User prompt
Arabanın otomatik hareketini tamamen kaldır. Brake ve pedal butonları ile araç kontrolü sağlansın.
User prompt
Sol altta, Brake butonu oluştur. Pedal butonunun tersini yapsın, giden arabaya fren ve duran arabayı geriye gitmesini sağlasın.
User prompt
Pedal bütün bölümlerde olsun.
User prompt
Motor arızalı bölümlerde sağ alta pedal gelsin. Ona tıklayarak aracın gitmesini sağlayalım.
User prompt
Motor arızalı bölümlerde, arabaya tıklayarak gitmesini sağlayalım.
User prompt
Motor arızalı bölümlerde, araba yokuş aşağı hızlansın, yokuş yukarı yavaşlasın.
User prompt
Motor arızalı bölümlerde, araba ileri doğru çıkmasın, başladığı yerde aşağı düşsün.
User prompt
Level 13 çok zor. Daha kolay olsun
User prompt
Level 13'ü yeniden tasarla.
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Level başı en fazla 3 çizgi çekebilelim.
User prompt
Level 13'ü yeniden tasarla.
User prompt
Duvarların etki alanı, yalnızca resim boyutları kadar olsun.
User prompt
Duvara çarpan araba parçalansın ve yok olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bütün bölümlerde, sadece 1 tane bitiş yeri olsun.
User prompt
Bazı bölümlerde neden 2 tane bitiş yeri var? Yalnızca 1 bitiş yeri olsun tamamen.
User prompt
Level 5'i yeniden tasarla.
User prompt
Level 5'i yeniden tasarla.
User prompt
Back butonunu 1 satır sağa konumlandır.
User prompt
Level yazısının sol satırına "Back" butonu ekle. Basınca bir önceki bölüme gitsin.
User prompt
Level 4'ü yeniden tasarlandır.
User prompt
Sağ üst köşeye Reset butonu ekle. Basınca herşey sıfırlansın.
User prompt
Level 10 yeniden tasarla
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Level 5'den sonra, aynı zorluklar ile ve farklı özellikler ile 15 bölüm daha oluştur.
User prompt
Tramboline zıplama oranını yarıya indir.
User prompt
"" *Aşırı sürtünme etkisi** - Motor bozuk olduğunda araç çok hızlı duraksıyor 2. **Başlangıç hızı yetersiz** - Sadece (5, 0) hızla başlıyor, bu tramboline ulaşmak için yeterli değil 3. **Fizik hesaplama sorunu** - Çizgi üzerinde hareket ederken bile sürtünme devam ediyor. "" bunları biraz daha kolay olması için düzenle.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Car = Container.expand(function () { var self = Container.call(this); var carBody = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); var wheelLeft = self.attachAsset('wheel', { anchorX: 0.5, anchorY: 0.5, x: -25, y: 20 }); var wheelRight = self.attachAsset('wheel', { anchorX: 0.5, anchorY: 0.5, x: 25, y: 20 }); self.velocityX = 0; self.velocityY = 0; self.speed = 2; self.gravity = 0.3; self.onGround = false; self.engineWorking = true; self.update = function () { // Only update physics if game has started if (!gameStarted) return; if (!self.engineWorking) { self.velocityX *= 0.995; // Much less aggressive friction } self.velocityY += self.gravity; self.x += self.velocityX; self.y += self.velocityY; wheelLeft.rotation += self.velocityX * 0.1; wheelRight.rotation += self.velocityX * 0.1; }; self.setVelocity = function (vx, vy) { self.velocityX = vx; self.velocityY = vy; }; return self; }); var DrawnLine = Container.expand(function () { var self = Container.call(this); self.points = []; self.segments = []; self.addPoint = function (x, y) { self.points.push({ x: x, y: y }); if (self.points.length > 1) { var lastPoint = self.points[self.points.length - 2]; var currentPoint = self.points[self.points.length - 1]; var dx = currentPoint.x - lastPoint.x; var dy = currentPoint.y - lastPoint.y; var distance = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx); var segment = self.attachAsset('wall', { anchorX: 0, anchorY: 0.5, x: lastPoint.x, y: lastPoint.y, scaleX: distance / 200, scaleY: 0.1, rotation: angle, tint: 0x0000FF }); self.segments.push(segment); } }; self.getSegments = function () { var segmentData = []; for (var i = 0; i < self.points.length - 1; i++) { segmentData.push({ start: self.points[i], end: self.points[i + 1] }); } return segmentData; }; return self; }); var SmokeParticle = Container.expand(function () { var self = Container.call(this); var smokeGraphics = self.attachAsset('wheel', { anchorX: 0.5, anchorY: 0.5, tint: 0x999999, alpha: 0.6 }); self.init = function (x, y) { self.x = x; self.y = y; self.scale.set(0.3); // Animate the smoke particle tween(self, { y: y - 50, alpha: 0 }, { duration: 800, easing: tween.easeOut }); tween(self.scale, { x: 1.2, y: 1.2 }, { duration: 800, easing: tween.easeOut }); }; return self; }); var Trampoline = Container.expand(function () { var self = Container.call(this); var trampolineGraphics = self.attachAsset('trampoline', { anchorX: 0.5, anchorY: 0.5 }); self.bounce = function () { tween(trampolineGraphics, { scaleY: 0.7 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(trampolineGraphics, { scaleY: 1 }, { duration: 200, easing: tween.bounceOut }); } }); }; return self; }); var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xE8E8E8 }); /**** * Game Code ****/ var currentLevel = storage.currentLevel || 1; var maxLevel = 20; var car = null; var walls = []; var trampolines = []; var drawnLine = null; var isDrawing = false; var levelComplete = false; var carCanMove = false; var gameStarted = false; var startButton = null; var startButtonText = null; var refreshButton = null; var refreshButtonText = null; var resetButton = null; var resetButtonText = null; var backButton = null; var backButtonText = null; var smokeParticles = []; var smokeTimer = 0; var drawnLines = []; // Array to store all drawn lines var maxLines = 3; // Maximum lines per level var currentLineCount = 0; // Current number of lines drawn var startPos = { x: 200, y: 1000 }; var finishPos = { x: 1800, y: 1000 }; var levelText = new Text2('Level ' + currentLevel, { size: 80, fill: 0x333333 }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); var instructionText = new Text2('Draw a path from behind the car!', { size: 50, fill: 0x666666 }); instructionText.anchor.set(0.5, 0); instructionText.y = 100; LK.gui.top.addChild(instructionText); // Create or update line counter text if (!game.lineCounterText) { game.lineCounterText = new Text2('Lines: 3/3', { size: 40, fill: 0x666666 }); game.lineCounterText.anchor.set(0.5, 0); game.lineCounterText.y = 150; LK.gui.top.addChild(game.lineCounterText); } game.lineCounterText.setText('Lines: ' + (maxLines - currentLineCount) + '/' + maxLines); function setupLevel(level) { // Clear existing objects if (car) car.destroy(); for (var i = 0; i < walls.length; i++) { walls[i].destroy(); } for (var i = 0; i < trampolines.length; i++) { trampolines[i].destroy(); } if (drawnLine) drawnLine.destroy(); // Clear smoke particles for (var i = 0; i < smokeParticles.length; i++) { smokeParticles[i].destroy(); } smokeParticles = []; // Clear all drawn lines for (var i = 0; i < drawnLines.length; i++) { drawnLines[i].destroy(); } drawnLines = []; walls = []; trampolines = []; drawnLine = null; isDrawing = false; levelComplete = false; carCanMove = false; gameStarted = false; currentLineCount = 0; // Reset line counter // Create ground var ground = game.addChild(LK.getAsset('ground', { anchorX: 0.5, anchorY: 0, x: 1024, y: 2532 })); // Create start and finish flags var startFlag = game.addChild(LK.getAsset('startFlag', { anchorX: 0.5, anchorY: 1, x: startPos.x, y: startPos.y + 50 })); var finishFlag = game.addChild(LK.getAsset('finishFlag', { anchorX: 0.5, anchorY: 1, x: finishPos.x, y: finishPos.y + 50 })); // Reset finish position to default for all levels finishPos.x = 1800; finishPos.y = 1000; finishFlag.x = finishPos.x; finishFlag.y = finishPos.y + 50; // Setup level-specific elements if (level === 1) { // Simple level - just draw from start to finish instructionText.setText('Draw a path, then press START!'); } else if (level === 2) { // Wall in the middle var wall = new Wall(); wall.x = 1024; wall.y = 1000; walls.push(wall); game.addChild(wall); instructionText.setText('Draw around the wall!'); } else if (level === 3) { // L-shaped obstacle var wall1 = new Wall(); wall1.x = 1024; wall1.y = 1000; wall1.scaleX = 2; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 1224; wall2.y = 900; wall2.rotation = Math.PI / 2; walls.push(wall2); game.addChild(wall2); instructionText.setText('Navigate the L-shape!'); } else if (level === 4) { // Multiple trampolines with strategic positioning var wall1 = new Wall(); wall1.x = 600; wall1.y = 1000; wall1.scaleX = 1.5; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 1200; wall2.y = 1200; wall2.scaleY = 2; walls.push(wall2); game.addChild(wall2); var trampoline1 = new Trampoline(); trampoline1.x = 400; trampoline1.y = 1200; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 800; trampoline2.y = 800; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1400; trampoline3.y = 