User prompt
Add Weather button next to difficulty button
User prompt
The pause gomb is not working to press. Fix it
User prompt
Increase rain densiti to double
User prompt
Rain asset is too thick ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The rain effect still not cover the entire screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Extend the rain to the entire level, not just the beginning of the level. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add animated realistic rain effect to the game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add animated realistic rain effect to the screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add realistic falling rain effect to the map ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add animated realistic rain effect to the map ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove : from difficulty button
User prompt
ROADS ARE TOO THIN AFTER TURN 15. AVOID THIS BUG
User prompt
TREES CANNOT TOUCH ROADS
User prompt
TREES ARE TOO CLOSE TO ROADS IN HARD MODE!!! AVOID THIS!
User prompt
HARD mode is too easy. Move turns much closer to each other to increase difficulty
User prompt
move the last info text left by 12 units
User prompt
move the last info text left by 7 units
User prompt
change info text color to white
User prompt
Move info text down by 180 units
User prompt
move info text down by 250 units
User prompt
move the last info text left by 500 units
User prompt
If player pressed start game button without difficulty mode selected then pop up an info text between difficulty and start game text THE text is: 'Please choose a difficulty level!'
User prompt
if player pressed without difficulty mode selected, then add info text to the bottom of the screen The text is: 'Please choose a difficulty level!'
User prompt
if player pressed without difficulty mode selected, then add info text to the bottom of the screen
User prompt
Prevent map loading until difficulty mode is selected
/****
* 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 second headlight beam next to the first one
self.headlightBeam2 = self.attachAsset('beamR', {
anchorX: 0.5,
anchorY: 1.0,
width: 1400,
height: 1200,
alpha: 0.3,
tint: 0xFFFF88
});
self.headlightBeam2.x = 838;
self.headlightBeam2.y = -15;
// 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;
// Create second left headlight beam next to the first one
self.leftBeam2 = self.attachAsset('beamL', {
anchorX: 0.5,
anchorY: 1.0,
width: 1400,
height: 1200,
alpha: 0.3,
tint: 0xFFFF88
});
self.leftBeam2.x = -838;
self.leftBeam2.y = -15;
self.leftBeam2.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;
self.headlightBeam2.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 (self.leftBeam2) {
self.leftBeam2.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
});
}
});
// Animate second beam with slight variation
tween(self.headlightBeam2, {
alpha: beamIntensity
}, {
duration: 120 + Math.random() * 180,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Create slight flickering effect
var flickerAlpha = beamIntensity + (Math.random() - 0.5) * 0.1;
tween(self.headlightBeam2, {
alpha: Math.max(0.1, flickerAlpha)
}, {
duration: 60,
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
});
}
});
// Animate second left beam with slight variation
if (self.leftBeam2) {
tween(self.leftBeam2, {
alpha: beamIntensity
}, {
duration: 120 + Math.random() * 180,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Create slight flickering effect
var flickerAlpha = beamIntensity + (Math.random() - 0.5) * 0.1;
tween(self.leftBeam2, {
alpha: Math.max(0.1, flickerAlpha)
}, {
duration: 60,
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
});
// Update second beam width as well
tween(self.headlightBeam2, {
width: beamWidth
}, {
duration: 200,
easing: tween.easeOut
});
if (self.leftBeam) {
tween(self.leftBeam, {
width: beamWidth
}, {
duration: 200,
easing: tween.easeOut
});
}
if (self.leftBeam2) {
tween(self.leftBeam2, {
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;
self.headlightBeam2.scale.x *= -1;
if (self.leftBeam) {
self.leftBeam.scale.x *= -1;
}
if (self.leftBeam2) {
self.leftBeam2.scale.x *= -1;
}
};
});
var DriftAndDodge = Container.expand(function () {
