User prompt
Slide right to move is not working properly
User prompt
Slide to move litte fast 5sec
User prompt
When we punch the obstacles it should be fall down or disappear
User prompt
Create a 2D cartoon-style punch effect for a side-scrolling mobile game. Show a big, exaggerated punch with motion blur, comic-style “BAM!” or “POW!” text, and a shockwave ripple at the point of impact. Include flying stars or sparks, and a dust cloud at the ground. The style should be funny, colorful, and dynamic, inspired by classic cartoon fight scenes. Suitable for use in a punch mechanic where a character clears obstacles with a strong hit.
User prompt
Remove the building asset
Code edit (1 edits merged)
Please save this source code
User prompt
Samosa Rush
Initial prompt
Title: Samosa Rush --- Concept: Join Motlu, the ever-hungry hero of Furfuri Nagar, on a wild run through the bustling streets to collect his favorite snack — samosas! But it’s not that easy — obstacles, cows, barrels, and street chaos stand in his way. How many samosas can you collect before it all goes downhill? --- Core Mechanics: 1. Endless Auto-Run Motlu runs automatically from left to right. The environment scrolls endlessly as long as you survive. 2. Tap to Jump Tap once to jump over obstacles or collect samosas in mid-air. Optionally: Double tap for a double jump (upgrade later). 3. Collectibles: Samosas Floating samosas give +1 point. Score increases as you collect more. 4. Obstacles Random cows, barrels, or potholes appear. Hitting any obstacle ends the game. 5. Power-Ups (Optional) Jetpack: Fly for 3 seconds. Slow Motion (Patlu’s Gadget): Slows down time temporarily. Shield: Protects from one hit. 6. Increasing Difficulty Game speed increases every 30 seconds. Obstacles come faster and more frequently. 7. Score & UI Score counter at the top. Game Over screen with best score and retry button.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Background = Container.expand(function (type, yPos, speed) { var self = Container.call(this); self.type = type; self.speed = speed || 1; var bgGraphics = self.attachAsset(self.type, { anchorX: 0, anchorY: 0, y: yPos || 0 }); // Create duplicate for infinite scrolling var bgGraphics2 = self.attachAsset(self.type, { anchorX: 0, anchorY: 0, x: bgGraphics.width, y: yPos || 0 }); self.elements = [bgGraphics, bgGraphics2]; self.update = function () { for (var i = 0; i < self.elements.length; i++) { var element = self.elements[i]; element.x -= self.speed; // Reset position when element is completely off-screen if (element.x <= -element.width) { element.x = self.elements[(i + 1) % 2].x + element.width - 10; // -10 to avoid gaps } } }; return self; }); var Collectible = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'samosa'; self.speed = 8; self.value = 1; if (self.type === 'jetpack' || self.type === 'shield') { self.value = 0; // Power-ups don't give score directly } var collectibleGraphics = self.attachAsset(self.type, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x -= self.speed; // Floating animation self.y += Math.sin(LK.ticks / 10) * 0.5; // Remove if off screen if (self.x < -collectibleGraphics.width) { self.remove = true; } }; return self; }); var Obstacle = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'cow'; self.speed = 8; var obstacleGraphics = self.attachAsset(self.type, { anchorX: 0.5, anchorY: 1 }); self.update = function () { self.x -= self.speed; // Remove if off screen if (self.x < -obstacleGraphics.width) { self.remove = true; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1 }); self.velocityY = 0; self.gravity = 1; self.jumpForce = -45; self.isJumping = false; self.isSliding = false; self.slideTimer = 0; self.hasShield = false; self.hasJetpack = false; self.jetpackTimer = 0; self.shieldTimer = 0; self.jump = function () { if (!self.isJumping) { self.velocityY = self.jumpForce; self.isJumping = true; LK.getSound('jump').play(); } }; self.slideEffect = new Container(); // Initialize slideEffect as a new Container self.slideEffect.update = function () { // Add any update logic for slideEffect here }; self.slide = function () { if (!self.isSliding) { self.isSliding = true; // Add visual effects during slide // Removed PunchEffect as it is not defined self.slideTimer = 120; // 2 seconds at 60 FPS self.speedBoost = 2; // Double the speed LK.getSound('powerup').play(); } }; self.update = function () { // Handle sliding if (self.isSliding) { self.slideTimer--; if (self.slideTimer <= 0) { self.isSliding = false; self.speedBoost = 1; // Reset speed self.x = 400; // Reset to original position } else { self.x += self.speedBoost; // Apply speed boost during slide } } // Apply gravity self.velocityY += self.gravity; self.y += self.velocityY; // Ground collision if (self.y >= self.groundY) { self.y = self.groundY; self.velocityY = 0; self.isJumping = false; } // Jetpack power-up if (self.hasJetpack) { self.jetpackTimer--; if (self.jetpackTimer <= 0) { self.hasJetpack = false; } else { // Float higher with jetpack self.velocityY = -5; } } // Shield timer if (self.hasShield) { self.shieldTimer--; if (self.shieldTimer <= 0) { self.hasShield = false; playerGraphics.tint = 0xFFFFFF; // Reset tint } } }; self.activateJetpack = function () { self.hasJetpack = true; self.jetpackTimer = 180; // 3 seconds at 60 FPS LK.getSound('powerup').play(); }; self.activateShield = function () { self.hasShield = true; self.shieldTimer = 300; // 5 seconds at 60 FPS playerGraphics.tint = 0x4169E1; // Blue tint to indicate shield LK.getSound('powerup').play(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game config var gameSpeed = 1; var score = 0; var obstacles = []; var collectibles = []; var backgrounds = []; var isGameActive = true; var obstacleSpawnRate = 90; // Frames between spawns var collectibleSpawnRate = 60; // Frames between spawns var lastObstacleSpawn = 0; var lastCollectibleSpawn = 0; var groundLevel = 2500; // Set up UI var scoreTxt = new Text2('SCORE: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); var highScoreTxt = new Text2('HIGH SCORE: ' + storage.highScore, { size: 40, fill: 0xFFFFFF }); highScoreTxt.anchor.set(1, 0); highScoreTxt.y = 70; LK.gui.topRight.addChild(highScoreTxt); // Create Backgrounds var skyBg = game.addChild(new Background('background', 0, 0)); var cloudsBg = game.addChild(new Background('clouds', 300, 1)); backgrounds.push(skyBg, cloudsBg); // Create Ground var ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0, y: groundLevel }); game.addChild(ground); // Create Player var player = game.addChild(new Player()); player.x = 400; player.y = groundLevel; player.groundY = groundLevel; // Game functions function spawnObstacle() { var types = ['cow', 'barrel', 'pothole', 'john', 'j1', 'j2']; var obstacleType = types[Math.floor(Math.random() * types.length)]; var obstacle = new Obstacle(obstacleType); // Ensure a minimum distance of 300 pixels between obstacles if (obstacles.length > 0) { var lastObstacle = obstacles[obstacles.length - 1]; if (lastObstacle.x + 300 > 2200) { obstacle.x = lastObstacle.x + 300; } else { obstacle.x = Math.max(2200, lastObstacle.x + 300); // Ensure minimum distance } } else { obstacle.x = 2200; // Spawn just off-screen to the right } // Set y position based on obstacle type if (obstacleType === 'pothole') { obstacle.y = groundLevel + 10; // Potholes sit on the ground } else { obstacle.y = groundLevel; } obstacle.speed = 8 * gameSpeed; obstacles.push(obstacle); game.addChild(obstacle); } function spawnCollectible() { var types = ['samosa', 'samosa', 'samosa', 'jetpack', 'shield']; // 60% samosa, 20% jetpack, 20% shield var collectibleType = types[Math.floor(Math.random() * types.length)]; var