1000; trampolines.push(trampoline3); game.addChild(trampoline3); finishPos.y = 600; finishFlag.y = finishPos.y + 50; instructionText.setText('Bounce through the obstacle course!'); } else if (level === 5) { // Multi-stage obstacle course with steep climbs and precision jumps // Create ascending wall platforms var wall1 = new Wall(); wall1.x = 400; wall1.y = 1200; wall1.scaleX = 1.5; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 700; wall2.y = 1000; wall2.scaleX = 1.2; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1000; wall3.y = 800; wall3.scaleX = 1.8; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1300; wall4.y = 600; wall4.scaleX = 1.5; walls.push(wall4); game.addChild(wall4); // Create vertical barriers for added difficulty var wall5 = new Wall(); wall5.x = 550; wall5.y = 1100; wall5.scaleY = 1.5; walls.push(wall5); game.addChild(wall5); var wall6 = new Wall(); wall6.x = 850; wall6.y = 900; wall6.scaleY = 2; walls.push(wall6); game.addChild(wall6); var wall7 = new Wall(); wall7.x = 1150; wall7.y = 700; wall7.scaleY = 1.8; walls.push(wall7); game.addChild(wall7); // Strategic trampoline placement for multi-bounce sequences var trampoline1 = new Trampoline(); trampoline1.x = 600; trampoline1.y = 1350; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 900; trampoline2.y = 1150; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1200; trampoline3.y = 950; trampolines.push(trampoline3); game.addChild(trampoline3); var trampoline4 = new Trampoline(); trampoline4.x = 1500; trampoline4.y = 750; trampolines.push(trampoline4); game.addChild(trampoline4); finishPos.y = 400; finishFlag.y = finishPos.y + 50; instructionText.setText('Master the multi-stage climb! Precision required!'); } else if (level === 6) { // Multiple trampolines with walls var wall1 = new Wall(); wall1.x = 800; wall1.y = 1000; wall1.scaleY = 2; walls.push(wall1); game.addChild(wall1); var trampoline1 = new Trampoline(); trampoline1.x = 600; trampoline1.y = 1300; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 1400; trampoline2.y = 800; trampolines.push(trampoline2); game.addChild(trampoline2); instructionText.setText('Bounce your way through!'); } else if (level === 7) { // Engine failure with multiple obstacles var wall1 = new Wall(); wall1.x = 600; wall1.y = 1100; wall1.rotation = Math.PI / 4; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 1400; wall2.y = 900; wall2.rotation = -Math.PI / 4; walls.push(wall2); game.addChild(wall2); finishPos.y = 1200; finishFlag.y = finishPos.y + 50; instructionText.setText('Engine down! Navigate carefully!'); } else if (level === 8) { // Maze-like structure var wall1 = new Wall(); wall1.x = 500; wall1.y = 1000; wall1.scaleX = 1.5; wall1.rotation = Math.PI / 2; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 800; wall2.y = 800; wall2.scaleX = 1.5; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1200; wall3.y = 1200; wall3.scaleX = 1.5; wall3.rotation = Math.PI / 2; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1500; wall4.y = 900; wall4.scaleX = 1.5; walls.push(wall4); game.addChild(wall4); instructionText.setText('Find your way through the maze!'); } else if (level === 9) { // Trampoline sequence var trampoline1 = new Trampoline(); trampoline1.x = 400; trampoline1.y = 1200; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 700; trampoline2.y = 900; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1000; trampoline3.y = 700; trampolines.push(trampoline3); game.addChild(trampoline3); var trampoline4 = new Trampoline(); trampoline4.x = 1300; trampoline4.y = 1100; trampolines.push(trampoline4); game.addChild(trampoline4); finishPos.y = 800; finishFlag.y = finishPos.y + 50; instructionText.setText('Bounce through the sequence!'); } else if (level === 10) { // Moving trampolines with precise timing - engine failure finishPos.y = 400; finishFlag.y = finishPos.y + 50; // Create three moving trampolines var trampoline1 = new Trampoline(); trampoline1.x = 500; trampoline1.y = 1300; trampoline1.moveDirection = 1; trampoline1.moveSpeed = 2; trampoline1.minX = 400; trampoline1.maxX = 700; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 1000; trampoline2.y = 1000; trampoline2.moveDirection = -1; trampoline2.moveSpeed = 3; trampoline2.minX = 800; trampoline2.maxX = 1200; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1400; trampoline3.y = 700; trampoline3.moveDirection = 