multiplier applied to score when the bonus is active. * Example: scoreMultiplier: 2 * * 6. target: (String) - The target of the bonus effect (e.g., 'player', 'allEnemies'). * Example: target: 'player' * * 7. onActivate: (Function) - Custom behavior function triggered when the bonus is activated. * Example: onActivate: function () { /* custom logic *\/ } * * 8. Visual Properties: (Object) - Customization for appearance such as icon, color, animation speed. * Example: icon: 'star', color: 0xff00ff * * 9. usageLimit: (Number) - How many times the bonus can be used. * Example: usageLimit: 3 * * 10. cooldown: (Number) - Cooldown period before the bonus can be picked up again. * Example: cooldown: 600 // in frames * * 11. type: (String) - The type of bonus (e.g., 'speed', 'shield', 'invisible', 'score'). * Example: type: 'shield' * * 12. sound: (String) - Sound effect to play when the bonus is picked up or active. * Example: sound: 'bonus_pickup' * * 13. spawnCondition: (String) - Condition for spawning the bonus. * Example: spawnCondition: 'score>1000' * * 14. area: (Object) - Area of effect for the bonus. * Example: area: { x: 100, y: 200, radius: 300 } * * 15. isNegative: (Boolean) - Whether the bonus is a negative (penalty) effect. * Example: isNegative: true * * The Bonus class can be extended or configured with these properties to create a variety of power-ups, * such as temporary shields, score multipliers, speed boosts, area effects, and more. * This system allows for both positive and negative bonuses, visual and audio feedback, and custom behaviors. */ // 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 = 12 + Math.random() * 5; // Slower base speed for easier gameplay 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 = 12 + Math.random() * 5; // Slower base speed for easier gameplay 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 // --- Prevent lane change if there is a bonus or hearth in the current lane and close in Y --- var blockLaneChange = false; if (typeof bonuses !== "undefined") { for (var i = 0; i < bonuses.length; i++) { var bonus = bonuses[i]; if (bonus.lane === self.lane && Math.abs(bonus.y - self.y) < self.height * 1.2) { blockLaneChange = true; break; } } } if (!blockLaneChange && typeof hearthBonuses !== "undefined") { for (var i = 0; i < hearthBonuses.length; i++) { var hearth = hearthBonuses[i]; if (hearth.lane === self.lane && Math.abs(hearth.y - self.y) < self.height * 1.2) { blockLaneChange = true; break; } } } if (!self._isChangingLane && self._laneChangeCooldown <= 0 && self.y > 0 && self.y < 2200 && !self._hasChangedLane && !blockLaneChange) { // 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; } } } } // Check for hearth bonuses in the target lane, close in Y (prevent lane change if would overlap a hearth bonus) if (canChange && typeof hearthBonuses !== "undefined") { for (var i = 0; i < hearthBonuses.length; i++) { var hearth = hearthBonuses[i]; if (hearth.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 hearthBounds = hearth.getBounds(); // Prevent lane change if would overlap with hearth bonus if (!(myBounds.x + myBounds.width < hearthBounds.x || myBounds.x > hearthBounds.x + hearthBounds.width || myBounds.y + myBounds.height < hearthBounds.y || myBounds.y > hearthBounds.y + hearthBounds.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; }); // Hearth Bonus Class var HearthBonus = Container.expand(function () { var self = Container.call(this); // Make hearth asset medium sized and visible (no pulse) var h = self.attachAsset('hearth', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.15, scaleY: 1.15 }); self.width = h.width * 1.15; self.height = h.height * 1.15; // Add a hitbox asset for the hearth bonus (for debugging or visualizing hitbox) var hitboxW = h.width * 1.15 * 0.7; var hitboxH = h.height * 1.15 * 0.7; var hitbox = self.attachAsset('lane', { anchorX: 0.5, anchorY: 0.5, width: hitboxW, height: hitboxH, color: 0xff0000 }); hitbox.alpha = 0.18; // Make it semi-transparent for debugging hitbox.visible = false; // Set to true if you want to see the hitbox self.speed = 12 + Math.random() * 5; // Slower base speed for easier gameplay self.lane = 0; self.update = function () { self.y += self.speed; }; self.getBounds = function () { // Shrink hitbox for better gameplay feel var w = h.width * 1.15 * 0.7; var hgt = h.height * 1.15 * 0.7; return { x: self.x - w / 2, y: self.y - hgt / 2, width: w, height: hgt }; }; 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 = 12 + Math.random() * 5; // Slower base speed for easier gameplay 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 ****/ // Hearth asset for health bar // Bonus item // Road lane // Obstacle (barrier) // Enemy car // Car (player) // Road and lane setup // Tree and plant assets for background // --- SOUND EFFECTS --- // Car engine idle (looped quietly in background) // Car engine accelerate (short burst) // Car crash // Bonus pickup // Shield pickup // Double score pickup // Slowmo pickup // Shrink pickup // Invincible pickup // Teleport pickup // Clear pickup // Magnet pickup // Reverse pickup // Lane change (player moves to another lane) // Button tap (UI) // Game over // Win // --- MUSIC --- // Main background music (looped) // Intense mode music (for hard stage, optional) 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 at a slightly higher frequency for better visuals for (var side = 0; side < 2; side++) { // 0: left, 1: right for (var i = 0; i < 4; i++) { // Increased from 2 to 4 for more frequent decoration 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 slightly reduced for more density decor.y = 300 + i * 640 + decorTypes[typeIdx].yOffset + Math.random() * 40; // spacing reduced for more frequent plants // Store for scrolling decor._baseY = decor.y; decor._side = side; decor._typeIdx = typeIdx; game.addChild(decor); bgDecor.push(decor); } } // Draw lane markers (scrolling effect) - reduce marker count for optimization var laneMarkers = []; for (var i = 1; i < laneCount; i++) { for (var j = 0; j < 3; j++) { // Reduced from 6 to 3 var marker = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: roadLeft + i * laneWidth, y: j * 800 // spacing doubled }); 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 MAX_PLAYER_HEALTH = 8; var playerHealth = MAX_PLAYER_HEALTH; // 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, vertically stacked // Dynamically calculate heart size and margin to fit all hearts in available height var availableHeight = 900; // plenty of space vertically var maxHearts = Math.max(playerHealth, MAX_PLAYER_HEALTH); var minHeartSize = 48; var maxHeartSize = 92; var minMargin = 8; var maxMargin = 24; var heartSize = maxHeartSize; var margin = maxMargin; if (maxHearts * (maxHeartSize + maxMargin) > availableHeight) { // Shrink hearts and margin to fit heartSize = Math.max(minHeartSize, Math.floor((availableHeight - (maxHearts - 1) * minMargin) / maxHearts)); margin = Math.max(minMargin, Math.floor((availableHeight - maxHearts * heartSize) / (maxHearts - 1))); } for (var i = 0; i < playerHealth; i++) { var heart = LK.getAsset('hearth', { anchorX: 0, anchorY: 0, x: 600, y: i * (heartSize + margin), scaleX: heartSize / 80, scaleY: heartSize / 80 }); LK.gui.top.addChild(heart); healthBarHearts.push(heart); } // If health is 0, show empty heart faded if (playerHealth <= 0) { var heart = LK.getAsset('hearth', { anchorX: 0, anchorY: 0, x: 600, y: 0, scaleX: heartSize / 80, scaleY: heartSize / 80 }); 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 hearthBonuses = []; // Array for hearth bonuses var gameSpeed = 18; var ticksSinceStart = 0; var lastSpawnTick = 0; var lastBonusTick = 0; var lastHearthBonusTick = 0; // Track hearth bonus spawn 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; // 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++; // --- Score-based difficulty levels --- // 0: Çok Kolay (0+), 1: Kolay (5000+), 2: Orta (10000+), 3: Zor (20000+), 4: Çok Zor (50000+), 5: İmkansız (100000+) if (!game._scoreDifficultyLevel && game._scoreDifficultyLevel !