User prompt
Show the score when die
User prompt
Make the enemy car spiraled from each other
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'tween.create(scorePopup).to({' Line Number: 700
User prompt
Invincibility powrup and a score counter
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'tween.create(scorePopup).to({' Line Number: 548 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make a score counter and show the lane where the player can go
Code edit (1 edits merged)
Please save this source code
User prompt
Road Rush Racer
Initial prompt
Driving game
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0,
coins: 0,
carSpeed: 1,
carHandling: 1
});
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.width = coinGraphics.width;
self.height = coinGraphics.height;
// Add a little rotation animation
self.update = function () {
self.y += self.speed;
coinGraphics.rotation += 0.05;
// Reset with random position when coin goes off screen
if (self.y > 2732 + self.height) {
self.visible = false;
self.needsReset = true;
}
};
return self;
});
var EnemyCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('enemy_car', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.width = carGraphics.width;
self.height = carGraphics.height;
self.update = function () {
self.y += self.speed;
// Reset with random position when car goes off screen
if (self.y > 2732 + self.height) {
self.visible = false;
self.needsReset = true;
}
};
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.width = obstacleGraphics.width;
self.height = obstacleGraphics.height;
self.update = function () {
self.y += self.speed;
// Reset with random position when obstacle goes off screen
if (self.y > 2732 + self.height) {
self.visible = false;
self.needsReset = true;
}
};
return self;
});
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('player_car', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = 0;
self.width = carGraphics.width;
self.height = carGraphics.height;
self.speed = 10 + storage.carSpeed * 2;
self.handling = 0.1 + storage.carHandling * 0.03;
self.update = function () {
// Move car toward target position with smooth handling
self.x += (self.targetX - self.x) * self.handling;
};
return self;
});
var RoadLine = Container.expand(function () {
var self = Container.call(this);
var lineGraphics = self.attachAsset('road_line', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.update = function () {
self.y += self.speed;
// Reset position when line goes off screen
if (self.y > 2732 + lineGraphics.height) {
self.y = -lineGraphics.height;
}
};
return self;
});
var SpeedBoost = Container.expand(function () {
var self = Container.call(this);
var boostGraphics = self.attachAsset('speedup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.width = boostGraphics.width;
self.height = boostGraphics.height;
// Add a pulsing animation
var pulseUp = true;
self.update = function () {
self.y += self.speed;
// Pulse animation
if (pulseUp) {
boostGraphics.scale.x += 0.01;
boostGraphics.scale.y += 0.01;
if (boostGraphics.scale.x >= 1.2) {
pulseUp = false;
}
} else {
boostGraphics.scale.x -= 0.01;
boostGraphics.scale.y -= 0.01;
if (boostGraphics.scale.x <= 0.8) {
pulseUp = true;
}
}
// Reset with random position when boost goes off screen
if (self.y > 2732 + self.height) {
self.visible = false;
self.needsReset = true;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Game states
