User prompt
Remove the square on top if the car asset
User prompt
Dont speed up that much after 500
User prompt
Add sounds and bg music
User prompt
Speed down a little bit after 800
User prompt
The lines go fastes after 500 points
User prompt
Make the point counter to be just round numbers without decimals
User prompt
Make the instructions in 3 lines
User prompt
Dont let the buildings into the road
User prompt
Add the background music and sounds
User prompt
Remove the yellow squares fron the road show them just on the sides
User prompt
Remove the buldings from the road only show them on the sides
User prompt
Add effects
User prompt
Make the side gray to be white
User prompt
Remove the city windows from the main road and make the sides of the road white instead of gray
User prompt
Make the gray sides of the road to be neon
User prompt
Add trees and stores and decoration on the side of the road
User prompt
Make the instructions text white, purple stroke, centered and the paragraph aligned to the center
User prompt
Make the instructions text bolder with a stroke in Two lines and color purple and white stroke
User prompt
A red effect is shown if you tap when there is a line and you lose points
User prompt
When you tap you get a green or red effect underneath that reflects if you are winning or losing, please add effects โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the points counter from 1 to 1000 and if you reach 1000 you win the level
User prompt
Car Needs to be in front of the lines
User prompt
Make the car in front of the lines, lines cross beneath him
User prompt
If you tap when there is line you lose points and you win points if you tap when there is no line crossing the car
User prompt
Lines only came from the center of the screen
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Building = Container.expand(function () {
var self = Container.call(this);
var buildingGraphics = self.attachAsset('building', {
anchorX: 0.5,
anchorY: 0
});
// Randomize building properties
var shade = Math.floor(Math.random() * 40) + 40;
buildingGraphics.tint = shade << 16 | shade << 8 | shade;
buildingGraphics.height = Math.random() * 600 + 400;
buildingGraphics.width = Math.random() * 100 + 100;
// Add windows to buildings for a city look
var windowCount = Math.floor(buildingGraphics.height / 80);
var windowsPerRow = Math.floor(buildingGraphics.width / 40);
for (var i = 0; i < windowCount; i++) {
for (var j = 0; j < windowsPerRow; j++) {
var windowLight = self.addChild(new Container());
var windowAsset = windowLight.attachAsset('building', {
anchorX: 0.5,
anchorY: 0.5,
width: 20,
height: 30,
tint: 0xFFFF99
});
windowLight.x = j * 40 - buildingGraphics.width / 2 + 25;
windowLight.y = i * 80 + 50;
// Randomly light windows
windowLight.alpha = Math.random() > 0.3 ? 0.8 : 0;
}
}
self.speed = 10; // Default speed
self.update = function () {
self.y += self.speed;
// Reset building when it goes off screen
if (self.y > 2732 + buildingGraphics.height) {
self.y = -buildingGraphics.height;
// Determine road boundaries to keep buildings off the road
var road = null;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i].asset && game.children[i].asset.id === 'road') {
road = game.children[i];
break;
}
}
// Place building only on sidewalks
var roadLeftEdge = road ? (2048 - road.width) / 2 : 424;
var roadRightEdge = road ? 2048 - (2048 - road.width) / 2 : 1624;
// Determine which side to place the building on based on its current side
if (self.x < roadLeftEdge) {
// Keep on left side
self.x = Math.random() * (roadLeftEdge - buildingGraphics.width / 2);
} else {
// Keep on right side
self.x = roadRightEdge + Math.random() * (roadLeftEdge - buildingGraphics.width / 2);
}
var shade = Math.floor(Math.random() * 40) + 40;
buildingGraphics.tint = shade << 16 | shade << 8 | shade;
buildingGraphics.height = Math.random() * 600 + 400;
buildingGraphics.width = Math.random() * 100 + 100;
// Recreate windows when building resets