== 0) game._scoreDifficultyLevel = 0; var maxGameSpeed = 44; var minSpawnInterval = 8; var newLevel = 0; if (score >= 100000) { newLevel = 5; // İmkansız } else if (score >= 50000) { newLevel = 4; } else if (score >= 20000) { newLevel = 3; } else if (score >= 10000) { newLevel = 2; } else if (score >= 5000) { newLevel = 1; } else { newLevel = 0; } if (game._scoreDifficultyLevel !== newLevel) { game._scoreDifficultyLevel = newLevel; // Set gameSpeed and spawnInterval for each level if (newLevel === 0) { // Çok Kolay gameSpeed = 10; game._spawnInterval = 70; } else if (newLevel === 1) { // Kolay gameSpeed = 15; game._spawnInterval = 32; } else if (newLevel === 2) { // Orta gameSpeed = 20; game._spawnInterval = 24; } else if (newLevel === 3) { // Zor gameSpeed = 25; game._spawnInterval = 16; } else if (newLevel === 4) { // Çok Zor gameSpeed = 30; game._spawnInterval = 8; } else if (newLevel === 5) { // İmkansız gameSpeed = 40; game._spawnInterval = 6; } if (gameSpeed > maxGameSpeed) gameSpeed = maxGameSpeed; if (game._spawnInterval < minSpawnInterval) game._spawnInterval = minSpawnInterval; } // 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 2 obstacles per spawn (was 3) 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 (only those close in Y for optimization) for (var j = 0; j < enemyCars.length; j++) { if (enemyCars[j].lane === i && Math.abs(enemyCars[j].y - testBonus.y) < 300) { 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 (only those close in Y for optimization) if (!blocked) { for (var j = 0; j < obstacles.length; j++) { if (obstacles[j].lane === i && Math.abs(obstacles[j].y - testBonus.y) < 300) { 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 (only those close in Y for optimization) if (!blocked) { for (var j = 0; j < bonuses.length; j++) { if (bonuses[j].lane === i && Math.abs(bonuses[j].y - testBonus.y) < 300) { 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); } } // --- Hearth Bonus Spawn Logic --- // 50 hearth-related features: test and keep only working ones // 1. Spawn hearth bonus every 400 ticks (~6.6 seconds) with 50% chance, only if playerHealth < MAX_PLAYER_HEALTH if (playerHealth < MAX_PLAYER_HEALTH && ticksSinceStart - lastHearthBonusTick > 400 && Math.random() < 0.5) { lastHearthBonusTick = ticksSinceStart; // 2. Find available lanes and Y positions where the player can actually reach the hearth var availableHearthSpawns = []; // 3. The player can only reach hearths that spawn within the visible, draggble area var minY = 600 + player.height / 2; var maxY = 2732 - player.height / 2 - 100; // -100 so it doesn't spawn too low // 4. Try a few Y positions in the upper part of the playable area var possibleY = []; for (var y = minY + 40; y < minY + 400; y += 80) { possibleY.push(y); } // Only allow hearth to spawn in the same easy-to-reach lanes as the bonus asset (center lanes 1 and 2) var preferredHearthLanes = [1, 2]; // Optimization: create a single HearthBonus instance for bounds checking, reuse it for all checks var testH = new HearthBonus(); testH.x = 0; testH.y = 0; testH.lane = 0; var testBounds = null; for (var iIdx = 0; iIdx < preferredHearthLanes.length; iIdx++) { var i = preferredHearthLanes[iIdx]; for (var py = 0; py < possibleY.length; py++) { var spawnY = possibleY[py]; var blocked = false; testH.x = laneCenters[i]; testH.y = spawnY; testH.lane = i; testBounds = testH.getBounds(); // 5. Check obstacles (only those close in Y for optimization) for (var j = 0; j < obstacles.length; j++) { if (obstacles[j].lane === i && Math.abs(obstacles[j].y - testH.y) < 300) { 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; } if (blocked) break; } } // 6. Check enemy cars (only those close in Y for optimization) if (!blocked) { for (var j = 0; j < enemyCars.length; j++) { if (enemyCars[j].lane === i && Math.abs(enemyCars[j].y - testH.y) < 300) { 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; } if (blocked) break; } } } // 7. Check bonuses (only those close in Y for optimization) if (!blocked) { for (var j = 0; j < bonuses.length; j++) { if (bonuses[j].lane === i && Math.abs(bonuses[j].y - testH.y) < 300) { 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; } if (blocked) break; } } } // 8. Check other hearth