var STATE_READY = 0;
var STATE_PLAYING = 1;
var STATE_GAME_OVER = 2;
var gameState = STATE_READY;
// Game area constants
var ROAD_WIDTH = 1600;
var ROAD_LEFT = (2048 - ROAD_WIDTH) / 2;
var ROAD_RIGHT = ROAD_LEFT + ROAD_WIDTH;
var LANES = 4;
var LANE_WIDTH = ROAD_WIDTH / LANES;
// Game variables
var score = 0;
var coinsCollected = 0;
var gameSpeed = 8;
var baseSpeed = 8;
var speedMultiplier = 1;
var spawnRate = 0.02; // Chance to spawn an object each frame
var difficultyTimer = 0;
var boostTime = 0;
// Create road background
var road = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0
});
road.x = 2048 / 2;
road.y = 0;
game.addChild(road);
// Create road lines
var roadLines = [];
var totalLines = 20;
var lineSpacing = 2732 / totalLines;
for (var i = 0; i < totalLines; i++) {
var line = new RoadLine();
line.x = 2048 / 2;
line.y = i * lineSpacing;
roadLines.push(line);
game.addChild(line);
}
// Create player car
var player = new PlayerCar();
player.x = 2048 / 2;
player.y = 2732 - 300;
game.addChild(player);
// Create enemy cars pool
var enemyCars = [];
var MAX_ENEMY_CARS = 10;
for (var i = 0; i < MAX_ENEMY_CARS; i++) {
var car = new EnemyCar();
car.visible = false;
car.needsReset = true;
enemyCars.push(car);
game.addChild(car);
}
// Create coins pool
var coins = [];
var MAX_COINS = 10;
for (var i = 0; i < MAX_COINS; i++) {
var coin = new Coin();
coin.visible = false;
coin.needsReset = true;
coins.push(coin);
game.addChild(coin);
}
// Create obstacles pool
var obstacles = [];
var MAX_OBSTACLES = 5;
for (var i = 0; i < MAX_OBSTACLES; i++) {
var obstacle = new Obstacle();
obstacle.visible = false;
obstacle.needsReset = true;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Create speed boosts pool
var speedBoosts = [];
var MAX_SPEED_BOOSTS = 3;
for (var i = 0; i < MAX_SPEED_BOOSTS; i++) {
var boost = new SpeedBoost();
boost.visible = false;
boost.needsReset = true;
speedBoosts.push(boost);
game.addChild(boost);
}
// Setup UI
var scoreTxt = new Text2('DISTANCE: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
var coinsTxt = new Text2('COINS: 0', {
size: 60,
fill: 0xFFDD00
});
coinsTxt.anchor.set(1, 0);
LK.gui.top.addChild(coinsTxt);
var highScoreTxt = new Text2('BEST: ' + storage.highScore, {
size: 40,
fill: 0xAAAAAA
});
highScoreTxt.anchor.set(0, 1);
LK.gui.topRight.addChild(highScoreTxt);
var startTxt = new Text2('TAP TO START', {
size: 80,
fill: 0xFFFFFF
});
startTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(startTxt);
// Function to get lane position
function getLanePosition(laneNum) {
return ROAD_LEFT + LANE_WIDTH * (laneNum + 0.5);
}
// Function to check which lane a position is in
function getLaneNumberFromPosition(xPos) {
if (xPos < ROAD_LEFT) return 0;
if (xPos > ROAD_RIGHT) return LANES - 1;
return Math.floor((xPos - ROAD_LEFT) / LANE_WIDTH);
}
// Function to reset and position game object
function resetObject(obj, type) {
// Choose random lane
var lane = Math.floor(Math.random() * LANES);
obj.x = getLanePosition(lane);
obj.y = -obj.height;
obj.visible = true;
obj.needsReset = false;
// Set speed based on game speed
obj.speed = gameSpeed;
// Extra setup for specific object types
if (type === 'car') {
// Random color tint variation for enemy cars
var colorVariation = Math.random() * 0x333333;
obj.children[0].tint = 0x3377ff + colorVariation;
}
}
// Function to start the game
function startGame() {