1; trampoline3.moveSpeed = 2.5; trampoline3.minX = 1200; trampoline3.maxX = 1600; trampolines.push(trampoline3); game.addChild(trampoline3); // Add walls to create platforms var wall1 = new Wall(); wall1.x = 600; wall1.y = 1200; wall1.scaleX = 2; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 1100; wall2.y = 900; wall2.scaleX = 2; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1500; wall3.y = 600; wall3.scaleX = 2; walls.push(wall3); game.addChild(wall3); instructionText.setText('Time your jumps! Moving trampolines! Engine failed!'); } else if (level === 11) { // Complex obstacle course var wall1 = new Wall(); wall1.x = 400; wall1.y = 1000; wall1.scaleY = 3; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 800; wall2.y = 800; wall2.scaleX = 2; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1200; wall3.y = 1200; wall3.scaleY = 2; walls.push(wall3); game.addChild(wall3); var trampoline = new Trampoline(); trampoline.x = 600; trampoline.y = 1300; trampolines.push(trampoline); game.addChild(trampoline); finishPos.y = 700; finishFlag.y = finishPos.y + 50; instructionText.setText('Navigate the obstacle course!'); } else if (level === 12) { // Multiple gaps with trampolines finishPos.y = 1600; finishFlag.y = finishPos.y + 50; var trampoline1 = new Trampoline(); trampoline1.x = 500; trampoline1.y = 1200; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 900; trampoline2.y = 1000; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1300; trampoline3.y = 1300; trampolines.push(trampoline3); game.addChild(trampoline3); instructionText.setText('Bridge multiple gaps!'); } else if (level === 13) { // Complex multi-path maze with branching routes and strategic choices // Create vertical maze walls - left path var wall1 = new Wall(); wall1.x = 400; wall1.y = 1100; wall1.scaleY = 2.5; wall1.scaleX = 0.8; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 550; wall2.y = 950; wall2.scaleY = 1.8; wall2.scaleX = 0.8; walls.push(wall2); game.addChild(wall2); // Create middle maze section var wall3 = new Wall(); wall3.x = 750; wall3.y = 1200; wall3.scaleX = 2.5; wall3.scaleY = 0.8; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 850; wall4.y = 1000; wall4.scaleY = 2; wall4.scaleX = 0.8; walls.push(wall4); game.addChild(wall4); var wall5 = new Wall(); wall5.x = 1000; wall5.y = 850; wall5.scaleX = 2; wall5.scaleY = 0.8; walls.push(wall5); game.addChild(wall5); // Create right path maze walls var wall6 = new Wall(); wall6.x = 1200; wall6.y = 1100; wall6.scaleY = 2.2; wall6.scaleX = 0.8; walls.push(wall6); game.addChild(wall6); var wall7 = new Wall(); wall7.x = 1400; wall7.y = 950; wall7.scaleY = 1.8; wall7.scaleX = 0.8; walls.push(wall7); game.addChild(wall7); // Create upper maze section - connecting paths var wall8 = new Wall(); wall8.x = 650; wall8.y = 750; wall8.scaleX = 1.8; wall8.scaleY = 0.8; walls.push(wall8); game.addChild(wall8); var wall9 = new Wall(); wall9.x = 1100; wall9.y = 700; wall9.scaleX = 2; wall9.scaleY = 0.8; walls.push(wall9); game.addChild(wall9); // Strategic trampolines for different path choices var trampoline1 = new Trampoline(); trampoline1.x = 450; trampoline1.y = 1350; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 700; trampoline2.y = 1000; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1150; trampoline3.y = 1250; trampolines.push(trampoline3); game.addChild(trampoline3); var trampoline4 = new Trampoline(); trampoline4.x = 1350; trampoline4.y = 800; trampolines.push(trampoline4); game.addChild(trampoline4); finishPos.y = 550; finishFlag.y = finishPos.y + 50; instructionText.setText('Navigate the maze! Multiple paths available! Engine failed!'); } else if (level === 14) { // Tower climbing var wall1 = new Wall(); wall1.x = 500; wall1.y = 1200; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 700; wall2.y = 1000; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 900; wall3.y = 800; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1100; wall4.y = 600; walls.push(wall4); game.addChild(wall4); var trampoline1 = new Trampoline(); trampoline1.x = 600; trampoline1.y = 1300; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 800; trampoline2.y = 1100; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1000; trampoline3.y = 900; trampolines.push(trampoline3); game.addChild(trampoline3); finishPos.y = 400; finishFlag.y = finishPos.y + 50; instructionText.setText('Climb