User prompt
Why are You no showing well the beams in correct place as like in other weather modes? I mean the bigger distance in front of the car. Repair it
User prompt
Fit them
User prompt
You are no showing well the beams in correct place in the fog mode
User prompt
Repair it from storm info
User prompt
Add info text next to the pause button if STORM MODE selected: 'Attention! The lightning of the storm will bring up a white flashing effect! If you are sensitive to it, please avoid using this mode! Not just pop up this info text but no hide it while start button or other weather mode pressed
User prompt
NO HIDE STORM INFO TEXT AND NO FLASHING!!!
User prompt
Do not hide storm info text while start game button not pressed or other weather mode selected
User prompt
Storm info text should be looking as the first info text in below
User prompt
Remove flashing animation from storm info text
User prompt
Increase storm info text size to double
User prompt
Storm info text should be looking as the first info text in below
User prompt
Add info text next to the pause button if STORM MODE selected: 'Attention! The lightning of the storm will bring up a white flashing effect! If you are sensitive to it, please avoid using this mode!
User prompt
Add info text to the top of the map if STORM MODE selected: 'Attention! The lightning of the storm will bring up a white flashing effect! If you are sensitive to it, please avoid using this mode! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add fog effect to the map in fog mode ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add FOG Mode to the weather selector ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Reduce the first to 2-7, Subsequent strikes to 4-10
User prompt
Lightning effect should be fullscreen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add animated Stormy lightning effect to storm mode ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
You reduced too much raindrops
User prompt
Repair raindrops occured lags
User prompt
Destroy raindrops when they reach bottom of the screen
User prompt
Reset raindrops when they reach bottom of the screen
User prompt
Increase rain density to 2x in storm mode
User prompt
Avoid lags
User prompt
Optimise the game running to smoot without lags.
/**** * 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; }); var FogOverlay = Container.expand(function () { var self = Container.call(this); var fogGraphics = self.attachAsset('fogOverlay', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); // Position fog at screen center for fullscreen effect fogGraphics.x = 0; fogGraphics.y = 0; self.isActive = false; self.startFog = function () { self.isActive = true; // Fade in fog effect tween(fogGraphics, { alpha: 0.4 }, { duration: 2000, easing: tween.easeInOut }); // Start continuous fog animation self.animateFog(); }; self.stopFog = function () { self.isActive = false; // Fade out fog effect tween(fogGraphics, { alpha: 0 }, { duration: 2000, easing: tween.easeInOut }); }; self.animateFog = function () { if (!self.isActive) return; // Create subtle fog movement tween(fogGraphics, { alpha: 0.3 + Math.random() * 0.2 }, { duration: 3000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (self.isActive) { self.animateFog(); } } }); }; 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 Lightning = Container.expand(function () { var self = Container.call(this); var lightningGraphics = self.attachAsset('lightning', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); // Position lightning at screen center for fullscreen effect lightningGraphics.x = 0; lightningGraphics.y = 0; self.flashDuration = 150 + Math.random() * 200; self.flickerCount = 2 + Math.floor(Math.random() * 3); self.currentFlicker = 0; self.isActive = false; self.startLightning = function () { self.isActive = true; self.currentFlicker = 0; self.doFlash(); }; self.doFlash = function () { if (self.currentFlicker >= self.flickerCount) { self.endLightning(); return; } // Flash to full brightness tween(lightningGraphics, { alpha: 0.15 + Math.random() * 0.1 }, { duration: 50 + Math.random() * 100, easing: tween.easeOut, onFinish: function onFinish() { // Quick fade out tween(lightningGraphics, { alpha: 0 }, { duration: 30 + Math.random() * 70, easing: tween.easeIn, onFinish: function onFinish() { self.currentFlicker++; if (self.currentFlicker < self.flickerCount) { // Brief pause before next flicker LK.setTimeout(function () { if (self.isActive) { self.doFlash(); } }, 100 + Math.random() * 200); } else { self.endLightning(); } } }); } }); }; self.endLightning = function () { self.isActive = false; lightningGraphics.alpha = 0; }; 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; // Removed tween animations for better performance 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 when reaching bottom of 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 lightningContainer = null; var lightningTimer = 0; var nextLightningTime = 0; var fogOverlay = null; 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); var weatherButtonContainer = new Container(); weatherButtonContainer.x = 600; weatherButtonContainer.y = 2732 / 2 + 377; var weatherButtonAsset = weatherButtonContainer.attachAsset('startbutton', { anchorX: 0.5, anchorY: 0.5 }); var weatherText = new Text2('Weather', { size: 60, fill: 0xFFFFFF, align: 'center' }); weatherText.anchor.set(0.5, 0.5); weatherButtonContainer.addChild(weatherText); menuContainer.addChild(weatherButtonContainer); // 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); // Initialize weather level text objects with button backgrounds var clearButtonContainer = new Container(); var clearButtonAsset = clearButtonContainer.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); clearText = new Text2('CLEAR', { size: 60, fill: 0xFFFFFF, align: 'center' }); clearText.anchor.set(0.5, 0.5); clearButtonContainer.addChild(clearText); clearButtonContainer.visible = false; menuContainer.addChild(clearButtonContainer); var rainButtonContainer = new Container(); var rainButtonAsset = rainButtonContainer.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); rainText = new Text2('RAIN', { size: 60, fill: 0xFFFFFF, align: 'center' }); rainText.anchor.set(0.5, 0.5); rainButtonContainer.addChild(rainText); rainButtonContainer.visible = false; menuContainer.addChild(rainButtonContainer); var stormButtonContainer = new Container(); var stormButtonAsset = stormButtonContainer.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); stormText = new Text2('STORM', { size: 60, fill: 0xFFFFFF, align: 'center' }); stormText.anchor.set(0.5, 0.5); stormButtonContainer.addChild(stormText); stormButtonContainer.visible = false; menuContainer.addChild(stormButtonContainer); var fogButtonContainer = new Container(); var fogButtonAsset = fogButtonContainer.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); fogText = new Text2('FOG', { size: 60, fill: 0xFFFFFF, align: 'center' }); fogText.anchor.set(0.5, 0.5); fogButtonContainer.addChild(fogText); fogButtonContainer.visible = false; menuContainer.addChild(fogButtonContainer); // 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; // Initialize lightning system lightningContainer = game.addChild(new Lightning()); // Position lightning at screen center for fullscreen effect lightningContainer.x = 2048 / 2; lightningContainer.y = 2732 / 2; lightningTimer = 0; nextLightningTime = 2000 + Math.random() * 5000; // First lightning in 2-7 seconds // Initialize fog overlay system fogOverlay = game.addChild(new FogOverlay()); // Position fog overlay at screen center for fullscreen effect fogOverlay.x = 2048 / 2; fogOverlay.y = 2732 / 2; // 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; // Hide weather option button containers when menu is hidden clearButtonContainer.visible = false; rainButtonContainer.visible = false; stormButtonContainer.visible = false; fogButtonContainer.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 } }); } }); }; weatherButtonContainer.down = function (x, y, obj) { // Add pulse feedback animation to weather button tween(weatherButtonContainer, { scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(weatherButtonContainer, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Show weather option buttons after pulse feedback weatherText.setText('Weather'); // Position and show the weather option button containers clearButtonContainer.x = weatherButtonContainer.x; clearButtonContainer.y = weatherButtonContainer.y - clearButtonContainer.height - 10; // Above rain text rainButtonContainer.x = weatherButtonContainer.x; rainButtonContainer.y = weatherButtonContainer.y - rainButtonContainer.height - 10 - clearButtonContainer.height; // Above storm text stormButtonContainer.x = weatherButtonContainer.x; stormButtonContainer.y = weatherButtonContainer.y - stormButtonContainer.height - 10 - clearButtonContainer.height - rainButtonContainer.height; // Above fog text fogButtonContainer.x = weatherButtonContainer.x; fogButtonContainer.y = weatherButtonContainer.y - fogButtonContainer.height - 10 - clearButtonContainer.height - rainButtonContainer.height - stormButtonContainer.height; // Above weather button fogButtonContainer.visible = true; stormButtonContainer.visible = true; rainButtonContainer.visible = true; clearButtonContainer.visible = true; } }); } }); }; 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 currentWeather = 'Clear'; // Track current weather var weatherTypes = ['Clear', 'Rain', 'Storm', 'Fog']; // Available weather types var weatherIndex = 0; // Current weather index var weatherSelected = false; // Flag to indicate if a weather has been selected // Add weather selector function to clear, rain, storm text clearButtonContainer.down = function (x, y, obj) { // Tint the button orange when touched tween(clearButtonAsset, { tint: 0xff8c00 }, { duration: 150, easing: tween.easeOut }); // Add pulse feedback animation to selected mode button tween(clearButtonContainer, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(clearButtonContainer, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { weatherIndex = 0; currentWeather = weatherTypes[weatherIndex]; weatherText.setText('Weather'); // Hide weather option button containers clearButtonContainer.visible = false; rainButtonContainer.visible = false; stormButtonContainer.visible = false; fogButtonContainer.visible = false; weatherSelected = true; // Set flag to true when weather is selected // Hide storm warning for clear weather hideStormWarning(); } }); } }); }; rainButtonContainer.down = function (x, y, obj) { // Tint the button orange when touched tween(rainButtonAsset, { tint: 0xff8c00 }, { duration: 150, easing: tween.easeOut }); // Add pulse feedback animation to selected mode button tween(rainButtonContainer, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(rainButtonContainer, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { weatherIndex = 1; currentWeather = weatherTypes[weatherIndex]; weatherText.setText('Weather'); // Hide weather option button containers clearButtonContainer.visible = false; rainButtonContainer.visible = false; stormButtonContainer.visible = false; fogButtonContainer.visible = false; weatherSelected = true; // Set flag to true when weather is selected // Hide storm warning for rain weather hideStormWarning(); } }); } }); }; stormButtonContainer.down = function (x, y, obj) { // Tint the button orange when touched tween(stormButtonAsset, { tint: 0xff8c00 }, { duration: 150, easing: tween.easeOut }); // Add pulse feedback animation to selected mode button tween(stormButtonContainer, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(stormButtonContainer, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { weatherIndex = 2; currentWeather = weatherTypes[weatherIndex]; weatherText.setText('Weather'); // Hide weather option button containers clearButtonContainer.visible = false; rainButtonContainer.visible = false; stormButtonContainer.visible = false; fogButtonContainer.visible = false; weatherSelected = true; // Set flag to true when weather is selected // Show storm warning when storm mode is selected createStormWarning(); } }); } }); }; fogButtonContainer.down = function (x, y, obj) { // Tint the button orange when touched tween(fogButtonAsset, { tint: 0xff8c00 }, { duration: 150, easing: tween.easeOut }); // Add pulse feedback animation to selected mode button tween(fogButtonContainer, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(fogButtonContainer, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { weatherIndex = 3; currentWeather = weatherTypes[weatherIndex]; weatherText.setText('Weather'); // Hide weather option button containers clearButtonContainer.visible = false; rainButtonContainer.visible = false; stormButtonContainer.visible = false; fogButtonContainer.visible = false; weatherSelected = true; // Set flag to true when weather is selected // Hide storm warning for fog weather hideStormWarning(); } }); } }); }; 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); // Add