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Add brown animated smoke under the car ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add brown animated particles smoke under the car ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add brown animated particles smoke behind the car ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add s2 asset next to difficulty text on the left side
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Add s2 asset to asset list
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Add s2 asset next to difficulty left side
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The two shadows can appear alternately, not at the same time ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add second shadow asset to the menu to make it Checkered
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Move the shadow up by 100 units
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Move the shadow up by 77 units
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Move the shadow up by 30 units
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Move the shadow down by 200 units
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Move the shadow down by 300 units
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Make white underline as long as the SELECTED MODE
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Make white line longer
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Underline selected mode with a white line
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Underline selected mode with a thick white line
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Add flashing animation to button asset ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Loading Add button asset behind the start game text
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Loading Add button asset to the center of the map
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Hard mode is too easy
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Move hard button right by 333 units
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Move hard button right by 300 units
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Move Hard button to the right side of the screen by the same distance as easy
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Move Hard button to the right side of the screen
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BlurBackground = Container.expand(function (options) { var self = Container.call(this); self.graphics = new Graphics(); self.addChild(self.graphics); self.options = options || {}; self.options.blur = self.options.blur || 10; self.options.width = self.options.width || 2048; self.options.height = self.options.height || 2732; self.updateGraphics = function () { self.graphics.clear(); self.graphics.beginFill(0x0a0a0a, 0.95); // Very dark background for modern look self.graphics.drawRect(0, 0, self.options.width, self.options.height); self.graphics.endFill(); }; self.applyBlur = function () { var blurFilter = new filters.BlurFilter(); blurFilter.blur = self.options.blur; // Filters not supported in LK engine - commenting out assignment // self.filters = [blurFilter]; }; self.updateGraphics(); self.applyBlur(); return self; }); 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 }); // Create headlight beam effect (right beam) self.headlightBeam = self.attachAsset('beamR', { anchorX: 0.5, anchorY: 1.0, width: 1400, height: 1200, alpha: 0.3, tint: 0xFFFF88 }); self.headlightBeam.x = 753; self.headlightBeam.y = -50; // Create left headlight beam effect self.leftBeam = self.attachAsset('beamL', { anchorX: 0.5, anchorY: 1.0, width: 1400, height: 1200, alpha: 0.3, tint: 0xFFFF88 }); self.leftBeam.x = -753; self.leftBeam.y = -50; self.leftBeam.visible = false; self.speed = 5; self.direction = 0; self.momentum = { x: 0, y: 0 }; self._move_migrated = function () { var momentumModifier = 0.1; if (self.direction === 0) { self.momentum.x += self.speed * momentumModifier; } else { self.momentum.y -= self.speed * momentumModifier; } var projectedMovement = self.projectMovement(self.momentum); // Check if car reaches the center of the screen on the X coordinate if (self.lastX <= 2048 / 2 && self.x > 2048 / 2) { console.log("Car reached the center of the screen on the X coordinate"); } self.lastX = self.x; self.x += projectedMovement.x; self.y += projectedMovement.y; // Check if car arrives at a specific X, Y coordinate if (self.lastY <= 1500 && self.y > 1500 && self.lastX <= 1000 && self.x > 1000) { console.log("Car arrived at the specific X, Y coordinate"); } self.lastY = self.y; self.lastX = self.x; // Check if car comes close to the bottom of the screen on the Y coordinate if (self.lastY <= 2732 - 100 && self.y > 2732 - 100) { console.log("Car is close to the bottom of the screen"); } self.lastY = self.