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if (timeDifference > 500) show a NonPerfectMessage, copied from PerfectMessage but with red color and a text saying "Bad timing" ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Don't enable playing honk on start until the game has started
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In order to remove Perfect + 2, store them in an array with their time and check every once in a while (like once over 2 seconds) if there are old messages and remove them
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Perfect messages are not being destroyed
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messages are not shown but +3 is applied
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I don't see PerfectMessage I think you are not adding it to the game
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i don't see PerfectMessage I think you are not adding it to the game
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If you honk (tapping the screen) within 1 seconds before/after a traffic car successfully disappears, print in the screen "PERFECT! +2!" and add 2 points to the score ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When you click / tap the screen, play "honk"
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When you crash: 1. First, play the crash sound 2. Second, mirror vertically the player Car 3. Stop the game 4. After 2 seconds, show GameOver
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When you crash show GameOver
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Here, remember the last previous sound so that you don't play the same in a row. // List of available sounds excluding crash var sounds = ['blind', 'getOff', 'holdingTraffic', 'learnToDrive', 'license', 'moveOver', 'speedUp', 'whatAreYouDoing']; // Select a random sound from the list var randomSound = sounds[Math.floor(Math.random() * sounds.length)];
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Modify this: // List of available sounds excluding crash var sounds = ['blind', 'getOff', 'holdingTraffic', 'honk', 'learnToDrive', 'license', 'moveOver', 'speedUp', 'whatAreYouDoing']; // Select a random sound from the list var randomSound = sounds[Math.floor(Math.random() * sounds.length)]; // Play the selected sound LK.getSound(randomSound).play(); Instead, firs tplay "honk", then wayt for 1 second and play a random sound from sounds
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With a probability of 50%, every time you pass successfully a traffic car , LK.play a random sound except "crash"
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Code edit (10 edits merged)
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Add black stroke to all Text2
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The bigger the score, the quicker the cars the palms and the roadlines go. Like if level 1 is at it is, if level 2 is 2* ... ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Palm = Container.expand(function () { var self = Container.call(this); var palmGraphics = self.attachAsset('palm', { anchorX: 0.5, anchorY: 0.5 }); self.width = palmGraphics.width; self.height = palmGraphics.height; self.isMoving = false; self.direction = "left"; // Default direction self.lastY = 0; self.update = function () { // Animation will be handled by tweens // This just ensures we have an update method for tracking }; return self; }); var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = carGraphics.width; self.height = carGraphics.height; self.speed = 0; self.maxSpeed = 15; self.steering = 0; self.crashed = false; self.crash = function () { if (!self.crashed) { self.crashed = true; LK.getSound('crash').play(); LK.effects.flashObject(self, 0xFF0000, 1000); self.speed = Math.max(0, self.speed - 5); // Reset crash state after 1 second LK.setTimeout(function () { self.crashed = false; }, 1000); } }; self.update = function () { // Handle car physics if (!self.crashed) { self.speed = Math.min(self.maxSpeed, self.speed + 0.1); } // Apply steering if not crashed if (!self.crashed) { self.x += self.steering; } // Keep car within bounds if (self.x < self.width / 2) { self.x = self.width / 2; } if (self.x > 2048 - self.width / 2) { self.x = 2048 - self.width / 2; } }; return self; }); var RoadLine = Container.expand(function () { var self = Container.call(this); var lineGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.width = lineGraphics.width; self.height = lineGraphics.height; self.isMoving = false; self.lastY = 0; self.update = function () { // Animation will be handled by tweens // This just ensures we have an update method for tracking }; return self; }); // RoadLine class removed as requested var TrafficCar = Container.expand(function () { var self = Container.call(this); // Randomly select one of the available traffic car assets var carAssets = ['trafficCar', 'trafficCar2', 'trafficCar3', 'trafficCar4']; var selectedCarAsset = carAssets[Math.floor(Math.random() * carAssets.length)]; self.direction = Math.random() > 0.5 ? 