collectible = new Collectible(collectibleType); // Ensure a minimum distance of 300 pixels between collectibles if (collectibles.length > 0) { var lastCollectible = collectibles[collectibles.length - 1]; if (lastCollectible.x + 300 > 2200) { collectible.x = lastCollectible.x + 300; } else { collectible.x = Math.max(2200, lastCollectible.x + 300); // Ensure minimum distance } // Ensure new collectible does not pass the previous one collectible.x = Math.max(collectible.x, lastCollectible.x + 300); } else { collectible.x = 2200; // Spawn just off-screen to the right } // Position samosas and power-ups at different heights if (collectibleType === 'samosa') { collectible.y = groundLevel - 600 - Math.random() * 200; // Move samosa even higher above ground } else { collectible.y = groundLevel - 700 - Math.random() * 100; // Position jetpack higher for player to jump and collect // Ensure no obstacles are directly under the jetpack for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; if (Math.abs(obstacle.x - collectible.x) < 200 && Math.abs(obstacle.y - groundLevel) < 50) { obstacle.x += 300; // Move obstacle to the right } } } collectible.speed = 8 * gameSpeed; collectibles.push(collectible); game.addChild(collectible); } function checkCollisions() { // Check obstacle collisions for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; if (player.intersects(obstacle)) { if (obstacle.type === 'barrel' || obstacle.type === 'cow') { // Trigger game over LK.showGameOver(); isGameActive = false; } else if (obstacle.type === 'john' || obstacle.type === 'j1' || obstacle.type === 'j2' || obstacle.type === 'pothole') { obstacle.destroy(); obstacles.splice(i, 1); } } // Remove obstacles marked for removal if (obstacle.remove) { obstacle.destroy(); obstacles.splice(i, 1); } } // Check collectible collisions for (var j = collectibles.length - 1; j >= 0; j--) { var collectible = collectibles[j]; if (player.intersects(collectible)) { // Handle collectible based on type if (collectible.type === 'samosa') { score += collectible.value; scoreTxt.setText('SCORE: ' + score); LK.getSound('collect').play(); } else if (collectible.type === 'jetpack') { player.activateJetpack(); } else if (collectible.type === 'shield') { player.activateShield(); } // Remove collected item collectible.destroy(); collectibles.splice(j, 1); } // Remove collectibles marked for removal if (collectible.remove) { collectible.destroy(); collectibles.splice(j, 1); } } } function increaseGameDifficulty() { // Increase game speed as score increases gameSpeed = 1 + score / 100; // Max speed increase is capped by design // Update speed of all active objects for (var i = 0; i < obstacles.length; i++) { obstacles[i].speed = 8 * gameSpeed; } for (var j = 0; j < collectibles.length; j++) { collectibles[j].speed = 8 * gameSpeed; } // Increase background parallax speeds if (backgrounds[1]) { backgrounds[1].speed = 1 * gameSpeed; } // clouds if (backgrounds[2]) { backgrounds[2].speed = 2 * gameSpeed; } // buildings // Adjust spawn rates obstacleSpawnRate = Math.max(30, 90 - Math.floor(score / 20)); } // Handle touch/click input game.down = function (x, y) { if (isGameActive) { if (x < 1024) { // Assuming left half of the screen for jump player.jump(); } else { // Right half of the screen for slide player.slide(); } } }; // Main game update loop game.update = function () { if (!isGameActive) { return; } // Update player player.update(); if (player.isSliding) { player.x += player.speedBoost; // Apply speed boost // Update slide effect position player.slideEffect.x = player.x; player.slideEffect.y = player.y; player.slideEffect.update(); } // Update backgrounds for (var i = 0; i < backgrounds.length; i++) { backgrounds[i].update(); } // Spawn obstacles with timing based on game speed lastObstacleSpawn++; if (lastObstacleSpawn >= obstacleSpawnRate / gameSpeed) { spawnObstacle(); lastObstacleSpawn = 0; } // Spawn collectibles lastCollectibleSpawn++; if (lastCollectibleSpawn >= collectibleSpawnRate / gameSpeed) { spawnCollectible(); lastCollectibleSpawn = 0; } // Update obstacles for (var j = 0; j < obstacles.length; j++) { obstacles[j].update(); } // Update collectibles for (var k = 0; k < collectibles.length; k++) { collectibles[k].update(); } // Check for collisions checkCollisions(); // Adjust game difficulty increaseGameDifficulty(); // Automatically increment score over time if (LK.ticks % 60 === 0) { score += 1; scoreTxt.setText('SCORE: ' + score); } }; // Play background music LK.playMusic('bgmusic');
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var Background = Container.expand(function (type, yPos, speed) {
var self = Container.call(this);
self.type = type;
self.speed = speed || 1;
var bgGraphics = self.attachAsset(self.type, {
anchorX: 0,
anchorY: 0,
y: yPos || 0
});
// Create duplicate for infinite scrolling
var bgGraphics2 = self.attachAsset(self.type, {
anchorX: 0,
anchorY: 0,
x: bgGraphics.width,
y: yPos || 0
});
self.elements = [bgGraphics, bgGraphics2];
self.update = function () {
for (var i = 0; i < self.elements.length; i++) {
var element = self.elements[i];
element.x -= self.speed;
// Reset position when element is completely off-screen
if (element.x <= -element.width) {
element.x = self.elements[(i + 1) % 2].x + element.width - 10; // -10 to avoid gaps
}
}
};
return self;
});
var Collectible = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'samosa';
self.speed = 8;
self.value = 1;
if (self.type === 'jetpack' || self.type === 'shield') {
self.value = 0; // Power-ups don't give score directly
}
var collectibleGraphics = self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.x -= self.speed;
// Floating animation
self.y += Math.sin(LK.ticks / 10) * 0.5;
// Remove if off screen
if (self.x < -collectibleGraphics.width) {
self.remove = true;
}
};
return self;
});
var Obstacle = Container.expand(function (type) {
var self = Container.call(this);
self.type = type || 'cow';
self.speed = 8;
var obstacleGraphics = self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 1
});
self.update = function () {
self.x -= self.speed;
// Remove if off screen
if (self.x < -obstacleGraphics.width) {
self.remove = true;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1
});
self.velocityY = 0;
self.gravity = 1;
self.jumpForce = -45;
self.isJumping = false;
self.isSliding = false;
self.slideTimer = 0;
self.hasShield = false;
self.hasJetpack = false;
self.jetpackTimer = 0;
self.shieldTimer = 0;
self.jump = function () {
if (!self.isJumping) {
self.velocityY = self.jumpForce;
self.isJumping = true;
LK.getSound('jump').play();
}
};
self.slideEffect = new Container(); // Initialize slideEffect as a new Container
self.slideEffect.update = function () {
// Add any update logic for slideEffect here
};
self.slide = function () {
if (!self.isSliding) {
self.isSliding = true;
// Add visual effects during slide
// Removed PunchEffect as it is not defined
self.slideTimer = 120; // 2 seconds at 60 FPS
self.speedBoost = 2; // Double the speed
LK.getSound('powerup').play();
}
};
self.update = function () {
// Handle sliding
if (self.isSliding) {
self.slideTimer--;
if (self.slideTimer <= 0) {
self.isSliding = false;
self.speedBoost = 1; // Reset speed
self.x = 400; // Reset to original position
} else {
self.x += self.speedBoost; // Apply speed boost during slide
}
}
// Apply gravity
self.velocityY += self.gravity;
self.y += self.velocityY;
// Ground collision
if (self.y >= self.groundY) {
self.y = self.groundY;
self.velocityY = 0;
self.isJumping = false;
}
// Jetpack power-up
if (self.hasJetpack) {
self.jetpackTimer--;
if (self.jetpackTimer <= 0) {
self.hasJetpack = false;
} else {
// Float higher with jetpack
self.velocityY = -5;
