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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 507
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 505
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 505
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 505
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isInCar')' in or related to this line: 'if (!player.isInCar) {' Line Number: 505
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'player.update();' Line Number: 501
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oyuncu karakterini seçebilsin
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2. harita olmasın
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2. haritada oyuncu üste çıksın
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oyunu kazanırsan ikinci haritaya geçsin
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mermi npc lere değerse npc yok olsun
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polisin hızını ve oyuncunun hızını düşür
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mermi polise 3 kere değerse polisten kurtulmuş olalım
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mermi tıklanan yere gitsin
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mermi tıklanan yere gitsin
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silah fareye baksın
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oyuncunun hızını düşür
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oyuncu imleci takıp etsin
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silah ı oyuncuya ver
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Car (can be player or NPC) var Car = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.dir = 0; // 0: right, 1: down, 2: left, 3: up self.hasDriver = false; self.isPolice = false; self.update = function () { if (self.hasDriver) { // Player driving: follow target var dx = player.targetX - self.x; var dy = player.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.speed) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } } else { // NPC car: simple movement if (self.dir === 0) self.x += self.speed; if (self.dir === 1) self.y += self.speed; if (self.dir === 2) self.x -= self.speed; if (self.dir === 3) self.y -= self.speed; } }; return self; }); // CityTile: A single tile in the city grid var CityTile = Container.expand(function () { var self = Container.call(this); self.type = 'road'; // default self.setType = function (type) { self.type = type; if (self.asset) { self.removeChild(self.asset); } self.asset = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); }; return self; }); // Mission marker var Mission = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('mission', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; return self; }); // NPC (pedestrian) var NPC = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('npc', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3 + Math.floor(Math.random() * 2); // Reduced speed for NPCs self.dir = Math.floor(Math.random() * 4); self.update = function () { // Simple random walk if (self.dir === 0) self.x += self.speed; if (self.dir === 1) self.y += self.speed; if (self.dir === 2) self.x -= self.speed; if (self.dir === 3) self.y -= self.speed; // Change direction randomly if (Math.random() < 0.01) { self.dir = Math.floor(Math.random() * 4); } }; return self; }); // Pickup (collectible) var Pickup = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('pickup', { anchorX: 0.5, anchorY: 0.5 }); self.active = true; return self; }); // Player character var Player = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12; self.isInCar = false; self.car = null; self.targetX = self.x; self.targetY = self.y; self.update = function () { // Move towards targetX, targetY