if (gameState !== STATE_READY) return;
gameState = STATE_PLAYING;
startTxt.visible = false;
// Reset game variables
score = 0;
coinsCollected = 0;
gameSpeed = baseSpeed;
speedMultiplier = 1;
difficultyTimer = 0;
boostTime = 0;
// Update UI
scoreTxt.setText('DISTANCE: 0');
coinsTxt.setText('COINS: 0');
// Play background music
LK.playMusic('game_music');
}
// Handle player movement
function handleMove(x, y, obj) {
if (gameState === STATE_PLAYING) {
// Limit player movement to the road area with some buffer
var targetX = Math.max(ROAD_LEFT + player.width / 2, Math.min(ROAD_RIGHT - player.width / 2, x));
player.targetX = targetX;
}
}
// Check collisions between player and other objects
function checkCollisions() {
// Check enemy cars
for (var i = 0; i < enemyCars.length; i++) {
if (enemyCars[i].visible && player.intersects(enemyCars[i])) {
gameOver();
LK.getSound('crash').play();
return;
}
}
// Check obstacles
for (var i = 0; i < obstacles.length; i++) {
if (obstacles[i].visible && player.intersects(obstacles[i])) {
gameOver();
LK.getSound('crash').play();
return;
}
}
// Check coins
for (var i = 0; i < coins.length; i++) {
if (coins[i].visible && player.intersects(coins[i])) {
coins[i].visible = false;
coins[i].needsReset = true;
coinsCollected++;
coinsTxt.setText('COINS: ' + coinsCollected);
LK.getSound('coin_pickup').play();
}
}
// Check speed boosts
for (var i = 0; i < speedBoosts.length; i++) {
if (speedBoosts[i].visible && player.intersects(speedBoosts[i])) {
speedBoosts[i].visible = false;
speedBoosts[i].needsReset = true;
activateSpeedBoost();
LK.getSound('powerup').play();
}
}
}
// Activate speed boost
function activateSpeedBoost() {
boostTime = 180; // 3 seconds at 60fps
speedMultiplier = 2;
// Flash screen green briefly
LK.effects.flashScreen(0x00ff00, 300);
}
// Spawn game objects
function spawnObjects() {
// Increase spawn rate based on score
var currentSpawnRate = spawnRate * (1 + score / 5000);
// Enemy cars
if (Math.random() < currentSpawnRate) {
for (var i = 0; i < enemyCars.length; i++) {
if (enemyCars[i].needsReset) {
resetObject(enemyCars[i], 'car');
break;
}
}
}
// Coins (more frequent)
if (Math.random() < currentSpawnRate * 1.5) {
for (var i = 0; i < coins.length; i++) {
if (coins[i].needsReset) {
resetObject(coins[i], 'coin');
break;
}
}
}
// Obstacles (less frequent)
if (Math.random() < currentSpawnRate * 0.7) {
for (var i = 0; i < obstacles.length; i++) {
if (obstacles[i].needsReset) {
resetObject(obstacles[i], 'obstacle');
break;
}
}
}
// Speed boosts (rare)
if (Math.random() < currentSpawnRate * 0.3) {
for (var i = 0; i < speedBoosts.length; i++) {
if (speedBoosts[i].needsReset) {
resetObject(speedBoosts[i], 'boost');
break;
}
}
}
}
// End the game
function gameOver() {
if (gameState !== STATE_PLAYING) return;
gameState = STATE_GAME_OVER;
// Save coins
storage.coins += coinsCollected;
// Update high score if needed
if (score > storage.highScore) {
storage.highScore = score;
highScoreTxt.setText('BEST: ' + storage.highScore);
}
// Flash screen red
LK.effects.flashScreen(0xff0000, 1000);
// Show game over screen
LK.showGameOver();
}
// Main game update function
game.update = function () {
// Handle game state
if (gameState === STATE_PLAYING) {
// Update game speed
var currentGameSpeed = gameSpeed * speedMultiplier;
// Update boost time
if (boostTime > 0) {
boostTime--;
if (boostTime === 0) {
speedMultiplier = 1;
}
}
// Update road lines
for (var i = 0; i < roadLines.length; i++) {
roadLines[i].speed = currentGameSpeed;
}
// Update all game objects
for (var i = 0; i < enemyCars.length; i++) {
if (enemyCars[i].visible) enemyCars[i].speed = currentGameSpeed * 0.7;
}
for (var i = 0; i < coins.length; i++) {
if (coins[i].visible) coins[i].speed = currentGameSpeed;
}
for (var i = 0; i < obstacles.length; i++) {
if (obstacles[i].visible) obstacles[i].speed = currentGameSpeed;
}
for (var i = 0; i < speedBoosts.length; i++) {
if (speedBoosts[i].visible) speedBoosts[i].speed = currentGameSpeed;
}
// Increment score based on speed
score += Math.round(currentGameSpeed / 4);
scoreTxt.setText('DISTANCE: ' + score);
// Increase game difficulty over time
difficultyTimer++;
if (difficultyTimer >= 300) {
// Every 5 seconds
difficultyTimer = 0;
gameSpeed += 0.2; // Gradually increase speed
}
// Check collisions
checkCollisions();
// Spawn new objects
spawnObjects();
}
};
// Game input events
game.down = function (x, y, obj) {
if (gameState === STATE_READY) {
startGame();
}
};
game.move = handleMove;
// Start with the game in ready state
gameState = STATE_READY; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,471 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highScore: 0,
+ coins: 0,
+ carSpeed: 1,
+ carHandling: 1
+});
+
+/****
+* Classes
+****/
+var Coin = Container.expand(function () {
+ var self = Container.call(this);
+ var coinGraphics = self.attachAsset('coin', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 0;
+ self.width = coinGraphics.width;
+ self.height = coinGraphics.height;
+ // Add a little rotation animation
+ self.update = function () {
+ self.y += self.speed;
+ coinGraphics.rotation += 0.05;
+ // Reset with random position when coin goes off screen
+ if (self.y > 2732 + self.height) {
+ self.visible = false;
+ self.needsReset = true;
+ }
+ };
+ return self;
+});
+var EnemyCar = Container.expand(function () {
+ var self = Container.call(this);
+ var carGraphics = self.attachAsset('enemy_car', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 0;
+ self.width = carGraphics.width;
+ self.height = carGraphics.height;
+ self.update = function () {
+ self.y += self.speed;
+ // Reset with random position when car goes off screen
+ if (self.y > 2732 + self.height) {
+ self.visible = false;
+ self.needsReset = true;
+ }
+ };
+ return self;
+});
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 0;
+ self.width = obstacleGraphics.width;
+ self.height = obstacleGraphics.height;
+ self.update = function () {
+ self.y += self.speed;
+ // Reset with random position when obstacle goes off screen
+ if (self.y > 2732 + self.height) {
+ self.visible = false;
+ self.needsReset = true;
+ }
+ };
+ return self;
+});
+var PlayerCar = Container.expand(function () {
+ var self = Container.call(this);
+ var carGraphics = self.attachAsset('player_car', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.targetX = 0;
+ self.width = carGraphics.width;
+ self.height = carGraphics.height;
+ self.speed = 10 + storage.carSpeed * 2;
+ self.handling = 0.1 + storage.carHandling * 0.03;
+ self.update = function () {
+ // Move car toward target position with smooth handling
+ self.x += (self.targetX - self.x) * self.handling;
+ };
+ return self;
+});
+var RoadLine = Container.expand(function () {
+ var self = Container.call(this);
