User prompt
Çok donma oluyor düzelt
User prompt
Coinler rastgele spawn olsun al ve heryerde spawn olabilsin
User prompt
Coinler sürekli spawn olsun yol kenarları derken yanları kastetmiştim
User prompt
Coinler sürekli spawn olsun yol kenarları derken yanları kastetmiştim
User prompt
Coinler durduk yere yolda spawn olsun ve toplayabilelim yol asfalt kenarları çimen olsun
User prompt
Skor tablosu ve coinler ekle
User prompt
Toplanabilir coinler ve skor tablosu ekle
User prompt
Skortablosu ve toplanabilir coinler ekle
User prompt
Add scoreboard and cins
Remix started
Copy Drifting Love
/**** * Classes ****/ var Car = Container.expand(function () { var self = Container.call(this); self.projectMovement = function (vector) { var angle = -Math.PI / 4; var cosAngle = Math.cos(angle); var sinAngle = Math.sin(angle); return { x: vector.x * cosAngle - vector.y * sinAngle, y: vector.x * sinAngle + vector.y * cosAngle }; }; var carGraphics = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.ORIGINAL_SPEED = 2; self.speed = self.ORIGINAL_SPEED; self.direction = 0; self.momentum = { x: 0, y: 0 }; self._move_migrated = function () { var momentumModifier = 0.1; self.speed *= 1.01; if (self.direction === 0) { self.momentum.x += self.speed * momentumModifier; } else { self.momentum.y -= self.speed * momentumModifier; } var projectedMovement = self.projectMovement(self.momentum); self.x += projectedMovement.x; self.y += projectedMovement.y; var nonTravelMomentum; if (self.direction === 0) { self.momentum.x *= 0.98; self.momentum.y *= 0.95; nonTravelMomentum = self.momentum.y; } else { self.momentum.x *= 0.95; self.momentum.y *= 0.98; nonTravelMomentum = self.momentum.x; } self.nonTravelMomentum = nonTravelMomentum; }; self.changeDirection = function () { self.direction = self.direction === 0 ? 1 : 0; self.speed = self.ORIGINAL_SPEED; carGraphics.scale.x *= -1; LK.getSound('Skid').play(); }; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.rotation = 0; self.collected = false; self.scale = 0.8; self.spawnTime = LK.ticks; self.floatSpeed = Math.random() * 0.05 + 0.03; self.rotateSpeed = Math.random() * 0.04 + 0.03; self.pulsePhase = Math.random() * Math.PI * 2; self.update = function () { // Rotate the coin for animation effect self.rotation += self.rotateSpeed; // Hovering animation with randomized pattern self.y += Math.sin((LK.ticks - self.spawnTime) * self.floatSpeed) * 0.8; // Pulse scale effect var pulseFactor = 0.05 * Math.sin((LK.ticks - self.spawnTime) * 0.03 + self.pulsePhase); self.scale = self.scale * (1 + pulseFactor); // Ensure coin rotation stays in reasonable bounds if (self.rotation > Math.PI * 2) { self.rotation -= Math.PI * 2; } }; return self; }); var Driver = Container.expand(function () { var self = Container.call(this); self.x = +1500; self.y = +1500; var driverGraphics = self.attachAsset('driver', { anchorX: 0.5, anchorY: 0.5 }); }); var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.rotation = Math.PI / 4; self.lifetime = 100; self.tick = function () { if (--self.lifetime <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Asphalt color // Grass color game.calculateDistanceToPoint = function (point, segmentStart, segmentEnd) { var A = point.x - segmentStart.x; var B = point.y - segmentStart.y; var C = segmentEnd.x - segmentStart.x; var D = segmentEnd.y - segmentStart.y; var dot = A * C + B * D; var len_sq = C * C + D * D; var param = -1; if (len_sq != 0) { param = dot / len_sq; } var xx, yy; if (param < 0) { xx = segmentStart.x; yy = segmentStart.y; } else if (param > 1) { xx = segmentEnd.x; yy = segmentEnd.y; } else { xx = segmentStart.x + param * C; yy = segmentStart.y + param * D; } var dx = point.x - xx; var dy = point.y - yy; return Math.sqrt(dx * dx + dy * dy); }; game.addRoadSegment = function () { var lastSegment = roadSegments[roadSegments.length - 1]; zigzag = !zigzag; // Create road segment (asphalt) var segment = roadContainer.attachAsset('roadSegment', { anchorX: 0.5 }); segment.width = segmentWidth; segmentWidth = Math.max(350, segmentWidth - 15); segment.height = i === 1 ? 