var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.speed) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } else { self.x = self.targetX; self.y = self.targetY; } }; self.enterCar = function (car) { self.isInCar = true; self.car = car; self.visible = false; car.hasDriver = true; }; self.exitCar = function () { if (self.car) { self.x = self.car.x; self.y = self.car.y + 90; self.isInCar = false; self.visible = true; self.car.hasDriver = false; self.car = null; } }; return self; }); // Police car var PoliceCar = Container.expand(function () { var self = Container.call(this); self.asset = self.attachAsset('police', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.dir = 0; self.hasDriver = true; self.isPolice = true; self.update = function () { // Chase player var target = player.isInCar ? player.car : player; var dx = target.x - self.x; var dy = target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { self.x += self.speed * dx / dist; self.y += self.speed * dy / dist; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222831 }); /**** * Game Code ****/ // --- Giriş (Start) Screen removed --- // --- City Map Setup --- var cityCols = 7; var cityRows = 9; var tileSize = 256; var cityTiles = []; var cityOffsetX = (2048 - cityCols * tileSize) / 2; var cityOffsetY = (2732 - cityRows * tileSize) / 2; // Generate city grid for (var row = 0; row < cityRows; row++) { for (var col = 0; col < cityCols; col++) { var tile = new CityTile(); var x = cityOffsetX + col * tileSize + tileSize / 2; var y = cityOffsetY + row * tileSize + tileSize / 2; tile.x = x; tile.y = y; // Edges are buildings, center is road, some grass if (row === 0 || row === cityRows - 1 || col === 0 || col === cityCols - 1) { tile.setType('building'); } else if ((row + col) % 4 === 0) { tile.setType('grass'); } else { tile.setType('road'); } game.addChild(tile); cityTiles.push(tile); } } // --- Player Setup --- var player = new Player(); player.x = cityOffsetX + tileSize * 3.5; player.y = cityOffsetY + tileSize * 7.5; player.targetX = player.x; player.targetY = player.y; game.addChild(player); // --- Silah (gun) Setup --- var silah = LK.getAsset('silah', { anchorX: 0.5, anchorY: 0.5 }); silah.x = player.x + 40; silah.y = player.y; game.addChild(silah); // --- Cars Setup --- var cars = []; for (var i = 0; i < 3; i++) { var car = new Car(); car.x = cityOffsetX + tileSize * (1.5 + i * 2); car.y = cityOffsetY + tileSize * 2.5; car.dir = 0; cars.push(car); game.addChild(car); } // --- Police Setup --- var policeCars = []; var policeSpawned = false; // --- NPCs Setup --- var npcs = []; for (var i = 0; i < 5; i++) { var npc = new NPC(); npc.x = cityOffsetX + tileSize * (1 + Math.random() * 5); npc.y = cityOffsetY + tileSize * (1 + Math.random() * 7); npcs.push(npc); game.addChild(npc); } // --- Missions & Pickups --- var missions = []; var pickups = []; function spawnMission() { var m = new Mission(); // Place at random road tile var validTiles = cityTiles.filter(function (t) { return t.type === 'road'; }); var tile = validTiles[Math.floor(Math.random() * validTiles.length)]; m.x = tile.x; m.y = tile.y; missions.push(m); game.addChild(m); } function spawnPickup() { var p = new Pickup(); var validTiles = cityTiles.filter(function (t) { return t.type === 'road'; }); var tile = validTiles[Math.floor(Math.random() * validTiles.length)]; p.x = tile.x + (Math.random() - 0.5) * 80; p.y = tile.y + (Math.random() - 0.5) * 80; pickups.push(p); game.addChild(p); } spawnMission(); spawnPickup(); // --- Score & Wanted Level --- var score = 0; var wanted = 0; // 0: none, 1: police chase var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var wantedTxt = new Text2('', { size: 80, fill: 0xFF5252 }); wantedTxt.anchor.set(0.5, 0); LK.gui.top.addChild(wantedTxt); wantedTxt.y = 120; // --- Drag/Touch Controls --- var dragNode = null; function handleMove(x, y, obj) { // Clamp to city area var tx = Math.max(cityOffsetX + tileSize / 2, Math.min(x, cityOffsetX + cityCols * tileSize - tileSize / 2)); var ty = Math.max(cityOffsetY + tileSize / 2, Math.min(y, cityOffsetY + cityRows * tileSize - tileSize / 2)); if (player.isInCar && player.car) { player.targetX = tx; player.targetY = ty; } else { player.targetX = tx; player.targetY = ty; } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // --- Game Update Loop --- game.update = function () { // Player update player.update(); // Make silah follow player (only when not in car) if (!player.isInCar) { silah.visible = true; silah.x = player.x + 40; silah.y = player.y; } else { silah.visible = false; } // Car update for (var i = cars.length - 1; i >= 0; i--) { var car = cars[i]; car.update(); // Loop cars around city if (car.x < cityOffsetX) car.x = cityOffsetX + cityCols * tileSize - tileSize / 2; if (car.x > cityOffsetX + cityCols * tileSize) car.x = cityOffsetX + tileSize / 2; if (car.y < cityOffsetY) car.y = cityOffsetY + cityRows * tileSize - tileSize / 2; if (car.y > cityOffsetY + cityRows * tileSize) car.y = cityOffsetY + tileSize / 2; // Player enter car if (!player.isInCar && !car.hasDriver && player.intersects(car) && Math.abs(player.x - car.x) < 80 && Math.abs(player.y - car.y) < 80) { player.enterCar(car); } } // Police spawn logic if (wanted > 0 && !policeSpawned) { var police = new PoliceCar(); police.x = cityOffsetX + tileSize * 3.5; police.y = cityOffsetY + tileSize * 0.5; policeCars.push(police); game.addChild(police); policeSpawned = true; LK.getSound('police').play(); } // Police update for (var i = policeCars.length - 1; i >= 0; i--) { var p = policeCars[i]; p.update(); // If police catch player var target = player.isInCar ? player.car : player; if (p.intersects(target) && Math.abs(p.x - target.x) < 70 && Math.abs(p.y - target.y) < 70) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // NPC update for (var i = npcs.length - 1; i >= 0; i--) { var npc = npcs[i]; npc.update(); // Loop NPCs if (npc.x < cityOffsetX) npc.x = cityOffsetX + cityCols * tileSize - tileSize / 2; if (npc.x > cityOffsetX + cityCols * tileSize) npc.x = cityOffsetX + tileSize / 2; if (npc.y < cityOffsetY) npc.y = cityOffsetY + cityRows * tileSize - tileSize / 2; if (npc.y > cityOffsetY + cityRows * tileSize) npc.y = cityOffsetY + tileSize / 2; // If player hits NPC (on foot or in car) var hit = false; if (!player.isInCar && player.intersects(npc) && Math.abs(player.x - npc.x) < 60 && Math.abs(player.y - npc.y) < 60) hit = true; if (player.isInCar && player.car && player.car.intersects(npc) && Math.abs(player.car.x - npc.x) < 70 && Math.abs(player.car.y - npc.y) < 70) hit = true; if (hit) { wanted = 1; wantedTxt.setText('WANTED!'); LK.effects.flashObject(npc, 0xff0000, 500); // Remove NPC npc.destroy(); npcs.splice(i, 1); } } // Missions for (var i = missions.length - 1; i >= 0; i--) { var m = missions[i]; var px = player.isInCar && player.car ? player.car.x : player.x; var py = player.isInCar && player.car ? player.car.y : player.y; if (m.active && Math.abs(m.x - px) < 70 && Math.abs(m.y - py) < 70) { m.active = false; LK.getSound('mission').play(); score += 10; scoreTxt.setText(score); m.destroy(); missions.splice(i, 1); spawnMission(); // Escalate wanted level sometimes if (Math.random() < 0.3) { wanted = 1; wantedTxt.setText('WANTED!'); } // Win condition if (score >= 100) { LK.showYouWin(); return; } } } // Pickups for (var i = pickups.length - 1; i >= 0; i--) { var p = pickups[i]; var px = player.isInCar && player.car ? player.car.x : player.x; var py = player.isInCar && player.car ? player.car.y : player.y; if (p.active && Math.abs(p.x - px) < 60 && Math.abs(p.y - py) < 60) { p.active = false; LK.getSound('pickup').play(); score += 