storm warning info text next to pause button var stormInfoBackground = null; var stormInfoText = null; function createStormWarning() { if (!stormInfoBackground) { // Create semi-transparent background for the warning text stormInfoBackground = LK.gui.topLeft.attachAsset('stormInfoBackground', { anchorX: 0, anchorY: 0, x: 120, y: 20, alpha: 0.8 }); stormInfoText = new Text2('Attention! The lightning of the storm will bring up a white flashing effect! If you are sensitive to it, please avoid using this mode!', { size: 28, fill: 0xFFFFFF, weight: '400', align: 'left', wordWrap: true, wordWrapWidth: 1700 }); stormInfoText.anchor.set(0, 0); stormInfoText.x = stormInfoBackground.x + 50; stormInfoText.y = stormInfoBackground.y + 50; LK.gui.topLeft.addChild(stormInfoText); } stormInfoBackground.visible = true; stormInfoText.visible = true; } function hideStormWarning() { if (stormInfoBackground) { stormInfoBackground.visible = false; } if (stormInfoText) { stormInfoText.visible = false; } } 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 var baseRainIntensity = Math.min(16, 6 + Math.floor(score / 10)); // Double the intensity - more gradual increase, higher max intensity // Apply weather-based multiplier if (currentWeather === 'Clear') { rainIntensity = 0; // No rain in clear weather } else if (currentWeather === 'Rain') { rainIntensity = baseRainIntensity; } else if (currentWeather === 'Storm') { rainIntensity = baseRainIntensity * 2; // Double rain density for storm mode // Handle lightning effects in storm mode if (lightningContainer) { lightningTimer += 16.67; // Approximate milliseconds per tick at 60fps if (lightningTimer >= nextLightningTime && !lightningContainer.isActive) { // Trigger lightning flash lightningContainer.startLightning(); // Schedule next lightning strike (5-15 seconds) lightningTimer = 0; nextLightningTime = 4000 + Math.random() * 6000; } } } else if (currentWeather === 'Fog') { rainIntensity = 0; // No rain in fog weather // Apply fog effect by reducing headlight beam intensity and visibility if (car.headlightBeam) { car.headlightBeam.alpha = Math.min(car.headlightBeam.alpha, 0.15); car.headlightBeam.width = Math.min(car.headlightBeam.width, 800); } if (car.headlightBeam2) { car.headlightBeam2.alpha = Math.min(car.headlightBeam2.alpha, 0.15); car.headlightBeam2.width = Math.min(car.headlightBeam2.width, 800); } if (car.leftBeam) { car.leftBeam.alpha = Math.min(car.leftBeam.alpha, 0.15); car.leftBeam.width = Math.min(car.leftBeam.width, 800); } if (car.leftBeam2) { car.leftBeam2.alpha = Math.min(car.leftBeam2.alpha, 0.15); car.leftBeam2.width = Math.min(car.leftBeam2.width, 800); } // Activate fog overlay effect if (fogOverlay && !fogOverlay.isActive) { fogOverlay.startFog(); } } else { // Deactivate fog overlay for other weather modes if (fogOverlay && fogOverlay.isActive) { fogOverlay.stopFog(); } } // 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(2, Math.floor(8 / rainIntensity)); // Increased spawn rate for better rain visibility if (LK.ticks % rainSpawnRate === 0) { var spawnCount = Math.min(6, rainIntensity); // Increased max raindrops per spawn for (var r = 0; r < spawnCount; 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; // Increased spawn width for better coverage var spawnMargin = 768; // Increased margin rainDrop.x = cameraOffsetX - spawnMargin + Math.random() * (spawnWidth + 2 * spawnMargin); rainDrop.y = cameraOffsetY - 300 - Math.random() * 400; // Add slight opacity variation for realism rainDrop.alpha = 0.4 + Math.random() * 0.4; // Remove tween animation to improve performance mainContainer.addChild(rainDrop); rainDrops.push(rainDrop); } } // Update and clean up rain drops with performance optimization for (var dropIndex = rainDrops.length - 1; dropIndex >= 0; dropIndex--) { var drop = rainDrops[dropIndex]; drop.update(); if (drop.lifetime <= 0 || drop.alpha <= 0 || drop.y > 2732 + 200) { drop.destroy(); rainDrops.splice(dropIndex, 1); } } // Limit total number of raindrops for performance if (rainDrops.length > 120) { var excessDrops = rainDrops.length - 120; for (var excess = 0; excess < excessDrops; excess++) { var oldestDrop = rainDrops.shift(); if (oldestDrop) { oldestDrop.destroy(); } } } 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
@@ -1077,47 +1077,8 @@
fogOverlay = game.addChild(new FogOverlay());