}
}
// Shield timer
if (self.hasShield) {
self.shieldTimer--;
if (self.shieldTimer <= 0) {
self.hasShield = false;
playerGraphics.tint = 0xFFFFFF; // Reset tint
}
}
};
self.activateJetpack = function () {
self.hasJetpack = true;
self.jetpackTimer = 180; // 3 seconds at 60 FPS
LK.getSound('powerup').play();
};
self.activateShield = function () {
self.hasShield = true;
self.shieldTimer = 300; // 5 seconds at 60 FPS
playerGraphics.tint = 0x4169E1; // Blue tint to indicate shield
LK.getSound('powerup').play();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game config
var gameSpeed = 1;
var score = 0;
var obstacles = [];
var collectibles = [];
var backgrounds = [];
var isGameActive = true;
var obstacleSpawnRate = 90; // Frames between spawns
var collectibleSpawnRate = 60; // Frames between spawns
var lastObstacleSpawn = 0;
var lastCollectibleSpawn = 0;
var groundLevel = 2500;
// Set up UI
var scoreTxt = new Text2('SCORE: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
var highScoreTxt = new Text2('HIGH SCORE: ' + storage.highScore, {
size: 40,
fill: 0xFFFFFF
});
highScoreTxt.anchor.set(1, 0);
highScoreTxt.y = 70;
LK.gui.topRight.addChild(highScoreTxt);
// Create Backgrounds
var skyBg = game.addChild(new Background('background', 0, 0));
var cloudsBg = game.addChild(new Background('clouds', 300, 1));
backgrounds.push(skyBg, cloudsBg);
// Create Ground
var ground = LK.getAsset('ground', {
anchorX: 0,
anchorY: 0,
y: groundLevel
});
game.addChild(ground);
// Create Player
var player = game.addChild(new Player());
player.x = 400;
player.y = groundLevel;
player.groundY = groundLevel;
// Game functions
function spawnObstacle() {
var types = ['cow', 'barrel', 'pothole', 'john', 'j1', 'j2'];
var obstacleType = types[Math.floor(Math.random() * types.length)];
var obstacle = new Obstacle(obstacleType);
// Ensure a minimum distance of 300 pixels between obstacles
if (obstacles.length > 0) {
var lastObstacle = obstacles[obstacles.length - 1];
if (lastObstacle.x + 300 > 2200) {
obstacle.x = lastObstacle.x + 300;
} else {
obstacle.x = Math.max(2200, lastObstacle.x + 300); // Ensure minimum distance
}
} else {
obstacle.x = 2200; // Spawn just off-screen to the right
}
// Set y position based on obstacle type
if (obstacleType === 'pothole') {
obstacle.y = groundLevel + 10; // Potholes sit on the ground
} else {
obstacle.y = groundLevel;
}
obstacle.speed = 8 * gameSpeed;
obstacles.push(obstacle);
game.addChild(obstacle);
}
function spawnCollectible() {
var types = ['samosa', 'samosa', 'samosa', 'jetpack', 'shield']; // 60% samosa, 20% jetpack, 20% shield
var collectibleType = types[Math.floor(Math.random() * types.length)];
var collectible = new Collectible(collectibleType);
// Ensure a minimum distance of 300 pixels between collectibles
if (collectibles.length > 0) {
var lastCollectible = collectibles[collectibles.length - 1];
if (lastCollectible.x + 300 > 2200) {
collectible.x = lastCollectible.x + 300;
} else {
collectible.x = Math.max(2200, lastCollectible.x + 300); // Ensure minimum distance
}
// Ensure new collectible does not pass the previous one
collectible.x = Math.max(collectible.x, lastCollectible.x + 300);
} else {
collectible.x = 2200; // Spawn just off-screen to the right
}
// Position samosas and power-ups at different heights
if (collectibleType === 'samosa') {
collectible.y = groundLevel - 600 - Math.random() * 200; // Move samosa even higher above ground
} else {
collectible.y = groundLevel - 700 - Math.random() * 100; // Position jetpack higher for player to jump and collect
// Ensure no obstacles are directly under the jetpack
for (var i = 0; i < obstacles.length; i++) {
var obstacle = obstacles[i];
if (Math.abs(obstacle.x - collectible.x) < 200 && Math.abs(obstacle.y - groundLevel) < 50) {
obstacle.x += 300; // Move obstacle to the right
}
}
}
collectible.speed = 8 * gameSpeed;