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; // Show beamR only when car is turned to the right (direction === 0) var shouldShowRightBeam = self.direction === 0; self.headlightBeam.visible = shouldShowRightBeam; // Show beamL only when car is turned to the left (direction === 1) var shouldShowLeftBeam = self.direction === 1; if (self.leftBeam) { self.leftBeam.visible = shouldShowLeftBeam; } if (shouldShowRightBeam) { // Update headlight beam intensity based on speed var totalSpeed = Math.sqrt(self.momentum.x * self.momentum.x + self.momentum.y * self.momentum.y); var beamIntensity = Math.min(0.6, Math.max(0.2, totalSpeed * 0.05)); // Animate headlight beam flickering tween(self.headlightBeam, { alpha: beamIntensity }, { duration: 100 + Math.random() * 200, easing: tween.easeInOut, onFinish: function onFinish() { // Create slight flickering effect var flickerAlpha = beamIntensity + (Math.random() - 0.5) * 0.1; tween(self.headlightBeam, { alpha: Math.max(0.1, flickerAlpha) }, { duration: 50, easing: tween.linear }); } }); } if (shouldShowLeftBeam && self.leftBeam) { // Update left beam intensity based on speed var totalSpeed = Math.sqrt(self.momentum.x * self.momentum.x + self.momentum.y * self.momentum.y); var beamIntensity = Math.min(0.6, Math.max(0.2, totalSpeed * 0.05)); // Animate left beam flickering tween(self.leftBeam, { alpha: beamIntensity }, { duration: 100 + Math.random() * 200, easing: tween.easeInOut, onFinish: function onFinish() { // Create slight flickering effect var flickerAlpha = beamIntensity + (Math.random() - 0.5) * 0.1; tween(self.leftBeam, { alpha: Math.max(0.1, flickerAlpha) }, { duration: 50, easing: tween.linear }); } }); } // Adjust beam width based on direction and momentum var beamWidth = 1350 + Math.abs(self.nonTravelMomentum) * 20; tween(self.headlightBeam, { width: beamWidth }, { duration: 200, easing: tween.easeOut }); if (self.leftBeam) { tween(self.leftBeam, { width: beamWidth }, { duration: 200, easing: tween.easeOut }); } }; self.changeDirection = function () { self.direction = self.direction === 0 ? 1 : 0; carGraphics.scale.x *= -1; // Synchronize beam rotation with car direction self.headlightBeam.scale.x *= -1; if (self.leftBeam) { self.leftBeam.scale.x *= -1; } }; }); var DiagonalStripe = Container.expand(function (options) { var self = Container.call(this); self.options = options || {}; self.options.width = self.options.width || 100; self.options.height = self.options.height || 3000; self.options.color = self.options.color || 0x1a237e; self.options.alpha = self.options.alpha || 0.3; var stripe = self.attachAsset('beamR', { anchorX: 0.5, anchorY: 0.5, width: self.options.width, height: self.options.height, tint: self.options.color, alpha: self.options.alpha }); self.rotation = Math.PI / 4; // 45 degree angle for diagonal return self; }); var DriftAndDodge = Container.expand(function () { var self = Container.call(this); }); // Add the game logic for 'DriftAndDodge' here var Graphics = Container.expand(function () { var self = Container.call(this); self.clear = function () {}; self.beginFill = function (color, alpha) { self._fillColor = color; self._fillAlpha = alpha; }; self.drawRect = function (x, y, width, height) { var rect = LK.getAsset('beamR', { // Using 'beamR' asset for rectangle drawing x: x, y: y, width: width, height: height, tint: self._fillColor, alpha: self._fillAlpha }); self.addChild(rect); }; self.endFill = function () {}; return self; }); 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(); } }; }); var Rock = Container.expand(function () { var self = Container.call(this); var rockGraphics = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5 }); }); var Smoke = Container.expand(function () { var self = Container.call(this); var smokeGraphics = self.attachAsset('smoke', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 60; self.velocityY = -2 - Math.random() * 3; self.velocityX = (Math.random() - 0.5) * 2; self.fadeSpeed = 0.02; self.scaleSpeed = 0.02; self.update = function () { self.y += self.velocityY; self.x += self.velocityX; self.alpha -= self.fadeSpeed; self.scaleX += self.scaleSpeed; self.scaleY += self.scaleSpeed; if (self.alpha <= 0 || --self.lifetime <= 0) { self.destroy(); } }; return self; }); var SnowyEmbankment = Container.expand(function () { var self = Container.call(this); var embankmentGraphics = self.attachAsset('rods', { anchorX: 0.5, anchorY: 0.5 }); }); var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); }); var Tree2 = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('tree2', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFFFF }); /**** * Game Code ****/ var filters = { BlurFilter: function BlurFilter() { this.blur = 0; } }; var driftAndDodge = game.addChild(new DriftAndDodge()); driftAndDodge.on('down', function (x, y, obj) { // Add the event handler for 'down' event here }); driftAndDodge.on('up', function (x, y, obj) { // Add the event handler for 'up' event here }); driftAndDodge.on('move', function (x, y, obj) { // Add the event handler for 'move' event here }); 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; var segment = roadContainer.attachAsset('roadSegment', { anchorX: 0.5 }); // Adjust segment width based on difficulty var difficultyMultiplier = 1.0; if (currentDifficulty === 'Normal') { difficultyMultiplier = 0.85; // Make track 15% thinner } else if (currentDifficulty === 'Hard') { difficultyMultiplier = 0.5; // Make track 50% thinner for extreme difficulty } segment.width = segmentWidth * difficultyMultiplier; // More aggressive width reduction for hard mode var widthReduction = currentDifficulty === 'Hard' ? 25 : 15; segmentWidth = Math.max(350 * difficultyMultiplier, segmentWidth - widthReduction); segment.height = (i === 1 ? 3000 : Math.floor(Math.random() * (4000 - 1200 + 1)) + 1200) * 2; 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); 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; segment.used = false; roadSegments.push(segment); roadContainer.addChildAt(segment.shadow, 0); roadContainer.addChild(segment); // Add multiple trees to the left and right of the road segment var treeSpacing = 150; // Space between trees var numberOfTrees = Math.floor(segment.height / treeSpacing) - 3; // Decrease the number of trees by 3 var numberOfTree2 = Math.floor(segment.height / treeSpacing) - 3; // Decrease the number of tree2 by 3 for (var i = 0; i < numberOfTree2; i++) { var leftTree = new Tree(); leftTree.x = segment.x - segment.width - 200 - i * treeSpacing; // Decrease the distance from the road by 100 units leftTree.y = segment.y + i * treeSpacing; roadContainer.addChild(leftTree); var rightTree = new Tree2(); rightTree.x = segment.x + segment.width + 200 + i * treeSpacing; // Decrease the distance from the road by 100 units rightTree.y = segment.y + i * treeSpacing; roadContainer.addChild(rightTree); } // Add rocks to the left and right of the road segment var leftRock = new Rock(); leftRock.x = segment.x - segment.width - 1000; // Double the distance from the road leftRock.y = segment.y; roadContainer.addChildAt(leftRock, 0); roadContainer.addChildAt(rightRock, 0); var rightRock = new Rock(); rightRock.x = segment.x + segment.width + 1000; // Double the distance from the road rightRock.y = segment.y; // Attach snowy embankments to the left and right of the road segment var leftEmbankment = new SnowyEmbankment(); leftEmbankment.x = segment.x - segment.width / 2 - 50; // Increase distance by 50 units leftEmbankment.y = segment.y; roadContainer.addChild(leftEmbankment); var rightEmbankment = new SnowyEmbankment(); rightEmbankment.x = segment.x + segment.width / 2 + 50; // Increase distance by 50 units rightEmbankment.y = segment.y; roadContainer.addChild(rightEmbankment); }; var wallpaper = game.attachAsset('wallpaper', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); var particles = []; var smokeParticles = []; var mainContainer = game.addChild(new Container()); var roadContainer = 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 turnText = new Text2('Turn:', { size: 50, fill: 0xFFFFFF, weight: '800', dropShadow: true, dropShadowColor: '#373330', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); turnText.anchor.set(1, 0); // Anchor to right edge so it aligns nicely with score turnText.visible = false; // Hide turn text initially LK.gui.topRight.addChild(turnText); var scoreText = new Text2('0', { size: 50, fill: 0xFFFFFF, weight: '800', dropShadow: true, dropShadowColor: '#373330', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.anchor.set(0, 0); scoreText.visible = false; // Hide score text initially LK.gui.topRight.addChild(scoreText); // Position turn text to the left of score text turnText.x = scoreText.x - 107; turnText.y = scoreText.y; // Move score text left by 69 units scoreText.x = scoreText.x - 69; // Add a neon blue-colored speedometer to the bottom left corner of the map var isMenuShowing = true; var speedometer = new Text2('Speed: 0', { size: 50, fill: 0x00FFFF, // Neon blue color weight: '800', dropShadow: true, dropShadowColor: '#000000', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); speedometer.anchor.set(0, 1); // Anchor to bottom left speedometer.visible = false; // Hide speedometer initially LK.gui.bottomLeft.addChild(speedometer); var menuContainer = LK.gui.addChild(new Container()); var menuBackground = menuContainer.addChild(new BlurBackground({ width: 2048, height: 2732, blur: 25 })); // Add diagonal stripes for modern look var stripeContainer = menuContainer.addChild(new Container()); var stripes = []; for (var i = 0; i < 12; i++) { var stripe = stripeContainer.addChild(new DiagonalStripe({ width: 80, height: 3500, color: 0x1565c0, alpha: 0.2 })); stripe.x = -200 + i * 200; stripe.y = 1366; stripes.push(stripe); } // Add secondary stripe layer with different color var stripes2 = []; for (var j = 0; j < 10; j++) { var stripe2 = stripeContainer.addChild(new DiagonalStripe({ width: 60, height: 3200, color: 0x0d47a1, alpha: 0.15 })); stripe2.x = -100 + j * 230; stripe2.y = 1366; stripes2.push(stripe2); } // Animate stripes horizontally and with flashing function animateStripes() { // Animate first stripe layer stripes.forEach(function (stripe, index) { // Create continuous horizontal movement animation function animateStripeMovement() { tween(stripe, { x: stripe.x + 400 }, { duration: 3000 + index * 100, easing: tween.linear, onFinish: function onFinish() { stripe.x = -400; animateStripeMovement(); // Direct recursive call for looping } }); } animateStripeMovement(); // Flashing animation var flashDelay = index * 200; LK.setTimeout(function () { function flashLoop() { tween(stripe, { alpha: 0.05 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(stripe, { alpha: 0.2 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { LK.setTimeout(flashLoop, 50); } }); } }); } flashLoop(); }, flashDelay); }); // Animate second stripe layer stripes2.forEach(function (stripe2, index) { // Create continuous horizontal movement animation function animateStripe2Movement() { tween(stripe2, { x: stripe2.x + 350 }, { duration: 3500 + index * 120, easing: tween.linear, onFinish: function onFinish() { stripe2.x = -350; // Use setTimeout to restart animation without recursion LK.setTimeout(animateStripe2Movement, 50); } }); } animateStripe2Movement(); // Flashing animation with different timing var flashDelay2 = index * 180 + 500; LK.setTimeout(function () { function flashLoop2() { tween(stripe2, { alpha: 0.08 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(stripe2, { alpha: 0.15 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { LK.setTimeout(flashLoop2, 50); } }); } }); } flashLoop2(); }, flashDelay2); }); } // Start stripe animations animateStripes(); // Start menu music LK.playMusic('menuMusic', { loop: true }); var menuTitle = new Text2('DIRT R4LLY', { size: 100, fill: 0xFFFFFF, align: 'center' }); menuTitle.anchor.set(0.5, 0); menuTitle.x = 2048 / 2 - 300; menuTitle.y = 200; menuContainer.addChild(menuTitle); var difficultyText = new Text2('Difficulty:', { size: 87.5, fill: 0xFFFFFF, align: 'center' }); difficultyText.anchor.set(0.5, 