User prompt
background iptal
User prompt
başlat tuşuna basınca o backgroundda tuşla beraber kaybolsun
User prompt
başlat yazısının arkası biraz backgroundlu olsun
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'var scoreTxt = new Text2('0', {' Line Number: 155
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'scoreTxt.visible = false;' Line Number: 156
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'scoreTxt.visible = false;' Line Number: 154
User prompt
başlamadan önce başlat düğmesi olsun ekranda ona basınca başlasın
User prompt
Hala yok. sadece game over olunca puanı gosteiryor
User prompt
eklenmedi
User prompt
skor tablosu ekle en üste her saniye 10 puan eklesin
User prompt
yol da araba ile haraket etsin
User prompt
yol da araba ile birlikte haraket etsin
User prompt
birazcık azalt arayı
User prompt
bir bu kadar daha
User prompt
daha çok aralı
User prompt
daha daha daha çok aralı
User prompt
ne yaptıysan geri düzelt çünkü yolların araları yine çok kısa oldu. yolların aralarını büyüt
User prompt
daha doğru ayarla
User prompt
yaya geçidinin boyunu yeniden ayarla ben bozdum
User prompt
bozuldu geri al
User prompt
ama görünmüyor evler. belkide oyunu yatay ölçüde büyüte bilirsin ama yol büyümesin sadece yeni açılan yerlere evler yap
User prompt
şimdi yol kenarlarına renkli evler yap üstten görünüş gibi
User prompt
şimdi oyunun yatay açıda biraz küçük oldu onu biraz büyüt
User prompt
bu iyi ama çok daha aralı yap
User prompt
daha çok aralı
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Car class var Car = Container.expand(function () { var self = Container.call(this); // Attach car asset, anchor center var carSprite = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); // For collision, store width/height self.carWidth = carSprite.width; self.carHeight = carSprite.height; // No update needed; car is moved by player return self; }); // Crosswalk class (visual only) var Crosswalk = Container.expand(function () { var self = Container.call(this); // Attach crosswalk asset, anchor center self.attachAsset('crosswalk', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Pedestrian class var Pedestrian = Container.expand(function () { var self = Container.call(this); // Attach pedestrian asset, anchor center var pedSprite = self.attachAsset('pedestrian', { anchorX: 0.5, anchorY: 0.5 }); // For collision, store width/height self.pedWidth = pedSprite.width; self.pedHeight = pedSprite.height; // Speed in px per frame (set on spawn) self.speed = 0; // Update: move right self.update = function () { // If assigned to a crosswalk, always follow its Y position if (typeof self.crosswalkIdx === "number" && crosswalks && crosswalks[self.crosswalkIdx]) { self.y = crosswalks[self.crosswalkIdx].y; } self.x += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x444444 }); /**** * Game Code ****/ // Crosswalk asset: white box, 900x40 // Road asset: dark gray box, 900x2732 // Pedestrian asset: yellow ellipse, 120x120 // Car asset: blue box, 200x300 // Road setup // Center road horizontally var road = LK.getAsset('road', { anchorX: 0.5, anchorY: 0 }); road.x = 2048 / 2; road.y = 0; game.addChild(road); // Crosswalk Y positions (4 crosswalks, much wider spacing) var crosswalkSpacing = 1300; // Even more spacing between crosswalks var crosswalkStartY = 600; var crosswalkCount = 4; var crosswalkYs = []; var crosswalks = []; for (var i = 0; i < crosswalkCount; i++) { var y = crosswalkStartY + i * crosswalkSpacing; crosswalkYs.push(y); var cw = new Crosswalk(); cw.x = 2048 / 2; cw.y = y; game.addChild(cw); crosswalks.push(cw); } // Pedestrian management var pedestrians = []; // Car setup var car = new Car(); car.x = 2048 / 2; // We'll keep car.y fixed at this value (bottom area) var carFixedY = 2732 - 400; car.y = carFixedY; game.addChild(car); // Car movement variables var dragCar = false; var dragOffsetX = 0; // Car forward movement speed (pixels per frame) var carForwardSpeed = 13; // Faster road/crosswalk scroll for more action // Road boundaries (car can't leave road) var roadLeft = road.x - road.width / 2 + car.carWidth / 2; var roadRight = road.x + road.width / 2 - car.carWidth / 2; // Pedestrian management var pedestrians = []; // Pedestrian spawn timer var pedSpawnInterval = 90; // frames (~1.5 sec, slower spawn for less crowding) var pedSpawnTick = 0; // Track which