User prompt
Add anmated roadtrack line under the car, but above the roads. line only disappear if reach the edge of the screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ensure the roadtrack line is upeer then roads in display
User prompt
Add a roadtrack line behind the car
User prompt
Add a roadtrack line on the area what the car is taken
User prompt
Add a par of roadtrack line on the area what the car is taken
User prompt
also add second beam next to the previous one if the car turned left
User prompt
Move the second headlight beam up by 15 units
User prompt
Move the second headlight beam left by 15 units
User prompt
move the second beam down by 50 units
User prompt
rename smoke to dust
User prompt
add a second beam next to the previous one
User prompt
Add menuwallpaper asset to the asset list
User prompt
Move all trees a little bit closer to roads
User prompt
Avoid road segment cover the other road segment
User prompt
Add overlap prevention logic to road segments positioning
User prompt
Avoid roads overlaping each other
User prompt
Add more smoke effect next to the car both sides ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add more smoke effect next to the car ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Take much more place between trees
User prompt
Change speedometer color to gold
User prompt
Ensure smoke effect upper then road in display
User prompt
Add brown animated smoke under the car ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add brown animated particles smoke under the car ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add brown animated particles smoke behind the car ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add s2 asset next to difficulty text on the left side
/****
* 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 = 300; // Increase 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 - 100 - i * treeSpacing; // Move trees closer to road by reducing distance
leftTree.y = segment.y + i * treeSpacing;
roadContainer.addChild(leftTree);
var rightTree = new Tree2();
rightTree.x = segment.x + segment.width + 100 + i * treeSpacing; // Move trees closer to road by reducing distance
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: 0xFFD700,
// Gold 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, 1);
smokeParticles.push(smoke);
}
// Create additional side smoke particles next to the car
if (LK.ticks % 2 === 0) {
// Left side smoke - primary
var leftSmoke = new Smoke();
leftSmoke.x = car.x - 60 + (Math.random() - 0.5) * 40;
leftSmoke.y = car.y + 20 + Math.random() * 30;
leftSmoke.alpha = 0.4 + Math.random() * 0.3;
leftSmoke.scaleX = 0.3 + Math.random() * 0.4;
leftSmoke.scaleY = 0.3 + Math.random() * 0.4;
leftSmoke.velocityX = -1 - Math.random() * 2;
// Animate left smoke with drift movement
tween(leftSmoke, {
rotation: (Math.random() - 0.5) * Math.PI * 1.5,
scaleX: leftSmoke.scaleX + 0.3,
scaleY: leftSmoke.scaleY + 0.3
}, {
duration: 800 + Math.random() * 800,
easing: tween.easeOut
});
mainContainer.addChildAt(leftSmoke, 1);
smokeParticles.push(leftSmoke);
// Right side smoke - primary
var rightSmoke = new Smoke();
rightSmoke.x = car.x + 60 + (Math.random() - 0.5) * 40;
rightSmoke.y = car.y + 20 + Math.random() * 30;
rightSmoke.alpha = 0.4 + Math.random() * 0.3;
rightSmoke.scaleX = 0.3 + Math.random() * 0.4;
rightSmoke.scaleY = 0.3 + Math.random() * 0.4;
rightSmoke.velocityX = 1 + Math.random() * 2;
// Animate right smoke with drift movement
tween(rightSmoke, {
rotation: (Math.random() - 0.5) * Math.PI * 1.5,
scaleX: rightSmoke.scaleX + 0.3,
scaleY: rightSmoke.scaleY + 0.3
}, {
duration: 800 + Math.random() * 800,
easing: tween.easeOut
});
mainContainer.addChildAt(rightSmoke, 1);
smokeParticles.push(rightSmoke);
}
// Create additional dense smoke clouds on both sides
if (LK.ticks % 3 === 0) {
// Left side dense smoke
var leftDenseSmoke = new Smoke();
leftDenseSmoke.x = car.x - 80 + (Math.random() - 0.5) * 60;
leftDenseSmoke.y = car.y + 10 + Math.random() * 40;
leftDenseSmoke.alpha = 0.5 + Math.random() * 0.4;
leftDenseSmoke.scaleX = 0.6 + Math.random() * 0.6;
leftDenseSmoke.scaleY = 0.6 + Math.random() * 0.6;
leftDenseSmoke.velocityX = -2 - Math.random() * 3;
leftDenseSmoke.velocityY = -1 - Math.random() * 2;
// Animate left dense smoke with swirl movement
tween(leftDenseSmoke, {
rotation: Math.PI + Math.random() * Math.PI,
scaleX: leftDenseSmoke.scaleX + 0.5,
scaleY: leftDenseSmoke.scaleY + 0.5,