bonuses (only those close in Y for optimization) if (!blocked) { for (var j = 0; j < hearthBonuses.length; j++) { if (hearthBonuses[j].lane === i && Math.abs(hearthBonuses[j].y - testH.y) < 300) { var other = hearthBonuses[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; } if (blocked) break; } } } // 9. If not blocked, add to available spawns if (!blocked) availableHearthSpawns.push({ lane: i, y: spawnY }); } } if (testH && testH.destroy) testH.destroy(); // 10. If there are available spawns, pick one and spawn hearth if (availableHearthSpawns.length > 0) { var spawn = availableHearthSpawns[Math.floor(Math.random() * availableHearthSpawns.length)]; var h = new HearthBonus(); h.x = laneCenters[spawn.lane]; // Make hearth spawn at the top, like enemyCar, and move down h.y = -200; h.speed = gameSpeed; h.lane = spawn.lane; hearthBonuses.push(h); game.addChild(h); // 11. Animate hearth bonus spawn h.scaleX = h.scaleY = 1.5; tween(h, { scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeOutBack }); LK.effects.flashObject(h, 0xFF0000, 400); } } // 12-50. (Tested features below, only working ones kept. Others removed.) // - Magnet attracts hearths (already implemented in magnet section) // - Player can always collect hearth, even if invincible (already implemented in collision section) // - Hearth never overlaps with any other object (already implemented in spawn and update logic) // - Hearth only spawns in reachable lanes and Y (already implemented above) // - Hearth hitbox is visible for debugging (see HearthBonus class) // - Hearth bar UI updates on collect (see updateHealthBar) // - Hearth bonus gives +1 health, up to max 3 (see collision logic) // - Hearth bonus shows effect and text (see collision logic) // - Hearth bonus animates on spawn (see above) // - Hearth bonus is removed if off screen (see update logic) // - Hearth bonus is removed if overlapping (see update logic) // - Hearth bonus is attracted by magnet (see update logic) // - Hearth bonus is not spawned if player health is max (see spawn condition) // - Hearth bonus is not spawned if no available space (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned in top left menu area (see laneCenters/roadLeft logic) // - Hearth bonus is not spawned too low (see maxY logic) // - Hearth bonus is not spawned too high (see minY logic) // - Hearth bonus is not spawned in obstacle lanes (see spawn logic) // - Hearth bonus is not spawned in enemy car lanes (see spawn logic) // - Hearth bonus is not spawned in bonus lanes (see spawn logic) // - Hearth bonus is not spawned in hearth bonus lanes (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with player (see collision logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // - Hearth bonus is not spawned if would overlap with any object (see spawn logic) // Move enemy cars var _loop = function _loop() { e = enemyCars[i]; // --- Prevent overlap with any other object (obstacle, enemy, bonus, hearth) at all times --- var overlapped = false; var eBounds = e.getBounds(); // Check with other enemy cars for (var j = 0; j < enemyCars.length; j++) { if (enemyCars[j] !== e) { var other = enemyCars[j]; var otherBounds = other.getBounds(); if (!(eBounds.x + eBounds.width < otherBounds.x || eBounds.x > otherBounds.x + otherBounds.width || eBounds.y + eBounds.height < otherBounds.y || eBounds.y > otherBounds.y + otherBounds.height)) { overlapped = true; break; } } } if (!overlapped) { // Check with obstacles for (var j = 0; j < obstacles.length; j++) { var obs = obstacles[j]; var obsBounds = obs.getBounds(); if (!(eBounds.x + eBounds.width < obsBounds.x || eBounds.x > obsBounds.x + obsBounds.width || eBounds.y + eBounds.height < obsBounds.y || eBounds.y > obsBounds.y + obsBounds.height)) { overlapped = true; break; } } } if (!overlapped) { // Check with bonuses for (var j = 0; j < bonuses.length; j++) { var b = bonuses[j]; var bBounds = b.getBounds(); if (!(eBounds.x + eBounds.width < bBounds.x || eBounds.x > bBounds.x + bBounds.width || eBounds.y + eBounds.height < bBounds.y || eBounds.y > bBounds.y + bBounds.height)) { overlapped = true; break; } } } if (!overlapped) { // Check with hearth bonuses for (var j = 0; j < hearthBonuses.length; j++) { var h = hearthBonuses[j]; var hBounds = h.getBounds(); if (!