collectibles.push(collectible);
game.addChild(collectible);
}
function checkCollisions() {
// Check obstacle collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
if (player.intersects(obstacle)) {
if (obstacle.type === 'barrel' || obstacle.type === 'cow') {
// Trigger game over
LK.showGameOver();
isGameActive = false;
} else if (obstacle.type === 'john' || obstacle.type === 'j1' || obstacle.type === 'j2' || obstacle.type === 'pothole') {
obstacle.destroy();
obstacles.splice(i, 1);
}
}
// Remove obstacles marked for removal
if (obstacle.remove) {
obstacle.destroy();
obstacles.splice(i, 1);
}
}
// Check collectible collisions
for (var j = collectibles.length - 1; j >= 0; j--) {
var collectible = collectibles[j];
if (player.intersects(collectible)) {
// Handle collectible based on type
if (collectible.type === 'samosa') {
score += collectible.value;
scoreTxt.setText('SCORE: ' + score);
LK.getSound('collect').play();
} else if (collectible.type === 'jetpack') {
player.activateJetpack();
} else if (collectible.type === 'shield') {
player.activateShield();
}
// Remove collected item
collectible.destroy();
collectibles.splice(j, 1);
}
// Remove collectibles marked for removal
if (collectible.remove) {
collectible.destroy();
collectibles.splice(j, 1);
}
}
}
function increaseGameDifficulty() {
// Increase game speed as score increases
gameSpeed = 1 + score / 100; // Max speed increase is capped by design
// Update speed of all active objects
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].speed = 8 * gameSpeed;
}
for (var j = 0; j < collectibles.length; j++) {
collectibles[j].speed = 8 * gameSpeed;
}
// Increase background parallax speeds
if (backgrounds[1]) {
backgrounds[1].speed = 1 * gameSpeed;
} // clouds
if (backgrounds[2]) {
backgrounds[2].speed = 2 * gameSpeed;
} // buildings
// Adjust spawn rates
obstacleSpawnRate = Math.max(30, 90 - Math.floor(score / 20));
}
// Handle touch/click input
game.down = function (x, y) {
if (isGameActive) {
if (x < 1024) {
// Assuming left half of the screen for jump
player.jump();
} else {
// Right half of the screen for slide
player.slide();
}
}
};
// Main game update loop
game.update = function () {
if (!isGameActive) {
return;
}
// Update player
player.update();
if (player.isSliding) {
player.x += player.speedBoost; // Apply speed boost
// Update slide effect position
player.slideEffect.x = player.x;
player.slideEffect.y = player.y;
player.slideEffect.update();
}
// Update backgrounds
for (var i = 0; i < backgrounds.length; i++) {
backgrounds[i].update();
}
// Spawn obstacles with timing based on game speed
lastObstacleSpawn++;
if (lastObstacleSpawn >= obstacleSpawnRate / gameSpeed) {
spawnObstacle();
lastObstacleSpawn = 0;
}
// Spawn collectibles
lastCollectibleSpawn++;
if (lastCollectibleSpawn >= collectibleSpawnRate / gameSpeed) {
spawnCollectible();
lastCollectibleSpawn = 0;
}
// Update obstacles
for (var j = 0; j < obstacles.length; j++) {
obstacles[j].update();
}
// Update collectibles
for (var k = 0; k < collectibles.length; k++) {
collectibles[k].update();
}
// Check for collisions
checkCollisions();
// Adjust game difficulty
increaseGameDifficulty();
// Automatically increment score over time
if (LK.ticks % 60 === 0) {
score += 1;
scoreTxt.setText('SCORE: ' + score);
}
};
// Play background music
LK.playMusic('bgmusic');
Create a cute and shiny 2D samosa with a golden-brown crispy texture. It should have a smiley face and a slight glow, making it look collectible and delicious. The art style should be cartoonish and exaggerated for a fun game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Create a spicy red samosa with flames, symbolizing a speed boost. The samosa should have a glowing effect and fire particles around it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
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