User prompt
yaylar 2 tür olsun
User prompt
karakterin suretini 70 yap
User prompt
insanlari %45 çoğalt
User prompt
insan çoğunluğunu %80 azalt
User prompt
kaldirimda olmayan insanlari çikart
User prompt
insanlarin hizini %90 azalt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
lambalari çikart
User prompt
insanlari arabalar ve lambalarin arasinda çiz ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kaldirimda insanlar çiz rastkele hareket etsinler ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
tüm düşmanlar benimle ayni yönde ilerlesinler
User prompt
düşmanlar çarpişmasin
User prompt
düşmanlar kendi yollarinda ilerlesinler benı takip etmesinler
User prompt
tüm düşman araçlar bana doğru sürsün araçlarini
User prompt
tüm düşmanlar karakterin aksi yonden ilerilesin
User prompt
hepsi karsi şeritden ilerilesinler
User prompt
düşmanlar hepsi FARKLİ hizlarda hareket etsinler
User prompt
dümanlar hepsi stabil hizda hareket etsin
User prompt
düşmanlar kaza yaparken yanarak yok olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
düşmanlar bir birine çarparsa kaza yapsinlar
User prompt
coinler 50 coin değerinde olsun
User prompt
ıstenmeyen silinmiş yeşil Düşmani kaldir
User prompt
stabil hiz 80 olsun
User prompt
araçin kaç KMH ile gittiği belli olsun
User prompt
düşman arabalarin hizini olduğundan %30 çoğalt
User prompt
düşman araçlar rastgele hizda gelsin
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
coins: 0,
selectedCar: 0,
ownedCars: [0]
});
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
// Simple rotation animation
coinGraphics.rotation += 0.1;
};
return self;
});
var EnemyCar = Container.expand(function () {
var self = Container.call(this);
// Array of enemy car assets
var enemyCarAssets = ['enemyCar', 'enemyCar2', 'enemyCar3', 'enemyCar4'];
// Randomly select a car type
var randomCarType = enemyCarAssets[Math.floor(Math.random() * enemyCarAssets.length)];
var carGraphics = self.attachAsset(randomCarType, {
anchorX: 0.5,
anchorY: 0.5
});
// Set different random speeds for each enemy car
self.speed = 4 + Math.floor(Math.random() * 8); // Random speed between 4 and 11
self.carType = randomCarType; // Store the car type for reference
self.update = function () {
// All enemy cars move in the same direction as player (downward)
// Move at consistent speed in the same direction as player
self.y += self.speed;
};
return self;
});
var GarageUI = Container.expand(function () {
var self = Container.call(this);
// Garage background
var background = self.attachAsset('garageBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
// Title
var title = new Text2('GARAGE', {
size: 120,
fill: '#ffffff'
});
title.anchor.set(0.5, 0);
title.x = 2048 / 2;
title.y = 200;
self.addChild(title);
// Car data
var carData = [{
name: 'Basic Car',
asset: 'playerCar',
price: 0,
color: 0x4287f5
}, {
name: 'Sports Car',
asset: 'sportsCar',
price: 100,
color: 0xff4500
}, {
name: 'Luxury Car',
asset: 'luxuryCar',
price: 250,
color: 0x9932cc
}, {
name: 'Super Car',
asset: 'superCar',
price: 500,
color: 0xffd700
}];
var carDisplays = [];
var carTexts = [];
var buttons = [];
// Create car displays
for (var i = 0; i < carData.length; i++) {
var car = carData[i];
var yPos = 500 + i * 400;
// Car display
var carDisplay = LK.getAsset(car.asset, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 300,
y: yPos,
scaleX: 1.5,
scaleY: 1.5
});
self.addChild(carDisplay);
carDisplays.push(carDisplay);
// Car name and price
var carText = new Text2(car.name + (car.price > 0 ? ' - ' + car.price + ' coins' : ' - FREE'), {
size: 60,
fill: '#ffffff'
});
carText.anchor.set(0, 0.5);
carText.x = 2048 / 2 - 100;
carText.y = yPos - 50;
self.addChild(carText);
carTexts.push(carText);
// Status text
var statusText = new Text2('', {
size: 50,
fill: '#00ff00'
});
statusText.anchor.set(0, 0.5);