3000 : Math.floor(Math.random() * (4000 - 1200 + 1)) + 1200; segment.rotation = zigzag ? -Math.PI - Math.PI / 4 : -Math.PI + Math.PI / 4; segment.y = currentY; segment.x = currentX; var adjustedHeight = segment.height - segmentWidth / 2; currentY += adjustedHeight * Math.cos(segment.rotation); currentX -= adjustedHeight * Math.sin(segment.rotation); // Create shadow segment.shadow = roadContainer.attachAsset('roadSegmentShadow', { anchorX: 0.5 }); segment.shadow.width = segment.width; segment.shadow.height = segment.height; segment.shadow.rotation = segment.rotation; segment.shadow.x = segment.x; segment.shadow.y = segment.y + 50; segment.shadow.alpha = 1; // Create left grass edge segment.leftGrass = roadContainer.attachAsset('grassEdge', { anchorX: 0.5 }); segment.leftGrass.width = segment.width * 0.3; segment.leftGrass.height = segment.height; segment.leftGrass.rotation = segment.rotation; segment.leftGrass.x = segment.x - segment.width * 0.65 * Math.cos(segment.rotation + Math.PI / 2); segment.leftGrass.y = segment.y - segment.width * 0.65 * Math.sin(segment.rotation + Math.PI / 2); // Create right grass edge segment.rightGrass = roadContainer.attachAsset('grassEdge', { anchorX: 0.5 }); segment.rightGrass.width = segment.width * 0.3; segment.rightGrass.height = segment.height; segment.rightGrass.rotation = segment.rotation; segment.rightGrass.x = segment.x + segment.width * 0.65 * Math.cos(segment.rotation + Math.PI / 2); segment.rightGrass.y = segment.y + segment.width * 0.65 * Math.sin(segment.rotation + Math.PI / 2); segment.used = false; roadSegments.push(segment); roadContainer.addChildAt(segment.shadow, 0); roadContainer.addChild(segment.leftGrass); roadContainer.addChild(segment.rightGrass); roadContainer.addChild(segment); }; game.setBackgroundColor(0xc39977); var particles = []; var coins = []; var coinScore = 0; var coinSpawnTick = 0; var coinSpawnInterval = 5; // Spawn coins very frequently (every 1/12 second) LK.playMusic('backgroundMusic'); var mainContainer = game.addChild(new Container()); var roadContainer = mainContainer.addChild(new Container()); var coinsContainer = mainContainer.addChild(new Container()); var roadSegments = []; var segmentLength = Math.floor(Math.random() * (1000 - 200 + 1)) + 200; var segmentWidth = 1200; var currentX = 2048 / 2; var currentY = 2732 / 2; var zigzag = true; for (var i = 1; i <= 15; i++) { game.addRoadSegment(); } var scoreText = new Text2('0', { size: 150, fill: 0xFFFFFF, weight: '800', dropShadow: true, dropShadowColor: '#373330', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.anchor.set(0, 0); LK.gui.top.addChild(scoreText); // Create scoreboard container var scoreboardContainer = new Container(); LK.gui.topRight.addChild(scoreboardContainer); // Scoreboard background var scoreboardBg = scoreboardContainer.attachAsset('roadSegmentShadow', { anchorX: 1, anchorY: 0 }); scoreboardBg.width = 450; scoreboardBg.height = 180; scoreboardBg.alpha = 0.85; // Coin icon for scoreboard var coinIcon = scoreboardContainer.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); coinIcon.x = -350; coinIcon.y = 90; coinIcon.scale = 1.2; // Coin score text var coinScoreText = new Text2('0', { size: 70, fill: 0xFFFFFF, weight: '800', dropShadow: true, dropShadowColor: '#373330', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); coinScoreText.anchor.set(0, 0.5); coinScoreText.x = -300; coinScoreText.y = 90; scoreboardContainer.addChild(coinScoreText); // Distance label var distanceLabel = new Text2('DISTANCE', { size: 40, fill: 0xFFFFFF, weight: '400' }); distanceLabel.anchor.set(1, 0); distanceLabel.x = -50; distanceLabel.y = 30; scoreboardContainer.addChild(distanceLabel); // Position scoreboard scoreboardContainer.x = -20; scoreboardContainer.y = 20; var notificationTexts = ['Longing for her warm embrace', 'My love intensifies with each curve', 'Time slips away like smoke', 'Her voice echoes in my mind', 'Desperation sharpens every turn', 'Curves lead to her embrace', 'My passion grows with every turn', 'Time slips, but love persists', 'Desperation sharpens my every move', 'Reunion, the ultimate driving force', 'Is she waiting for me?', 'Where could she be?', 'Can I reach her in time?', 'Will she smile when I arrive?', 'Does she know I am coming?', 'Her embrace is my reward', 'Does she still remember me?', 'Will I see love in her eyes?', 'Does she feel my urgency?', 'Will our love grow stronger?', 'Her voice my guiding star', 'Do I still hold her heart?', 'Can I reach her in time?', 'Does she still believe in us?', 'Will our love conquer all?', 'How fast can I go?', 'Can I push my limits?', 'Will speed get me there?', 'Is haste my driving force?', 'Can I outpace the clock?', 'Is this a race against time?', 'Will acceleration save us?', 'Am I in the fast lane?', 'Can I set a new record?', 'Do I thrive on speed?', 'Will I leave time behind?', 'Am I the fastest driver?', 'Can I reach her swiftly?', 'Loves urgency fuels my speed', 'Every mile brings me closer?', 'Is this road endless or eternal?', 'The stars witness my journey', 'The road hums her name', 'The wind whispers her presence', 'Every turn tests my resolve', 'Her love fuels my engine', 'Can love overcome distance?', 'Is she watching the horizon?', 'Does she dream of our reunion?', 'Will my speed impress her?', 'Will the dawn find us together?', 'Can love conquer the road?', 'Each mile is a heartbeat closer', 'Am I chasing her or myself?', 'Does she feel my approach?', 'The moon guides me to her', 'The horizon holds her promise', 'Will she hear my engine roar?', 'Can I bridge the gap of time?', 'Is this love or obsession?', 'The journey defines our love', 'The asphalt hums beneath my wheels', 'The city fades into a blur', 'Her scent lingers in my memory', 'My headlights pierce the darkness', 'The road stretches like a heartbeat', 'Adrenaline sings through my veins', 'Her laughter fuels my resolve', 'Every corner tests my courage', 'The skyline hides her shadow', 'Is she the prize at the finish line?', 'Each second taunts my longing', 'Will the stars align for us tonight?', 'The road speaks in riddles', 'Do I drive toward hope or despair?', 'Her image dances in my mirrors', 'The engine growls with determination', 'The clock ticks louder with every shift', 'The wind carries her name to me', 'My tires trace a path to her heart', 'The road consumes my thoughts', 'Her love is the compass guiding me', 'Every red light feels like eternity', 'Will my speed match my yearning?', 'Every sign points me closer to her', 'Is this race for love or redemption?', 'The open road promises nothing', 'Her eyes pull me through the haze', 'The horizon burns with her absence', 'Every shadow hides a memory of her', 'The night swallows my doubt', 'Can I tame the chaos within me?', 'The distance mocks my devotion', 'Every street whispers her goodbye', 'The road winds like her gentle touch', 'My resolve tightens with every twist', 'The night’s chill cannot cool my fire', 'Every glance in the mirror spurs me forward', 'The speedometer measures my longing', 'Each turn carves her name into my soul', 'Her absence shapes the road ahead', 'Every second burns', 'Her cry echoes', 'The clock is screaming', 'I cant slow down', 'Her scent fades fast', 'The road bites back', 'Time cuts like a blade', 'She’s slipping away', 'The wind howls her name', 'My grip tightens', 'The tires scream urgency', 'Her face is fading', 'The night won’t wait', 'I’m running out of time', 'The engine roars her name', 'My heart is racing her', 'Every curve fights me', 'I can’t fail her', 'The darkness taunts