the tower!'); } else if (level === 15) { // Zigzag with engine failure var wall1 = new Wall(); wall1.x = 400; wall1.y = 1100; wall1.rotation = Math.PI / 3; wall1.scaleX = 1.5; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 700; wall2.y = 900; wall2.rotation = -Math.PI / 3; wall2.scaleX = 1.5; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1000; wall3.y = 1100; wall3.rotation = Math.PI / 3; wall3.scaleX = 1.5; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1300; wall4.y = 900; wall4.rotation = -Math.PI / 3; wall4.scaleX = 1.5; walls.push(wall4); game.addChild(wall4); instructionText.setText('Zigzag to victory! Engine failed!'); } else if (level === 16) { // Double trampoline jump var trampoline1 = new Trampoline(); trampoline1.x = 600; trampoline1.y = 1200; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 1000; trampoline2.y = 800; trampolines.push(trampoline2); game.addChild(trampoline2); var wall1 = new Wall(); wall1.x = 800; wall1.y = 1000; wall1.scaleX = 3; walls.push(wall1); game.addChild(wall1); finishPos.y = 600; finishFlag.y = finishPos.y + 50; instructionText.setText('Double bounce to reach the top!'); } else if (level === 17) { // Narrow passage with engine failure var wall1 = new Wall(); wall1.x = 800; wall1.y = 900; wall1.scaleY = 4; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 1200; wall2.y = 1100; wall2.scaleY = 4; walls.push(wall2); game.addChild(wall2); var trampoline = new Trampoline(); trampoline.x = 1000; trampoline.y = 1300; trampolines.push(trampoline); game.addChild(trampoline); finishPos.y = 800; finishFlag.y = finishPos.y + 50; instructionText.setText('Thread the needle! Engine failed!'); } else if (level === 18) { // Multi-level platform var wall1 = new Wall(); wall1.x = 500; wall1.y = 1200; wall1.scaleX = 2; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 800; wall2.y = 1000; wall2.scaleX = 2; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1100; wall3.y = 800; wall3.scaleX = 2; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1400; wall4.y = 600; wall4.scaleX = 2; walls.push(wall4); game.addChild(wall4); var trampoline1 = new Trampoline(); trampoline1.x = 650; trampoline1.y = 1300; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 950; trampoline2.y = 1100; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1250; trampoline3.y = 900; trampolines.push(trampoline3); game.addChild(trampoline3); finishPos.y = 500; finishFlag.y = finishPos.y + 50; instructionText.setText('Climb the platforms!'); } else if (level === 19) { // Extreme obstacle course with engine failure var wall1 = new Wall(); wall1.x = 400; wall1.y = 1100; wall1.rotation = Math.PI / 4; wall1.scaleX = 2; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 700; wall2.y = 800; wall2.rotation = -Math.PI / 4; wall2.scaleX = 2; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1000; wall3.y = 1200; wall3.rotation = Math.PI / 6; wall3.scaleX = 2; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1300; wall4.y = 700; wall4.rotation = -Math.PI / 6; wall4.scaleX = 2; walls.push(wall4); game.addChild(wall4); var trampoline1 = new Trampoline(); trampoline1.x = 550; trampoline1.y = 1300; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 850; trampoline2.y = 1000; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1150; trampoline3.y = 900; trampolines.push(trampoline3); game.addChild(trampoline3); finishPos.y = 500; finishFlag.y = finishPos.y + 50; instructionText.setText('Ultimate challenge! Engine failed!'); } else if (level === 20) { // Final boss level - complex multi-stage var wall1 = new Wall(); wall1.x = 350; wall1.y = 1000; wall1.scaleY = 3; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 600; wall2.y = 800; wall2.scaleX = 2; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 900; wall3.y = 1200; wall3.rotation = Math.PI / 3; wall3.scaleX = 2; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1200; wall4.y = 600; wall4.scaleX = 2; walls.push(wall4); game.addChild(wall4); var wall5 = new Wall(); wall5.x = 1500; wall5.y = 900; wall5.rotation = -Math.PI / 4; wall5.scaleX = 2; walls.push(wall5); game.addChild(wall5); var trampoline1 = new Trampoline(); trampoline1.x = 500; trampoline1.y = 1300; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 750; trampoline2.y = 1000; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1050; trampoline3.y = 