var self = Container.call(this);
});
var Dust = Container.expand(function () {
var self = Container.call(this);
var dustGraphics = self.attachAsset('dust', {
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;
});
// 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 RainDrop = Container.expand(function () {
var self = Container.call(this);
// Create raindrop using particle asset with blue tint
var dropGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.05,
scaleY: 0.8,
tint: 0x87CEEB,
alpha: 0.6
});
// Rain properties - enhanced for full level coverage
self.fallSpeed = 10 + Math.random() * 6;
self.windDrift = (Math.random() - 0.5) * 3;
self.lifetime = 400 + Math.random() * 300; // Longer lifetime for better coverage
self.maxLifetime = self.lifetime;
// Add slight rotation for realism
dropGraphics.rotation = Math.random() * 0.2 - 0.1;
// Animate slight scale variations for realistic effect
tween(dropGraphics, {
scaleY: dropGraphics.scaleY + (Math.random() - 0.5) * 0.2
}, {
duration: 200 + Math.random() * 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(dropGraphics, {
scaleY: dropGraphics.scaleY - (Math.random() - 0.5) * 0.1
}, {
duration: 200 + Math.random() * 300,
easing: tween.easeInOut
});
}
});
self.update = function () {
// Fall down with wind drift
self.y += self.fallSpeed;
self.x += self.windDrift;
// Fade out as lifetime decreases
var fadeRatio = self.lifetime / self.maxLifetime;
self.alpha = Math.max(0, fadeRatio * 0.6);
// Destroy when lifetime expires or off screen
if (--self.lifetime <= 0 || self.y > 2732 + 100) {
self.destroy();
}
};
return self;
});
var Rock = Container.expand(function () {
var self = Container.call(this);
var rockGraphics = self.attachAsset('rock', {
anchorX: 0.5,
anchorY: 0.5
});
});
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 controlled width reduction with minimum thresholds to prevent roads becoming too thin
var widthReduction = currentDifficulty === 'Hard' ? 8 : 5;
var minimumWidth = currentDifficulty === 'Hard' ? 600 : 800;
segmentWidth = Math.max(minimumWidth * 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();
// Adjust tree distance based on difficulty - increase distance in hard mode
var treeDistance = 100;
if (currentDifficulty === 'Hard') {
treeDistance = 800; // Much further from road in hard mode to prevent touching
} else if (currentDifficulty === 'Normal') {
treeDistance = 200; // Moderately further in normal mode
}
leftTree.x = segment.x - segment.width - treeDistance - i * treeSpacing;
leftTree.y = segment.y + i * treeSpacing;
roadContainer.addChild(leftTree);
var rightTree = new Tree2();
rightTree.x = segment.x + segment.width + treeDistance + i * treeSpacing;
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);
};
game.setBackgroundColor(0x000000); // Set background to black
var particles = [];
var dustParticles = [];
var rainDrops = [];
var rainIntensity = 3; // Number of raindrops to spawn per tick
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 wallpaper = menuContainer.attachAsset('MW1', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 300,
y: 2732 / 2 - 400
});
var wallpaper2 = menuContainer.attachAsset('MW2', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 300,
y: 2732 / 2 - 400,
alpha: 0
});
var wallpaper3 = menuContainer.attachAsset('MW3', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 300,
y: 2732 / 2 - 400,
alpha: 0
});
var menuBackground = menuContainer.addChild(new BlurBackground({
width: 2048,
height: 2732,
blur: 25
}));
// Initialize slideshow variables
var currentWallpaper = 0; // 0 for MW1, 1 for MW2, 2 for MW3
var slideshowTimer = 0;
var slideshowInterval = 4000; // 4 seconds between transitions
var transitionDuration = 2000; // 2 seconds for each transition
// Start the slideshow gradient transition
function startSlideshowTransition() {
if (currentWallpaper === 0) {
// Fade from MW1 to MW2
tween(wallpaper, {
alpha: 0
}, {
duration: transitionDuration,
easing: tween.easeInOut
});
tween(wallpaper2, {
alpha: 1
}, {
duration: transitionDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
currentWallpaper = 1;
slideshowTimer = 0;
}
});
} else if (currentWallpaper === 1) {
// Fade from MW2 to MW3
tween(wallpaper2, {
alpha: 0
}, {
duration: transitionDuration,
easing: tween.easeInOut
});
tween(wallpaper3, {
alpha: 1
}, {
duration: transitionDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
currentWallpaper = 2;
slideshowTimer = 0;
}
});
} else {
// Fade from MW3 to MW1
tween(wallpaper3, {
alpha: 0
}, {
duration: transitionDuration,
easing: tween.easeInOut
});
tween(wallpaper, {
alpha: 1
}, {
duration: transitionDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
currentWallpaper = 0;
slideshowTimer = 0;
}
});
}
}
// Effects removed from menu
LK.playMusic('menuMusic', {
loop: true
});
var difficultyButtonContainer = new Container();
difficultyButtonContainer.x = 200;
difficultyButtonContainer.y = 2732 / 2 + 377;
var difficultyButtonAsset = difficultyButtonContainer.attachAsset('startbutton', {
anchorX: 0.5,
anchorY: 0.5
});
var difficultyText = new Text2('Difficulty', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
difficultyText.anchor.set(0.5, 0.5);
difficultyButtonContainer.addChild(difficultyText);
menuContainer.addChild(difficultyButtonContainer);
// Difficulty level buttons removed
// Add underline graphics for selected difficulty
var startButtonContainer = new Container();
startButtonContainer.x = 2048 / 2 - 126 + 333;
startButtonContainer.y = 2732 / 2 + 380;
var startButtonAsset = startButtonContainer.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5,
width: 369,
height: 90
});
var startButton = new Text2('Start Game', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
startButton.anchor.set(0.5, 0.5);
startButtonContainer.addChild(startButton);
function flashStartButton() {
// No flashing animation for start button
}
// Initialize difficulty level text objects with button backgrounds
var easyButtonContainer = new Container();
var easyButtonAsset = easyButtonContainer.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
easyText = new Text2('EASY', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
easyText.anchor.set(0.5, 0.5);
easyButtonContainer.addChild(easyText);
easyButtonContainer.visible = false;
menuContainer.addChild(easyButtonContainer);
var normalButtonContainer = new Container();
var normalButtonAsset = normalButtonContainer.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
normalText = new Text2('NORMAL', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
normalText.anchor.set(0.5, 0.5);
normalButtonContainer.addChild(normalText);
normalButtonContainer.visible = false;
menuContainer.addChild(normalButtonContainer);
var hardButtonContainer = new Container();
var hardButtonAsset = hardButtonContainer.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
hardText = new Text2('HARD', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
hardText.anchor.set(0.5, 0.5);
hardButtonContainer.addChild(hardText);
hardButtonContainer.visible = false;
menuContainer.addChild(hardButtonContainer);
// Start the flashing animation
menuContainer.addChild(startButtonContainer);
difficultyButtonContainer.down = function (x, y, obj) {
// Add pulse feedback animation to difficulty button
tween(difficultyButtonContainer, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(difficultyButtonContainer, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
// Change difficulty level after pulse feedback
difficultyIndex = (difficultyIndex + 1) % difficultyLevels.length;
currentDifficulty = difficultyLevels[difficultyIndex];
difficultyText.setText('Difficulty');
// Position and show the difficulty level button containers
easyButtonContainer.x = difficultyButtonContainer.x;
easyButtonContainer.y = difficultyButtonContainer.y - easyButtonContainer.height - 10; // Above normal text
normalButtonContainer.x = difficultyButtonContainer.x;
normalButtonContainer.y = difficultyButtonContainer.y - normalButtonContainer.height - 10 - easyButtonContainer.height; // Above hard text
hardButtonContainer.x = difficultyButtonContainer.x;
hardButtonContainer.y = difficultyButtonContainer.y - hardButtonContainer.height - 10 - easyButtonContainer.height - normalButtonContainer.height; // Above difficulty button
hardButtonContainer.visible = true;
normalButtonContainer.visible = true;
easyButtonContainer.visible = true;
}
});
}
});
};