3; scoreTxt.setText(score); p.destroy(); pickups.splice(i, 1); spawnPickup(); } } // Player exit car if tap again on self if (player.isInCar && player.car && Math.abs(player.car.x - player.targetX) < 60 && Math.abs(player.car.y - player.targetY) < 60) { player.exitCar(); } // Lower wanted level over time if (wanted > 0 && LK.ticks % 300 === 0) { wanted = 0; wantedTxt.setText(''); // Remove police for (var i = policeCars.length - 1; i >= 0; i--) { policeCars[i].destroy(); policeCars.splice(i, 1); } policeSpawned = false; } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Car (can be player or NPC)
var Car = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 18;
self.dir = 0; // 0: right, 1: down, 2: left, 3: up
self.hasDriver = false;
self.isPolice = false;
self.update = function () {
if (self.hasDriver) {
// Player driving: follow target
var dx = player.targetX - self.x;
var dy = player.targetY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > self.speed) {
self.x += self.speed * dx / dist;
self.y += self.speed * dy / dist;
}
} else {
// NPC car: simple movement
if (self.dir === 0) self.x += self.speed;
if (self.dir === 1) self.y += self.speed;
if (self.dir === 2) self.x -= self.speed;
if (self.dir === 3) self.y -= self.speed;
}
};
return self;
});
// CityTile: A single tile in the city grid
var CityTile = Container.expand(function () {
var self = Container.call(this);
self.type = 'road'; // default
self.setType = function (type) {
self.type = type;
if (self.asset) {
self.removeChild(self.asset);
}
self.asset = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
};
return self;
});
// Mission marker
var Mission = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('mission', {
anchorX: 0.5,
anchorY: 0.5
});
self.active = true;
return self;
});
// NPC (pedestrian)
var NPC = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('npc', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3 + Math.floor(Math.random() * 2); // Reduced speed for NPCs
self.dir = Math.floor(Math.random() * 4);
self.update = function () {
// Simple random walk
if (self.dir === 0) self.x += self.speed;
if (self.dir === 1) self.y += self.speed;
if (self.dir === 2) self.x -= self.speed;
if (self.dir === 3) self.y -= self.speed;
// Change direction randomly
if (Math.random() < 0.01) {
self.dir = Math.floor(Math.random() * 4);
}
};
return self;
});
// Pickup (collectible)
var Pickup = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('pickup', {
anchorX: 0.5,
anchorY: 0.5
});
self.active = true;
return self;
});
// Player character
var Player = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 12;
self.isInCar = false;
self.car = null;
self.targetX = self.x;
self.targetY = self.y;
self.update = function () {
// Move towards targetX, targetY
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > self.speed) {
self.x += self.speed * dx / dist;
self.y += self.speed * dy / dist;
} else {
self.x = self.targetX;
self.y = self.targetY;
}
};
self.enterCar = function (car) {
self.isInCar = true;
self.car = car;
self.visible = false;
car.hasDriver = true;
};
self.exitCar = function () {
if (self.car) {
self.x = self.car.x;
self.y = self.car.y + 90;
self.isInCar = false;
self.visible = true;
self.car.hasDriver = false;
self.car = null;
}
};
return self;
});
// Police car
var PoliceCar = Container.expand(function () {
var self = Container.call(this);
self.asset = self.attachAsset('police', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.dir = 0;
self.hasDriver = true;
self.isPolice = true;
self.update = function () {
// Chase player
var target = player.isInCar ? player.car : player;
var dx = target.x - self.x;
var dy = target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
self.x += self.speed * dx / dist;
self.y += self.speed * dy / dist;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222831
});
/****
* Game Code
****/
// --- Giriş (Start) Screen removed ---
// --- City Map Setup ---
var cityCols = 7;
var cityRows = 9;
var tileSize = 256;
var cityTiles = [];
var cityOffsetX = (2048 - cityCols * tileSize) / 2;
var cityOffsetY = (2732 - cityRows * tileSize) / 2;
// Generate city grid
for (var row = 0; row < cityRows; row++) {
for (var col = 0; col < cityCols; col++) {
var tile = new CityTile();
var x = cityOffsetX + col * tileSize + tileSize / 2;
var y = cityOffsetY + row * tileSize + tileSize / 2;
tile.x = x;
tile.y = y;
// Edges are buildings, center is road, some grass
if (row === 0 || row === cityRows - 1 || col === 0 || col === cityCols - 1) {
tile.setType('building');
} else if ((row + col) % 4 === 0) {
tile.setType('grass');
} else {
tile.setType('road');
}
game.addChild(tile);
cityTiles.push(tile);
}
}
// --- Player Setup ---
var player = new Player();
player.x = cityOffsetX + tileSize * 3.5;
player.y = cityOffsetY + tileSize * 7.5;
player.targetX = player.x;
player.targetY = player.y;
game.addChild(player);
// --- Silah (gun) Setup ---
var silah = LK.getAsset('silah', {
anchorX: 0.5,
anchorY: 0.5
});
silah.x = player.x + 40;
silah.y = player.y;
game.addChild(silah);
// --- Cars Setup ---
var cars = [];
for (var i = 0; i < 3; i++) {
var car = new Car();
car.x = cityOffsetX + tileSize * (1.5 + i * 2);
car.y = cityOffsetY + tileSize * 2.5;
car.dir = 0;
cars.push(car);
game.addChild(car);
}
// --- Police Setup ---
var policeCars = [];
var policeSpawned = false;
// --- NPCs Setup ---
var npcs = [];
for (var i = 0; i < 5; i++) {
var npc = new NPC();
npc.x = cityOffsetX + tileSize * (1 + Math.random() * 5);
npc.y = cityOffsetY + tileSize * (1 + Math.random() * 7);
npcs.push(npc);
game.addChild(npc);
}
// --- Missions & Pickups ---
var missions = [];
var pickups = [];
function spawnMission() {
var m = new Mission();
// Place at random road tile
var validTiles = cityTiles.filter(function (t) {
return t.type === 'road';
});
var tile = validTiles[Math.floor(Math.random() * validTiles.length)];
m.x = tile.x;
m.y = tile.y;
missions.push(m);
game.addChild(m);
}
function spawnPickup() {
var p = new Pickup();
var validTiles = cityTiles.filter(function (t) {
return t.type === 'road';
});
var tile = validTiles[Math.floor(Math.random() * validTiles.length)];
p.x = tile.x + (Math.random() - 0.5) * 80;
p.y = tile.y + (Math.random() - 0.5) * 80;
pickups.push(p);
game.addChild(p);
}
spawnMission();
spawnPickup();
// --- Score & Wanted Level ---
var score = 0;
var wanted = 0; // 0: none, 1: police chase
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var wantedTxt = new Text2('', {
size: 80,
fill: 0xFF5252
});
wantedTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(wantedTxt);
wantedTxt.y = 120;
// --- Drag/Touch Controls ---
var dragNode = null;
function handleMove(x, y, obj) {
// Clamp to city area
var tx = Math.max(cityOffsetX + tileSize / 2, Math.min(x, cityOffsetX + cityCols * tileSize - tileSize / 2));
var ty = Math.max(cityOffsetY + tileSize / 2, Math.min(y, cityOffsetY + cityRows * tileSize - tileSize / 2));
if (player.isInCar && player.car) {
player.targetX = tx;
player.targetY = ty;
} else {
player.targetX = tx;
player.targetY = ty;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
// --- Game Update Loop ---
game.update = function () {
// Player update
player.update();
// Make silah follow player (only when not in car)
if (!player.isInCar) {
silah.visible = true;
silah.x = player.x + 40;
silah.y = player.y;
} else {
silah.visible = false;
}
// Car update
for (var i = cars.length - 1; i >= 0; i--) {
var car = cars[i];
car.update();
// Loop cars around city
if (car.x < cityOffsetX) car.x = cityOffsetX + cityCols * tileSize - tileSize / 2;
if (car.x > cityOffsetX + cityCols * tileSize) car.x = cityOffsetX + tileSize / 2;
