/**** * 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; // Predictive turn detection - show indicators before actual turn var momentum = Math.sqrt(self.momentum.x * self.momentum.x + self.momentum.y * self.momentum.y); var turnThreshold = 3.0; // Momentum threshold to predict turn // Predict left turn (direction 0 to 1) - show LA indicator early if (self.direction === 0 && momentum > turnThreshold && self.momentum.y < -2.0) { if (!self.leftTurnPredicted && typeof showLeftTurnIndicator === 'function') { showLeftTurnIndicator(); // Play NL sound when next turn will be left LK.getSound('NL').play(); self.leftTurnPredicted = true; // Reset prediction flag after some time LK.setTimeout(function () { self.leftTurnPredicted = false; }, 2000); } } // Predict right turn (direction 1 to 0) - show RA indicator early if (self.direction === 1 && momentum > turnThreshold && self.momentum.x > 2.0) { if (!self.rightTurnPredicted && typeof showRightTurnIndicator === 'function') { showRightTurnIndicator(); // Play NR sound when next turn will be right LK.getSound('NR').play(); self.rightTurnPredicted = true; // Reset prediction flag after some time LK.setTimeout(function () { self.rightTurnPredicted = false; }, 2000); } } 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 () { var previousDirection = self.direction; self.direction = self.direction === 0 ? 1 : 0; // Indicators are now shown predictively in _move_migrated, not here 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() { // Play thunder sound after lightning flash LK.getSound('thunder').play(); // Schedule heavy rain sound to play after thunder sound ends (approximately 2 seconds) LK.setTimeout(function () { if (currentWeather === 'Storm' && !currentWeatherSound) { currentWeatherSound = LK.getSound('Heavyrain'); currentWeatherSound.play(); } }, 2000); 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 = 580; 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); var carButtonContainer = new Container(); carButtonContainer.x = 900; carButtonContainer.y = 2732 / 2 + 377; var carButtonAsset = carButtonContainer.attachAsset('startbutton', { anchorX: 0.5, anchorY: 0.5, width: 250 }); var carText = new Text2('Car', { size: 60, fill: 0xFFFFFF, align: 'center' }); carText.anchor.set(0.5, 0.5); carButtonContainer.addChild(carText); menuContainer.addChild(carButtonContainer); // Difficulty level buttons removed // Add underline graphics for selected difficulty var startButtonContainer = new Container(); startButtonContainer.x = 2048 / 2 - 126 + 333; startButtonContainer.y = 2732 / 2 + 377; var startButtonAsset = startButtonContainer.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 100 }); 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; // Initialize weather sound management with proper cleanup currentWeatherSound = null; lastWeather = 'Clear'; // Start appropriate weather sound based on selected weather with proper management if (currentWeather === 'Rain') { // Stop any existing weather sounds first if (currentWeatherSound) { currentWeatherSound.stop(); } currentWeatherSound = LK.getSound('rain'); currentWeatherSound.play(); } else if (currentWeather === 'Storm') { // Stop any existing weather sounds first if (currentWeatherSound) { currentWeatherSound.stop(); } currentWeatherSound = LK.getSound('Heavyrain'); currentWeatherSound.play(); } // 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; // Add LA asset for left turn indicator var laIndicator = game.addChild(LK.getAsset('LA', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 150, alpha: 0, scaleX: 0.5, scaleY: 0.5 })); // Add RA asset for right turn indicator var raIndicator = game.addChild(LK.getAsset('RA', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 150, alpha: 0, scaleX: 0.5, scaleY: 0.5 })); // Function to show LA indicator before turning left function showLeftTurnIndicator() { // Check if RA indicator is currently active, if so, hide it first if (raIndicator.alpha > 0) { tween.stop(raIndicator); tween(raIndicator, { alpha: 0, scaleX: 0.5, scaleY: 0.5, y: 150 }, { duration: 200, easing: tween.easeIn }); } // Animate LA asset popping up to top center tween(laIndicator, { alpha: 1, scaleX: 1.5, scaleY: 1.5, y: 100 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Keep visible for a longer moment then fade out LK.setTimeout(function () { tween(laIndicator, { alpha: 0, scaleX: 0.5, scaleY: 0.5, y: 150 }, { duration: 800, easing: tween.easeIn }); }, 2500); } }); } // Function to show RA indicator before turning right function showRightTurnIndicator() { // Check if LA indicator is currently active, if so, hide it first if (laIndicator.alpha > 0) { tween.stop(laIndicator); tween(laIndicator, { alpha: 0, scaleX: 0.5, scaleY: 0.5, y: 150 }, { duration: 200, easing: tween.easeIn }); } // Animate RA asset popping up to top center tween(raIndicator, { alpha: 1, scaleX: 1.5, scaleY: 1.5, y: 100 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Keep visible for a longer moment then fade out LK.setTimeout(function () { tween(raIndicator, { alpha: 0, scaleX: 0.5, scaleY: 0.5, y: 150 }, { duration: 800, easing: tween.easeIn }); }, 2500); } }); } // 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: 385, 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: 385, 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: 385, 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 var currentWeatherSound = null; // Track currently playing weather sound var lastWeather = 'Clear'; // Track last weather to detect changes // 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 } }); } }); }; 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 } }); } }); }; 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 } }); } }); }; 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 } }); } }); }; carButtonContainer.down = function (x, y, obj) { // Add pulse feedback animation to car button tween(carButtonContainer, { scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(carButtonContainer, { scaleX: 1.0, scaleY: 1.0 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Change car type after pulse feedback carText.setText('Car'); // Future car selection logic can be added here } }); } }); }; 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 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, but keep beam distance/placement as in other weather modes if (car.headlightBeam) { car.headlightBeam.alpha = Math.min(car.headlightBeam.alpha, 0.15); } if (car.headlightBeam2) { car.headlightBeam2.alpha = Math.min(car.headlightBeam2.alpha, 0.15); } if (car.leftBeam) { car.leftBeam.alpha = Math.min(car.leftBeam.alpha, 0.15); } if (car.leftBeam2) { car.leftBeam2.alpha = Math.min(car.leftBeam2.alpha, 0.15); } // Activate fog overlay effect if (fogOverlay && !fogOverlay.isActive) { fogOverlay.startFog(); } } else { // Deactivate fog overlay for other weather modes if (fogOverlay && fogOverlay.isActive) { fogOverlay.stopFog(); } } // Handle weather sound changes with proper cleanup if (lastWeather !== currentWeather) { // Stop current weather sound if playing and ensure cleanup if (currentWeatherSound) { currentWeatherSound.stop(); currentWeatherSound = null; } // Small delay to ensure previous sound stops completely before starting new one LK.setTimeout(function () { // Start new weather sound after cleanup delay if (currentWeather === 'Rain') { currentWeatherSound = LK.getSound('rain'); currentWeatherSound.play(); } else if (currentWeather === 'Storm') { currentWeatherSound = LK.getSound('Heavyrain'); currentWeatherSound.play(); } }, 100); lastWeather = currentWeather; } // Manage continuous heavy rain sound with proper loop detection if (currentWeather === 'Storm') { // Check if current sound has ended and restart it if (!currentWeatherSound) { // Start heavy rain sound currentWeatherSound = LK.getSound('Heavyrain'); currentWeatherSound.play(); // Set up automatic restart when sound ends var heavyRainDuration = 3000; // Approximate duration of heavy rain sound LK.setTimeout(function () { if (currentWeather === 'Storm' && currentWeatherSound) { currentWeatherSound = null; // Clear reference to allow restart } }, heavyRainDuration); } } // Manage continuous rain sound with proper loop detection if (currentWeather === 'Rain') { // Check if current sound has ended and restart it if (!currentWeatherSound) { // Start rain sound currentWeatherSound = LK.getSound('rain'); currentWeatherSound.play(); } // Ensure rain sound continues playing by checking every few seconds if (LK.ticks % 240 === 0) { // Check every 4 seconds (240 ticks at 60fps) if (currentWeatherSound) { // Restart rain sound to ensure continuous loop currentWeatherSound.stop(); currentWeatherSound = LK.getSound('rain'); currentWeatherSound.play(); } } } // 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(); } } });
/****
* 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;
// Predictive turn detection - show indicators before actual turn
var momentum = Math.sqrt(self.momentum.x * self.momentum.x + self.momentum.y * self.momentum.y);
var turnThreshold = 3.0; // Momentum threshold to predict turn
// Predict left turn (direction 0 to 1) - show LA indicator early