+ var lineGraphics = self.attachAsset('road_line', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 0;
+ self.update = function () {
+ self.y += self.speed;
+ // Reset position when line goes off screen
+ if (self.y > 2732 + lineGraphics.height) {
+ self.y = -lineGraphics.height;
+ }
+ };
+ return self;
+});
+var SpeedBoost = Container.expand(function () {
+ var self = Container.call(this);
+ var boostGraphics = self.attachAsset('speedup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 0;
+ self.width = boostGraphics.width;
+ self.height = boostGraphics.height;
+ // Add a pulsing animation
+ var pulseUp = true;
+ self.update = function () {
+ self.y += self.speed;
+ // Pulse animation
+ if (pulseUp) {
+ boostGraphics.scale.x += 0.01;
+ boostGraphics.scale.y += 0.01;
+ if (boostGraphics.scale.x >= 1.2) {
+ pulseUp = false;
+ }
+ } else {
+ boostGraphics.scale.x -= 0.01;
+ boostGraphics.scale.y -= 0.01;
+ if (boostGraphics.scale.x <= 0.8) {
+ pulseUp = true;
+ }
+ }
+ // Reset with random position when boost goes off screen
+ if (self.y > 2732 + self.height) {
+ self.visible = false;
+ self.needsReset = true;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x222222
+});
+
+/****
+* Game Code
+****/
+// Game states
+var STATE_READY = 0;
+var STATE_PLAYING = 1;
+var STATE_GAME_OVER = 2;
+var gameState = STATE_READY;
+// Game area constants
+var ROAD_WIDTH = 1600;
+var ROAD_LEFT = (2048 - ROAD_WIDTH) / 2;
+var ROAD_RIGHT = ROAD_LEFT + ROAD_WIDTH;
+var LANES = 4;
+var LANE_WIDTH = ROAD_WIDTH / LANES;
+// Game variables
+var score = 0;
+var coinsCollected = 0;
+var gameSpeed = 8;
+var baseSpeed = 8;
+var speedMultiplier = 1;
+var spawnRate = 0.02; // Chance to spawn an object each frame
+var difficultyTimer = 0;
+var boostTime = 0;
+// Create road background
+var road = LK.getAsset('road', {
+ anchorX: 0.5,
+ anchorY: 0
+});
+road.x = 2048 / 2;
+road.y = 0;
+game.addChild(road);
+// Create road lines
+var roadLines = [];
+var totalLines = 20;
+var lineSpacing = 2732 / totalLines;
+for (var i = 0; i < totalLines; i++) {
+ var line = new RoadLine();
+ line.x = 2048 / 2;
+ line.y = i * lineSpacing;
+ roadLines.push(line);
+ game.addChild(line);
+}
+// Create player car
+var player = new PlayerCar();
+player.x = 2048 / 2;
+player.y = 2732 - 300;
+game.addChild(player);
+// Create enemy cars pool
+var enemyCars = [];
+var MAX_ENEMY_CARS = 10;
+for (var i = 0; i < MAX_ENEMY_CARS; i++) {
+ var car = new EnemyCar();
+ car.visible = false;
+ car.needsReset = true;
+ enemyCars.push(car);
+ game.addChild(car);
+}
+// Create coins pool
+var coins = [];
+var MAX_COINS = 10;
+for (var i = 0; i < MAX_COINS; i++) {
+ var coin = new Coin();
+ coin.visible = false;
+ coin.needsReset = true;
+ coins.push(coin);
+ game.addChild(coin);
+}
+// Create obstacles pool
+var obstacles = [];
+var MAX_OBSTACLES = 5;
+for (var i = 0; i < MAX_OBSTACLES; i++) {
+ var obstacle = new Obstacle();
+ obstacle.visible = false;
+ obstacle.needsReset = true;
+ obstacles.push(obstacle);
+ game.addChild(obstacle);
+}
+// Create speed boosts pool
+var speedBoosts = [];
+var MAX_SPEED_BOOSTS = 3;
+for (var i = 0; i < MAX_SPEED_BOOSTS; i++) {
+ var boost = new SpeedBoost();
+ boost.visible = false;
+ boost.needsReset = true;
+ speedBoosts.push(boost);
+ game.addChild(boost);
+}
+// Setup UI
+var scoreTxt = new Text2('DISTANCE: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0, 0);
+LK.gui.topRight.addChild(scoreTxt);