statusText.x = 2048 / 2 - 100;
statusText.y = yPos;
self.addChild(statusText);
// Buy/Select button
var button = LK.getAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 200,
y: yPos + 50
});
self.addChild(button);
buttons.push(button);
var buttonText = new Text2('', {
size: 40,
fill: '#ffffff'
});
buttonText.anchor.set(0.5, 0.5);
buttonText.x = 2048 / 2 + 200;
buttonText.y = yPos + 50;
self.addChild(buttonText);
// Store references
button.carIndex = i;
button.statusText = statusText;
button.buttonText = buttonText;
button.carData = car;
}
// Coins display
var coinsDisplay = new Text2('', {
size: 80,
fill: '#ffd700'
});
coinsDisplay.anchor.set(0.5, 0);
coinsDisplay.x = 2048 / 2;
coinsDisplay.y = 100;
self.addChild(coinsDisplay);
// Back button
var backButton = LK.getAsset('garageButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2500
});
self.addChild(backButton);
var backText = new Text2('BACK TO GAME', {
size: 50,
fill: '#ffffff'
});
backText.anchor.set(0.5, 0.5);
backText.x = 2048 / 2;
backText.y = 2500;
self.addChild(backText);
self.updateDisplay = function () {
var playerCoins = storage.coins || 0;
coinsDisplay.setText('Coins: ' + playerCoins);
var ownedCars = storage.ownedCars || [0];
var selectedCar = storage.selectedCar || 0;
for (var i = 0; i < buttons.length; i++) {
var button = buttons[i];
var isOwned = ownedCars.indexOf(i) !== -1;
var isSelected = selectedCar === i;
if (isSelected) {
button.statusText.setText('SELECTED');
button.buttonText.setText('SELECTED');
button.tint = 0x00ff00;
} else if (isOwned) {
button.statusText.setText('OWNED');
button.buttonText.setText('SELECT');
button.tint = 0x1e90ff;
} else {
button.statusText.setText('');
if (playerCoins >= button.carData.price) {
button.buttonText.setText('BUY');
button.tint = 0x00ff00;
} else {
button.buttonText.setText('NEED ' + (button.carData.price - playerCoins) + ' MORE');
button.tint = 0xff0000;
}
}
}
};
self.down = function (x, y, obj) {
// Use direct coordinates instead of toLocal conversion to avoid parent issues
var localPos = {
x: x,
y: y
};
// Check back button
if (Math.abs(localPos.x - 2048 / 2) < 100 && Math.abs(localPos.y - 2500) < 40) {
showGame();
return;
}
// Check car buttons
for (var i = 0; i < buttons.length; i++) {
var button = buttons[i];
var buttonPos = {
x: 2048 / 2 + 200,
y: 500 + i * 400 + 50
};
if (Math.abs(localPos.x - buttonPos.x) < 75 && Math.abs(localPos.y - buttonPos.y) < 30) {
var ownedCars = storage.ownedCars || [0];
var isOwned = ownedCars.indexOf(i) !== -1;
var playerCoins = storage.coins || 0;
if (isOwned) {
// Select car
storage.selectedCar = i;
self.updateDisplay();
} else if (playerCoins >= button.carData.price) {
// Buy car
storage.coins = playerCoins - button.carData.price;
ownedCars.push(i);
storage.ownedCars = ownedCars;
storage.selectedCar = i;
self.updateDisplay();
}
break;
}
}
};
return self;
});
var Pedestrian = Container.expand(function () {
var self = Container.call(this);
var pedestrianGraphics = self.attachAsset('pedestrian', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = (2 + Math.random() * 3) * 0.1; // Reduced speed by 90% (multiply by 0.1)
self.direction = Math.random() > 0.5 ? 1 : -1; // Random direction
self.changeDirectionTimer = 0;
self.changeDirectionInterval = 120 + Math.floor(Math.random() * 240); // Change direction every 2-6 seconds
self.update = function () {
// Move pedestrian
self.y += self.speed * self.direction;
// Random direction changes
self.changeDirectionTimer++;
if (self.changeDirectionTimer >= self.changeDirectionInterval) {
self.direction *= -1; // Reverse direction
self.changeDirectionTimer = 0;
self.changeDirectionInterval = 120 + Math.floor(Math.random() * 240);
// Add random horizontal movement with tween
if (Math.random() < 0.3) {
var newX = self.x + (Math.random() - 0.5) * 100;
tween(self, {
x: newX
