User prompt
Change the title as Highway Hero
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Adding a police siren sound when a police car appears (or chases the player) will make the game way more intense and exciting —
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Add sound effect for player car
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Add another enemy car green
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Slow truck need to visible in game like other enemy cara
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Slow truck is not randomly spawning
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Remove the normal car asset from the game
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Now the collision doesn't working for all the cars
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How to fix it
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When the brake button is pressed: The car's speed decreases rapidly. Once released, the car returns to normal speed or waits for accelerate button.
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if hit the break button reduce the car speed for few seconds and contiune
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break function is not working
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Add a new BrakeButton asset ✅ Add BrakeButton to the game on the left side of the screen if we hit the break button player car will stop ✅ Stop player car when brake button is pressed
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if we hit the break button player car will stop
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can i add another boostbutton like break button on left side of the screen like boost button placed on right side
User prompt
Remove shadow effect from the boost button by eliminating the alpha property. after hitting the button
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need background asset
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Couldn't see background asset
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Add background assets to game
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Add static background assets for trees for sides of the road.
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Add trees, bushes, or fences to the sides of the road as static background assets. Place them in the side areas (blue parts).
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Increase the width of the road
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Make right side of the screen also can swipe to change between three vertical lanes
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Remove the shadow effect for the boost button
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Add new enemy asset a Police Car Follows the player’s lane for a few seconds
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var BoostButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('boostButton', { anchorX: 0.5, anchorY: 0.5 }); self.down = function () { buttonGraphics.alpha = 0.8; if (player && !player.boosting) { player.boost(); } }; self.up = function () { buttonGraphics.alpha = 0.5; }; return self; }); var BrakeButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('brakeButton', { anchorX: 0.5, anchorY: 0.5 }); self.down = function () { if (player) { player.speed = baseSpeed * 0.2; // Decrease speed rapidly } }; self.up = function () { if (player) { player.speed = baseSpeed; // Restore normal speed } }; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinGraphics.width; self.height = coinGraphics.height; self.lane = 0; self.speed = 0; self.setup = function (lane, speed) { self.lane = lane; self.speed = speed; self.x = getLanePosition(lane); self.y = -self.height; }; self.update = function () { self.y += self.speed; // Add a spinning effect to the coin coinGraphics.rotation += 0.05; }; return self; }); var EnemyCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = carGraphics.width; self.height = carGraphics.height; self.lane = 0; self.speed = 0; self.setup = function (lane, speed) { self.lane = lane; self.speed = speed; self.x = getLanePosition(lane); self.y = -self.height; }; self.update = function () { self.y += self.speed; }; return self; }); var FastCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('fastCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = carGraphics.width; self.height = carGraphics.height; self.lane = 0; self.speed = 0; self.setup = function (lane, speed) { self.lane = lane; self.speed = speed; self.x = getLanePosition(lane); self.y = -self.height; }; self.update = function () { self.y += self.speed; }; return self; }); var GreenCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('greenCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = carGraphics.width; self.height = carGraphics.height; self.lane = 0; self.speed = 0; self.setup = function (lane, speed) { self.lane = lane; self.speed = speed; self.x = getLanePosition(lane); self.y = -self.height; }; self.update = function () { self.y += self.speed; }; return self; }); var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; // 0=left, 1=middle, 2=right self.width = carGraphics.width; self.height = carGraphics.height; self.moving = false; self.boosting = false; self.boostTime = 0; self.boostDuration = 120; // 2 seconds at 60 fps self.switchLane = function (targetLane) { if (self.moving || targetLane < 0 || targetLane > 2) { return; } self.moving = true; var targetX = getLanePosition(targetLane); tween(self, { x: targetX }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { self.lane = targetLane; self.moving = false; } }); }; self.boost = function () { if (self.boosting) { return; } self.boosting = true; self.boostTime = self.boostDuration; LK.getSound('boost').play(); }; self.update = function () { if (self.boosting) { self.boostTime--; if (self.boostTime <= 0) { self.boosting = false; } } // Play car movement sound LK.getSound('carMove').play(); }; return self; }); var PoliceCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('policeCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = carGraphics.width; self.height = carGraphics.height; self.lane = 0; self.speed = 0; self.followTime = 180; // Follow for 3 seconds at 60 fps self.following = false; self.setup = function (lane, speed) { self.lane = lane; self.speed = speed; self.x = getLanePosition(lane); self.y = -self.height; self.following = true; }; self.update = function () { if (self.following) { self.followTime--; if (self.followTime <= 0) { self.following = false; } else { // Follow the player's lane self.x = getLanePosition(player.lane); } } self.y += self.speed; }; return self; }); var Road = Container.expand(function () { var self = Container.call(this); var roadGraphics = self.attachAsset('road', { anchorX: 0.5, anchorY: 0 }); self.laneWidth = roadGraphics.width; // Create road lines self.lines = []; var lineCount = 15; var lineSpacing = 2732 / lineCount; for (var i = 0; i < lineCount; i++) { var line = self.addChild(LK.getAsset('roadLine', { anchorX: 0.5, anchorY: 0.5, x: 0, y: i * lineSpacing })); self.lines.push(line); } self.speed = 10; self.update = function () { // Animate the road lines for (var i = 0; i < self.lines.length; i++) { self.lines[i].y += self.speed; // Reset line position when it goes off screen if (self.lines[i].y > 2732) { self.lines[i].y = 0; } } }; return self; }); var SlowTruck = Container.expand(function () { var self = Container.call(this); var truckGraphics = self.attachAsset('slowTruck', { anchorX: 0.5, anchorY: 0.5 }); self.width = truckGraphics.width; self.height = truckGraphics.height; self.lane = 0; self.speed = 0; self.setup = function (lane, speed) { self.lane = lane; self.speed = speed; self.x = getLanePosition(lane) + (roadWidth - self.width) / 2; self.y = -self.height; }; self.update = function () { self.y += self.speed; }; return self; }); var ZigZagCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('zigZagCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = carGraphics.width; self.height = carGraphics.height; self.lane = 0; self.speed = 0; self.zigzagInterval = 120; // Switch lanes every 2 seconds at 60 fps self.zigzagTimer = 0; self.setup = function (lane, speed) { self.lane = lane; self.speed = speed; self.x = getLanePosition(lane); self.y = -self.height; }; self.update = function () { self.y += self.speed; self.zigzagTimer++; if (self.zigzagTimer >= self.zigzagInterval) { self.zigzagTimer = 0; // Switch lanes randomly var newLane = (self.lane + 1) % 3; self.lane = newLane; self.x = getLanePosition(newLane); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000, title: "Highway Hero" }); /**** * Game Code ****/ // Game variables var player; var score = 0; // Initialize score tracking var roads = []; var enemies = []; var coins = []; var boostButton; var baseSpeed = 10; var score = 0; var startX, direction; var spawnTimer = 0; var spawnInterval = 60; // Spawn an object every second (60 frames) var difficultyTimer = 0; var difficultyInterval = 600; // Increase difficulty every 10 seconds var roadWidth = 240; var lanePositions = []; var gameRunning = false; var scoreText; var highScoreText; // Helper function to get the x-position for a lane function getLanePosition(lane) { return lanePositions[lane]; } // Initialize game elements function initGame() { // Set background game.setBackgroundColor(0x85C1E9); // Add background assets var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0 }); background.x = 2048 / 2; background.y = 0; game.addChild(background); // Initialize lane positions var screenCenter = 2048 / 2; lanePositions = [screenCenter - roadWidth, screenCenter, screenCenter + roadWidth]; // Create roads for (var i = 0; i < 3; i++) { var road = new Road(); road.x = lanePositions[i]; roads.push(road); game.addChild(road); } // Create player car player = new PlayerCar(); player.x = lanePositions[1]; // Start in middle lane player.y = 2732 - 500; // Position near bottom of screen game.addChild(player); // Create boost button boostButton = new BoostButton(); boostButton.x = 2048 - 200; boostButton.y = 2732 - 200; game.addChild(boostButton); // Create brake button var brakeButton = new BrakeButton(); brakeButton.x = 200; // Position on the left side of the screen brakeButton.y = 2732 - 200; game.addChild(brakeButton); // Initialize score score = 0; // Setup score text scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); // Center the score text horizontally LK.gui.top.addChild(scoreText); // Position the score text at the top-center // Setup high score text highScoreText = new Text2('Best: ' + storage.highScore, { size: 60, fill: 0xFFFFFF }); highScoreText.anchor.set(0, 0); highScoreText.y = 90; LK.gui.topRight.addChild(highScoreText); // Reset game state enemies = []; coins = []; baseSpeed = 10; spawnTimer = 0; difficultyTimer = 0; gameRunning = true; // Start background music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.4, duration: 1000 } }); } // Spawn objects (enemies or coins) function spawnObject() { var lane = Math.floor(Math.random() * 3); // 30% chance to spawn a coin, 20% chance for enemy car, 20% chance for normal car, 10% chance for police car, 10% chance for slow truck, 10% chance for fast car var randomValue = Math.random(); if (randomValue < 0.3) { var coin = new Coin(); coin.setup(lane, baseSpeed); coins.push(coin); game.addChild(coin); } else if (randomValue < 0.7) { var enemy = new EnemyCar(); enemy.setup(lane, baseSpeed * 0.8); // Enemies move a bit slower than the road enemies.push(enemy); game.addChild(enemy); } else if (randomValue < 