self.removeChildren(1); // Keep only the main building graphic
var windowCount = Math.floor(buildingGraphics.height / 80);
var windowsPerRow = Math.floor(buildingGraphics.width / 40);
for (var i = 0; i < windowCount; i++) {
for (var j = 0; j < windowsPerRow; j++) {
var windowLight = self.addChild(new Container());
var windowAsset = windowLight.attachAsset('building', {
anchorX: 0.5,
anchorY: 0.5,
width: 20,
height: 30,
tint: 0xFFFF99
});
windowLight.x = j * 40 - buildingGraphics.width / 2 + 25;
windowLight.y = i * 80 + 50;
// Randomly light windows
windowLight.alpha = Math.random() > 0.3 ? 0.8 : 0;
}
}
}
};
return self;
});
var Car = Container.expand(function () {
var self = Container.call(this);
// Create car body - using just the car asset without additional square
var carGraphics = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x3366CC // Blue car color
});
// Add headlights
var leftHeadlight = self.addChild(new Container());
var leftHeadlightAsset = leftHeadlight.attachAsset('scoreEffect', {
anchorX: 0.5,
anchorY: 0.5,
width: 40,
height: 40,
tint: 0xFFFFAA
});
leftHeadlight.x = -60;
leftHeadlight.y = -140;
var rightHeadlight = self.addChild(new Container());
var rightHeadlightAsset = rightHeadlight.attachAsset('scoreEffect', {
anchorX: 0.5,
anchorY: 0.5,
width: 40,
height: 40,
tint: 0xFFFFAA
});
rightHeadlight.x = 60;
rightHeadlight.y = -140;
self.jumping = false;
self.jumpHeight = 100;
self.originalY = 0;
self.lastY = 0; // Track last Y position for intersection detection
self.jump = function () {
if (self.jumping) {
return;
}
self.jumping = true;
self.originalY = self.y;
// Play jump sound
LK.getSound('jump').play();
// Jump animation using tween
tween(self, {
y: self.y - self.jumpHeight
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Fall back down
tween(self, {
y: self.originalY
}, {
duration: 300,
easing: tween.easeIn,
onFinish: function onFinish() {
self.jumping = false;
}
});
}
});
};
self.down = function () {
self.jump();
};
self.update = function () {
self.lastY = self.y;
// Create headlight glow effect
if (LK.ticks % 5 === 0) {
leftHeadlightAsset.alpha = 0.7 + Math.random() * 0.3;
rightHeadlightAsset.alpha = 0.7 + Math.random() * 0.3;
}
};
return self;
});
var Line = Container.expand(function () {
var self = Container.call(this);
// Create road line marking
var lineGraphics = self.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5
});
// Make line vertical
lineGraphics.rotation = Math.PI / 2; // Rotate 90 degrees
// Road lines have fixed width to better match car size
lineGraphics.width = 400; // Line length (now vertical)
lineGraphics.height = 60; // Line thickness (more visible)
self.lastY = 0; // Track last Y position for intersection detection
self.speed = 15; // Default speed
self.active = true; // Whether the line is active for scoring
self.scored = false; // Whether this line has been scored already
// Add visual effect to make lines more prominent
var glowEffect = self.addChild(new Container());
var glowAsset = glowEffect.attachAsset('line', {
anchorX: 0.5,
anchorY: 0.5,
width: lineGraphics.width + 20,
height: lineGraphics.height + 20,
tint: 0xFFFF00,
alpha: 0.3
});
glowAsset.rotation = Math.PI / 2;
self.update = function () {
self.lastY = self.y; // Store last position for collision detection
self.y += self.speed;
// Pulse glow effect
if (LK.ticks % 10 === 0) {
glowAsset.alpha = 0.2 + Math.random() * 0.2;
}
// Remove when off screen
if (self.y > 2732 + lineGraphics.width / 2) {
self.active = false;
}
};
return self;
});
var ScoreEffect = Container.expand(function () {
var self = Container.call(this);
var effectGraphics = self.attachAsset('scoreEffect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
self.show = function (x, y, isPositive) {
self.x = x;
self.y = y;
if (!isPositive) {
effectGraphics.tint = 0xFF0000;
// Play penalty sound
LK.getSound('penalty').play();
} else {
effectGraphics.tint = 0x00FF00;
// Play point sound