if (self.direction === 0 && momentum > turnThreshold && self.momentum.y < -2.0) {
if (!self.leftTurnPredicted && typeof showLeftTurnIndicator === 'function') {
showLeftTurnIndicator();
// Play NL sound when next turn will be left
LK.getSound('NL').play();
self.leftTurnPredicted = true;
// Reset prediction flag after some time
LK.setTimeout(function () {
self.leftTurnPredicted = false;
}, 2000);
}
}
// Predict right turn (direction 1 to 0) - show RA indicator early
if (self.direction === 1 && momentum > turnThreshold && self.momentum.x > 2.0) {
if (!self.rightTurnPredicted && typeof showRightTurnIndicator === 'function') {
showRightTurnIndicator();
// Play NR sound when next turn will be right
LK.getSound('NR').play();
self.rightTurnPredicted = true;
// Reset prediction flag after some time
LK.setTimeout(function () {
self.rightTurnPredicted = false;
}, 2000);
}
}
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 () {
var previousDirection = self.direction;
self.direction = self.direction === 0 ? 1 : 0;
// Indicators are now shown predictively in _move_migrated, not here
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() {
// Play thunder sound after lightning flash
LK.getSound('thunder').play();
// Schedule heavy rain sound to play after thunder sound ends (approximately 2 seconds)
LK.setTimeout(function () {
if (currentWeather === 'Storm' && !currentWeatherSound) {
currentWeatherSound = LK.getSound('Heavyrain');
currentWeatherSound.play();
}
}, 2000);
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 = 580;
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);
var carButtonContainer = new Container();
carButtonContainer.x = 900;
carButtonContainer.y = 2732 / 2 + 377;
var carButtonAsset = carButtonContainer.attachAsset('startbutton', {
anchorX: 0.5,
anchorY: 0.5,
width: 250
});
var carText = new Text2('Car', {
size: 60,
fill: 0xFFFFFF,
align: 'center'
});
carText.anchor.set(0.5, 0.5);
carButtonContainer.addChild(carText);
menuContainer.addChild(carButtonContainer);
// Difficulty level buttons removed
// Add underline graphics for selected difficulty
var startButtonContainer = new Container();
startButtonContainer.x = 2048 / 2 - 126 + 333;
startButtonContainer.y = 2732 / 2 + 377;
var startButtonAsset = startButtonContainer.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 100
});
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;
// Initialize weather sound management with proper cleanup
currentWeatherSound = null;
lastWeather = 'Clear';
// Start appropriate weather sound based on selected weather with proper management
if (currentWeather === 'Rain') {
// Stop any existing weather sounds first
if (currentWeatherSound) {
currentWeatherSound.stop();
}
currentWeatherSound = LK.getSound('rain');
currentWeatherSound.play();
} else if (currentWeather === 'Storm') {
// Stop any existing weather sounds first
if (currentWeatherSound) {
currentWeatherSound.stop();
}
currentWeatherSound = LK.getSound('Heavyrain');
currentWeatherSound.play();
}
// 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;
// Add LA asset for left turn indicator
var laIndicator = game.addChild(LK.getAsset('LA', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 150,
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}));
// Add RA asset for right turn indicator
var raIndicator = game.addChild(LK.getAsset('RA', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 150,
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}));
// Function to show LA indicator before turning left
function showLeftTurnIndicator() {
// Check if RA indicator is currently active, if so, hide it first
if (raIndicator.alpha > 0) {
tween.stop(raIndicator);
tween(raIndicator, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5,
y: 150
}, {
duration: 200,
easing: tween.easeIn
});
}
// Animate LA asset popping up to top center
tween(laIndicator, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5,
y: 100
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Keep visible for a longer moment then fade out
LK.setTimeout(function () {
tween(laIndicator, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5,
y: 150
}, {
duration: 800,
easing: tween.easeIn
});
}, 2500);
}
});
}
// Function to show RA indicator before turning right
function showRightTurnIndicator() {
// Check if LA indicator is currently active, if so, hide it first
if (laIndicator.alpha > 0) {
tween.stop(laIndicator);
tween(laIndicator, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5,
y: 150
}, {
duration: 200,
easing: tween.easeIn
});
}