}, {
duration: 1000 + Math.random() * 2000,
easing: tween.easeInOut
});
}
}
// Keep pedestrians within reasonable bounds
if (self.y < -100) {
self.y = -100;
self.direction = 1;
} else if (self.y > 2732 + 100) {
self.y = 2732 + 100;
self.direction = -1;
}
};
return self;
});
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var carAssets = ['playerCar', 'sportsCar', 'luxuryCar', 'superCar'];
var selectedCar = storage.selectedCar || 0;
var carAsset = carAssets[selectedCar] || 'playerCar';
var carGraphics = self.attachAsset(carAsset, {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 1; // 0 = leftmost, 1 = left center, 2 = right center, 3 = rightmost
self.targetX = 0;
self.speed = 8; // Initial speed
self.targetRotation = 0;
self.update = function () {
// Smooth movement to target position
var diff = self.targetX - self.x;
self.x += diff * 0.15;
// Smooth rotation animation
var rotDiff = self.targetRotation - carGraphics.rotation;
carGraphics.rotation += rotDiff * 0.2;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2d5a2d
});
/****
* Game Code
****/
// Game dimensions: 2048x2732
var gameSpeed = 8;
var speedIncrement = 0;
var maxSpeed = 8;
// Garage system
var garage;
var garageButton;
var inGarage = false;
// Initialize persistent coins from storage
if (storage.coins === undefined) {
storage.coins = 0;
}
function showGarage() {
inGarage = true;
// Hide all game elements
for (var i = 0; i < game.children.length; i++) {
game.children[i].visible = false;
}
// Show garage
garage.visible = true;
garage.updateDisplay();
garageButton.visible = false;
}
function showGame() {
inGarage = false;
// Show all game elements
for (var i = 0; i < game.children.length; i++) {
game.children[i].visible = true;
}
// Hide garage
garage.visible = false;
garageButton.visible = true;
// Recreate player with new car
var oldX = player.x;
var oldY = player.y;
var oldLane = player.lane;
var oldTargetX = player.targetX;
game.removeChild(player);
player = new PlayerCar();
player.x = oldX;
player.y = oldY;
player.lane = oldLane;
player.targetX = oldTargetX;
game.addChild(player);
}
// Lane positions
var lanes = [2048 / 2 - 300, 2048 / 2 - 100, 2048 / 2 + 100, 2048 / 2 + 300];
// Game objects
var player;
var enemyCars = [];
var coins = [];
var roadSegments = [];
var laneMarkers = [];
var buildings = [];
var trees = [];
var sidewalks = [];
var pedestrians = [];
// Game state
var gameDistance = 0;
var coinsCollected = 0;
var spawnTimer = 0;
var coinSpawnTimer = 0;
// Create road background
function createRoadSegment(y) {
var segment = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: y
});
return segment;
}
// Create lane markers
function createLaneMarker(x, y) {
var marker = LK.getAsset('lane', {
anchorX: 0.5,
anchorY: 0,
x: x,
y: y
});
return marker;
}
// Create city background elements
function createBuilding(x, y, type) {
var buildingAsset = type === 0 ? 'building1' : type === 1 ? 'building2' : 'building3';
var building = LK.getAsset(buildingAsset, {
anchorX: 0.5,
anchorY: 1,
x: x,
y: y
});
return building;
}
function createTree(x, y) {
var tree = LK.getAsset('tree', {
anchorX: 0.5,
anchorY: 1,
x: x,
y: y
});
return tree;
}
function createSidewalk(x, y) {
var sidewalk = LK.getAsset('sidewalk', {
anchorX: 0.5,
anchorY: 0,
x: x,
y: y
});
return sidewalk;
}
// Initialize road
for (var i = 0; i < 12; i++) {
var segment = createRoadSegment(i * 300 - 300);
roadSegments.push(segment);
game.addChild(segment);
}
// Initialize lane markers
for (var i = 0; i < 24; i++) {
var marker1 = createLaneMarker((lanes[0] + lanes[1]) / 2, i * 150 - 300);
var marker2 = createLaneMarker((lanes[1] + lanes[2]) / 2, i * 150 - 300);
var marker3 = createLaneMarker((lanes[2] + lanes[3]) / 2, i * 150 - 300);
laneMarkers.push(marker1);
laneMarkers.push(marker2);
laneMarkers.push(marker3);
game.addChild(marker1);