+var coinsTxt = new Text2('COINS: 0', {
+ size: 60,
+ fill: 0xFFDD00
+});
+coinsTxt.anchor.set(1, 0);
+LK.gui.top.addChild(coinsTxt);
+var highScoreTxt = new Text2('BEST: ' + storage.highScore, {
+ size: 40,
+ fill: 0xAAAAAA
+});
+highScoreTxt.anchor.set(0, 1);
+LK.gui.topRight.addChild(highScoreTxt);
+var startTxt = new Text2('TAP TO START', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+startTxt.anchor.set(0.5, 0.5);
+LK.gui.center.addChild(startTxt);
+// Function to get lane position
+function getLanePosition(laneNum) {
+ return ROAD_LEFT + LANE_WIDTH * (laneNum + 0.5);
+}
+// Function to check which lane a position is in
+function getLaneNumberFromPosition(xPos) {
+ if (xPos < ROAD_LEFT) return 0;
+ if (xPos > ROAD_RIGHT) return LANES - 1;
+ return Math.floor((xPos - ROAD_LEFT) / LANE_WIDTH);
+}
+// Function to reset and position game object
+function resetObject(obj, type) {
+ // Choose random lane
+ var lane = Math.floor(Math.random() * LANES);
+ obj.x = getLanePosition(lane);
+ obj.y = -obj.height;
+ obj.visible = true;
+ obj.needsReset = false;
+ // Set speed based on game speed
+ obj.speed = gameSpeed;
+ // Extra setup for specific object types
+ if (type === 'car') {
+ // Random color tint variation for enemy cars
+ var colorVariation = Math.random() * 0x333333;
+ obj.children[0].tint = 0x3377ff + colorVariation;
+ }
+}
+// Function to start the game
+function startGame() {
+ if (gameState !== STATE_READY) return;
+ gameState = STATE_PLAYING;
+ startTxt.visible = false;
+ // Reset game variables
+ score = 0;
+ coinsCollected = 0;
+ gameSpeed = baseSpeed;
+ speedMultiplier = 1;
+ difficultyTimer = 0;
+ boostTime = 0;
+ // Update UI
+ scoreTxt.setText('DISTANCE: 0');
+ coinsTxt.setText('COINS: 0');
+ // Play background music
+ LK.playMusic('game_music');
+}
+// Handle player movement
+function handleMove(x, y, obj) {
+ if (gameState === STATE_PLAYING) {
+ // Limit player movement to the road area with some buffer
+ var targetX = Math.max(ROAD_LEFT + player.width / 2, Math.min(ROAD_RIGHT - player.width / 2, x));
+ player.targetX = targetX;
+ }
+}
+// Check collisions between player and other objects
+function checkCollisions() {
+ // Check enemy cars
+ for (var i = 0; i < enemyCars.length; i++) {
+ if (enemyCars[i].visible && player.intersects(enemyCars[i])) {
+ gameOver();
+ LK.getSound('crash').play();
+ return;
+ }
+ }
+ // Check obstacles
+ for (var i = 0; i < obstacles.length; i++) {
+ if (obstacles[i].visible && player.intersects(obstacles[i])) {
+ gameOver();
+ LK.getSound('crash').play();
+ return;
+ }
+ }
+ // Check coins
+ for (var i = 0; i < coins.length; i++) {
+ if (coins[i].visible && player.intersects(coins[i])) {
+ coins[i].visible = false;
+ coins[i].needsReset = true;
+ coinsCollected++;
+ coinsTxt.setText('COINS: ' + coinsCollected);
+ LK.getSound('coin_pickup').play();
+ }
+ }
+ // Check speed boosts
+ for (var i = 0; i < speedBoosts.length; i++) {
+ if (speedBoosts[i].visible && player.intersects(speedBoosts[i])) {
+ speedBoosts[i].visible = false;
+ speedBoosts[i].needsReset = true;
+ activateSpeedBoost();
+ LK.getSound('powerup').play();
+ }
+ }
+}
+// Activate speed boost
+function activateSpeedBoost() {
+ boostTime = 180; // 3 seconds at 60fps
+ speedMultiplier = 2;
+ // Flash screen green briefly
+ LK.effects.flashScreen(0x00ff00, 300);
+}
+// Spawn game objects
+function spawnObjects() {
