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 Explosion = Container.expand(function () { var self = Container.call(this); // Create multiple explosion particles var particles = []; for (var i = 0; i < 8; i++) { var particle = LK.getAsset('barrier', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); particle.tint = Math.random() < 0.5 ? 0xff4444 : 0xffaa00; particles.push(particle); self.addChild(particle); } self.explode = function () { // Animate particles outward for (var i = 0; i < particles.length; i++) { var particle = particles[i]; var angle = i / particles.length * Math.PI * 2; var distance = 200 + Math.random() * 100; var targetX = Math.cos(angle) * distance; var targetY = Math.sin(angle) * distance; // Animate particle movement and fade tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0.1, scaleY: 0.1, rotation: Math.random() * Math.PI * 2 }, { duration: 1000, easing: tween.easeOut }); } // Remove explosion after animation LK.setTimeout(function () { self.destroy(); }, 1000); }; return self; }); 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 <= 3) { 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 - 450, 2048 / 2 - 150, 2048 / 2 + 150, 2048 / 2 + 450]; 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; var lastSpawnLane = -1; var spawnCooldown = 0; // Create lane dividers var leftLane1 = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[0] + 75, y: 2732 / 2 }); var leftLane2 = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[1] + 75, y: 2732 / 2 }); var rightLane = LK.getAsset('lane', { anchorX: 0.5, anchorY: 0.5, x: lanePositions[2] + 75, y: 2732 / 2 }); game.addChild(leftLane1); game.addChild(leftLane2); 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 < 3) { playerCar.moveToLane(playerCar.currentLane + 1); } } }; // Spawn obstacles function spawnObstacle() { var obstacleType = Math.random() < 0.7 ? 'enemyCar' : 'barrier'; var obstacle = new Obstacle(obstacleType); // Choose a different lane than the last spawn to spread out cars var lane; do { lane = Math.floor(Math.random() * 4); } while (lane === lastSpawnLane && Math.random() < 0.8); lastSpawnLane = lane; 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() * 4); 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) { // Create explosion effect at player car position var explosion = new Explosion(); explosion.x = playerCar.x; explosion.y = playerCar.y; game.addChild(explosion); explosion.explode(); // 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 (spawnCooldown > 0) { spawnCooldown--; } if (Math.random() < spawnRate && Math.random() < 0.7 && spawnCooldown <= 0) { spawnObstacle(); spawnCooldown = 30; // Prevent spawning for 30 frames to reduce density } // 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
@@ -5,8 +5,51 @@
/****
* Classes
****/
+var Explosion = Container.expand(function () {
+ var self = Container.call(this);
+ // Create multiple explosion particles
+ var particles = [];
+ for (var i = 0; i < 8; i++) {
+ var particle = LK.getAsset('barrier', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.3,
+ scaleY: 0.3
+ });
+ particle.tint = Math.random() < 0.5 ? 0xff4444 : 0xffaa00;
+ particles.push(particle);
+ self.addChild(particle);
+ }
+ self.explode = function () {
+ // Animate particles outward
+ for (var i = 0; i < particles.length; i++) {
+ var particle = particles[i];
+ var angle = i / particles.length * Math.PI * 2;
+ var distance = 200 + Math.random() * 100;
+ var targetX = Math.cos(angle) * distance;
+ var targetY = Math.sin(angle) * distance;
+ // Animate particle movement and fade
+ tween(particle, {
+ x: targetX,
+ y: targetY,
+ alpha: 0,
+ scaleX: 0.1,
+ scaleY: 0.1,
+ rotation: Math.random() * Math.PI * 2
+ }, {
+ duration: 1000,
+ easing: tween.easeOut
+ });
+ }
+ // Remove explosion after animation
+ LK.setTimeout(function () {
+ self.destroy();
+ }, 1000);
+ };
+ return self;
+});
var Obstacle = Container.expand(function (type) {
var self = Container.call(this);
var assetName = type || 'enemyCar';
var obstacleGraphics = self.attachAsset(assetName, {
@@ -170,8 +213,14 @@
// Check obstacle collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
if (playerCar.intersects(obstacle) && invulnerableTime <= 0) {
+ // Create explosion effect at player car position
+ var explosion = new Explosion();
+ explosion.x = playerCar.x;
+ explosion.y = playerCar.y;
+ game.addChild(explosion);
+ explosion.explode();
// Game over
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 1000);
isGameRunning = false;