LK.getSound('point').play();
}
// Animation for the effect
tween(self, {
alpha: 0,
y: y - 100
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
self.alpha = 1;
self.visible = false;
}
});
self.visible = true;
};
return self;
});
var Store = Container.expand(function () {
var self = Container.call(this);
// Create store building
var storeGraphics = self.attachAsset('building', {
anchorX: 0.5,
anchorY: 0,
width: 200,
height: 250,
tint: 0xFAE5D3 // Light beige for store
});
// Add store sign
var storeSign = self.addChild(new Container());
var storeSignAsset = storeSign.attachAsset('building', {
anchorX: 0.5,
anchorY: 0.5,
width: 180,
height: 60,
tint: 0x3498DB // Blue for store sign
});
storeSign.y = 40;
// Add store window
var storeWindow = self.addChild(new Container());
var storeWindowAsset = storeWindow.attachAsset('building', {
anchorX: 0.5,
anchorY: 0.5,
width: 120,
height: 100,
tint: 0xD6EAF8 // Light blue for window
});
storeWindow.y = 120;
// Add store door
var storeDoor = self.addChild(new Container());
var storeDoorAsset = storeDoor.attachAsset('building', {
anchorX: 0.5,
anchorY: 0.5,
width: 60,
height: 100,
tint: 0x784212 // Brown for door
});
storeDoor.y = 180;
self.speed = 10; // Default speed
self.update = function () {
self.y += self.speed;
// Reset store when it goes off screen
if (self.y > 2732 + storeGraphics.height) {
self.y = -storeGraphics.height;
// Randomize store appearance
var storeTypes = [{
building: 0xFAE5D3,
sign: 0x3498DB,
window: 0xD6EAF8
},
// Blue store
{
building: 0xFCF3CF,
sign: 0xE74C3C,
window: 0xFADBD8
},
// Red store
{
building: 0xD5F5E3,
sign: 0x8E44AD,
window: 0xEBDEF0
},
// Purple store
{
building: 0xEAEDED,
sign: 0xF39C12,
window: 0xFAE5D3
} // Orange store
];
var type = storeTypes[Math.floor(Math.random() * storeTypes.length)];
storeGraphics.tint = type.building;
storeSignAsset.tint = type.sign;
storeWindowAsset.tint = type.window;
// Vary store size slightly
var sizeVar = 0.8 + Math.random() * 0.4;
storeGraphics.width = 200 * sizeVar;
storeGraphics.height = 250 * sizeVar;
storeSign.scale.set(sizeVar);
storeWindow.scale.set(sizeVar);
storeDoor.scale.set(sizeVar);
// Adjust positions based on new size
storeSign.y = 40 * sizeVar;
storeWindow.y = 120 * sizeVar;
storeDoor.y = 180 * sizeVar;
}
};
return self;
});
var StreetLight = Container.expand(function () {
var self = Container.call(this);
// Create pole
var pole = self.addChild(new Container());
var poleAsset = pole.attachAsset('building', {
anchorX: 0.5,
anchorY: 1.0,
width: 20,
height: 200,
tint: 0x555555 // Dark gray for pole
});
// Create light
var light = self.addChild(new Container());
var lightAsset = light.attachAsset('scoreEffect', {
anchorX: 0.5,
anchorY: 0.5,
width: 40,
height: 40,
tint: 0xFFFF99 // Yellow light
});
light.y = -200;
// Light arm
var arm = self.addChild(new Container());
var armAsset = arm.attachAsset('building', {
anchorX: 0,
anchorY: 0.5,
width: 40,
height: 10,
tint: 0x555555 // Dark gray for arm
});
arm.y = -190;
self.speed = 10; // Default speed
self.isLit = Math.random() > 0.2; // Most lights are on
self.update = function () {
self.y += self.speed;
// Make light flicker occasionally
if (self.isLit && LK.ticks % 20 === 0 && Math.random() > 0.7) {
lightAsset.alpha = 0.6 + Math.random() * 0.4;
}
// Reset light when it goes off screen
if (self.y > 2732 + 200) {
self.y = -200;
self.isLit = Math.random() > 0.2;
lightAsset.alpha = self.isLit ? 1 : 0.2;
}
};
return self;
});
var TapEffect = Container.expand(function () {
var self = Container.call(this);
var effectGraphics = self.attachAsset('scoreEffect', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 300,
alpha: 0.6
});
self.show = function (x, y, isPositive) {
self.x = x;
self.y = y;
// Set color based on whether it's a positive or negative tap
if (isPositive) {
effectGraphics.tint = 0x00FF00; // Green for good taps
// Play point sound with lower volume to avoid overwhelming
LK.getSound('point').play({
volume: 0.3
});
} else {
effectGraphics.tint = 0xFF0000; // Red for bad taps
// Play penalty sound with lower volume to avoid overwhelming
LK.getSound('penalty').play({
volume: 0.3
});
}
// Reset properties before animation
self.alpha = 1;
effectGraphics.alpha = 0.6;
effectGraphics.scale.x = 0.5;
effectGraphics.scale.y = 0.5;
self.visible = true;
// Animate the effect - expand and fade out for a nice ripple effect
tween(effectGraphics, {
alpha: 0,
scaleX: 2.5,
scaleY: 2.5
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
self.visible = false;
effectGraphics.scale.x = 0.5;
effectGraphics.scale.y = 0.5;
}
});
};
return self;
});
var Tree = Container.expand(function () {
var self = Container.call(this);
// Create tree trunk
var trunk = self.addChild(new Container());
var trunkAsset = trunk.attachAsset('building', {
anchorX: 0.5,
anchorY: 1.0,
width: 40,
height: 120,
tint: 0x8B4513 // Brown color for trunk
});
// Create tree foliage (multiple layers for depth)
var foliage1 = self.addChild(new Container());
var foliageAsset1 = foliage1.attachAsset('scoreEffect', {
anchorX: 0.5,
anchorY: 0.8,
width: 150,
height: 150,
tint: 0x228B22 // Forest green
});
foliage1.y = -80;
var foliage2 = self.addChild(new Container());
var foliageAsset2 = foliage2.attachAsset('scoreEffect', {
anchorX: 0.5,
anchorY: 0.7,
width: 120,
height: 120,
tint: 0x32CD32 // Lime green for highlight
});
foliage2.y = -100;
self.speed = 10; // Default speed
self.update = function () {
self.y += self.speed;
// Reset tree when it goes off screen
if (self.y > 2732 + 150) {
self.y = -150;
// Randomize tree appearance when resetting
trunkAsset.height = 80 + Math.random() * 80;
trunkAsset.width = 30 + Math.random() * 20;
var scale = 0.8 + Math.random() * 0.5;
foliage1.scale.set(scale);
foliage2.scale.set(scale * 0.9);
// Slightly vary green shades
var greenVariation = Math.floor(Math.random() * 40);
foliageAsset1.tint = 34 + greenVariation << 16 | 139 + greenVariation << 8 | 34;
foliageAsset2.tint = 50 + greenVariation << 16 | 205 + greenVariation << 8 | 50;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
var car;
var lines = [];
var buildings = [];
var trees = [];
var stores = [];
var streetLights = [];
var score = 0;
var scoreText;
var speedMultiplier = 1;
var lineSpawnRate = 60; // Frames between line spawns
var difficulty = 1;
var isGameActive = true;
var scoreEffects = [];
var tapEffects = [];
var effectIndex = 0;
var tapEffectIndex = 0;
var lastJumpScore = 0;
// Create a sky background
game.setBackgroundColor(0x87CEEB); // Light blue sky
// Initialize the road
var road = game.addChild(LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
width: 1200,
// Make the road narrower than the full width
tint: 0x444444 // Darker gray for asphalt
}));
// Add road edges/sidewalks
var leftSidewalk = game.addChild(LK.getAsset('building', {
anchorX: 0,
anchorY: 0.5,
width: (2048 - road.width) / 2,
height: 2732,
x: 0,
y: 2732 / 2,
tint: 0x999999 // Light gray for sidewalk
}));
var rightSidewalk = game.addChild(LK.getAsset('building', {
anchorX: 1,
anchorY: 0.5,
width: (2048 - road.width) / 2,
height: 2732,
x: 2048,
y: 2732 / 2,
tint: 0x999999 // Light gray for sidewalk
}));
// Initialize score display
scoreText = new Text2('SCORE: 0', {
size: 80,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 5
});
scoreText.anchor.set(0.5, 0);
scoreText.y = 50; // Move down slightly from top
LK.gui.top.addChild(scoreText);
// Add game instructions
var instructionsText = new Text2('Tap when no lines\nAvoid tapping on lines\nScore 1000 to win', {
size: 80,
fill: 0xFFFFFF,
stroke: 0x800080,
strokeThickness: 10,
fontWeight: 'bold',
align: 'center'
});
instructionsText.anchor.set(0.5, 0);
instructionsText.y = 150;
LK.gui.top.addChild(instructionsText);
// Create buildings for city skyline on both sides of the road (not on the road)
for (var i = 0; i < 20; i++) {
var building = new Building();
// Position buildings only on the sides, ensuring they stay off the road
