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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
Code edit (10 edits merged)
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Level is equal to score / 10, starting from 1. That is, score 1 = level 1, score 2 = level1, score 10 = level 2, score 20 = level3, etc
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The score should start with 0 and has nothing to do with the time. It has to do with so many trafficCars have not hit you before being destroyed.
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Code edit (2 edits merged)
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Remove the gameSpeed
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The speed of the trafficCars is the opposite of what i want: they start super quick coming down and then they decelerate as they come down. It should be the other way around, the more smaller the slowier, and then as they come down and get bigger and bigger, they get quicker and quicker
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When spawining a palm, calculate an additional scale that you will add to initial scaleY and scaleX and target scaleX and scaleX of the palm. That value should be between -25% and +50% ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Apply the same factor to the scaleX ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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When spawining a palm, calculate an additional scaleY that you will add to initial scaleY and target scaleY of the palm. That value should be between -25% and +50%
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Add a little +-25% of scaley randomy to the palms when generating them
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Create double the palms that you are creating right now
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The starting scaleX of the road lines should be 0.1
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Reduce the scaleX of the roadLines the smaller the progress
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I want the roadlines to be already painted when starting the game as it had passed 10 seconds
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Ok I want the roadlines to be already on the road when I start the game covering from top to bottom
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Copy the logic of the Palms to create the same but for roadLines. The starting position is centerY, the trajectory goes down to border down of the screen.
/****
* 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,
stroke: 0x000000,
strokeThickness: 5
});
scoreText.anchor.set(0, 0);
scoreText.x = -200;
LK.gui.top.addChild(scoreText);
var levelText = new Text2('Level: 1', {
size: 80,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 5
});
levelText.anchor.set(0, 0);
levelText.x = -200;
LK.gui.top.addChild(levelText);
levelText.y = 100; // Offset below time
var startText = new Text2('TAP TO START', {
size: 120,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 8
});
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
@@ -205,18 +205,18 @@
stroke: 0x000000,
strokeThickness: 5
});
scoreText.anchor.set(0, 0);
-scoreText.x = -100;
+scoreText.x = -200;
LK.gui.top.addChild(scoreText);
var levelText = new Text2('Level: 1', {
size: 80,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 5
});
levelText.anchor.set(0, 0);
-levelText.x = -100;
+levelText.x = -200;
LK.gui.top.addChild(levelText);
levelText.y = 100; // Offset below time
var startText = new Text2('TAP TO START', {
size: 120,