game.addChild(marker2);
game.addChild(marker3);
}
// Initialize city background elements
// Create sidewalks on both sides and between lanes and buildings
for (var i = 0; i < 10; i++) {
var yPos = i * 300 - 300;
var leftSidewalk = createSidewalk(300, yPos);
var rightSidewalk = createSidewalk(2048 - 300, yPos);
// Create sidewalks between road and buildings
var leftInnerSidewalk = createSidewalk(lanes[0] - 200, yPos);
var rightInnerSidewalk = createSidewalk(lanes[3] + 200, yPos);
sidewalks.push(leftSidewalk);
sidewalks.push(rightSidewalk);
sidewalks.push(leftInnerSidewalk);
sidewalks.push(rightInnerSidewalk);
game.addChild(leftSidewalk);
game.addChild(rightSidewalk);
game.addChild(leftInnerSidewalk);
game.addChild(rightInnerSidewalk);
}
// Create buildings on both sides of the road
for (var i = 0; i < 20; i++) {
var yPos = i * 400 - 300;
// Left side buildings
var leftBuilding = createBuilding(200, yPos, Math.floor(Math.random() * 3));
buildings.push(leftBuilding);
game.addChild(leftBuilding);
// Right side buildings
var rightBuilding = createBuilding(2048 - 200, yPos, Math.floor(Math.random() * 3));
buildings.push(rightBuilding);
game.addChild(rightBuilding);
}
// Create trees scattered around
for (var i = 0; i < 30; i++) {
var yPos = i * 300 - 300;
// Left side trees
if (Math.random() < 0.6) {
var leftTree = createTree(100 + Math.random() * 100, yPos);
trees.push(leftTree);
game.addChild(leftTree);
}
// Right side trees
if (Math.random() < 0.6) {
var rightTree = createTree(2048 - 100 - Math.random() * 100, yPos);
trees.push(rightTree);
game.addChild(rightTree);
}
}
// Create pedestrians between cars and buildings
for (var i = 0; i < 20; i++) {
// Left side pedestrians (between road and buildings)
var leftPedestrian = new Pedestrian();
leftPedestrian.x = 350 + Math.random() * 100; // Between sidewalk and buildings
leftPedestrian.y = Math.random() * 2732;
pedestrians.push(leftPedestrian);
game.addChild(leftPedestrian);
// Right side pedestrians (between road and buildings)
var rightPedestrian = new Pedestrian();
rightPedestrian.x = 2048 - 450 + Math.random() * 100; // Between sidewalk and buildings
rightPedestrian.y = Math.random() * 2732;
pedestrians.push(rightPedestrian);
game.addChild(rightPedestrian);
// Center area pedestrians (between lanes, near cars)
if (i < 10) {
var centerPedestrian = new Pedestrian();
centerPedestrian.x = lanes[1] + 150 + Math.random() * 100; // Between center lanes
centerPedestrian.y = Math.random() * 2732;
pedestrians.push(centerPedestrian);
game.addChild(centerPedestrian);
}
}
// Create player car
player = new PlayerCar();
player.x = lanes[1];
player.y = 2732 - 300;
player.targetX = lanes[1];
game.addChild(player);
// Score display
var scoreText = new Text2('Score: 0', {
size: 60,
fill: '#ffffff'
});
scoreText.anchor.set(0, 0);
scoreText.x = 150;
scoreText.y = 50;
LK.gui.topLeft.addChild(scoreText);
// Coins display
var coinsText = new Text2('Coins: 0', {
size: 60,
fill: '#ffd700'
});
coinsText.anchor.set(1, 0);
coinsText.x = -50;
coinsText.y = 50;
LK.gui.topRight.addChild(coinsText);
// Speed display
var speedText = new Text2('Speed: 0 KMH', {
size: 60,
fill: '#ffffff'
});
speedText.anchor.set(1, 0);
speedText.x = -50;
speedText.y = 120;
LK.gui.topRight.addChild(speedText);
// Create garage UI
garage = new GarageUI();
garage.visible = false;
game.addChild(garage);
// Create garage button
garageButton = LK.getAsset('garageButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 150
});
game.addChild(garageButton);
var garageButtonText = new Text2('GARAGE', {
size: 50,
fill: '#ffffff'
});
garageButtonText.anchor.set(0.5, 0.5);
garageButtonText.x = 2048 / 2;
garageButtonText.y = 150;
game.addChild(garageButtonText);
// Load stored coins
coinsCollected = storage.coins || 0;
// Drag and drop variables
var isDragging = false;