0.5); difficultyText.x = 2048 / 2 - 313; difficultyText.y = 2732 / 2 + 200; menuContainer.addChild(difficultyText); // Add difficulty level buttons var easyButton = new Text2('Easy', { size: 100, fill: 0x00ff00, // Green for Easy align: 'center' }); easyButton.anchor.set(0.5, 0.5); easyButton.x = 200; easyButton.y = 2732 / 2 + 380; menuContainer.addChild(easyButton); var normalButton = new Text2('Normal', { size: 100, fill: 0xFFFFFF, // White for Normal align: 'center' }); normalButton.anchor.set(0.5, 0.5); normalButton.x = 2048 / 2 - 313; normalButton.y = 2732 / 2 + 380; menuContainer.addChild(normalButton); var hardButton = new Text2('Hard', { size: 100, fill: 0xff0000, // Red for Hard align: 'center' }); hardButton.anchor.set(0.5, 0.5); hardButton.x = 2048 / 2 - 126 + 333; hardButton.y = 2732 / 2 + 380; menuContainer.addChild(hardButton); // Highlight current difficulty (Easy by default) easyButton.alpha = 1.0; normalButton.alpha = 0.6; hardButton.alpha = 0.6; // Add underline graphics for selected difficulty var easyUnderline = menuContainer.attachAsset('underline', { anchorX: 0.5, anchorY: 0.5, x: easyButton.x, y: easyButton.y + 70, width: 120 }); var normalUnderline = menuContainer.attachAsset('underline', { anchorX: 0.5, anchorY: 0.5, x: normalButton.x, y: normalButton.y + 70, width: 240, visible: false }); var hardUnderline = menuContainer.attachAsset('underline', { anchorX: 0.5, anchorY: 0.5, x: hardButton.x, y: hardButton.y + 70, width: 120, visible: false }); // Add dark car shadow with slow flashing animation var carShadow = menuContainer.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5, tint: 0x000000, alpha: 0.6, scaleX: 5, scaleY: 5 }); carShadow.x = 2048 / 2 - 123; carShadow.y = 2732 / 2 - 300 + 300 - 100; // Add second shadow asset for checkered effect var carShadow2 = menuContainer.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5, tint: 0x333333, alpha: 0.4, scaleX: 5, scaleY: 5 }); carShadow2.x = 2048 / 2 - 123 + 30; carShadow2.y = 2732 / 2 - 300 + 300 - 100 + 20; // Create alternating flashing animation for car shadows function flashCarShadow() { // First shadow animation function animateShadow1() { tween(carShadow, { alpha: 0.6 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(carShadow, { alpha: 0.2 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { LK.setTimeout(animateShadow1, 2000); } }); } }); } // Second shadow animation - starts when first shadow fades out function animateShadow2() { tween(carShadow2, { alpha: 0.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(carShadow2, { alpha: 0.4 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { LK.setTimeout(animateShadow2, 2000); } }); } }); } // Start first shadow immediately animateShadow1(); // Start second shadow after 1 second delay to create alternating effect LK.setTimeout(animateShadow2, 1000); } // Start the flashing animation flashCarShadow(); var startButton = new Text2('Start Game', { size: 60, fill: 0x00ffff, align: 'center' }); startButton.anchor.set(0.5, 0.5); startButton.x = 2048 / 2 - 321; startButton.y = 2732 / 2 + 50 - 500; var startButtonGraphic = menuContainer.attachAsset('startButtonGraphic', { anchorX: 0.5, anchorY: 0.5, x: startButton.x, y: startButton.y, tint: 0x00ffff }); // Create flashing animation for start button function flashStartButton() { tween(startButtonGraphic, { alpha: 0.3 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(startButtonGraphic, { alpha: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { LK.setTimeout(flashStartButton, 100); } }); } }); } // Start the flashing animation flashStartButton(); menuContainer.addChild(startButtonGraphic); menuContainer.addChild(startButton); // Add click handlers for difficulty buttons easyButton.down = function (x, y, obj) { currentDifficulty = 'Easy'; difficultyIndex = 0; easyButton.alpha = 1.0; normalButton.alpha = 0.6; hardButton.alpha = 0.6; easyUnderline.visible = true; normalUnderline.visible = false; hardUnderline.visible = false; }; normalButton.down = function (x, y, obj) { currentDifficulty = 'Normal'; difficultyIndex = 1; easyButton.alpha = 0.6; normalButton.alpha = 1.0; hardButton.alpha = 0.6; easyUnderline.visible = false; normalUnderline.visible = true; hardUnderline.visible = false; }; hardButton.down = function (x, y, obj) { currentDifficulty = 'Hard'; difficultyIndex = 2; easyButton.alpha = 0.6; normalButton.alpha = 0.6; hardButton.alpha = 1.0; easyUnderline.visible = false; normalUnderline.visible = false; hardUnderline.visible = true; }; startButton.down = function (x, y, obj) { isMenuShowing = false; menuContainer.visible = false; mainContainer.visible = true; // Show counters when game starts scoreText.visible = true; speedometer.visible = true; turnText.visible = true; timerText.visible = true; // Initialize game start time gameStartTime = Date.now(); // Properly load and activate the game world // Initialize car's last position tracking for movement detection car.lastX = car.x; car.lastY = car.y; car.lastWasIntersecting = false; // Stop menu music and start the game music LK.stopMusic(); LK.playMusic('Car', { loop: true }); // Reset game state score = 0; LK.setScore(score); scoreText.setText(score.toString()); isGameOver = false; // Ensure all road segments are properly initialized roadSegments.forEach(function (segment) { segment.used = false; }); }; var car = mainContainer.addChild(new Car()); car.x = 2048 / 2; car.y = 2732 / 2; // Hide main container when menu is showing mainContainer.visible = false; var isGameOver = false; var score = 0; var closestSegment = null; var gameStartTime = 0; var currentDifficulty = 'Easy'; // Track current difficulty level var difficultyLevels = ['Easy', 'Normal', 'Hard']; // Available difficulty levels var difficultyIndex = 0; // Current difficulty index var timerText = new Text2('00:00:00:000', { size: 50, fill: 0xFFFFFF, weight: '800', dropShadow: true, dropShadowColor: '#373330', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); timerText.anchor.set(1, 1); // Anchor to bottom right timerText.visible = false; // Hide timer initially LK.gui.bottomRight.addChild(timerText); game.on('down', function (x, y, obj) { if (isMenuShowing) { return; } car.changeDirection(); }); LK.on('tick', function () { if (isMenuShowing) { return; } car._move_migrated(); LK.playMusic('Car', { loop: true }); var carIsOnRoad = false; var carPosition = { x: car.x, y: car.y }; // Update the speedometer with the current speed speedometer.setText('Speed: ' + Math.round(Math.sqrt(car.momentum.x * car.momentum.x + car.momentum.y * car.momentum.y) * 5) + ' km/h'); // Update timer display var currentTime = Date.now(); var elapsedTime = currentTime - gameStartTime; var hours = Math.floor(elapsedTime / 3600000); var minutes = Math.floor(elapsedTime % 3600000 / 60000); var seconds = Math.floor(elapsedTime % 60000 / 1000); var milliseconds = elapsedTime % 1000; var formattedTime = (hours < 10 ? '0' + hours : hours) + ':' + (minutes < 10 ? '0' + minutes : minutes) + ':' + (seconds < 10 ? '0' + seconds : seconds) + ':' + (milliseconds < 100 ? milliseconds < 10 ? '00' + milliseconds : '0' + milliseconds : milliseconds); timerText.setText(formattedTime); 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) { // Check for intersection between car and road segment if (car.lastWasIntersecting === false && car.intersects(currentClosestSegment)) { console.log("Car intersected with a road segment"); } car.lastWasIntersecting = car.intersects(currentClosestSegment); closestSegment = currentClosestSegment; closestSegment.used = true; score++; LK.setScore(score); scoreText.setText(score.toString()); } if (!carIsOnRoad) { LK.showGameOver(); } else {} var particle = new Particle(); particle.alpha = Math.max(0, Math.min(1, Math.abs(car.nonTravelMomentum) / 5 - 0.5)); if (particle.alpha > 0) { var noiseX = (Math.random() - 0.5) * 10; var noiseY = (Math.random() - 0.5) * 10; particle.x = car.x + noiseX; particle.y = car.y + noiseY; mainContainer.addChildAt(particle, 1); particles.push(particle); } // Create brown smoke particles under the car if (LK.ticks % 3 === 0) { var smoke = new Smoke(); smoke.x = car.x + (Math.random() - 0.5) * 30; smoke.y = car.y + 40; smoke.alpha = 0.6 + Math.random() * 0.4; smoke.scaleX = 0.5 + Math.random() * 0.5; smoke.scaleY = 0.5 + Math.random() * 0.5; // Animate smoke with random movement tween(smoke, { rotation: (Math.random() - 0.5) * Math.PI }, { duration: 1000 + Math.random() * 1000, easing: tween.easeOut }); mainContainer.addChildAt(smoke, 0); smokeParticles.push(smoke); } particles.forEach(function (particle, index) { particle.tick(); if (particle.lifetime <= 0) { particles.splice(index, 1); } }); smokeParticles.forEach(function (smoke, index) { smoke.update(); if (smoke.alpha <= 0 || smoke.lifetime <= 0) { smokeParticles.