User prompt
oyunun en kenarlarına süs olsun diye agaçlar koy araba giderken kaybolmasınlar
User prompt
distance 1000 olduğunda oyunu zorlaştır
User prompt
oyunu biraz kolaylaştır çok zor oldu normal seviye olsun
User prompt
road yolunda gidince ölmeyelim cliffe dokununca ölelim
User prompt
oyuna dil seçme bölümü ekle ingilice ve türkçe dokunduğumuzu seç ayrıca dil seçme bölümünden sonra şu yazıyı ekle kahverengi yolda gidin sakın beyazlara deymeyin yazısını dil seçme bölümünden sonra ekle
User prompt
son yazdığım komutu iptal et
User prompt
oyuna bir açıklama yazısı ekle yazı şu olsun kapalı kahverengi yolunda gidin açık kahverengiye sakın dokunmayın oyunda tüneller var aracı göremeyebilirsiniz bol şans yazısını oyuna başlamadan ekle oyuna
User prompt
clifflere deyince ölmeyelim cliffinin yanlarındakilere dokununca ölelim
User prompt
oynu dahada zorlaştır
User prompt
oyun böyle düz bir yol olmasın sağa ve sola dönüşler olsun dokunduğumuz yöne drift atarak gitsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Drift Canyon
Initial prompt
bir araba drift oyunu olsun yolda giderken sola dönüş olsun dönmezsek arabamız uçurumdan düşsün dönerken dönmek istediğimiz yere dokunalım drift atarak dönsün tabi sadece sol değil arada sağada döneli
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Car = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.driftSpeed = 0; self.maxDriftSpeed = 10; self.driftDecay = 0.9; self.isDrifting = false; self.angle = 0; self.startDrift = function (direction) { self.isDrifting = true; self.driftSpeed = direction * self.maxDriftSpeed; LK.getSound('drift').play(); }; self.update = function () { // Apply drift movement self.x += self.driftSpeed; // Decay drift speed self.driftSpeed *= self.driftDecay; // Update visual angle based on drift self.angle = self.driftSpeed * 0.1; carGraphics.rotation = self.angle; // Stop drifting when speed is low if (Math.abs(self.driftSpeed) < 0.5) { self.isDrifting = false; self.driftSpeed = 0; } }; return self; }); var RoadSegment = Container.expand(function () { var self = Container.call(this); // Road center piece var roadGraphics = self.attachAsset('road', { anchorX: 0.5, anchorY: 0.5 }); // Left cliff var leftCliff = self.attachAsset('cliff', { anchorX: 1, anchorY: 0.5 }); leftCliff.x = -200; // Right cliff var rightCliff = self.attachAsset('cliff', { anchorX: 0, anchorY: 0.5 }); rightCliff.x = 200; self.turnDirection = 0; // -1 for left, 1 for right, 0 for straight self.speed = 8; self.setTurn = function (direction) { self.turnDirection = direction; if (direction !== 0) { roadGraphics.tint = direction < 0 ? 0x4444ff : 0xff4444; } }; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var car; var roadSegments = []; var gameSpeed = 12; var maxGameSpeed = 25; var distanceTraveled = 0; var lastSegmentY = 0; var segmentSpacing = 120; var curveIntensity = 120; var nextTurnType = 0; var turnSequence = [1, -1, 1, 1, -1, -1, 1, 0, -1, 1, -1, 1, 1, -1, -1, 1, 0, -1, 1, -1, 1, 1, -1, 0, 1, -1, -1, 1, 1, -1]; var turnIndex = 0; // Create score display var scoreTxt = new Text2('Distance: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Initialize car car = game.addChild(new Car()); car.x = 1024; // Center horizontally car.y = 2200; // Near bottom of screen // Create initial road segments with curved positioning function createRoadSegment(y, turnDirection, xOffset) { var segment = new RoadSegment(); segment.x = 1024 + (xOffset || 0); // Center horizontally with offset for curves segment.y = y; segment.setTurn(turnDirection); segment.xOffset = xOffset || 0; return segment; } // Initialize road with curved positioning var currentXOffset = 0; for (var i = 0; i < 20; i++) { var turnDir = turnSequence[turnIndex % turnSequence.length]; // Calculate curve based on turn direction if (turnDir !== 0) { currentXOffset += turnDir * curveIntensity; // Create aggressive curve } var segment = createRoadSegment(lastSegmentY - i * segmentSpacing, turnDir, currentXOffset); roadSegments.push(segment); game.addChild(segment); turnIndex++; } // Input handling game.down = function (x, y, obj) { if (x < 1024) { // Left side tap - drift left car.startDrift(-1); } else { // Right side tap - drift right car.startDrift(1); } }; // Main game loop game.update = function () { // Update distance and score distanceTraveled += gameSpeed * 0.1; scoreTxt.setText('Distance: ' + Math.floor(distanceTraveled)); LK.setScore(Math.floor(distanceTraveled)); // Gradually increase speed more aggressively if (LK.ticks % 180 === 0 && gameSpeed < maxGameSpeed) { gameSpeed += 0.5; for (var i = 0; i < roadSegments.length; i++) { roadSegments[i].speed = gameSpeed; } } // Move road segments and create new ones for (var i = roadSegments.length - 1; i >= 0; i--) { var segment = roadSegments[i]; // Remove segments that are off screen if (segment.y > 2800) { segment.destroy(); roadSegments.splice(i, 1); continue; } // Check collision with car (accounting for curved road) if (Math.abs(segment.y - car.y) < 50) { // Car is at this segment level - narrower road for more difficulty var roadLeft = segment.x - 180; var roadRight = segment.x + 180; if (car.x < roadLeft || car.x > roadRight) { // Car fell off the cliff LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } // Add new road segments at the top with curved positioning var topSegment = roadSegments[0]; if (topSegment && topSegment.y > -segmentSpacing) { var newY = topSegment.y - segmentSpacing; var turnDir = turnSequence[turnIndex % turnSequence.length]; var newXOffset = topSegment.xOffset || 0; if (turnDir !== 0) { newXOffset += turnDir * curveIntensity; // Continue the aggressive curve } var newSegment = createRoadSegment(newY, turnDir, newXOffset); roadSegments.unshift(newSegment); game.addChild(newSegment); turnIndex++; } // Find current road segment for visual feedback (no automatic turning) var currentSegment = null; for (var i = 0; i < roadSegments.length; i++) { if (Math.abs(roadSegments[i].y - car.y) < 75) { currentSegment = roadSegments[i]; break; } } // Player must manually drift to follow the curved road // No automatic turning - relies purely on player skill // Keep car within tighter bounds for increased difficulty if (car.x < 300) car.x = 300; if (car.x > 1748) car.x = 1748; };
===================================================================
--- original.js
+++ change.js
@@ -13,10 +13,10 @@
anchorY: 0.5
});
self.speed = 8;
self.driftSpeed = 0;
- self.maxDriftSpeed = 12;
- self.driftDecay = 0.85;
+ self.maxDriftSpeed = 10;
+ self.driftDecay = 0.9;
self.isDrifting = false;
self.angle = 0;
self.startDrift = function (direction) {
self.isDrifting = true;
@@ -83,14 +83,16 @@
* Game Code
****/
var car;
var roadSegments = [];
-var gameSpeed = 8;
+var gameSpeed = 12;
+var maxGameSpeed = 25;
var distanceTraveled = 0;
var lastSegmentY = 0;
-var segmentSpacing = 150;
+var segmentSpacing = 120;
+var curveIntensity = 120;
var nextTurnType = 0;
-var turnSequence = [0, 0, 1, 1, 0, -1, -1, 0, 1, 0, -1, 0, 1, 1, 1, 0, 0, -1, -1, 0];
+var turnSequence = [1, -1, 1, 1, -1, -1, 1, 0, -1, 1, -1, 1, 1, -1, -1, 1, 0, -1, 1, -1, 1, 1, -1, 0, 1, -1, -1, 1, 1, -1];
var turnIndex = 0;
// Create score display
var scoreTxt = new Text2('Distance: 0', {
size: 80,
@@ -116,9 +118,9 @@
for (var i = 0; i < 20; i++) {
var turnDir = turnSequence[turnIndex % turnSequence.length];
// Calculate curve based on turn direction
if (turnDir !== 0) {
- currentXOffset += turnDir * 80; // Create gradual curve
+ currentXOffset += turnDir * curveIntensity; // Create aggressive curve
}
var segment = createRoadSegment(lastSegmentY - i * segmentSpacing, turnDir, currentXOffset);
roadSegments.push(segment);
game.addChild(segment);
@@ -139,11 +141,11 @@
// Update distance and score
distanceTraveled += gameSpeed * 0.1;
scoreTxt.setText('Distance: ' + Math.floor(distanceTraveled));
LK.setScore(Math.floor(distanceTraveled));
- // Gradually increase speed
- if (LK.ticks % 300 === 0) {
- gameSpeed += 0.2;
+ // Gradually increase speed more aggressively
+ if (LK.ticks % 180 === 0 && gameSpeed < maxGameSpeed) {
+ gameSpeed += 0.5;
for (var i = 0; i < roadSegments.length; i++) {
roadSegments[i].speed = gameSpeed;
}
}
@@ -157,11 +159,11 @@
continue;
}
// Check collision with car (accounting for curved road)
if (Math.abs(segment.y - car.y) < 50) {
- // Car is at this segment level
- var roadLeft = segment.x - 200;
- var roadRight = segment.x + 200;
+ // Car is at this segment level - narrower road for more difficulty
+ var roadLeft = segment.x - 180;
+ var roadRight = segment.x + 180;
if (car.x < roadLeft || car.x > roadRight) {
// Car fell off the cliff
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 1000);
@@ -176,9 +178,9 @@
var newY = topSegment.y - segmentSpacing;
var turnDir = turnSequence[turnIndex % turnSequence.length];
var newXOffset = topSegment.xOffset || 0;
if (turnDir !== 0) {
- newXOffset += turnDir * 80; // Continue the curve
+ newXOffset += turnDir * curveIntensity; // Continue the aggressive curve
}
var newSegment = createRoadSegment(newY, turnDir, newXOffset);
roadSegments.unshift(newSegment);
game.addChild(newSegment);
@@ -193,8 +195,8 @@
}
}
// Player must manually drift to follow the curved road
// No automatic turning - relies purely on player skill
- // Keep car within reasonable bounds (with some leeway for drifting)
- if (car.x < 400) car.x = 400;
- if (car.x > 1648) car.x = 1648;
+ // Keep car within tighter bounds for increased difficulty
+ if (car.x < 300) car.x = 300;
+ if (car.x > 1748) car.x = 1748;
};
\ No newline at end of file