// Mouse/Touch controls - drag and drop with right click support
game.down = function (x, y, obj) {
// Check if in garage
if (inGarage) {
return; // Let garage handle its own events
}
// Check garage button
if (Math.abs(x - 2048 / 2) < 100 && Math.abs(y - 150) < 40) {
showGarage();
return;
}
// Check if it's right mouse button (button 2)
if (obj.event && obj.event.button === 2) {
// Right mouse button - turn right
if (player.lane < 3) {
player.lane++;
player.targetX = lanes[player.lane];
player.targetRotation = 0.2; // Rotate right
}
return;
}
// Left mouse button or touch - drag and drop
isDragging = true;
// Prevent car from going onto sidewalks - keep within road boundaries
var roadLeftBoundary = lanes[0] - 100; // Left boundary of road
var roadRightBoundary = lanes[3] + 100; // Right boundary of road
if (x < roadLeftBoundary) {
x = roadLeftBoundary;
} else if (x > roadRightBoundary) {
x = roadRightBoundary;
}
player.targetX = x;
// Calculate which lane the player is closest to
var closestLane = 0;
var minDistance = Math.abs(x - lanes[0]);
for (var i = 1; i < lanes.length; i++) {
var distance = Math.abs(x - lanes[i]);
if (distance < minDistance) {
minDistance = distance;
closestLane = i;
}
}
player.lane = closestLane;
// Set rotation based on movement direction
if (x < player.x) {
player.targetRotation = -0.2; // Rotate left
} else if (x > player.x) {
player.targetRotation = 0.2; // Rotate right
} else {
player.targetRotation = 0; // No rotation
}
};
game.move = function (x, y, obj) {
if (inGarage) {
return; // Don't handle movement in garage
}
if (isDragging) {
// Prevent car from going onto sidewalks - keep within road boundaries
var roadLeftBoundary = lanes[0] - 100; // Left boundary of road
var roadRightBoundary = lanes[3] + 100; // Right boundary of road
if (x < roadLeftBoundary) {
x = roadLeftBoundary;
} else if (x > roadRightBoundary) {
x = roadRightBoundary;
}
player.targetX = x;
// Calculate which lane the player is closest to
var closestLane = 0;
var minDistance = Math.abs(x - lanes[0]);
for (var i = 1; i < lanes.length; i++) {
var distance = Math.abs(x - lanes[i]);
if (distance < minDistance) {
minDistance = distance;
closestLane = i;
}
}
player.lane = closestLane;
// Set rotation based on movement direction
if (x < player.x) {
player.targetRotation = -0.2; // Rotate left
} else if (x > player.x) {
player.targetRotation = 0.2; // Rotate right
} else {
player.targetRotation = 0; // No rotation
}
}
};
game.up = function (x, y, obj) {
if (inGarage) {
return; // Don't handle up events in garage
}
isDragging = false;
player.targetRotation = 0; // Reset rotation to straight
};
// Prevent context menu on right click
if (typeof document !== 'undefined') {
document.addEventListener('contextmenu', function (e) {
e.preventDefault();
return false;
});
}
// Spawn coin
function spawnCoin() {
var lane = Math.floor(Math.random() * 4);
var coin = new Coin();
coin.x = lanes[lane] + (Math.random() - 0.5) * 100;
coin.y = -100;
coin.speed = gameSpeed;
coins.push(coin);
game.addChild(coin);
}
// Check collisions
function checkCollisions() {
// Check coin collection
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
if (player.intersects(coin)) {
LK.getSound('coinCollect').play();
coinsCollected += 50;
storage.coins = coinsCollected; // Save to storage
LK.setScore(LK.getScore() + 50);
coin.destroy();
coins.splice(i, 1);
}
}
// Check enemy car collisions
for (var i = 0; i < enemyCars.length; i++) {
var enemy = enemyCars[i];
if (player.intersects(enemy)) {
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
}
// Update game
game.update = function () {
// Don't update game when in garage
if (inGarage) {
return;
}
// Maintain stable speed at 80 KMH (gameSpeed = 8)
gameSpeed = 8;
// Update distance
gameDistance += gameSpeed;
var distanceScore = Math.floor(gameDistance / 10);