startButtonContainer.down = function (x, y, obj) {
// Check if difficulty has been selected before allowing start
if (!difficultySelected) {
// Show info text
if (!infoText) {
infoText = new Text2('Please choose a difficulty level!', {
size: 40,
fill: 0xFFFFFF,
align: 'center'
});
infoText.anchor.set(0.5, 0.5);
infoText.x = startButtonContainer.x - 512;
infoText.y = startButtonContainer.y - 80 + 180;
menuContainer.addChild(infoText);
}
infoText.visible = true;
// Hide info text after 3 seconds
LK.setTimeout(function () {
if (infoText) {
infoText.visible = false;
}
}, 3000);
// Pulse animation to indicate difficulty must be selected first
tween(startButtonContainer, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(startButtonContainer, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeOut
});
}
});
return; // Exit early if no difficulty is selected
}
// Add pulse feedback animation before loading track
tween(startButtonContainer, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(startButtonContainer, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
// Load track after pulse feedback completes
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;
// Hide difficulty level button containers when menu is hidden
easyButtonContainer.visible = false;
normalButtonContainer.visible = false;
hardButtonContainer.visible = false;
// Add difficulty selector function to easy, normal, hard text
easyButtonContainer.down = function (x, y, obj) {
// Tint the button orange when touched
tween(easyButtonAsset, {
tint: 0xff8c00
}, {
duration: 150,
easing: tween.easeOut
});
// Add pulse feedback animation to selected mode button
tween(easyButtonContainer, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(easyButtonContainer, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
difficultyIndex = 0;
currentDifficulty = difficultyLevels[difficultyIndex];
difficultyText.setText('Difficulty');
// Hide difficulty level button containers
easyButtonContainer.visible = false;
normalButtonContainer.visible = false;
hardButtonContainer.visible = false;
difficultySelected = true; // Set flag to true when difficulty is selected
startButtonContainer.removeChild(startButtonAsset); // Remove old button asset
startButtonAsset = startButtonContainer.attachAsset('startbutton', {
// Add new startbutton asset
anchorX: 0.5,
anchorY: 0.5,
width: 369,
height: 100
});
startButtonContainer.addChildAt(startButtonAsset, 0); // Add it behind the text
}
});
}
});
};
normalButtonContainer.down = function (x, y, obj) {
// Tint the button orange when touched
tween(normalButtonAsset, {
tint: 0xff8c00
}, {
duration: 150,
easing: tween.easeOut
});
// Add pulse feedback animation to selected mode button
tween(normalButtonContainer, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(normalButtonContainer, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
difficultyIndex = 1;
currentDifficulty = difficultyLevels[difficultyIndex];
difficultyText.setText('Difficulty');
// Hide difficulty level button containers
easyButtonContainer.visible = false;
normalButtonContainer.visible = false;
hardButtonContainer.visible = false;
difficultySelected = true; // Set flag to true when difficulty is selected
startButtonContainer.removeChild(startButtonAsset); // Remove old button asset
startButtonAsset = startButtonContainer.attachAsset('startbutton', {
// Add new startbutton asset
anchorX: 0.5,
anchorY: 0.5,
width: 369,
height: 100
});
startButtonContainer.addChildAt(startButtonAsset, 0); // Add it behind the text
}
});
}
});
};
hardButtonContainer.down = function (x, y, obj) {
// Tint the button orange when touched
tween(hardButtonAsset, {
tint: 0xff8c00
}, {
duration: 150,
easing: tween.easeOut
});
// Add pulse feedback animation to selected mode button
tween(hardButtonContainer, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(hardButtonContainer, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
difficultyIndex = 2;
currentDifficulty = difficultyLevels[difficultyIndex];
difficultyText.setText('Difficulty');
// Hide difficulty level button containers
easyButtonContainer.visible = false;
normalButtonContainer.visible = false;
hardButtonContainer.visible = false;