800; trampolines.push(trampoline3); game.addChild(trampoline3); var trampoline4 = new Trampoline(); trampoline4.x = 1350; trampoline4.y = 1100; trampolines.push(trampoline4); game.addChild(trampoline4); finishPos.y = 400; finishFlag.y = finishPos.y + 50; instructionText.setText('Final challenge! Master all skills!'); } // Create car car = new Car(); car.x = startPos.x; car.y = startPos.y; if (level === 5 || level === 7 || level === 10 || level === 13 || level === 15 || level === 17 || level === 19) { car.engineWorking = false; car.setVelocity(12, 0); // Increased from 5 to 12 for better momentum } game.addChild(car); levelText.setText('Level ' + level); // Create start button if (startButton) startButton.destroy(); if (startButtonText) startButtonText.destroy(); startButton = game.addChild(LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 150, y: 1366 })); startButtonText = new Text2('START', { size: 40, fill: 0xffffff }); startButtonText.anchor.set(0.5, 0.5); startButtonText.x = 150; startButtonText.y = 1366; game.addChild(startButtonText); // Create refresh button if (refreshButton) refreshButton.destroy(); if (refreshButtonText) refreshButtonText.destroy(); refreshButton = game.addChild(LK.getAsset('refreshButton', { anchorX: 0.5, anchorY: 0.5, x: 150, y: 1450 })); refreshButtonText = new Text2('REFRESH', { size: 35, fill: 0xffffff }); refreshButtonText.anchor.set(0.5, 0.5); refreshButtonText.x = 150; refreshButtonText.y = 1450; game.addChild(refreshButtonText); // Create reset button in top right corner if (resetButton) resetButton.destroy(); if (resetButtonText) resetButtonText.destroy(); resetButton = game.addChild(LK.getAsset('resetButton', { anchorX: 0.5, anchorY: 0.5, x: 1948, y: 100 })); resetButtonText = new Text2('RESET', { size: 30, fill: 0xffffff }); resetButtonText.anchor.set(0.5, 0.5); resetButtonText.x = 1948; resetButtonText.y = 100; game.addChild(resetButtonText); // Create back button next to level text if (backButton) backButton.destroy(); if (backButtonText) backButtonText.destroy(); backButton = game.addChild(LK.getAsset('backButton', { anchorX: 0.5, anchorY: 0.5, x: 320, y: 100 })); backButtonText = new Text2('BACK', { size: 30, fill: 0xffffff }); backButtonText.anchor.set(0.5, 0.5); backButtonText.x = 320; backButtonText.y = 100; game.addChild(backButtonText); } function checkLineCollision(line1Start, line1End, line2Start, line2End) { var x1 = line1Start.x; var y1 = line1Start.y; var x2 = line1End.x; var y2 = line1End.y; var x3 = line2Start.x; var y3 = line2Start.y; var x4 = line2End.x; var y4 = line2End.y; var denom = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4); if (Math.abs(denom) < 0.0001) return null; var t = ((x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)) / denom; var u = -((x1 - x2) * (y1 - y3) - (y1 - y2) * (x1 - x3)) / denom; if (t >= 0 && t <= 1 && u >= 0 && u <= 1) { return { x: x1 + t * (x2 - x1), y: y1 + t * (y2 - y1) }; } return null; } function createCarDestructionEffect() { if (!car) return; // Stop car movement car.velocityX = 0; car.velocityY = 0; car.engineWorking = false; // Create multiple car fragments for explosion effect var fragments = []; for (var i = 0; i < 8; i++) { var fragment = game.addChild(LK.getAsset('car', { anchorX: 0.5, anchorY: 0.5, x: car.x, y: car.y, scaleX: 0.3, scaleY: 0.3, tint: 0xff0000 })); fragments.push(fragment); // Random explosion direction var angle = Math.PI * 2 * i / 8; var distance = 100 + Math.random() * 100; var targetX = car.x + Math.cos(angle) * distance; var targetY = car.y + Math.sin(angle) * distance; // Animate fragment explosion tween(fragment, { x: targetX, y: targetY, rotation: Math.random() * Math.PI * 4, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { fragment.destroy(); } }); // Scale animation tween(fragment.scale, { x: 0, y: 0 }, { duration: 800, easing: tween.easeIn }); } // Hide original car and restart level after animation car.alpha = 0; LK.setTimeout(function () { setupLevel(currentLevel); }, 1000); } function handleCarPhysics() { if (!car || !drawnLine || levelComplete || !carCanMove || !gameStarted) return; var carBottom = { x: car.x, y: car.y + 20 }; // Check collision with all drawn lines var onLine = false; for (var lineIndex = 0; lineIndex < drawnLines.length; lineIndex++) { var segments = drawnLines[lineIndex].getSegments(); for (var i = 0; i < segments.length; i++) { var segment = segments[i]; var carRay = { start: { x: car.x, y: car.y }, end: { x: car.x, y: car.y + 30 } }; var collision = checkLineCollision(carRay.start, carRay.end, segment.start, segment.end); if (collision) { onLine = true; car.y = collision.y - 20; car.velocityY = 0; var dx = segment.end.x - segment.start.x; var dy = segment.end.y - segment.start.y; var angle = Math.atan2(dy, dx); if (car.engineWorking) { car.velocityX = Math.cos(angle) * car.speed; car.velocityY = Math.sin(angle) * car.speed; } else { // Even with broken engine, allow some momentum along the drawn line var currentSpeed = Math.sqrt(car.velocityX * car.velocityX + car.velocityY * car.velocityY); if (currentSpeed > 0.5) { // Only if car still has some momentum car.velocityX += Math.cos(angle) * 0.5; // Small boost along the line car.velocityY += Math.sin(angle) * 0.5; } } car.rotation = angle; break; } } if (onLine) break; // Exit outer loop if collision found } car.onGround = onLine; // Check collision with trampolines for (var i = 0; i < trampolines.length; i++) { if (car.intersects(trampolines[i])) { car.velocityY = -7.5; // Reduced from -15 to half trampolines[i].bounce(); LK.getSound('bounce').play(); } } // Check if car reached finish var distToFinish = Math.sqrt(Math.pow(car.x - finishPos.x, 2) + Math.pow(car.y - finishPos.y, 2)); if (distToFinish < 100) { levelComplete = true; LK.getSound('success').play(); currentLevel++; storage.currentLevel = currentLevel; if (currentLevel > maxLevel) { LK.setScore(100); LK.showYouWin(); } else { LK.setTimeout(function () { setupLevel(currentLevel); }, 1500); } } // Check collision with walls for (var i = 0; i < walls.length; i++) { if (car.intersects(walls[i])) { // Car hit a wall - create destruction effect createCarDestructionEffect(); return; // Exit early to prevent further physics } } // Check if car fell off screen if (car.y > 2732) { setupLevel(currentLevel); } } game.down = function (x, y, obj) { if (levelComplete) return; // Check if start button clicked if (startButton && Math.abs(x - startButton.x) < 75 && Math.abs(y - startButton.y) < 30) { // Only start if we have drawn at least one line if (drawnLines.length > 0 && !gameStarted) { gameStarted = true; carCanMove = true; startButton.tint = 0x888888; if (car.engineWorking) { LK.getSound('carEngine').play(); } } return; } // Check if refresh button clicked if (refreshButton && Math.abs(x - refreshButton.x) < 75 && Math.abs(y - refreshButton.y) < 30) { // Reset current level setupLevel(currentLevel); return; } // Check if reset button clicked if (resetButton && Math.abs(x - resetButton.x) < 60 && Math.abs(y - resetButton.y) < 25) { // Reset everything - go back to level 1 currentLevel = 1; storage.currentLevel = 1; setupLevel(currentLevel); return; } // Check if back button clicked if (backButton && Math.abs(x - 320) < 60 && Math.abs(y - backButton.y) < 25) { // Go back to previous level if not at level 1 if (currentLevel > 1) { currentLevel--; storage.currentLevel = currentLevel; setupLevel(currentLevel); } return; } // Check if starting from behind the car and haven't reached line limit if (x < car.x - 50 && !gameStarted && currentLineCount < maxLines) { isDrawing = true; drawnLine = new DrawnLine(); game.addChild(drawnLine); drawnLine.addPoint(x, y); } }; game.move = function (x, y, obj) { if (isDrawing && drawnLine) { drawnLine.addPoint(x, y); } }; game.up = function (x, y, obj) { if (isDrawing && drawnLine) { // Don't automatically allow car to move - wait for start button // Store the completed line and increment counter drawnLines.push(drawnLine); currentLineCount++; // Update line counter display if (game.lineCounterText) { game.lineCounterText.setText('Lines: ' + (maxLines - currentLineCount) + '/' + maxLines); } } isDrawing = false; }; game.update = function () { handleCarPhysics(); // Move trampolines if they have movement properties for (var i = 0; i < trampolines.length; i++) { var trampoline = trampolines[i]; if (trampoline.moveDirection !== undefined) { trampoline.x += trampoline.moveDirection * trampoline.moveSpeed; // Bounce off boundaries if (trampoline.x <= trampoline.minX || trampoline.x >= trampoline.maxX) { trampoline.moveDirection *= -1; } } } // Create smoke particles when car is moving if (car && gameStarted && carCanMove && (Math.abs(car.velocityX) > 0.5 || Math.abs(car.velocityY) > 0.5)) { smokeTimer++; if (smokeTimer % 4 === 0) { // Create smoke every 4 frames var smoke = new SmokeParticle(); // Position smoke behind the car based on its rotation var offsetX = -Math.cos(car.rotation) * 40; var offsetY = -Math.sin(car.rotation) * 40; smoke.init(car.x + offsetX, car.y + offsetY); game.addChild(smoke); smokeParticles.push(smoke); } } // Clean up old smoke particles for (var i = smokeParticles.length - 1; i >= 0; i--) { if (smokeParticles[i].alpha <= 0) { smokeParticles[i].destroy(); smokeParticles.splice(i, 1); } } }; // Initialize first level setupLevel(currentLevel);