LK.setScore(distanceScore + coinsCollected * 10);
// Update UI
scoreText.setText('Score: ' + LK.getScore());
coinsText.setText('Coins: ' + coinsCollected);
// Convert game speed to KMH (multiply by 10 for realistic speed values)
var speedKMH = Math.round(gameSpeed * 10);
speedText.setText('Speed: ' + speedKMH + ' KMH');
// Move road segments
for (var i = 0; i < roadSegments.length; i++) {
var segment = roadSegments[i];
segment.y += gameSpeed;
if (segment.y > 2732 + 300) {
segment.y -= roadSegments.length * 300;
}
}
// Move lane markers
for (var i = 0; i < laneMarkers.length; i++) {
var marker = laneMarkers[i];
marker.y += gameSpeed;
if (marker.y > 2732 + 150) {
marker.y -= laneMarkers.length * 75;
}
}
// Move sidewalks
for (var i = 0; i < sidewalks.length; i++) {
var sidewalk = sidewalks[i];
sidewalk.y += gameSpeed;
if (sidewalk.y > 2732 + 500) {
sidewalk.y -= 10 * 300;
}
}
// Move buildings
for (var i = 0; i < buildings.length; i++) {
var building = buildings[i];
building.y += gameSpeed;
if (building.y > 2732 + 500) {
building.y -= 20 * 400;
}
}
// Move trees
for (var i = 0; i < trees.length; i++) {
var tree = trees[i];
tree.y += gameSpeed;
if (tree.y > 2732 + 200) {
tree.y -= 30 * 300;
}
}
// Spawn enemy cars - randomly in lanes
spawnTimer++;
if (spawnTimer >= 60) {
// 1 second at 60 FPS
var randomLane = Math.floor(Math.random() * 4);
var enemy = new EnemyCar();
enemy.x = lanes[randomLane];
enemy.y = -200; // Start from top of screen to move downward
// Enemy cars now have their own random speed, don't override it
enemy.lane = randomLane;
// Enemy cars move straight down in their assigned lane
enemyCars.push(enemy);
game.addChild(enemy);
spawnTimer = 0;
}
// Spawn coins
coinSpawnTimer++;
if (coinSpawnTimer >= 120) {
if (Math.random() < 0.7) {
spawnCoin();
}
coinSpawnTimer = 0;
}
// Update player car speed based on distance
player.speed = gameSpeed;
// Update and clean up enemy cars
for (var i = enemyCars.length - 1; i >= 0; i--) {
var enemy = enemyCars[i];
// Enemy cars continue moving in their assigned lanes
// Enemy cars move at stable speed
if (enemy.y > 2732 + 200) {
// Clean up when they go off the bottom of screen
enemy.destroy();
enemyCars.splice(i, 1);
}
}
// Enemy cars now avoid collisions with each other automatically
// Update and clean up coins
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
coin.speed = gameSpeed;
if (coin.y > 2732 + 100) {
coin.destroy();
coins.splice(i, 1);
}
}
// Update pedestrians with random tween animations
for (var i = 0; i < pedestrians.length; i++) {
var pedestrian = pedestrians[i];
// Occasionally add random tween animations
if (LK.ticks % 300 === 0 && Math.random() < 0.1) {
// Random scale animation
tween(pedestrian, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(pedestrian, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.easeInOut
});
}
});
}
// Occasionally add random rotation animation
if (LK.ticks % 400 === 0 && Math.random() < 0.05) {
tween(pedestrian, {
rotation: Math.PI * 2
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
pedestrian.rotation = 0;
}
});
}
}
// Check collisions
checkCollisions();
}; ===================================================================
--- original.js
+++ change.js
@@ -244,9 +244,9 @@
var pedestrianGraphics = self.attachAsset('pedestrian', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 2 + Math.random() * 3; // Random speed between 2-5
+ self.speed = (2 + Math.random() * 3) * 0.1; // Reduced speed by 90% (multiply by 0.1)
self.direction = Math.random() > 0.5 ? 1 : -1; // Random direction
self.changeDirectionTimer = 0;
self.changeDirectionInterval = 120 + Math.floor(Math.random() * 240); // Change direction every 2-6 seconds
self.update = function () {
asvalt. In-Game asset. 2d. High contrast. No shadows
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