difficultySelected = true; // Set flag to true when difficulty is selected
startButtonContainer.removeChild(startButtonAsset); // Remove old button asset
startButtonAsset = startButtonContainer.attachAsset('startbutton', {
// Add new startbutton asset
anchorX: 0.5,
anchorY: 0.5,
width: 369,
height: 100
});
startButtonContainer.addChildAt(startButtonAsset, 0); // Add it behind the text
}
});
}
});
};
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 easyText;
var normalText;
var hardText;
var difficultySelected = false; // Flag to indicate if a difficulty has been selected
var infoText = null; // Info text for difficulty selection prompt
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.down = function (x, y, obj) {
if (isMenuShowing) {
return;
}
car.changeDirection();
};
LK.on('tick', function () {
if (isMenuShowing) {
// Update slideshow timer when menu is showing
slideshowTimer += 16.67; // Approximate milliseconds per tick at 60fps
if (slideshowTimer >= slideshowInterval) {
startSlideshowTransition();
}
return;
}
car._move_migrated();
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');
// Maintain consistent rain intensity throughout the level with gradual increase
rainIntensity = Math.min(16, 6 + Math.floor(score / 10)); // Double the intensity - more gradual increase, higher max intensity
// 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 dust particles under the car
if (LK.ticks % 3 === 0) {
var dust = new Dust();
dust.x = car.x + (Math.random() - 0.5) * 30;
dust.y = car.y + 40;
dust.alpha = 0.6 + Math.random() * 0.4;
dust.scaleX = 0.5 + Math.random() * 0.5;
dust.scaleY = 0.5 + Math.random() * 0.5;
// Animate dust with random movement
tween(dust, {
rotation: (Math.random() - 0.5) * Math.PI
}, {
duration: 1000 + Math.random() * 1000,
easing: tween.easeOut
});
mainContainer.addChildAt(dust, 1);
dustParticles.push(dust);
}
// Create additional side dust particles next to the car
if (LK.ticks % 2 === 0) {
// Left side dust - primary
var leftDust = new Dust();
leftDust.x = car.x - 60 + (Math.random() - 0.5) * 40;
leftDust.y = car.y + 20 + Math.random() * 30;
leftDust.alpha = 0.4 + Math.random() * 0.3;
leftDust.scaleX = 0.3 + Math.random() * 0.4;
leftDust.scaleY = 0.3 + Math.random() * 0.4;
leftDust.velocityX = -1 - Math.random() * 2;
// Animate left dust with drift movement
tween(leftDust, {
rotation: (Math.random() - 0.5) * Math.PI * 1.5,
scaleX: leftDust.scaleX + 0.3,
scaleY: leftDust.scaleY + 0.3
}, {
duration: 800 + Math.random() * 800,
easing: tween.easeOut
});
mainContainer.addChildAt(leftDust, 1);
dustParticles.push(leftDust);
// Right side dust - primary
var rightDust = new Dust();
rightDust.x = car.x + 60 + (Math.random() - 0.5) * 40;
rightDust.y = car.y + 20 + Math.random() * 30;
rightDust.alpha = 0.4 + Math.random() * 0.3;
rightDust.scaleX = 0.3 + Math.random() * 0.4;
rightDust.scaleY = 0.3 + Math.random() * 0.4;
rightDust.velocityX = 1 + Math.random() * 2;
// Animate right dust with drift movement
tween(rightDust, {
rotation: (Math.random() - 0.5) * Math.PI * 1.5,
scaleX: rightDust.scaleX + 0.3,
scaleY: rightDust.scaleY + 0.3
}, {
duration: 800 + Math.random() * 800,
easing: tween.easeOut
});
mainContainer.addChildAt(rightDust, 1);
dustParticles.push(rightDust);
}
// Create additional dense dust clouds on both sides
if (LK.ticks % 3 === 0) {
// Left side dense dust
var leftDenseDust = new Dust();
leftDenseDust.x = car.x - 80 + (Math.random() - 0.5) * 60;
leftDenseDust.y = car.y + 10 + Math.random() * 40;
leftDenseDust.alpha = 0.5 + Math.random() * 0.4;
leftDenseDust.scaleX = 0.6 + Math.random() * 0.6;
leftDenseDust.scaleY = 0.6 + Math.random() * 0.6;
leftDenseDust.velocityX = -2 - Math.random() * 3;
leftDenseDust.velocityY = -1 - Math.random() * 2;
// Animate left dense dust with swirl movement
tween(leftDenseDust, {
rotation: Math.PI + Math.random() * Math.PI,
scaleX: leftDenseDust.scaleX + 0.5,
scaleY: leftDenseDust.scaleY + 0.5,
alpha: 0.1
}, {
duration: 1200 + Math.random() * 1000,
easing: tween.easeOut
});
mainContainer.addChildAt(leftDenseDust, 1);
dustParticles.push(leftDenseDust);
// Right side dense dust
var rightDenseDust = new Dust();
rightDenseDust.x = car.x + 80 + (Math.random() - 0.5) * 60;