var roadLeftEdge = (2048 - road.width) / 2;
var roadRightEdge = 2048 - roadLeftEdge;
if (i % 2 === 0) {
// Left side only - ensure buildings stay completely on sidewalk
var buildingWidth = building.children[0].width;
building.x = Math.random() * (roadLeftEdge - buildingWidth / 2); // Left side only, accounting for building width
} else {
// Right side only - ensure buildings stay completely on sidewalk
var buildingWidth = building.children[0].width;
building.x = roadRightEdge + Math.random() * (roadLeftEdge - buildingWidth / 2); // Right side only
}
building.y = Math.random() * 2732;
buildings.push(building);
game.addChild(building);
}
// Add trees along the road
var trees = [];
for (var i = 0; i < 15; i++) {
var tree = new Tree();
// Position trees on the sidewalks
if (i % 2 === 0) {
// Left side trees - closer to road
tree.x = (2048 - road.width) / 2 - 80 - Math.random() * 60;
} else {
// Right side trees - closer to road
tree.x = 2048 - (2048 - road.width) / 2 + 80 + Math.random() * 60;
}
// Distribute trees along the road
tree.y = -150 + i * 350 + Math.random() * 200;
trees.push(tree);
game.addChild(tree);
}
// Add stores on the sides
var stores = [];
for (var i = 0; i < 8; i++) {
var store = new Store();
// Position stores on the sidewalks, further from the road than trees
if (i % 2 === 0) {
// Left side stores
store.x = (2048 - road.width) / 4;
} else {
// Right side stores
store.x = 2048 - (2048 - road.width) / 4;
}
// Distribute stores along the road with some spacing
store.y = -300 + i * 650 + Math.random() * 300;
stores.push(store);
game.addChild(store);
}
// Add street lights
var streetLights = [];
for (var i = 0; i < 12; i++) {
var light = new StreetLight();
// Position lights on the edge of the road
if (i % 2 === 0) {
// Left side lights
light.x = (2048 - road.width) / 2 - 20;
} else {
// Right side lights
light.x = 2048 - (2048 - road.width) / 2 + 20;
}
// Distribute lights evenly
light.y = -200 + i * 400 + i % 2 * 200;
streetLights.push(light);
game.addChild(light);
}
// Create car
car = new Car();
car.x = 2048 / 2;
car.y = 2732 - 400;
game.addChild(car);
// Bring car to front to make sure it appears on top of lines
game.setChildIndex(car, game.children.length - 1);
// Create score effects pool
for (var i = 0; i < 5; i++) {
var effect = new ScoreEffect();
effect.visible = false;
scoreEffects.push(effect);
game.addChild(effect);
}
// Create tap effects pool - increased size to handle multiple effects
for (var i = 0; i < 10; i++) {
var tapEffect = new TapEffect();
tapEffect.visible = false;
tapEffects.push(tapEffect);
game.addChild(tapEffect);
}
// Game click handler
game.down = function (x, y, obj) {
if (!isGameActive) {
return;
}
// Check if car is already jumping
if (!car.jumping) {
car.jump();
// Check if car is over a road line
var overLine = false;
for (var i = 0; i < lines.length; i++) {
// Check if the car intersects with any vertical road line
if (lines[i].active && car.intersects(lines[i])) {
overLine = true;
break;
}
}
// Score or penalty based on jump
if (overLine) {
// Penalty for jumping over a line
score = Math.max(0, score - 10);
// Show penalty effect
var effect = scoreEffects[effectIndex];
effectIndex = (effectIndex + 1) % scoreEffects.length;
effect.show(car.x, car.y - 50, false);
// Show tap feedback effect (red for penalty)
var tapEffect = tapEffects[tapEffectIndex];
tapEffectIndex = (tapEffectIndex + 1) % tapEffects.length;
tapEffect.show(x, y, false);
// Add multiple red effects for stronger visual feedback
for (var j = 0; j < 2; j++) {
var extraEffect = tapEffects[tapEffectIndex];
tapEffectIndex = (tapEffectIndex + 1) % tapEffects.length;
extraEffect.show(x + (Math.random() * 100 - 50), y + (Math.random() * 100 - 50), false);
}
// Flash screen red for bad tap
LK.effects.flashScreen(0xff0000, 300);
} else {
// Points for jumping on empty road
var pointsGained = 20 * difficulty;
score += pointsGained;