alpha: 0.1
}, {
duration: 1200 + Math.random() * 1000,
easing: tween.easeOut
});
mainContainer.addChildAt(leftDenseSmoke, 1);
smokeParticles.push(leftDenseSmoke);
// Right side dense smoke
var rightDenseSmoke = new Smoke();
rightDenseSmoke.x = car.x + 80 + (Math.random() - 0.5) * 60;
rightDenseSmoke.y = car.y + 10 + Math.random() * 40;
rightDenseSmoke.alpha = 0.5 + Math.random() * 0.4;
rightDenseSmoke.scaleX = 0.6 + Math.random() * 0.6;
rightDenseSmoke.scaleY = 0.6 + Math.random() * 0.6;
rightDenseSmoke.velocityX = 2 + Math.random() * 3;
rightDenseSmoke.velocityY = -1 - Math.random() * 2;
// Animate right dense smoke with swirl movement
tween(rightDenseSmoke, {
rotation: -Math.PI - Math.random() * Math.PI,
scaleX: rightDenseSmoke.scaleX + 0.5,
scaleY: rightDenseSmoke.scaleY + 0.5,
alpha: 0.1
}, {
duration: 1200 + Math.random() * 1000,
easing: tween.easeOut
});
mainContainer.addChildAt(rightDenseSmoke, 1);
smokeParticles.push(rightDenseSmoke);
}
// Create smaller wispy smoke particles on both sides
if (LK.ticks % 5 === 0) {
// Left side wispy smoke
var leftWispySmoke = new Smoke();
leftWispySmoke.x = car.x - 40 + (Math.random() - 0.5) * 20;
leftWispySmoke.y = car.y + 30 + Math.random() * 20;
leftWispySmoke.alpha = 0.3 + Math.random() * 0.2;
leftWispySmoke.scaleX = 0.2 + Math.random() * 0.3;
leftWispySmoke.scaleY = 0.2 + Math.random() * 0.3;
leftWispySmoke.velocityX = -0.5 - Math.random();
leftWispySmoke.velocityY = -2 - Math.random() * 2;
// Animate left wispy smoke with gentle float
tween(leftWispySmoke, {
rotation: (Math.random() - 0.5) * Math.PI,
scaleX: leftWispySmoke.scaleX + 0.2,
scaleY: leftWispySmoke.scaleY + 0.2
}, {
duration: 600 + Math.random() * 600,
easing: tween.easeOut
});
mainContainer.addChildAt(leftWispySmoke, 1);
smokeParticles.push(leftWispySmoke);
// Right side wispy smoke
var rightWispySmoke = new Smoke();
rightWispySmoke.x = car.x + 40 + (Math.random() - 0.5) * 20;
rightWispySmoke.y = car.y + 30 + Math.random() * 20;
rightWispySmoke.alpha = 0.3 + Math.random() * 0.2;
rightWispySmoke.scaleX = 0.2 + Math.random() * 0.3;
rightWispySmoke.scaleY = 0.2 + Math.random() * 0.3;
rightWispySmoke.velocityX = 0.5 + Math.random();
rightWispySmoke.velocityY = -2 - Math.random() * 2;
// Animate right wispy smoke with gentle float
tween(rightWispySmoke, {
rotation: (Math.random() - 0.5) * Math.PI,
scaleX: rightWispySmoke.scaleX + 0.2,
scaleY: rightWispySmoke.scaleY + 0.2
}, {
duration: 600 + Math.random() * 600,
easing: tween.easeOut
});
mainContainer.addChildAt(rightWispySmoke, 1);
smokeParticles.push(rightWispySmoke);
}
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
Rock at night, drone view
Dirt road at night, topview
Photorealistic dusty rock in desert at night, bird view
photorealistic very dark smoot dirt ground in the night, top view but From a distance
TRANSPARENT RECTANGLE WITH SINGLE LINE ORANGE FRAME, FRONT VIEW
Transparent brawn turning left arrow in a brawn circle, front view
Photorealistic speedometer's orange hourhand, only just the hourhand with black bath. The hourhand shape is a line. front view
Photorealistic Subaru Impreza WRC in nightlight, drone topview from back and 45 degrees angle in top right corner
Photorealistic 1990'S Subaru Impreza WRC Rallycar in nightlight, drone topview from back and 45 degrees angle in top right corner
Photorealistic Lancia Delta Rallycar in nightlight, drone topview from back and 45 degrees angle in top right corner
Photorealistic Mitsubishi Lancer Evolution Rallycar in nightlight, drone topview from back and 45 degrees angle in top right corner
Photorealistic Ford Focus RS WRC 2008 Rallycar in nightlight, drone topview from back and 45 degrees angle in top right corner
Photorealistic Seat Cordoba Rallycar in nightlight, drone topview from back and 45 degrees angle in top right corner
Photorealistic Suzuki Rallycar in nightlight, drone topview from back and 45 degrees angle in top right corner. Replace SUZUKI text to SUZIKA
Photorealistic Lancia Stratos Rallycar in nightlight, drone topview from back and 45 degrees angle in top right corner. Replace Lancia to Lacika and Alitalia to All Italia
Photorealistic RENAULT Rallycar in nightlight, drone topview from back and 45 degrees angle in top right corner.
Photorealistic red MINI COOPER Rallycar with something like British flag livery in nightlight, drone topview from back and 45 degrees angle in top right corner. Replace MINI to IMI and Cooper too Qoper.