// Animate RA asset popping up to top center
tween(raIndicator, {
alpha: 1,
scaleX: 1.5,
scaleY: 1.5,
y: 100
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Keep visible for a longer moment then fade out
LK.setTimeout(function () {
tween(raIndicator, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5,
y: 150
}, {
duration: 800,
easing: tween.easeIn
});
}, 2500);
}
});
}
// 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: 385,
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: 385,
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: 385,
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
var currentWeatherSound = null; // Track currently playing weather sound
var lastWeather = 'Clear'; // Track last weather to detect changes
// 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
}
});
}
});
};
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
}
});
}
});
};
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
}
});
}
});
};
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
}
});
}
});
};
carButtonContainer.down = function (x, y, obj) {
// Add pulse feedback animation to car button
tween(carButtonContainer, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(carButtonContainer, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
// Change car type after pulse feedback
carText.setText('Car');
// Future car selection logic can be added here
}
});
}
});
};
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
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, but keep beam distance/placement as in other weather modes
if (car.headlightBeam) {
car.headlightBeam.alpha = Math.min(car.headlightBeam.alpha, 0.15);
}
if (car.headlightBeam2) {
car.headlightBeam2.alpha = Math.min(car.headlightBeam2.alpha, 0.15);
}
if (car.leftBeam) {
car.leftBeam.alpha = Math.min(car.leftBeam.alpha, 0.15);
}
if (car.leftBeam2) {
car.leftBeam2.alpha = Math.min(car.leftBeam2.alpha, 0.15);
}
// Activate fog overlay effect
if (fogOverlay && !fogOverlay.isActive) {
fogOverlay.startFog();
}
} else {
// Deactivate fog overlay for other weather modes
if (fogOverlay && fogOverlay.isActive) {
fogOverlay.stopFog();
}
}
// Handle weather sound changes with proper cleanup
if (lastWeather !== currentWeather) {
// Stop current weather sound if playing and ensure cleanup
if (currentWeatherSound) {
currentWeatherSound.stop();
currentWeatherSound = null;
}
// Small delay to ensure previous sound stops completely before starting new one
LK.setTimeout(function () {
// Start new weather sound after cleanup delay
if (currentWeather === 'Rain') {
currentWeatherSound = LK.getSound('rain');
currentWeatherSound.play();
} else if (currentWeather === 'Storm') {
currentWeatherSound = LK.getSound('Heavyrain');
currentWeatherSound.play();
}
}, 100);
lastWeather = currentWeather;
}
// Manage continuous heavy rain sound with proper loop detection
if (currentWeather === 'Storm') {
// Check if current sound has ended and restart it
if (!currentWeatherSound) {
// Start heavy rain sound
currentWeatherSound = LK.getSound('Heavyrain');
currentWeatherSound.play();
// Set up automatic restart when sound ends
var heavyRainDuration = 3000; // Approximate duration of heavy rain sound
LK.setTimeout(function () {
if (currentWeather === 'Storm' && currentWeatherSound) {
currentWeatherSound = null; // Clear reference to allow restart
}
}, heavyRainDuration);
}
}
// Manage continuous rain sound with proper loop detection
if (currentWeather === 'Rain') {
// Check if current sound has ended and restart it
if (!currentWeatherSound) {
// Start rain sound
currentWeatherSound = LK.getSound('rain');
currentWeatherSound.play();
}
// Ensure rain sound continues playing by checking every few seconds
if (LK.ticks % 240 === 0) {
// Check every 4 seconds (240 ticks at 60fps)
if (currentWeatherSound) {
// Restart rain sound to ensure continuous loop
currentWeatherSound.stop();
currentWeatherSound = LK.getSound('rain');
currentWeatherSound.play();
}
}
}
// 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();
}
}
});
Rock at night, drone view
Dirt road at night, topview
photorealistic very dark smoot dirt ground in the night, top view but From a distance
TRANSPARENT RECTANGLE WITH SINGLE LINE ORANGE FRAME, FRONT VIEW
Photorealistic audi b2 quattro RALLYCAR, drone topview from back. Angle should be 45 degrees in the top right corner of the screen
Photorealistic white audi b2 quattro RALLYCAR with red,grey,black stripes livery, drone topview from back. Angle should be 45 degrees in the top right corner of the screen.
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