1 : -1; // Random direction: -1 = left, 1 = right var carGraphics = self.attachAsset(selectedCarAsset, { anchorX: 0.5, anchorY: 0.5, x: self.direction == -1 ? 0 : 200 }); self.width = carGraphics.width; self.height = carGraphics.height; self.speed = 0.1; self.direction = Math.random() > 0.5 ? 1 : -1; // Random direction: -1 = left, 1 = right self.startY = 1300; // Starting Y position (further up the screen) self.targetY = 2732 + self.height; // Y position when fully off-screen (bottom) self.initialScale = 0.1; self.targetScale = 2.0; // Set target X position in one of the specified ranges self.targetX = Math.random() > 0.5 ? Math.random() * 500 + 2000 : Math.random() * 100; // Set initial scale self.scale.set(self.initialScale); self.update = function () { // Calculate progress towards target Y var progress = (self.y - self.startY) / (self.targetY - self.startY); progress = Math.max(0, Math.min(1, progress)); // Clamp between 0 and 1 // Interpolate scale based on progress var currentScale = self.initialScale + (self.targetScale - self.initialScale) * progress; self.scale.set(currentScale); // Calculate X position based on progress (linear interpolation) var startX = 2048 / 2; // Center of screen self.x = startX + (self.targetX - startX) * progress; // Apply level-based speed increase self.speed += progress * level; // Update Y position with speed that increases as the car grows self.y += self.speed; // Destroy if off screen if (self.y > self.targetY) { // Check against targetY // Find and remove self from trafficCars array var index = trafficCars.indexOf(self); if (index > -1) { trafficCars.splice(index, 1); // Increment score when traffic car passes without collision LK.setScore(LK.getScore() + 1); scoreText.setText('Score: ' + LK.getScore()); } self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game state variables var gameStarted = false; var gameTime = 30; // Initial time in seconds var distance = 0; var level = 1; var checkpointDistance = 500; // Distance between checkpoints var nextCheckpointAt = checkpointDistance; var trafficCars = []; var obstacles = []; var checkpoints = []; var timeBonuses = []; var difficultyTimer; // Create container groups var palmGroup = new Container(); var roadLinesGroup = new Container(); // Create road lines var ROAD_LINE_COUNT = 15; var roadLines = []; var BASE_ROAD_LINE_COOLDOWN = 20; // Base spawn cooldown var roadLineSpawnCooldown = 20; // Spawn a road line every 0.33 seconds if needed var roadLineSpawnTimer = 0; // Timer to track cooldown // Create palm trees var PALM_COUNT = 40; var palms = []; var centerX = 2048 / 2; // Center of screen X var centerY = 2732 / 2; // Center of screen Y var BASE_PALM_COOLDOWN = 10; // Base spawn cooldown var palmSpawnCooldown = 10; // Spawn a palm every 0.5 seconds if needed var palmSpawnTimer = 0; // Timer to track cooldown var lastSpawnSide = "right"; // Track the last side a palm was spawned on // Sway parameters var swayCounter = 0; // Create road var road = LK.getAsset('road', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, //y: 2732 / 2 y: 1000 }); game.addChild(road); game.addChild(palmGroup); game.addChild(roadLinesGroup); // Road lines removed as requested // Create player car var player = new PlayerCar(); player.x = 2048 / 2; player.y = 2732 - 300; game.addChild(player); var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = -100; LK.gui.top.addChild(scoreText); var levelText = new Text2('Level: 1', { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); levelText.x = -100; LK.gui.top.addChild(levelText); levelText.y = 100; // Offset below time var startText = new Text2('TAP TO START', { size: 120, fill: 0xFFFFFF }); startText.anchor.set(0.5, 0.5); LK.gui.center.addChild(startText); // Functions to spawn game elements function spawnTrafficCar() { // Only spawn a new car if there are