me', 'Her voice is my lifeline', 'The horizon won’t come closer', 'Every second is agony', 'She needs me now', 'Fate’s breathing down my neck', 'Each turn steals time', 'Her warmth is slipping', 'I won’t let her go', 'The road fights back', 'I can’t be too late', 'Her heartbeat’s fading', 'The stars blur with speed', 'No brakes, just love', 'I’m chasing her shadow', 'Every light burns hope', 'This ride is life or death', 'Her embrace is slipping away', 'The night won’t forgive me', 'I’m on borrowed time', 'The road’s a battlefield']; var usedNotificationTexts = []; function getRandomNotificationText() { if (notificationTexts.length === 0) { notificationTexts = usedNotificationTexts.splice(0, usedNotificationTexts.length); } var index = Math.floor(Math.random() * notificationTexts.length); var text = notificationTexts.splice(index, 1)[0]; usedNotificationTexts.push(text); return text; } var notificationText = new Text2(getRandomNotificationText(), { size: 60, fill: 0xFFFFFF, weight: '400', align: 'center', stroke: '#000000', strokeThickness: 8 }); notificationText.anchor.set(0, 4); notificationText.x -= 350; LK.gui.bottom.addChild(notificationText); var car = mainContainer.addChild(new Car()); car.x = 2048 / 2; car.y = 2732 / 2; var driver = LK.gui.addChild(new Driver()); driver.x = 250; driver.y = 1800; var isGameOver = false; var score = 0; var closestSegment = null; game.on('down', function (x, y, obj) { car.changeDirection(); }); LK.on('tick', function () { car._move_migrated(); var carIsOnRoad = false; var carPosition = { x: car.x, y: car.y }; var currentClosestSegment = null; var currentClosestDistance = Infinity; roadSegments.forEach(function (segment) { var segmentStart = { x: segment.x + Math.sin(segment.rotation) * 100, y: segment.y - Math.cos(segment.rotation) * 100 }; var segmentEnd = { x: segment.x - Math.sin(segment.rotation) * (segment.height - segment.width / 2), y: segment.y + Math.cos(segment.rotation) * (segment.height - segment.width / 2) }; var distance = game.calculateDistanceToPoint(carPosition, segmentStart, segmentEnd); if (distance < currentClosestDistance) { currentClosestDistance = distance; currentClosestSegment = segment; } if (distance < segment.width / 2 - 50) { carIsOnRoad = true; } }); if (closestSegment !== currentClosestSegment && !currentClosestSegment.used) { closestSegment = currentClosestSegment; closestSegment.used = true; score++; car.ORIGINAL_SPEED += 0.1; scoreText.setText(score.toString()); notificationText.setText(getRandomNotificationText()); } // Coin spawning logic coinSpawnTick++; if (coinSpawnTick >= coinSpawnInterval) { coinSpawnTick = 0; // Spawn random coins anywhere in the visible game area var visibleArea = { minX: -mainContainer.x - 200, maxX: -mainContainer.x + 2048 + 200, minY: -mainContainer.y - 200, maxY: -mainContainer.y + 2732 + 200 }; // Spawn 1-3 coins randomly var coinCount = Math.floor(Math.random() * 3) + 1; for (var i = 0; i < coinCount; i++) { // Generate random positions within the visible area var coinX = visibleArea.minX + Math.random() * (visibleArea.maxX - visibleArea.minX); var coinY = visibleArea.minY + Math.random() * (visibleArea.maxY - visibleArea.minY); // Create coin var coin = new Coin(); coin.x = coinX; coin.y = coinY; coin.lastIntersecting = false; coin.scale = 0.6 + Math.random() * 0.4; // Random size variation coinsContainer.addChild(coin); coins.push(coin); } } // Update coins for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; // Update coin animation coin.update(); // Check if coin is off-screen and remove if it is var coinGlobalPosition = game.toLocal(coin.position, coin.parent); if (coinGlobalPosition.y > 2732 * 1.5 || coinGlobalPosition.y < -500 || coinGlobalPosition.x < -500 || coinGlobalPosition.x > 2048 * 1.5) { coin.destroy(); coins.splice(i, 1); continue; } // Get distance to car var dx = car.x - coin.x; var dy = car.y - coin.y; var distanceToCar = Math.sqrt(dx * dx + dy * dy); // Check for coin collection if (!coin.collected) { // If coin is close to car but not touching, attract it if (distanceToCar < 300 && !car.intersects(coin)) { // Normalize direction vector var factor = 15 / Math.max(1, distanceToCar); coin.x += dx * factor; coin.y += dy * factor; } var intersecting = car.intersects(coin); if (!coin.lastIntersecting && intersecting) { // Coin just collected coin.collected = true; // Increase coin score coinScore++; coinScoreText.setText(coinScore.toString()); // Play coin collection sound LK.getSound('CoinCollect').play(); // Coin collection animation coin.scale = 1.5; coin.alpha = 0.8; // Remove coin after animation LK.setTimeout(function () { coin.destroy(); coins.splice(coins.indexOf(coin), 1); }, 300); } coin.lastIntersecting = intersecting; } } if (!carIsOnRoad) { LK.showGameOver(); } else {} var particleOffsets = [{ x: 20, y: 140 }, { x: 20 + 100, y: 140 - 100 }, { x: 20 - 150, y: 140 - 150 }, { x: 20 - 150 + 100, y: 140 - 150 - 100 }]; for (var i = 0; i < particleOffsets.length; i++) { var alphaValue = Math.max(0, Math.min(1, Math.abs(car.nonTravelMomentum) / 5 - 0.5)); if (alphaValue > 0) { var particle = new Particle(); particle.alpha = alphaValue; var noiseX = (Math.random() - 0.5) * 10; var noiseY = (Math.random() - 0.5) * 10; particle.x = car.x + (car.direction === 0 ? -1 : 1) * particleOffsets[i].x + noiseX; particle.y = car.y + particleOffsets[i].y + noiseY; mainContainer.addChildAt(particle, 1); particles.push(particle); } } particles.forEach(function (particle, index) { particle.tick(); if (particle.lifetime <= 0) { particles.splice(index, 1); } }); var carLocalPosition = game.toLocal(car.position, car.parent); var offsetX = (2048 / 2 - carLocalPosition.x) / 20; var offsetY = (2732 - 450 - carLocalPosition.y) / 20; mainContainer.x += offsetX; mainContainer.y += offsetY; for (var i = roadSegments.length - 1; i >= 0; i--) { var segmentGlobalPosition = game.toLocal(roadSegments[i].position, roadSegments[i].parent); if (segmentGlobalPosition.y - roadSegments[i].height > 2732 * 2) { roadSegments[i].shadow.destroy(); roadSegments[i].leftGrass.destroy(); roadSegments[i].rightGrass.destroy(); roadSegments[i].destroy(); roadSegments.splice(i, 1); game.addRoadSegment(); } } });
===================================================================
--- original.js
+++ change.js
@@ -61,13 +61,24 @@
});
self.rotation = 0;
self.collected = false;
self.scale = 0.8;
+ self.spawnTime = LK.ticks;
+ self.floatSpeed = Math.random() * 0.05 + 0.03;
+ self.rotateSpeed = Math.random() * 0.04 + 0.03;
+ self.pulsePhase = Math.random() * Math.PI * 2;
self.update = function () {
// Rotate the coin for animation effect
- self.rotation += 0.05;
- // Hovering animation
- self.y += Math.sin(LK.ticks * 0.1) * 0.5;
+ self.rotation += self.rotateSpeed;
+ // Hovering animation with randomized pattern
+ self.y += Math.sin((LK.ticks - self.spawnTime) * self.floatSpeed) * 0.8;
+ // Pulse scale effect
+ var pulseFactor = 0.05 * Math.sin((LK.ticks - self.spawnTime) * 0.03 + self.pulsePhase);
+ self.scale = self.scale * (1 + pulseFactor);
+ // Ensure coin rotation stays in reasonable bounds
+ if (self.rotation > Math.PI * 2) {
+ self.rotation -= Math.PI * 2;
+ }
};
return self;
});
var Driver = Container.expand(function () {
@@ -103,10 +114,10 @@
/****
* Game Code
****/
-// Grass color
// Asphalt color
+// Grass color
game.calculateDistanceToPoint = function (point, segmentStart, segmentEnd) {
var A = point.x - segmentStart.x;
var B = point.y - segmentStart.y;
var C = segmentEnd.x - segmentStart.x;
@@ -187,9 +198,9 @@
var particles = [];
var coins = [];
var coinScore = 0;
var coinSpawnTick = 0;
-var coinSpawnInterval = 10; // Spawn coins more frequently (every 1/6 second)
+var coinSpawnInterval = 5; // Spawn coins very frequently (every 1/12 second)