crosswalks have a pedestrian currently var crosswalkHasPedestrian = []; for (var i = 0; i < crosswalkCount; i++) crosswalkHasPedestrian[i] = false; // --- Delay world movement and pedestrian spawn for 3 seconds after game start --- var worldActive = false; var carDistanceDriven = 0; var worldReallyActive = false; LK.setTimeout(function () { worldActive = true; carDistanceDriven = 0; worldReallyActive = false; }, 3000); // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Score timer: add 10 points every second var scoreTimer = LK.setInterval(function () { score += 10; scoreTxt.setText(score); }, 1000); // Touch/mouse controls: press-and-hold left/right to move car continuously var carMoveDirection = 0; // -1 for left, 1 for right, 0 for none game.down = function (x, y, obj) { // Set direction based on which half of the screen is pressed if (x < 2048 / 2) { carMoveDirection = -1; } else { carMoveDirection = 1; } }; game.move = function (x, y, obj) { // If finger moves to other side, update direction if (carMoveDirection !== 0) { if (x < 2048 / 2) { carMoveDirection = -1; } else { carMoveDirection = 1; } } }; game.up = function (x, y, obj) { // Stop moving when released carMoveDirection = 0; }; // Main update loop game.update = function () { // Car stays at fixed Y (carFixedY), world scrolls instead car.y = carFixedY; // Move car left/right if holding var carMoveSpeed = 22; // px per frame, adjust for feel if (typeof carMoveDirection !== "undefined" && carMoveDirection !== 0) { var newX = car.x + carMoveDirection * carMoveSpeed; if (newX < roadLeft) newX = roadLeft; if (newX > roadRight) newX = roadRight; car.x = newX; } // Only scroll world and spawn pedestrians if worldActive (after 3s delay) // --- NEW: Only activate world after car has moved a certain distance --- if (worldActive) { // Track how much the car has "driven" before world starts if (typeof carDistanceDriven === "undefined") { carDistanceDriven = 0; worldReallyActive = false; } // Only count distance if car is moving forward (not just left/right) // We'll count every frame after worldActive, since car is always moving forward if (!worldReallyActive) { carDistanceDriven += carForwardSpeed; // Don't move road/crosswalks until car has driven enough if (carDistanceDriven < 400) { // Don't move road or crosswalks at all until car has driven 400px return; } else { worldReallyActive = true; } } // === Road and crosswalks scroll logic === // The car stays at a fixed Y on screen, but the world scrolls down // We'll keep car.y fixed, and move road/crosswalks/pedestrians down by carForwardSpeed each frame // Amount to scroll everything (except car) down var scrollAmount = carForwardSpeed; // Move road road.y += scrollAmount; // Move crosswalks for (var i = 0; i < crosswalks.length; i++) { crosswalks[i].y += scrollAmount; } // Move pedestrians for (var i = 0; i < pedestrians.length; i++) { pedestrians[i].y += scrollAmount; } // When a crosswalk goes off the bottom, move it to the top (endless effect) for (var i = 0; i < crosswalks.length; i++) { if (crosswalks[i].y > 2732 + 40) { crosswalks[i].y -= crosswalkCount * crosswalkSpacing; } } // When road goes off the bottom, move it up (since it's as tall as screen, this is rare, but keeps it endless) if (road.y > 0) { road.y = -road.height + 2732; } // Spawn pedestrians pedSpawnTick++; if (pedSpawnTick >= pedSpawnInterval) { pedSpawnTick = 0; // Find crosswalks without a pedestrian var availableCrosswalks = []; for (var i = 0; i < crosswalks.length; i++) { if (!crosswalkHasPedestrian[i]) availableCrosswalks.push(i); } if (availableCrosswalks.length > 0) { // Pick a random available crosswalk var idx = availableCrosswalks[Math.floor(Math.random() * availableCrosswalks.length)]; // Spawn pedestrian at the Y position of the chosen crosswalk, but just off the left edge var ped = new Pedestrian(); ped.crosswalkIdx = idx; if (crosswalks && crosswalks[idx]) { ped.y = crosswalks[idx].y; } else { ped.y = 0 - ped.pedHeight / 2; // fallback } ped.x = road.x - road.width / 2 + ped.pedWidth / 2; // Random speed: 2-3 px/frame (slower for easier dodging) ped.speed = 2 + Math.floor(Math.random() * 2); pedestrians.push(ped); game.addChild(ped); // Mark this crosswalk as having a pedestrian crosswalkHasPedestrian[idx] = true; } } } // Update pedestrians for (var i = pedestrians.length - 1; i >= 