// Position fog overlay at screen center for fullscreen effect
fogOverlay.x = 2048 / 2;
fogOverlay.y = 2732 / 2;
- // Initialize storm warning info text if storm mode is selected
- if (currentWeather === 'Storm') {
- stormInfoContainer = LK.gui.addChild(new Container());
- var stormInfoBg = stormInfoContainer.attachAsset('stormInfoBackground', {
- anchorX: 0.5,
- anchorY: 0.5,
- alpha: 0.8
- });
- stormInfoText = new Text2('Attention! The lightning of the storm will bring up a white flashing effect! If you are sensitive to it, please avoid using this mode!', {
- size: 32,
- fill: 0xFFFFFF,
- align: 'center',
- wordWrap: true,
- wordWrapWidth: 1700
- });
- stormInfoText.anchor.set(0.5, 0.5);
- stormInfoContainer.addChild(stormInfoText);
- // Position at top of screen
- stormInfoContainer.x = 2048 / 2;
- stormInfoContainer.y = 150;
- // Auto-hide after 8 seconds
- LK.setTimeout(function () {
- if (stormInfoContainer) {
- tween(stormInfoContainer, {
- alpha: 0
- }, {
- duration: 1000,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- if (stormInfoContainer) {
- stormInfoContainer.destroy();
- stormInfoContainer = null;
- stormInfoText = null;
- }
- }
- });
- }
- }, 8000);
- }
// Ensure all road segments are properly initialized
roadSegments.forEach(function (segment) {
segment.used = false;
});
@@ -1327,10 +1288,8 @@
var currentWeather = 'Clear'; // Track current weather
var weatherTypes = ['Clear', 'Rain', 'Storm', 'Fog']; // Available weather types
var weatherIndex = 0; // Current weather index
var weatherSelected = false; // Flag to indicate if a weather has been selected
-var stormInfoText = null; // Storm warning info text
-var stormInfoContainer = null; // Storm warning info container
// Add weather selector function to clear, rain, storm text
clearButtonContainer.down = function (x, y, obj) {
// Tint the button orange when touched
tween(clearButtonAsset, {
@@ -1362,8 +1321,10 @@
rainButtonContainer.visible = false;
stormButtonContainer.visible = false;
fogButtonContainer.visible = false;
weatherSelected = true; // Set flag to true when weather is selected
+ // Hide storm warning for clear weather
+ hideStormWarning();
}
});
}
});
@@ -1399,8 +1360,10 @@
rainButtonContainer.visible = false;
stormButtonContainer.visible = false;
fogButtonContainer.visible = false;
weatherSelected = true; // Set flag to true when weather is selected
+ // Hide storm warning for rain weather
+ hideStormWarning();
}
});
}
});
@@ -1436,8 +1399,10 @@
rainButtonContainer.visible = false;
stormButtonContainer.visible = false;
fogButtonContainer.visible = false;
weatherSelected = true; // Set flag to true when weather is selected
+ // Show storm warning when storm mode is selected
+ createStormWarning();
}
});
}
});
@@ -1473,8 +1438,10 @@
rainButtonContainer.visible = false;
stormButtonContainer.visible = false;
fogButtonContainer.visible = false;
weatherSelected = true; // Set flag to true when weather is selected
+ // Hide storm warning for fog weather
+ hideStormWarning();
}
});
}
});
@@ -1491,8 +1458,45 @@
});
timerText.anchor.set(1, 1); // Anchor to bottom right
timerText.visible = false; // Hide timer initially
LK.gui.bottomRight.addChild(timerText);
+// Add storm warning info text next to pause button
+var stormInfoBackground = null;
+var stormInfoText = null;
+function createStormWarning() {
+ if (!stormInfoBackground) {
+ // Create semi-transparent background for the warning text
+ stormInfoBackground = LK.gui.topLeft.attachAsset('stormInfoBackground', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 120,
+ y: 20,
+ alpha: 0.8
+ });
+ stormInfoText = new Text2('Attention! The lightning of the storm will bring up a white flashing effect! If you are sensitive to it, please avoid using this mode!', {
+ size: 28,
+ fill: 0xFFFFFF,
+ weight: '400',
+ align: 'left',
+ wordWrap: true,
+ wordWrapWidth: 1700
+ });
+ stormInfoText.anchor.set(0, 0);
+ stormInfoText.x = stormInfoBackground.x + 50;
+ stormInfoText.y = stormInfoBackground.y + 50;
+ LK.gui.topLeft.addChild(stormInfoText);
+ }
+ stormInfoBackground.visible = true;
+ stormInfoText.visible = true;
+}
+function hideStormWarning() {
+ if (stormInfoBackground) {
+ stormInfoBackground.visible = false;
+ }
+ if (stormInfoText) {
+ stormInfoText.visible = false;
+ }
+}
game.down = function (x, y, obj) {
if (isMenuShowing) {
return;
}