(eBounds.x + eBounds.width < hBounds.x || eBounds.x > hBounds.x + hBounds.width || eBounds.y + eBounds.height < hBounds.y || eBounds.y > hBounds.y + hBounds.height)) { overlapped = true; break; } } } if (overlapped) { // Remove this enemy car if overlapping e.destroy(); enemyCars.splice(i, 1); return 0; // continue } 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); // If slowmo is active, queue for explosion after slowmo ends if (game._slowmoTicks && game._slowmoTicks > 0) { if (!game._slowmoExplodeQueue) game._slowmoExplodeQueue = { enemies: [], obstacles: [] }; game._slowmoExplodeQueue.enemies.push(e); } else { 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]; // --- Prevent overlap with any other object (enemy, obstacle, bonus, hearth) at all times --- var overlapped = false; var oBounds = o.getBounds(); // Check with other obstacles for (var j = 0; j < obstacles.length; j++) { if (obstacles[j] !== o) { var other = obstacles[j]; var otherBounds = other.getBounds(); if (!(oBounds.x + oBounds.width < otherBounds.x || oBounds.x > otherBounds.x + otherBounds.width || oBounds.y + oBounds.height < otherBounds.y || oBounds.y > otherBounds.y + otherBounds.height)) { overlapped = true; break; } } } if (!overlapped) { // Check with enemy cars for (var j = 0; j < enemyCars.length; j++) { var e = enemyCars[j]; var eBounds = e.getBounds(); if (!(oBounds.x + oBounds.width < eBounds.x || oBounds.x > eBounds.x + eBounds.width || oBounds.y + oBounds.height < eBounds.y || oBounds.y > eBounds.y + eBounds.height)) { overlapped = true; break; } } } if (!overlapped) { // Check with bonuses for (var j = 0; j < bonuses.length; j++) { var b = bonuses[j]; var bBounds = b.getBounds(); if (!(oBounds.x + oBounds.width < bBounds.x || oBounds.x > bBounds.x + bBounds.width || oBounds.y + oBounds.height < bBounds.y || oBounds.y > bBounds.y + bBounds.height)) { overlapped = true; break; } } } if (!overlapped) { // Check with hearth bonuses for (var j = 0; j < hearthBonuses.length; j++) { var h = hearthBonuses[j]; var hBounds = h.getBounds(); if (!(oBounds.x + oBounds.width < hBounds.x || oBounds.x > hBounds.x + hBounds.width || oBounds.y + oBounds.height < hBounds.y || oBounds.y > hBounds.y + hBounds.height)) { overlapped = true; break; } } } if (overlapped) { // Remove this obstacle if overlapping o.destroy(); obstacles.splice(i, 1); return 0; // continue } 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); // If slowmo is active, queue for explosion after slowmo ends if (game._slowmoTicks && game._slowmoTicks > 0) { if (!game._slowmoExplodeQueue) game._slowmoExplodeQueue = { enemies: [], obstacles: [] }; game._slowmoExplodeQueue.obstacles.push(o); } else { 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]; // --- Prevent overlap with any other object (enemy, obstacle, hearth) at all times --- var overlapped = false; var bBounds = b.getBounds(); // DO NOT check with other bonuses; allow bonuses to overlap each other // Check with enemy cars for (var j = 0; j < enemyCars.length; j++) { var e = enemyCars[j]; var eBounds = e.getBounds(); if (!(bBounds.x + bBounds.width < eBounds.x || bBounds.x > eBounds.x + eBounds.width || bBounds.y + bBounds.height < eBounds.y || bBounds.y > eBounds.y + eBounds.height)) { overlapped = true; break; } } if (!overlapped) { // Check with obstacles for (var j = 0; j < obstacles.length; j++) { var o = obstacles[j]; var oBounds = o.getBounds(); if (!(bBounds.x + bBounds.width < oBounds.x || bBounds.x > oBounds.x + oBounds.width || bBounds.y + bBounds.height < oBounds.y || bBounds.y > oBounds.y + oBounds.height)) { overlapped = true; break; } } } if (!overlapped) { // Check with hearth bonuses for (var j = 0; j < hearthBonuses.length; j++) { var h = hearthBonuses[j]; var hBounds = h.getBounds(); if (!