LK.playMusic('backgroundMusic');
var mainContainer = game.addChild(new Container());
var roadContainer = mainContainer.addChild(new Container());
var coinsContainer = mainContainer.addChild(new Container());
@@ -333,46 +344,29 @@
// Coin spawning logic
coinSpawnTick++;
if (coinSpawnTick >= coinSpawnInterval) {
coinSpawnTick = 0;
- // Spawn coins along the road edges
- if (roadSegments.length > 0) {
- // Choose a random road segment to place the coin on
- var randomSegmentIndex = Math.floor(Math.random() * roadSegments.length);
- var segment = roadSegments[randomSegmentIndex];
- // Position along the segment (0-1)
- var pos = Math.random() * 0.8 + 0.1; // Position between 10% and 90% along the segment
- // Calculate road segment positions
- var segmentStart = {
- x: segment.x + Math.sin(segment.rotation) * 100,
- y: segment.y - Math.cos(segment.rotation) * 100
- };
- var segmentEnd = {
- x: segment.x - Math.sin(segment.rotation) * (segment.height - segment.width / 2),
- y: segment.y + Math.cos(segment.rotation) * (segment.height - segment.width / 2)
- };
- // Create coins on both left and right edges
- for (var edge = 0; edge < 2; edge++) {
- var isLeftEdge = edge === 0;
- // Calculate perpendicular vector to road (for positioning on edges)
- var perpX = Math.cos(segment.rotation + Math.PI / 2);
- var perpY = Math.sin(segment.rotation + Math.PI / 2);
- // Distance from center of road to edge (exactly at the grass strips)
- var edgeOffset = segment.width * 0.65;
- // Base position along the segment
- var baseX = segmentStart.x + (segmentEnd.x - segmentStart.x) * pos;
- var baseY = segmentStart.y + (segmentEnd.y - segmentStart.y) * pos;
- // Offset to the appropriate edge
- var coinX = baseX + (isLeftEdge ? -1 : 1) * perpX * edgeOffset;
- var coinY = baseY + (isLeftEdge ? -1 : 1) * perpY * edgeOffset;
- // Create coin
- var coin = new Coin();
- coin.x = coinX;
- coin.y = coinY;
- coin.lastIntersecting = false;
- coinsContainer.addChild(coin);
- coins.push(coin);
- }
+ // Spawn random coins anywhere in the visible game area
+ var visibleArea = {
+ minX: -mainContainer.x - 200,
+ maxX: -mainContainer.x + 2048 + 200,
+ minY: -mainContainer.y - 200,
+ maxY: -mainContainer.y + 2732 + 200
+ };
+ // Spawn 1-3 coins randomly
+ var coinCount = Math.floor(Math.random() * 3) + 1;
+ for (var i = 0; i < coinCount; i++) {
+ // Generate random positions within the visible area
+ var coinX = visibleArea.minX + Math.random() * (visibleArea.maxX - visibleArea.minX);
+ var coinY = visibleArea.minY + Math.random() * (visibleArea.maxY - visibleArea.minY);
+ // Create coin
+ var coin = new Coin();
+ coin.x = coinX;
+ coin.y = coinY;
+ coin.lastIntersecting = false;
+ coin.scale = 0.6 + Math.random() * 0.4; // Random size variation
+ coinsContainer.addChild(coin);
+ coins.push(coin);
}
}
// Update coins
for (var i = coins.length - 1; i >= 0; i--) {
@@ -385,10 +379,21 @@
coin.destroy();
coins.splice(i, 1);
continue;
}
+ // Get distance to car
+ var dx = car.x - coin.x;
+ var dy = car.y - coin.y;
+ var distanceToCar = Math.sqrt(dx * dx + dy * dy);
// Check for coin collection
if (!coin.collected) {
+ // If coin is close to car but not touching, attract it
+ if (distanceToCar < 300 && !car.intersects(coin)) {
+ // Normalize direction vector
+ var factor = 15 / Math.max(1, distanceToCar);
+ coin.x += dx * factor;
+ coin.y += dy * factor;
+ }
var intersecting = car.intersects(coin);
if (!coin.lastIntersecting && intersecting) {
// Coin just collected
coin.collected = true;
cool looking driver holding a car wheel as if he's driving. 30 years old. vintage retro 1980 style. 3/4 view. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Bugatti veyron but 2025 model and blue and yellow. In-Game asset. 2d. High contrast. No shadows
Just doge coin no hande and foots. In-Game asset. 2d. High contrast. No shadows
Real grass. In-Game asset. 2d. High contrast. No shadows