0.9) { var policeCar = new PoliceCar(); policeCar.setup(lane, baseSpeed * 0.8); enemies.push(policeCar); game.addChild(policeCar); LK.getSound('siren').play(); } else if (randomValue < 0.95) { var zigZagCar = new ZigZagCar(); zigZagCar.setup(lane, baseSpeed * 1.2); // ZigZag cars move slightly faster enemies.push(zigZagCar); game.addChild(zigZagCar); } else if (randomValue < 0.975) { var slowTruck = new SlowTruck(); slowTruck.setup(lane, baseSpeed * 0.5); // Slow trucks move slower than other vehicles enemies.push(slowTruck); game.addChild(slowTruck); } else if (randomValue < 0.99) { var greenCar = new GreenCar(); greenCar.setup(lane, baseSpeed * 1.1); // Green cars move slightly faster than normal enemies.push(greenCar); game.addChild(greenCar); } else { var fastCar = new FastCar(); fastCar.setup(lane, baseSpeed * 1.5); // Fast cars move quicker than other vehicles enemies.push(fastCar); game.addChild(fastCar); } } // Check for collisions function checkCollisions() { if (!player) { return; } // Check for collision with enemies for (var i = enemies.length - 1; i >= 0; i--) { if (player.intersects(enemies[i])) { // Game over on collision LK.getSound('crash').play(); LK.effects.flashScreen(0xFF0000, 500); // Update high score if needed if (score > storage.highScore) { storage.highScore = score; highScoreText.setText('Best: ' + storage.highScore); } // Show game over LK.stopMusic(); LK.showGameOver(); gameRunning = false; return; } } // Check for collision with coins for (var j = coins.length - 1; j >= 0; j--) { if (player.intersects(coins[j])) { // Collect coin score += 10; scoreText.setText('Score: ' + score); LK.getSound('coinCollect').play(); LK.effects.flashObject(coins[j], 0xFFFFFF, 200); coins[j].destroy(); coins.splice(j, 1); } } } // Update function for game logic game.update = function () { if (!gameRunning) { return; } // Update road and player for (var i = 0; i < roads.length; i++) { var speedMultiplier = player.boosting ? 2 : 1; roads[i].speed = baseSpeed * speedMultiplier; roads[i].update(); } player.update(); // Spawn objects spawnTimer++; if (spawnTimer >= spawnInterval) { spawnObject(); spawnTimer = 0; } // Increase difficulty over time difficultyTimer++; if (difficultyTimer >= difficultyInterval) { baseSpeed += 1; spawnInterval = Math.max(30, spawnInterval - 3); // Speed up spawning but not below 0.5 seconds difficultyTimer = 0; // Add points for surviving longer score += 5; scoreText.setText('Score: ' + score); } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { var speedMultiplier = player.boosting ? 2 : 1; enemies[j].speed = baseSpeed * 0.8 * speedMultiplier; enemies[j].update(); // Remove enemies that are off screen if (enemies[j].y > 2732 + enemies[j].height) { enemies[j].destroy(); enemies.splice(j, 1); // Add points for each car you pass score += 1; scoreText.setText('Score: ' + score); } } // Update coins for (var k = coins.length - 1; k >= 0; k--) { var speedMultiplier = player.boosting ? 2 : 1; coins[k].speed = baseSpeed * 0.8 * speedMultiplier; coins[k].update(); // Remove coins that are off screen if (coins[k].y > 2732 + coins[k].height) { coins[k].destroy(); coins.splice(k, 1); } } // Check for collisions checkCollisions(); }; // Touch handling for lane changes game.down = function (x, y) { if (!gameRunning) { return; } // Both sides of the screen are for lane switching startX = x; direction = null; }; game.move = function (x, y) { if (!gameRunning || !startX) { return; } // Determine swipe direction if it's significant enough var deltaX = x - startX; if (Math.abs(deltaX) > 50) { direction = deltaX > 0 ? 'right' : 'left'; } }; game.up = function (x, y) { if (!gameRunning) { return; } // Execute lane change based on swipe direction if (direction) { if (direction === 'left' && player.lane > 0) { player.switchLane(player.lane - 1); } else if (direction === 'right' && player.lane < 2) { player.switchLane(player.lane + 1); } } startX = null; direction = null; }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -301,9 +301,10 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x85C1E9
+ backgroundColor: 0x000000,
+ title: "Highway Hero"
});
/****
* Game Code
Top-down view of a pixel art police car with flashing red and blue lights, 64x64, arcade retro style". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Top-down view of a sleek red sports car, clean and minimal pixel art style, 64x64 size, suitable for a mobile racing game". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Top-down view of a simple blue car in pixel art style, 64x64 size, designed for an endless driving game, minimal detail, arcade style". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Top-down view of a simple pink car in pixel art style, 64x64 size, designed for an endless driving game, minimal detail, arcade style". straight top. View Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Pixel art style gold coin with shine, top-down view, 32x32, designed for arcade coin collection in a racing game". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Top-down seamless vertically scrolling background for an endless driving game, central road with 3 lanes, side grass, trees, and fences, pixel art style, 512x1024 resolution". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
"Pixel art style accelerate button icon, 64x64 size, glowing red or white, with an upward arrow or speed meter symbol, circular or rounded rectangle, designed for mobile racing game UI, clean and minimal arcade look". button shoudld be straight up and accelerate text hd images Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
High-quality brake button for mobile racing game, 64x64 pixels, glowing red, with a brake or stop symbol in the center, 3D UI style with soft shadows and clean edges". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows