User prompt
lane assets sayısını 4e çıkar
User prompt
şeritler bildiğimiz otoban yolları olsun. 4 şeritli yol olacaık yani
User prompt
dumanın rengini siyah yap
User prompt
playercarın arkasın dan duman çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
player car enemycar ve barriere çarptığında playercarın üstünde onu kapatacak şekilde bir patlama efeti çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
her şeritten gelen araba sayısı normal ama satırdaki araba sayısı azalsın
User prompt
4 şeritli olsun
User prompt
şeritteki araba sayısını azalt
Code edit (1 edits merged)
Please save this source code
User prompt
Lane Rush - 3-Lane Racing
Initial prompt
3 şeritli araba sürme oyunu
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Obstacle = Container.expand(function (type) { var self = Container.call(this); var assetName = type || 'enemyCar'; var obstacleGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.type = type; 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.currentLane = 1; // 0 = left, 1 = center, 2 = right self.targetX = 0; self.moveSpeed = 15; self.update = function () { // Smooth movement towards target lane if (Math.abs(self.x - self.targetX) > 5) { if (self.x < self.targetX) { self.x += self.moveSpeed; } else { self.x -= self.moveSpeed; } } else { self.x = self.targetX; } }; self.moveToLane = function (lane) { if (lane >= 0 && lane <= 2) { self.currentLane = lane; self.targetX = lanePositions[lane]; } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.collected = false; self.update = function () { self.y += self.speed; // Rotate for visual effect powerUpGraphics.rotation += 0.1; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game constants var lanePositions = [2048 / 2 - 300, 2048 / 2, 2048 / 2 + 300]; var gameSpeed = 8; var spawnRate = 0.01; var powerUpSpawnRate = 0.005; var difficultyIncrease = 0.0005; var invulnerableTime = 0; // Game variables var obstacles = []; var powerUps = []; var distanceScore = 0; var isGameRunning = true; // Create lane dividers var leftLane = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[0] - 150, y: 2732 / 2 }); var rightLane = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[1] + 150, y: 2732 / 2 }); game.addChild(leftLane); game.addChild(rightLane); // Create player car var playerCar = game.addChild(new PlayerCar()); playerCar.x = lanePositions[1]; playerCar.y = 2732 - 300; playerCar.targetX = lanePositions[1]; // Create score display var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Input handling game.down = function (x, y, obj) { if (!isGameRunning) return; // Left side tap - move left if (x < 2048 / 2) { if (playerCar.currentLane > 0) { playerCar.moveToLane(playerCar.currentLane - 1); } } // Right side tap - move right else { if (playerCar.currentLane < 2) { playerCar.moveToLane(playerCar.currentLane + 1); } } }; // Spawn obstacles function spawnObstacle() { var obstacleType = Math.random() < 0.7 ? 'enemyCar' : 'barrier'; var obstacle = new Obstacle(obstacleType); var lane = Math.floor(Math.random() * 3); obstacle.x = lanePositions[lane]; obstacle.y = -100; obstacle.speed = gameSpeed; obstacles.push(obstacle); game.addChild(obstacle); } // Spawn power-ups function spawnPowerUp() { var powerUp = new PowerUp(); var lane = Math.floor(Math.random() * 3); powerUp.x = lanePositions[lane]; powerUp.y = -100; powerUp.speed = gameSpeed; powerUps.push(powerUp); game.addChild(powerUp); } // Check collisions function checkCollisions() { // Check obstacle collisions for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; if (playerCar.intersects(obstacle) && invulnerableTime <= 0) { // Game over LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 1000); isGameRunning = false; LK.showGameOver(); return; } } // Check power-up collisions for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (playerCar.intersects(powerUp) && !powerUp.collected) { powerUp.collected = true; LK.getSound('powerup').play(); LK.effects.flashObject(powerUp, 0xffffff, 300); // Add bonus points LK.setScore(LK.getScore() + 50); // Grant temporary invulnerability invulnerableTime = 120; // 2 seconds at 60fps // Remove power-up powerUp.destroy(); powerUps.splice(i, 1); } } } // Clean up off-screen objects function cleanupObjects() { // Clean up obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; if (obstacle.y > 2732 + 100) { obstacle.destroy(); obstacles.splice(i, 1); } } // Clean up power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (powerUp.y > 2732 + 100) { powerUp.destroy(); powerUps.splice(i, 1); } } } // Main game loop game.update = function () { if (!isGameRunning) return; // Update distance score distanceScore += 1; LK.setScore(Math.floor(distanceScore / 10)); scoreText.setText(LK.getScore()); // Decrease invulnerability timer if (invulnerableTime > 0) { invulnerableTime--; // Flash player during invulnerability if (invulnerableTime % 10 < 5) { playerCar.alpha = 0.5; } else { playerCar.alpha = 1.0; } } else { playerCar.alpha = 1.0; } // Spawn obstacles if (Math.random() < spawnRate && Math.random() < 0.7) { spawnObstacle(); } // Spawn power-ups if (Math.random() < powerUpSpawnRate) { spawnPowerUp(); } // Increase difficulty over time gameSpeed += difficultyIncrease; spawnRate += difficultyIncrease * 0.3; // Update obstacle speeds for (var i = 0; i < obstacles.length; i++) { obstacles[i].speed = gameSpeed; } for (var i = 0; i < powerUps.length; i++) { powerUps[i].speed = gameSpeed; } // Check collisions checkCollisions(); // Clean up off-screen objects cleanupObjects(); };
===================================================================
--- original.js
+++ change.js
@@ -77,9 +77,9 @@
****/
// Game constants
var lanePositions = [2048 / 2 - 300, 2048 / 2, 2048 / 2 + 300];
var gameSpeed = 8;
-var spawnRate = 0.02;
+var spawnRate = 0.01;
var powerUpSpawnRate = 0.005;
var difficultyIncrease = 0.0005;
var invulnerableTime = 0;
// Game variables
@@ -220,18 +220,18 @@
} else {
playerCar.alpha = 1.0;
}
// Spawn obstacles
- if (Math.random() < spawnRate) {
+ if (Math.random() < spawnRate && Math.random() < 0.7) {
spawnObstacle();
}
// Spawn power-ups
if (Math.random() < powerUpSpawnRate) {
spawnPowerUp();
}
// Increase difficulty over time
gameSpeed += difficultyIncrease;
- spawnRate += difficultyIncrease * 0.5;
+ spawnRate += difficultyIncrease * 0.3;
// Update obstacle speeds
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].speed = gameSpeed;
}