if (car.y < cityOffsetY) car.y = cityOffsetY + cityRows * tileSize - tileSize / 2;
if (car.y > cityOffsetY + cityRows * tileSize) car.y = cityOffsetY + tileSize / 2;
// Player enter car
if (!player.isInCar && !car.hasDriver && player.intersects(car) && Math.abs(player.x - car.x) < 80 && Math.abs(player.y - car.y) < 80) {
player.enterCar(car);
}
}
// Police spawn logic
if (wanted > 0 && !policeSpawned) {
var police = new PoliceCar();
police.x = cityOffsetX + tileSize * 3.5;
police.y = cityOffsetY + tileSize * 0.5;
policeCars.push(police);
game.addChild(police);
policeSpawned = true;
LK.getSound('police').play();
}
// Police update
for (var i = policeCars.length - 1; i >= 0; i--) {
var p = policeCars[i];
p.update();
// If police catch player
var target = player.isInCar ? player.car : player;
if (p.intersects(target) && Math.abs(p.x - target.x) < 70 && Math.abs(p.y - target.y) < 70) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// NPC update
for (var i = npcs.length - 1; i >= 0; i--) {
var npc = npcs[i];
npc.update();
// Loop NPCs
if (npc.x < cityOffsetX) npc.x = cityOffsetX + cityCols * tileSize - tileSize / 2;
if (npc.x > cityOffsetX + cityCols * tileSize) npc.x = cityOffsetX + tileSize / 2;
if (npc.y < cityOffsetY) npc.y = cityOffsetY + cityRows * tileSize - tileSize / 2;
if (npc.y > cityOffsetY + cityRows * tileSize) npc.y = cityOffsetY + tileSize / 2;
// If player hits NPC (on foot or in car)
var hit = false;
if (!player.isInCar && player.intersects(npc) && Math.abs(player.x - npc.x) < 60 && Math.abs(player.y - npc.y) < 60) hit = true;
if (player.isInCar && player.car && player.car.intersects(npc) && Math.abs(player.car.x - npc.x) < 70 && Math.abs(player.car.y - npc.y) < 70) hit = true;
if (hit) {
wanted = 1;
wantedTxt.setText('WANTED!');
LK.effects.flashObject(npc, 0xff0000, 500);
// Remove NPC
npc.destroy();
npcs.splice(i, 1);
}
}
// Missions
for (var i = missions.length - 1; i >= 0; i--) {
var m = missions[i];
var px = player.isInCar && player.car ? player.car.x : player.x;
var py = player.isInCar && player.car ? player.car.y : player.y;
if (m.active && Math.abs(m.x - px) < 70 && Math.abs(m.y - py) < 70) {
m.active = false;
LK.getSound('mission').play();
score += 10;
scoreTxt.setText(score);
m.destroy();
missions.splice(i, 1);
spawnMission();
// Escalate wanted level sometimes
if (Math.random() < 0.3) {
wanted = 1;
wantedTxt.setText('WANTED!');
}
// Win condition
if (score >= 100) {
LK.showYouWin();
return;
}
}
}
// Pickups
for (var i = pickups.length - 1; i >= 0; i--) {
var p = pickups[i];
var px = player.isInCar && player.car ? player.car.x : player.x;
var py = player.isInCar && player.car ? player.car.y : player.y;
if (p.active && Math.abs(p.x - px) < 60 && Math.abs(p.y - py) < 60) {
p.active = false;
LK.getSound('pickup').play();
score += 3;
scoreTxt.setText(score);
p.destroy();
pickups.splice(i, 1);
spawnPickup();
}
}
// Player exit car if tap again on self
if (player.isInCar && player.car && Math.abs(player.car.x - player.targetX) < 60 && Math.abs(player.car.y - player.targetY) < 60) {
player.exitCar();
}
// Lower wanted level over time
if (wanted > 0 && LK.ticks % 300 === 0) {
wanted = 0;
wantedTxt.setText('');
// Remove police
for (var i = policeCars.length - 1; i >= 0; i--) {
policeCars[i].destroy();
policeCars.splice(i, 1);
}
policeSpawned = false;
}
};
Police. In-Game asset. 2d. High contrast. No shadows
Npc. In-Game asset. 2d. High contrast. No shadows
coin. In-Game asset. 2d. High contrast. No shadows
car . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
home. In-Game asset. 2d. High contrast. No shadows
gras. In-Game asset. 2d. High contrast. No shadows
silah. In-Game asset. 2d. High contrast. No shadows
mermi. In-Game asset. 2d. High contrast. No shadows
gold. In-Game asset. 2d. High contrast. No shadows