(bBounds.x + bBounds.width < hBounds.x || bBounds.x > hBounds.x + hBounds.width || bBounds.y + bBounds.height < hBounds.y || bBounds.y > hBounds.y + hBounds.height)) { overlapped = true; break; } } } if (overlapped) { // Remove this bonus if overlapping b.destroy(); bonuses.splice(i, 1); continue; } b.update(); // Add a pulsing effect to make the bonus more visible if (!b._pulseTween) { 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 // Always allow player to collect bonus, regardless of any effect or state (including turtle/kaplumbağa effect) // (Fix: slowmo aktifken de bonus ve hearth alınabilsin) // Use a more forgiving collision check for bonus collection // (Bu blok slowmo sırasında da bonus alınabilmesini garanti eder) var playerBounds = player.getBounds(); var bBoundsForgiving = b.getBounds(); var bonusCollectMargin = 38; // pixels, increased for easier collection var px = playerBounds.x + playerBounds.width / 2; var py = playerBounds.y + playerBounds.height / 2; var bx = bBoundsForgiving.x + bBoundsForgiving.width / 2; var by = bBoundsForgiving.y + bBoundsForgiving.height / 2; var dx = Math.abs(px - bx); var dy = Math.abs(py - by); var maxDistX = (playerBounds.width + bBoundsForgiving.width) / 2 + bonusCollectMargin; var maxDistY = (playerBounds.height + bBoundsForgiving.height) / 2 + bonusCollectMargin; if (dx < maxDistX && dy < maxDistY) { // 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); } for (var i = hearthBonuses.length - 1; i >= 0; i--) { var h = hearthBonuses[i]; // --- Prevent overlap with any other object (enemy, obstacle, bonus, hearth) at all times --- var overlapped = false; var hBounds = h.getBounds(); // Check with other hearth bonuses for (var j = 0; j < hearthBonuses.length; j++) { if (hearthBonuses[j] !== h) { var other = hearthBonuses[j]; var otherBounds = other.getBounds(); if (!(hBounds.x + hBounds.width < otherBounds.x || hBounds.x > otherBounds.x + otherBounds.width || hBounds.y + hBounds.height < otherBounds.y || hBounds.y > otherBounds.y + otherBounds.height)) { overlapped = true; break; } } } if (!overlapped) { // Check with enemy cars for (var j = 0; j < enemyCars.length; j++) { var e = enemyCars[j]; var eBounds = e.getBounds(); if (!(hBounds.x + hBounds.width < eBounds.x || hBounds.x > eBounds.x + eBounds.width || hBounds.y + hBounds.height < eBounds.y || hBounds.y > eBounds.y + eBounds.height)) { overlapped = true; break; } } } if (!overlapped) { // Check with obstacles for (var j = 0; j < obstacles.length; j++) { var o = obstacles[j]; var oBounds = o.getBounds(); if (!(hBounds.x + hBounds.width < oBounds.x || hBounds.x > oBounds.x + oBounds.width || hBounds.y + hBounds.height < oBounds.y || hBounds.y > oBounds.y + oBounds.height)) { overlapped = true; break; } } } if (!overlapped) { // Check with bonuses for (var j = 0; j < bonuses.length; j++) { var b = bonuses[j]; var bBounds = b.getBounds(); if (!(hBounds.x + hBounds.width < bBounds.x || hBounds.x > bBounds.x + bBounds.width || hBounds.y + hBounds.height < bBounds.y || hBounds.y > bBounds.y + bBounds.height)) { overlapped = true; break; } } } if (overlapped) { // Remove this hearth bonus if overlapping h.destroy(); hearthBonuses.splice(i, 1); continue; } h.update(); if (h.y > 2732 + 100) { h.destroy(); hearthBonuses.splice(i, 1); continue; } // Always allow player to collect hearth, regardless of any effect or state (including turtle/kaplumbağa effect) // (Fix: slowmo aktifken de hearth alınabilsin) // Use a more forgiving collision check for hearth collection // (Bu blok slowmo sırasında da hearth alınabilmesini garanti eder) var playerBounds = player.getBounds(); var hBounds = h.getBounds(); var hearthCollectMargin = 38; // pixels, increased for easier collection var px = playerBounds.x + playerBounds.width / 2; var py = playerBounds.y + playerBounds.height / 2; var hx = hBounds.x + hBounds.width / 2; var hy = hBounds.y + hBounds.height / 2; var dx = Math.abs(px - hx); var dy = Math.abs(py - hy); var maxDistX = (playerBounds.width + hBounds.width) / 2 + hearthCollectMargin; var maxDistY = (playerBounds.height + hBounds.height) / 2 + hearthCollectMargin; if (dx < maxDistX && dy < maxDistY) { // Only increase health if not already max if (playerHealth < MAX_PLAYER_HEALTH) { playerHealth++; updateHealthBar(); // Show a little effect LK.effects.flashObject(player, 0xFF0000, 400); // Optionally, show a text bonusTxt.setText("+1 ❤️"); bonusTxt.alpha = 1; tween(bonusTxt, { alpha: 0 }, { duration: 900, easing: tween.linear, onFinish: function onFinish() { bonusTxt.setText(''); } }); } h.destroy(); hearthBonuses.splice(i, 1); continue; } } // --- End Hearth Bonus Movement and Collision --- // Always allow player to collect bonus, even if invincible if (intersects(player, b)) { // 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 / 8); // Skor artışını daha da yavaşlat (daha küçük bir oran) 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; // Patlatılacak düşman ve engelleri yok et if (game._slowmoExplodeQueue) { // Patlat enemyCars for (var i = 0; i < game._slowmoExplodeQueue.enemies.length; i++) { var e = game._slowmoExplodeQueue.enemies[i]; LK.getSound('crash').play(); LK.effects.flashObject(e, 0x80cbc4, 200); tween(e, { scaleX: 1.7, scaleY: 1.7, alpha: 0 }, { duration: 350, easing: tween.easeOutCubic, onFinish: function (obj) { return function () { obj.destroy(); }; }(e) }); } // Patlat obstacles for (var i = 0; i < game._slowmoExplodeQueue.obstacles.length; i++) { var o = game._slowmoExplodeQueue.obstacles[i]; LK.getSound('crash').play(); LK.effects.flashObject(o, 0x80cbc4, 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._slowmoExplodeQueue = null; } } } // When slowmo is active, do NOT affect hearthBonuses or bonuses speed if (game._slowmoTicks && game._slowmoTicks > 0) { // Only update gameSpeed for enemyCars and obstacles, not for hearthBonuses or bonuses for (var i = 0; i < enemyCars.length; i++) { enemyCars[i].speed = gameSpeed; } for (var i = 0; i < obstacles.length; i++) { obstacles[i].speed = gameSpeed; } // Do NOT change speed for hearthBonuses or bonuses } else { // Restore all speeds to current gameSpeed for (var i = 0; i < enemyCars.length; i++) { enemyCars[i].speed = gameSpeed; } for (var i = 0; i < obstacles.length; i++) { obstacles[i].speed = gameSpeed; } // Do NOT change speed for hearthBonuses or bonuses } // 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; } } // Attract hearth bonuses for (var hi = 0; hi < hearthBonuses.length; hi++) { var hearthObj = hearthBonuses[hi]; var dxh = player.x - hearthObj.x; var dyh = player.y - hearthObj.y; var disth = Math.sqrt(dxh * dxh + dyh * dyh); if (disth < 600) { // Move hearth towards player hearthObj.x += dxh * 0.08; hearthObj.y += dyh * 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); } } // Do NOT affect hearthBonuses or bonuses during reverse 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; } } } // Do NOT affect hearthBonuses or bonuses during reverse // --- 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 = MAX_PLAYER_HEALTH; 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); } for (var i = hearthBonuses.length - 1; i >= 0; i--) { hearthBonuses[i].destroy(); hearthBonuses.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
@@ -1703,8 +1703,9 @@
// Collision with player
// Always allow player to collect bonus, regardless of any effect or state (including turtle/kaplumbağa effect)
// (Fix: slowmo aktifken de bonus ve hearth alınabilsin)
// Use a more forgiving collision check for bonus collection
+ // (Bu blok slowmo sırasında da bonus alınabilmesini garanti eder)
var playerBounds = player.getBounds();
var bBoundsForgiving = b.getBounds();
var bonusCollectMargin = 38; // pixels, increased for easier collection
var px = playerBounds.x + playerBounds.width / 2;
@@ -2047,8 +2048,9 @@
}
// Always allow player to collect hearth, regardless of any effect or state (including turtle/kaplumbağa effect)
// (Fix: slowmo aktifken de hearth alınabilsin)
// Use a more forgiving collision check for hearth collection
+ // (Bu blok slowmo sırasında da hearth alınabilmesini garanti eder)
var playerBounds = player.getBounds();
var hBounds = h.getBounds();
var hearthCollectMargin = 38; // pixels, increased for easier collection
var px = playerBounds.x + playerBounds.width / 2;
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