lastJumpScore = pointsGained;
// Show score effect
var effect = scoreEffects[effectIndex];
effectIndex = (effectIndex + 1) % scoreEffects.length;
effect.show(car.x, car.y - 50, true);
// Show tap feedback effect (green for points)
var tapEffect = tapEffects[tapEffectIndex];
tapEffectIndex = (tapEffectIndex + 1) % tapEffects.length;
tapEffect.show(x, y, true);
// Add multiple green effects for stronger visual feedback
for (var j = 0; j < 2; j++) {
var extraEffect = tapEffects[tapEffectIndex];
tapEffectIndex = (tapEffectIndex + 1) % tapEffects.length;
extraEffect.show(x + (Math.random() * 100 - 50), y + (Math.random() * 100 - 50), true);
}
}
// Update score display
scoreText.setText(Math.round(score));
LK.setScore(Math.round(score));
}
};
// Start background music
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
// Game update function
game.update = function () {
if (!isGameActive) {
return;
}
// Update car
car.update();
// Update all lines
for (var i = lines.length - 1; i >= 0; i--) {
lines[i].update();
// We don't penalize for just passing over a line anymore
// Only interactions happen when player taps
if (!lines[i].scored && lines[i].lastY < car.y && lines[i].y >= car.y) {
lines[i].scored = true; // Mark as scored
}
// Remove inactive lines
if (!lines[i].active) {
lines[i].destroy();
lines.splice(i, 1);
}
}
// Update all buildings
for (var i = 0; i < buildings.length; i++) {
buildings[i].speed = 5 * speedMultiplier;
buildings[i].update();
}
// Update all trees
for (var i = 0; i < trees.length; i++) {
trees[i].speed = 7 * speedMultiplier;
trees[i].update();
}
// Update all stores
for (var i = 0; i < stores.length; i++) {
stores[i].speed = 5 * speedMultiplier;
stores[i].update();
}
// Update all street lights
for (var i = 0; i < streetLights.length; i++) {
streetLights[i].speed = 7 * speedMultiplier;
streetLights[i].update();
}
// Create new lines at intervals - always come from center of the screen
if (LK.ticks % Math.floor(lineSpawnRate / speedMultiplier) === 0) {
var line = new Line();
// Position line at the center of the screen
line.x = 2048 / 2; // Center X coordinate
line.y = -50;
line.speed = 15 * speedMultiplier;
lines.push(line);
game.addChild(line);
// Ensure car is always rendered on top of lines
game.setChildIndex(car, game.children.length - 1);
}
// Increase difficulty over time
if (LK.ticks % 600 === 0) {
// Every 10 seconds
difficulty += 0.1;
// Speed up game after 500 points, but not too much, and slow down a bit after 800
if (score > 800) {
speedMultiplier = 1 + (difficulty - 1) * 1.0; // Reduced speed multiplier after 800 points
lineSpawnRate = Math.max(15, 40 - difficulty * 3); // Reduced line spawn rate
} else if (score > 500) {
speedMultiplier = 1 + (difficulty - 1) * 1.1; // Moderate speed increase after 500 points
lineSpawnRate = Math.max(12, 40 - difficulty * 4); // Moderate increase in line spawn rate
} else {
speedMultiplier = 1 + (difficulty - 1) * 0.5;
lineSpawnRate = Math.max(15, 60 - difficulty * 5);
}
}
// Check for game over condition
if (score < 0) {
isGameActive = false;
LK.showGameOver();
}
// Check for win condition (1000 points to win)
if (score >= 1000) {
isGameActive = false;
LK.showYouWin();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -91,24 +91,14 @@
return self;
});
var Car = Container.expand(function () {
var self = Container.call(this);
- // Create car body
+ // Create car body - using just the car asset without additional square
var carGraphics = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x3366CC // Blue car color
});
- // Add car windows
- var carWindshield = self.addChild(new Container());
- var windshieldAsset = carWindshield.attachAsset('building', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 140,
- height: 80,
- tint: 0xCCEEFF
- });
- carWindshield.y = -80;
// Add headlights
var leftHeadlight = self.addChild(new Container());
var leftHeadlightAsset = leftHeadlight.attachAsset('scoreEffect', {
anchorX: 0.5,