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].destroy(); roadSegments.splice(i, 1); game.addRoadSegment(); } // Destroy embankments which are off screen if (roadSegments[i].leftEmbankment && roadSegments[i].leftEmbankment.y < -50) { roadSegments[i].leftEmbankment.destroy(); } if (roadSegments[i].rightEmbankment && roadSegments[i].rightEmbankment.y < -50) { roadSegments[i].rightEmbankment.destroy(); } } });
===================================================================
--- original.js
+++ change.js
@@ -254,8 +254,31 @@
anchorX: 0.5,
anchorY: 0.5
});
});
+var Smoke = Container.expand(function () {
+ var self = Container.call(this);
+ var smokeGraphics = self.attachAsset('smoke', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.lifetime = 60;
+ self.velocityY = -2 - Math.random() * 3;
+ self.velocityX = (Math.random() - 0.5) * 2;
+ self.fadeSpeed = 0.02;
+ self.scaleSpeed = 0.02;
+ self.update = function () {
+ self.y += self.velocityY;
+ self.x += self.velocityX;
+ self.alpha -= self.fadeSpeed;
+ self.scaleX += self.scaleSpeed;
+ self.scaleY += self.scaleSpeed;
+ if (self.alpha <= 0 || --self.lifetime <= 0) {
+ self.destroy();
+ }
+ };
+ return self;
+});
var SnowyEmbankment = Container.expand(function () {
var self = Container.call(this);
var embankmentGraphics = self.attachAsset('rods', {
anchorX: 0.5,
@@ -404,8 +427,9 @@
x: 2048 / 2,
y: 2732 / 2
});
var particles = [];
+var smokeParticles = [];
var mainContainer = game.addChild(new Container());
var roadContainer = mainContainer.addChild(new Container());
var roadSegments = [];
var segmentLength = Math.floor(Math.random() * (1000 - 200 + 1)) + 200;
@@ -936,52 +960,38 @@
particle.y = car.y + noiseY;
mainContainer.addChildAt(particle, 1);
particles.push(particle);
}
- // Add brown smoke particles under the car
- if (LK.ticks % 5 === 0) {
- // Create smoke particles every 5 ticks
- var smokeParticle = new Particle();
- // Tint the particle brown
- smokeParticle.tint = 0x8B4513; // Brown color
- smokeParticle.alpha = 0.6;
- smokeParticle.scaleX = 0.3 + Math.random() * 0.4; // Random scale between 0.3-0.7
- smokeParticle.scaleY = 0.3 + Math.random() * 0.4;
- // Position under the car with some random spread
- var smokeNoiseX = (Math.random() - 0.5) * 30;
- var smokeNoiseY = (Math.random() - 0.5) * 15;
- smokeParticle.x = car.x + smokeNoiseX;
- smokeParticle.y = car.y + 50 + smokeNoiseY; // Position below car
- smokeParticle.lifetime = 60 + Math.random() * 40; // Random lifetime 60-100 ticks
- // Animate smoke particle floating upward and fading
- tween(smokeParticle, {
- y: smokeParticle.y - 80 - Math.random() * 40,
- // Float upward
- alpha: 0,
- scaleX: smokeParticle.scaleX * 1.5,
- // Expand as it rises
- scaleY: smokeParticle.scaleY * 1.5
+ // Create brown smoke particles under the car
+ if (LK.ticks % 3 === 0) {
+ var smoke = new Smoke();
+ smoke.x = car.x + (Math.random() - 0.5) * 30;
+ smoke.y = car.y + 40;
+ smoke.alpha = 0.6 + Math.random() * 0.4;
+ smoke.scaleX = 0.5 + Math.random() * 0.5;
+ smoke.scaleY = 0.5 + Math.random() * 0.5;
+ // Animate smoke with random movement
+ tween(smoke, {
+ rotation: (Math.random() - 0.5) * Math.PI
}, {
- duration: 1000 + Math.random() * 500,
- // 1-1.5 seconds
+ duration: 1000 + Math.random() * 1000,
easing: tween.easeOut
});
- // Add slight horizontal drift
- tween(smokeParticle, {
- x: smokeParticle.x + (Math.random() - 0.5) * 60
- }, {
- duration: 1200 + Math.random() * 600,
- easing: tween.linear
- });
- mainContainer.addChildAt(smokeParticle, 0); // Add behind other elements
- particles.push(smokeParticle);
+ mainContainer.addChildAt(smoke, 0);
+ smokeParticles.push(smoke);
}
particles.forEach(function (particle, index) {
particle.tick();
if (particle.lifetime <= 0) {
particles.splice(index, 1);
}
});
+ smokeParticles.forEach(function (smoke, index) {
+ smoke.update();
+ if (smoke.alpha <= 0 || smoke.lifetime <= 0) {
+ smokeParticles.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;