no cars on screen if (trafficCars.length === 0) { var car = new TrafficCar(); car.x = 2048 / 2; // Start in the middle of the screen car.y = car.startY; // Start at the defined startY car.speed = 0.1; trafficCars.push(car); game.addChild(car); } // Schedule next check for spawning with faster spawns at higher levels var nextSpawnTime = Math.max(200, 1000 / level); // Faster spawns at higher levels LK.setTimeout(spawnTrafficCar, nextSpawnTime); } // Start game function function startGame() { gameStarted = true; gameTime = 30; distance = 0; level = 1; // Initial level starts at 1 nextCheckpointAt = checkpointDistance; LK.setScore(0); // Initialize road lines with pre-animated positions as if they had already been running for 10 seconds roadLines = []; for (var i = 0; i < roadLinesGroup.children.length; i++) { roadLinesGroup.children[i].destroy(); } roadLinesGroup.removeChildren(); roadLineSpawnTimer = 0; // Create pre-existing road lines as if they were already running for 10 seconds for (var i = 0; i < ROAD_LINE_COUNT; i++) { var newRoadLine = new RoadLine(); // Calculate a position along the animation path as if it had been running // Progress ranges from 0 (just started) to 1 (almost finished) var progress = i / ROAD_LINE_COUNT; // Start at center X and interpolate Y based on progress newRoadLine.x = centerX + 15; // Calculate Y position - from center-50 to beyond bottom of screen var startY = centerY - 50; var targetY = 2732 + 100; newRoadLine.y = startY + (targetY - startY) * progress; // Calculate scale based on progress (0.1 to 1.0) var startScale = 0.1; var endScale = 1.0; var currentScale = startScale + (endScale - startScale) * progress; newRoadLine.scale.set(currentScale); newRoadLine.lastY = newRoadLine.y; newRoadLine.isMoving = true; // Only add the road line and start animation if it's still on screen if (newRoadLine.y < 2732) { // Create tween animation with perspective effect - already in progress var remainingDuration = 4000 * (1 - progress) / level; tween(newRoadLine, { y: targetY, scaleX: endScale, scaleY: endScale }, { duration: remainingDuration, easing: tween.easeIn }); roadLines.push(newRoadLine); roadLinesGroup.addChild(newRoadLine); } else { newRoadLine.destroy(); } } // Update UI scoreText.setText('Score: 0'); levelText.setText('Level: ' + level); // Remove start text LK.gui.center.removeChild(startText); // Start spawning game elements spawnTrafficCar(); // Level is now calculated based on score/10+1, no need for a timer to increase it // Play background music LK.playMusic('bgmusic'); // Palm spawning is handled in the update function } // Handle touch input game.down = function (x, y) { if (!gameStarted) { startGame(); return; } }; game.move = function (x, y) { if (!gameStarted) { return; } // Move player car directly to mouse X position var targetX = x; // Apply smooth movement by calculating the difference var deltaX = targetX - player.x; player.steering = deltaX * 0.1; // Smooth movement factor }; game.up = function () { if (gameStarted) { // No need to reset steering as we'll continue to follow mouse } }; // Main game update function game.update = function () { if (!gameStarted) { return; } // Update road lines if (gameStarted) { // Update road line animations for (var r = roadLines.length - 1; r >= 0; r--) { var roadLine = roadLines[r]; // Check if roadLine exists before accessing its properties if (roadLine) { roadLine.lastY = roadLine.y; // Start a new roadLine animation if roadLine is not already moving if (roadLine.isMoving === false) { roadLine.isMoving = true; // Set target position - straight down the screen var targetY = 2732 + 100; // Below bottom of screen var targetScale = 1.0; // End larger // Create tween animation with perspective effect tween(roadLine, { y: targetY, scaleX: targetScale, scaleY: targetScale }, { duration: 4000 / level, easing: tween.easeIn }); } // Check if roadLine has moved significantly past the bottom of the screen and destroy it var destroyYPosition = 2732 - 300; // Check if center is below the bottom edge if (roadLine.isMoving && roadLine.y > destroyYPosition) { // RoadLine is off-screen, destroy it var index = roadLines.indexOf(roadLine); if (index > -1) { roadLinesGroup.removeChild(roadLine); roadLines.splice(index, 1); roadLine.destroy(); } // Skip to next roadLine as this one is destroyed continue; } } } // End of loop processing existing road lines // Calculate spawn cooldown based on level roadLineSpawnCooldown = Math.max(5, BASE_ROAD_LINE_COOLDOWN / level); // Update road line spawn timer and generate new road lines if needed roadLineSpawnTimer -= 1; if (roadLineSpawnTimer <= 0 && roadLines.length < ROAD_LINE_COUNT) { roadLineSpawnTimer = roadLineSpawnCooldown; // Reset timer var newRoadLine = new RoadLine(); // Start at center X and at center Y newRoadLine.x = centerX + 15; newRoadLine.y = centerY - 50; newRoadLine.scale.set(0.1); // Start small newRoadLine.lastY = newRoadLine.y; newRoadLine.isMoving = false; // Flag to track if road line is currently animating roadLines.push(newRoadLine); roadLinesGroup.addChild(newRoadLine); } } // Road lines removed as requested // Update game time gameTime -= 1 / 60; // Assuming 60 FPS // Calculate level based on score/10, but minimum of 1 level = Math.floor(LK.getScore() / 10) + 1; levelText.setText('Level: ' + level); // Update palm animations section if (gameStarted) { distance += 10 + level; // Don't update score based on distance anymore // Keep updating the distance for internal calculations if needed // Update palm animations for (var p = palms.length - 1; p >= 0; p--) { var palm = palms[p]; // Check if palm exists before accessing its properties if (palm) { palm.lastY = palm.y; // Start a new palm animation if palm is not already moving if (palm.isMoving === false) { palm.isMoving = true; // Set target position based on direction (left or right corner) var targetX = palm.direction === "left" ? -12000 : 14500; // Left or right edge var targetY = 2732 + 100; // Below bottom of screen var targetScale = 2.0; // End larger // Create tween animation with perspective effect - use same duration for all palms tween(palm, { x: targetX, y: targetY, scaleX: targetScale * (lastSpawnSide === "right" ? 1 : -1), scaleY: targetScale }, { duration: 7000 / level, // Duration decreases as level increases easing: tween.easeIn // Removed onFinish callback }); } // Check if palm has moved significantly past the bottom of the screen and destroy it var destroyYPosition = 2500; // Check if center is 150px below the bottom edge if (palm.isMoving && palm.y > destroyYPosition) { // Palm is off-screen, destroy it var index = palms.indexOf(palm); if (index > -1) { palmGroup.removeChild(palm); palms.splice(index, 1); palm.destroy(); } // Skip to next palm as this one is destroyed continue; } } } // End of loop processing existing palms // Calculate palm spawn cooldown based on level palmSpawnCooldown = Math.max(3, BASE_PALM_COOLDOWN / level); // Update palm spawn timer and generate new palms if needed palmSpawnTimer -= 1; if (palmSpawnTimer <= 0 && palms.length < PALM_COUNT) { palmSpawnTimer = palmSpawnCooldown; // Reset timer var newPalm = new Palm(); // Alternate spawn side based on the last spawned side lastSpawnSide = lastSpawnSide === "right" ? "left" : "right"; // Start from exact center point newPalm.x = centerX + (lastSpawnSide === "right" ? 50 : -50); newPalm.y = centerY - 100; // Start at center newPalm.scale.set(0.005); // Start small newPalm.scaleX *= lastSpawnSide === "right" ? 1 : -1; newPalm.lastY = newPalm.y; newPalm.direction = lastSpawnSide; // Use the determined side newPalm.isMoving = false; // Flag to track if palm is currently animating palms.push(newPalm); palmGroup.addChild(newPalm); } } // Game will continue indefinitely - removed game over condition gameTime = Math.max(gameTime, 0.1); // Keep time from reaching zero // Check collisions with traffic cars but just trigger visual effect without ending game for (var i = trafficCars.length - 1; i >= 0; i--) { var car = trafficCars[i]; if (player.intersects(car) && !player.crashed) { player.crash(); trafficCars.splice(i, 1); car.destroy(); // Add small time bonus on collision instead of ending game gameTime += 1; } } }; function endGame() { if (!gameStarted) { return; } // Just save high score without ending the game if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } // Game continues - no game over screen }
===================================================================
--- original.js
+++ change.js
@@ -118,9 +118,10 @@
self.scale.set(currentScale);
// Calculate X position based on progress (linear interpolation)
var startX = 2048 / 2; // Center of screen
self.x = startX + (self.targetX - startX) * progress;
- self.speed += progress;
+ // Apply level-based speed increase
+ self.speed += progress * level;
// Update Y position with speed that increases as the car grows
self.y += self.speed;