rightDenseDust.y = car.y + 10 + Math.random() * 40;
rightDenseDust.alpha = 0.5 + Math.random() * 0.4;
rightDenseDust.scaleX = 0.6 + Math.random() * 0.6;
rightDenseDust.scaleY = 0.6 + Math.random() * 0.6;
rightDenseDust.velocityX = 2 + Math.random() * 3;
rightDenseDust.velocityY = -1 - Math.random() * 2;
// Animate right dense dust with swirl movement
tween(rightDenseDust, {
rotation: -Math.PI - Math.random() * Math.PI,
scaleX: rightDenseDust.scaleX + 0.5,
scaleY: rightDenseDust.scaleY + 0.5,
alpha: 0.1
}, {
duration: 1200 + Math.random() * 1000,
easing: tween.easeOut
});
mainContainer.addChildAt(rightDenseDust, 1);
dustParticles.push(rightDenseDust);
}
// Create smaller wispy dust particles on both sides
if (LK.ticks % 5 === 0) {
// Left side wispy dust
var leftWispyDust = new Dust();
leftWispyDust.x = car.x - 40 + (Math.random() - 0.5) * 20;
leftWispyDust.y = car.y + 30 + Math.random() * 20;
leftWispyDust.alpha = 0.3 + Math.random() * 0.2;
leftWispyDust.scaleX = 0.2 + Math.random() * 0.3;
leftWispyDust.scaleY = 0.2 + Math.random() * 0.3;
leftWispyDust.velocityX = -0.5 - Math.random();
leftWispyDust.velocityY = -2 - Math.random() * 2;
// Animate left wispy dust with gentle float
tween(leftWispyDust, {
rotation: (Math.random() - 0.5) * Math.PI,
scaleX: leftWispyDust.scaleX + 0.2,
scaleY: leftWispyDust.scaleY + 0.2
}, {
duration: 600 + Math.random() * 600,
easing: tween.easeOut
});
mainContainer.addChildAt(leftWispyDust, 1);
dustParticles.push(leftWispyDust);
// Right side wispy dust
var rightWispyDust = new Dust();
rightWispyDust.x = car.x + 40 + (Math.random() - 0.5) * 20;
rightWispyDust.y = car.y + 30 + Math.random() * 20;
rightWispyDust.alpha = 0.3 + Math.random() * 0.2;
rightWispyDust.scaleX = 0.2 + Math.random() * 0.3;
rightWispyDust.scaleY = 0.2 + Math.random() * 0.3;
rightWispyDust.velocityX = 0.5 + Math.random();
rightWispyDust.velocityY = -2 - Math.random() * 2;
// Animate right wispy dust with gentle float
tween(rightWispyDust, {
rotation: (Math.random() - 0.5) * Math.PI,
scaleX: rightWispyDust.scaleX + 0.2,
scaleY: rightWispyDust.scaleY + 0.2
}, {
duration: 600 + Math.random() * 600,
easing: tween.easeOut
});
mainContainer.addChildAt(rightWispyDust, 1);
dustParticles.push(rightWispyDust);
}
particles.forEach(function (particle, index) {
particle.tick();
if (particle.lifetime <= 0) {
particles.splice(index, 1);
}
});
dustParticles.forEach(function (dust, index) {
dust.update();
if (dust.alpha <= 0 || dust.lifetime <= 0) {
dustParticles.splice(index, 1);
}
});
// Create rain drops continuously throughout the entire level
var rainSpawnRate = Math.max(1, Math.floor(8 / rainIntensity)); // Adjust spawn rate based on intensity
if (LK.ticks % rainSpawnRate === 0) {
for (var r = 0; r < rainIntensity; r++) {
var rainDrop = new RainDrop();
// Calculate current camera offset to ensure rain covers visible area
var cameraOffsetX = -mainContainer.x;
var cameraOffsetY = -mainContainer.y;
// Spawn rain across much wider area accounting for camera movement
var spawnWidth = 4096; // Double the screen width for full coverage
var spawnMargin = 1024; // Large margin for camera movement
rainDrop.x = cameraOffsetX - spawnMargin + Math.random() * (spawnWidth + 2 * spawnMargin);
rainDrop.y = cameraOffsetY - 400 - Math.random() * 600;
// Add slight opacity variation for realism
rainDrop.alpha = 0.4 + Math.random() * 0.4;
// Animate the raindrop falling with realistic wind effect
tween(rainDrop, {
rotation: rainDrop.rotation + (Math.random() - 0.5) * 0.4
}, {
duration: 800 + Math.random() * 1500,
easing: tween.linear
});
mainContainer.addChild(rainDrop);
rainDrops.push(rainDrop);
}
}
// Update and clean up rain drops
rainDrops.forEach(function (drop, index) {
drop.update();
if (drop.lifetime <= 0 || drop.alpha <= 0) {
rainDrops.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
@@ -1072,14 +1072,14 @@
});
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) {
+game.down = function (x, y, obj) {
if (isMenuShowing) {
return;
}
car.changeDirection();
-});
+};
LK.on('tick', function () {
if (isMenuShowing) {
// Update slideshow timer when menu is showing
slideshowTimer += 16.67; // Approximate milliseconds per tick at 60fps
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.