0; i--) { var ped = pedestrians[i]; ped.update(); // Remove if off right edge or off bottom of screen if (ped.x > road.x + road.width / 2 + ped.pedWidth / 2 || ped.y > 2732 + ped.pedHeight / 2) { // Free up crosswalk slot if (typeof ped.crosswalkIdx === "number") { crosswalkHasPedestrian[ped.crosswalkIdx] = false; } ped.destroy(); pedestrians.splice(i, 1); continue; } // Collision with car? if (ped.intersects(car)) { // Flash screen red LK.effects.flashScreen(0xff0000, 1000); // Game over LK.showGameOver(); return; } } }; // Center score text at top, avoid top left 100x100 scoreTxt.x = 2048 / 2; scoreTxt.y = 20; // Clean up on game over (handled by LK, but clear timer) game.onDestroy = function () { LK.clearInterval(scoreTimer); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Car class
var Car = Container.expand(function () {
var self = Container.call(this);
// Attach car asset, anchor center
var carSprite = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
// For collision, store width/height
self.carWidth = carSprite.width;
self.carHeight = carSprite.height;
// No update needed; car is moved by player
return self;
});
// Crosswalk class (visual only)
var Crosswalk = Container.expand(function () {
var self = Container.call(this);
// Attach crosswalk asset, anchor center
self.attachAsset('crosswalk', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Pedestrian class
var Pedestrian = Container.expand(function () {
var self = Container.call(this);
// Attach pedestrian asset, anchor center
var pedSprite = self.attachAsset('pedestrian', {
anchorX: 0.5,
anchorY: 0.5
});
// For collision, store width/height
self.pedWidth = pedSprite.width;
self.pedHeight = pedSprite.height;
// Speed in px per frame (set on spawn)
self.speed = 0;
// Update: move right
self.update = function () {
// If assigned to a crosswalk, always follow its Y position
if (typeof self.crosswalkIdx === "number" && crosswalks && crosswalks[self.crosswalkIdx]) {
self.y = crosswalks[self.crosswalkIdx].y;
}
self.x += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x444444
});
/****
* Game Code
****/
// Crosswalk asset: white box, 900x40
// Road asset: dark gray box, 900x2732
// Pedestrian asset: yellow ellipse, 120x120
// Car asset: blue box, 200x300
// Road setup
// Center road horizontally
var road = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0
});
road.x = 2048 / 2;
road.y = 0;
game.addChild(road);
// Crosswalk Y positions (4 crosswalks, much wider spacing)
var crosswalkSpacing = 1300; // Even more spacing between crosswalks
var crosswalkStartY = 600;
var crosswalkCount = 4;
var crosswalkYs = [];
var crosswalks = [];
for (var i = 0; i < crosswalkCount; i++) {
var y = crosswalkStartY + i * crosswalkSpacing;
crosswalkYs.push(y);
var cw = new Crosswalk();
cw.x = 2048 / 2;
cw.y = y;
game.addChild(cw);
crosswalks.push(cw);
}
// Pedestrian management
var pedestrians = [];
// Car setup
var car = new Car();
car.x = 2048 / 2;
// We'll keep car.y fixed at this value (bottom area)
var carFixedY = 2732 - 400;
car.y = carFixedY;
game.addChild(car);
// Car movement variables
var dragCar = false;
var dragOffsetX = 0;
// Car forward movement speed (pixels per frame)
var carForwardSpeed = 13; // Faster road/crosswalk scroll for more action
// Road boundaries (car can't leave road)
var roadLeft = road.x - road.width / 2 + car.carWidth / 2;
var roadRight = road.x + road.width / 2 - car.carWidth / 2;
// Pedestrian management
var pedestrians = [];
// Pedestrian spawn timer
var pedSpawnInterval = 90; // frames (~1.5 sec, slower spawn for less crowding)
var pedSpawnTick = 0;
// Track which crosswalks have a pedestrian currently
var crosswalkHasPedestrian = [];
for (var i = 0; i < crosswalkCount; i++) crosswalkHasPedestrian[i] = false;
// --- Delay world movement and pedestrian spawn for 3 seconds after game start ---
var worldActive = false;
var carDistanceDriven = 0;
var worldReallyActive = false;
LK.setTimeout(function () {
worldActive = true;
carDistanceDriven = 0;
worldReallyActive = false;
}, 3000);
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Score timer: add 10 points every second
var scoreTimer = LK.setInterval(function () {
score += 10;
scoreTxt.setText(score);
}, 1000);
// Touch/mouse controls: press-and-hold left/right to move car continuously
var carMoveDirection = 0; // -1 for left, 1 for right, 0 for none
game.down = function (x, y, obj) {
// Set direction based on which half of the screen is pressed
if (x < 2048 / 2) {
carMoveDirection = -1;
} else {
carMoveDirection = 1;
}
};
game.move = function (x, y, obj) {
// If finger moves to other side, update direction
if (carMoveDirection !== 0) {
if (x < 2048 / 2) {
carMoveDirection = -1;
} else {
carMoveDirection = 1;
}
}
};
game.up = function (x, y, obj) {
// Stop moving when released
carMoveDirection = 0;
};
// Main update loop
game.update = function () {
// Car stays at fixed Y (carFixedY), world scrolls instead
car.y = carFixedY;
// Move car left/right if holding
var carMoveSpeed = 22; // px per frame, adjust for feel
if (typeof carMoveDirection !== "undefined" && carMoveDirection !== 0) {
var newX = car.x + carMoveDirection * carMoveSpeed;
if (newX < roadLeft) newX = roadLeft;
if (newX > roadRight) newX = roadRight;
car.x = newX;
}
// Only scroll world and spawn pedestrians if worldActive (after 3s delay)
// --- NEW: Only activate world after car has moved a certain distance ---
if (worldActive) {
// Track how much the car has "driven" before world starts
if (typeof carDistanceDriven === "undefined") {
carDistanceDriven = 0;
worldReallyActive = false;
}
// Only count distance if car is moving forward (not just left/right)
// We'll count every frame after worldActive, since car is always moving forward
if (!worldReallyActive) {
carDistanceDriven += carForwardSpeed;
// Don't move road/crosswalks until car has driven enough
if (carDistanceDriven < 400) {
// Don't move road or crosswalks at all until car has driven 400px
return;
} else {
worldReallyActive = true;
}
}
// === Road and crosswalks scroll logic ===
// The car stays at a fixed Y on screen, but the world scrolls down
// We'll keep car.y fixed, and move road/crosswalks/pedestrians down by carForwardSpeed each frame
// Amount to scroll everything (except car) down
var scrollAmount = carForwardSpeed;
// Move road
road.y += scrollAmount;
// Move crosswalks
for (var i = 0; i < crosswalks.length; i++) {
crosswalks[i].y += scrollAmount;
}
// Move pedestrians
for (var i = 0; i < pedestrians.length; i++) {
pedestrians[i].y += scrollAmount;
}
// When a crosswalk goes off the bottom, move it to the top (endless effect)
for (var i = 0; i < crosswalks.length; i++) {
if (crosswalks[i].y > 2732 + 40) {
crosswalks[i].y -= crosswalkCount * crosswalkSpacing;
}
}
// When road goes off the bottom, move it up (since it's as tall as screen, this is rare, but keeps it endless)
if (road.y > 0) {
road.y = -road.height + 2732;
}
// Spawn pedestrians
pedSpawnTick++;
if (pedSpawnTick >= pedSpawnInterval) {
pedSpawnTick = 0;
// Find crosswalks without a pedestrian
var availableCrosswalks = [];
for (var i = 0; i < crosswalks.length; i++) {
if (!crosswalkHasPedestrian[i]) availableCrosswalks.push(i);
}
if (availableCrosswalks.length > 0) {
// Pick a random available crosswalk
var idx = availableCrosswalks[Math.floor(Math.random() * availableCrosswalks.length)];
// Spawn pedestrian at the Y position of the chosen crosswalk, but just off the left edge
var ped = new Pedestrian();
ped.crosswalkIdx = idx;
if (crosswalks && crosswalks[idx]) {
ped.y = crosswalks[idx].y;
} else {
ped.y = 0 - ped.pedHeight / 2; // fallback
}
ped.x = road.x - road.width / 2 + ped.pedWidth / 2;
// Random speed: 2-3 px/frame (slower for easier dodging)
ped.speed = 2 + Math.floor(Math.random() * 2);
pedestrians.push(ped);
game.addChild(ped);
// Mark this crosswalk as having a pedestrian
crosswalkHasPedestrian[idx] = true;
}
}
}
// Update pedestrians
for (var i = pedestrians.length - 1; i >= 0; i--) {
var ped = pedestrians[i];
ped.update();
// Remove if off right edge or off bottom of screen
if (ped.x > road.x + road.width / 2 + ped.pedWidth / 2 || ped.y > 2732 + ped.pedHeight / 2) {
// Free up crosswalk slot
if (typeof ped.crosswalkIdx === "number") {
crosswalkHasPedestrian[ped.crosswalkIdx] = false;
}
ped.destroy();
pedestrians.splice(i, 1);
continue;
}
// Collision with car?
if (ped.intersects(car)) {
// Flash screen red
LK.effects.flashScreen(0xff0000, 1000);
// Game over
LK.showGameOver();
return;
}
}
};
// Center score text at top, avoid top left 100x100
scoreTxt.x = 2048 / 2;
scoreTxt.y = 20;
// Clean up on game over (handled by LK, but clear timer)
game.onDestroy = function () {
LK.clearInterval(scoreTimer);
};