// Destroy if off screen
if (self.y > self.targetY) {
@@ -166,15 +167,17 @@
var roadLinesGroup = new Container();
// Create road lines
var ROAD_LINE_COUNT = 15;
var roadLines = [];
+var BASE_ROAD_LINE_COOLDOWN = 20; // Base spawn cooldown
var roadLineSpawnCooldown = 20; // Spawn a road line every 0.33 seconds if needed
var roadLineSpawnTimer = 0; // Timer to track cooldown
// Create palm trees
var PALM_COUNT = 40;
var palms = [];
var centerX = 2048 / 2; // Center of screen X
var centerY = 2732 / 2; // Center of screen Y
+var BASE_PALM_COOLDOWN = 10; // Base spawn cooldown
var palmSpawnCooldown = 10; // Spawn a palm every 0.5 seconds if needed
var palmSpawnTimer = 0; // Timer to track cooldown
var lastSpawnSide = "right"; // Track the last side a palm was spawned on
// Sway parameters
@@ -195,30 +198,23 @@
var player = new PlayerCar();
player.x = 2048 / 2;
player.y = 2732 - 300;
game.addChild(player);
-// Create UI elements
-var timeText = new Text2('Time: 30', {
- size: 80,
- fill: 0xFFFFFF
-});
-timeText.anchor.set(0, 0);
-LK.gui.topRight.addChild(timeText);
-timeText.x = -250; // Offset from right edge
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
+scoreText.x = -100;
LK.gui.top.addChild(scoreText);
var levelText = new Text2('Level: 1', {
size: 80,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
-LK.gui.topRight.addChild(levelText);
+levelText.x = -100;
+LK.gui.top.addChild(levelText);
levelText.y = 100; // Offset below time
-levelText.x = -450; // Offset from right edge
var startText = new Text2('TAP TO START', {
size: 120,
fill: 0xFFFFFF
});
@@ -234,10 +230,10 @@
car.speed = 0.1;
trafficCars.push(car);
game.addChild(car);
}
- // Schedule next check for spawning
- var nextSpawnTime = 1000; // Check every second
+ // Schedule next check for spawning with faster spawns at higher levels
+ var nextSpawnTime = Math.max(200, 1000 / level); // Faster spawns at higher levels
LK.setTimeout(spawnTrafficCar, nextSpawnTime);
}
// Start game function
function startGame() {
@@ -275,9 +271,9 @@
newRoadLine.isMoving = true;
// Only add the road line and start animation if it's still on screen
if (newRoadLine.y < 2732) {
// Create tween animation with perspective effect - already in progress
- var remainingDuration = 4000 * (1 - progress);
+ var remainingDuration = 4000 * (1 - progress) / level;
tween(newRoadLine, {
y: targetY,
scaleX: endScale,
scaleY: endScale
@@ -292,9 +288,8 @@
}
}
// Update UI
scoreText.setText('Score: 0');
- timeText.setText('Time: ' + Math.ceil(gameTime));
levelText.setText('Level: ' + level);
// Remove start text
LK.gui.center.removeChild(startText);
// Start spawning game elements
@@ -350,9 +345,9 @@
y: targetY,
scaleX: targetScale,
scaleY: targetScale
}, {
- duration: 4000,
+ duration: 4000 / level,
easing: tween.easeIn
});
}
// Check if roadLine has moved significantly past the bottom of the screen and destroy it
@@ -369,8 +364,10 @@
continue;
}
}
} // End of loop processing existing road lines
+ // Calculate spawn cooldown based on level
+ roadLineSpawnCooldown = Math.max(5, BASE_ROAD_LINE_COOLDOWN / level);
// Update road line spawn timer and generate new road lines if needed
roadLineSpawnTimer -= 1;
if (roadLineSpawnTimer <= 0 && roadLines.length < ROAD_LINE_COUNT) {
roadLineSpawnTimer = roadLineSpawnCooldown; // Reset timer
@@ -390,9 +387,8 @@
gameTime -= 1 / 60; // Assuming 60 FPS
// Calculate level based on score/10, but minimum of 1
level = Math.floor(LK.getScore() / 10) + 1;
levelText.setText('Level: ' + level);
- timeText.setText('Time: ' + Math.ceil(gameTime));
// Update palm animations section
if (gameStarted) {
distance += 10 + level;
// Don't update score based on distance anymore
@@ -416,10 +412,10 @@
y: targetY,
scaleX: targetScale * (lastSpawnSide === "right" ? 1 : -1),
scaleY: targetScale
}, {
- duration: 7000,
- // Same fixed duration for all palms: 6 seconds (half speed)
+ duration: 7000 / level,
+ // Duration decreases as level increases
easing: tween.easeIn // Removed onFinish callback
});
}
// Check if palm has moved significantly past the bottom of the screen and destroy it
@@ -436,8 +432,10 @@
continue;
}
}
} // End of loop processing existing palms
+ // Calculate palm spawn cooldown based on level
+ palmSpawnCooldown = Math.max(3, BASE_PALM_COOLDOWN / level);
// Update palm spawn timer and generate new palms if needed
palmSpawnTimer -= 1;
if (palmSpawnTimer <= 0 && palms.length < PALM_COUNT) {
palmSpawnTimer = palmSpawnCooldown; // Reset timer