+ // Increase spawn rate based on score
+ var currentSpawnRate = spawnRate * (1 + score / 5000);
+ // Enemy cars
+ if (Math.random() < currentSpawnRate) {
+ for (var i = 0; i < enemyCars.length; i++) {
+ if (enemyCars[i].needsReset) {
+ resetObject(enemyCars[i], 'car');
+ break;
+ }
+ }
+ }
+ // Coins (more frequent)
+ if (Math.random() < currentSpawnRate * 1.5) {
+ for (var i = 0; i < coins.length; i++) {
+ if (coins[i].needsReset) {
+ resetObject(coins[i], 'coin');
+ break;
+ }
+ }
+ }
+ // Obstacles (less frequent)
+ if (Math.random() < currentSpawnRate * 0.7) {
+ for (var i = 0; i < obstacles.length; i++) {
+ if (obstacles[i].needsReset) {
+ resetObject(obstacles[i], 'obstacle');
+ break;
+ }
+ }
+ }
+ // Speed boosts (rare)
+ if (Math.random() < currentSpawnRate * 0.3) {
+ for (var i = 0; i < speedBoosts.length; i++) {
+ if (speedBoosts[i].needsReset) {
+ resetObject(speedBoosts[i], 'boost');
+ break;
+ }
+ }
+ }
+}
+// End the game
+function gameOver() {
+ if (gameState !== STATE_PLAYING) return;
+ gameState = STATE_GAME_OVER;
+ // Save coins
+ storage.coins += coinsCollected;
+ // Update high score if needed
+ if (score > storage.highScore) {
+ storage.highScore = score;
+ highScoreTxt.setText('BEST: ' + storage.highScore);
+ }
+ // Flash screen red
+ LK.effects.flashScreen(0xff0000, 1000);
+ // Show game over screen
+ LK.showGameOver();
+}
+// Main game update function
+game.update = function () {
+ // Handle game state
+ if (gameState === STATE_PLAYING) {
+ // Update game speed
+ var currentGameSpeed = gameSpeed * speedMultiplier;
+ // Update boost time
+ if (boostTime > 0) {
+ boostTime--;
+ if (boostTime === 0) {
+ speedMultiplier = 1;
+ }
+ }
+ // Update road lines
+ for (var i = 0; i < roadLines.length; i++) {
+ roadLines[i].speed = currentGameSpeed;
+ }
+ // Update all game objects
+ for (var i = 0; i < enemyCars.length; i++) {
+ if (enemyCars[i].visible) enemyCars[i].speed = currentGameSpeed * 0.7;
+ }
+ for (var i = 0; i < coins.length; i++) {
+ if (coins[i].visible) coins[i].speed = currentGameSpeed;
+ }
+ for (var i = 0; i < obstacles.length; i++) {
+ if (obstacles[i].visible) obstacles[i].speed = currentGameSpeed;
+ }
+ for (var i = 0; i < speedBoosts.length; i++) {
+ if (speedBoosts[i].visible) speedBoosts[i].speed = currentGameSpeed;
+ }
+ // Increment score based on speed
+ score += Math.round(currentGameSpeed / 4);
+ scoreTxt.setText('DISTANCE: ' + score);
+ // Increase game difficulty over time
+ difficultyTimer++;
+ if (difficultyTimer >= 300) {
+ // Every 5 seconds
+ difficultyTimer = 0;
+ gameSpeed += 0.2; // Gradually increase speed
+ }
+ // Check collisions
+ checkCollisions();
+ // Spawn new objects
+ spawnObjects();
+ }
+};
+// Game input events
+game.down = function (x, y, obj) {
+ if (gameState === STATE_READY) {
+ startGame();
+ }
+};
+game.move = handleMove;
+// Start with the game in ready state
+gameState = STATE_READY;
\ No newline at end of file
Coin 2d pixilated top down. In-Game asset. 2d. High contrast. No shadows
Red car top down 24 pixilated. In-Game asset. 2d. High contrast. No shadows
Blue car 2d pixilated topdown. In-Game asset. 2d. High contrast. No shadows
Box 2d pixilated topdown. In-Game asset. 2d. High contrast. No shadows
Black Road no lines 2d pixilated topdown. In-Game asset. 2d. High contrast. No shadows
Powerup speed boost 2d pixilated topdown. In-Game asset. 2d. High contrast. No shadows