===================================================================
--- original.js
+++ change.js
@@ -182,8 +182,11 @@
var backButton = null;
var backButtonText = null;
var smokeParticles = [];
var smokeTimer = 0;
+var drawnLines = []; // Array to store all drawn lines
+var maxLines = 3; // Maximum lines per level
+var currentLineCount = 0; // Current number of lines drawn
var startPos = {
x: 200,
y: 1000
};
@@ -203,8 +206,19 @@
});
instructionText.anchor.set(0.5, 0);
instructionText.y = 100;
LK.gui.top.addChild(instructionText);
+// Create or update line counter text
+if (!game.lineCounterText) {
+ game.lineCounterText = new Text2('Lines: 3/3', {
+ size: 40,
+ fill: 0x666666
+ });
+ game.lineCounterText.anchor.set(0.5, 0);
+ game.lineCounterText.y = 150;
+ LK.gui.top.addChild(game.lineCounterText);
+}
+game.lineCounterText.setText('Lines: ' + (maxLines - currentLineCount) + '/' + maxLines);
function setupLevel(level) {
// Clear existing objects
if (car) car.destroy();
for (var i = 0; i < walls.length; i++) {
@@ -218,15 +232,21 @@
for (var i = 0; i < smokeParticles.length; i++) {
smokeParticles[i].destroy();
}
smokeParticles = [];
+ // Clear all drawn lines
+ for (var i = 0; i < drawnLines.length; i++) {
+ drawnLines[i].destroy();
+ }
+ drawnLines = [];
walls = [];
trampolines = [];
drawnLine = null;
isDrawing = false;
levelComplete = false;
carCanMove = false;
gameStarted = false;
+ currentLineCount = 0; // Reset line counter
// Create ground
var ground = game.addChild(LK.getAsset('ground', {
anchorX: 0.5,
anchorY: 0,
@@ -1084,45 +1104,49 @@
var carBottom = {
x: car.x,
y: car.y + 20
};
- var segments = drawnLine.getSegments();
+ // Check collision with all drawn lines
var onLine = false;
- for (var i = 0; i < segments.length; i++) {
- var segment = segments[i];
- var carRay = {
- start: {
- x: car.x,
- y: car.y
- },
- end: {
- x: car.x,
- y: car.y + 30
- }
- };
- var collision = checkLineCollision(carRay.start, carRay.end, segment.start, segment.end);
- if (collision) {
- onLine = true;
- car.y = collision.y - 20;
- car.velocityY = 0;
- var dx = segment.end.x - segment.start.x;
- var dy = segment.end.y - segment.start.y;
- var angle = Math.atan2(dy, dx);
- if (car.engineWorking) {
- car.velocityX = Math.cos(angle) * car.speed;
- car.velocityY = Math.sin(angle) * car.speed;
- } else {
- // Even with broken engine, allow some momentum along the drawn line
- var currentSpeed = Math.sqrt(car.velocityX * car.velocityX + car.velocityY * car.velocityY);
- if (currentSpeed > 0.5) {
- // Only if car still has some momentum
- car.velocityX += Math.cos(angle) * 0.5; // Small boost along the line
- car.velocityY += Math.sin(angle) * 0.5;
+ for (var lineIndex = 0; lineIndex < drawnLines.length; lineIndex++) {
+ var segments = drawnLines[lineIndex].getSegments();
+ for (var i = 0; i < segments.length; i++) {
+ var segment = segments[i];
+ var carRay = {
+ start: {
+ x: car.x,
+ y: car.y
+ },
+ end: {
+ x: car.x,
+ y: car.y + 30
}
+ };
+ var collision = checkLineCollision(carRay.start, carRay.end, segment.start, segment.end);
+ if (collision) {
+ onLine = true;
+ car.y = collision.y - 20;
+ car.velocityY = 0;
+ var dx = segment.end.x - segment.start.x;
+ var dy = segment.end.y - segment.start.y;
+ var angle = Math.atan2(dy, dx);
+ if (car.engineWorking) {
+ car.velocityX = Math.cos(angle) * car.speed;
+ car.velocityY = Math.sin(angle) * car.speed;
+ } else {
+ // Even with broken engine, allow some momentum along the drawn line
+ var currentSpeed = Math.sqrt(car.velocityX * car.velocityX + car.velocityY * car.velocityY);
+ if (currentSpeed > 0.5) {
+ // Only if car still has some momentum
+ car.velocityX += Math.cos(angle) * 0.5; // Small boost along the line
+ car.velocityY += Math.sin(angle) * 0.5;
+ }
+ }
+ car.rotation = angle;
+ break;
}
- car.rotation = angle;
- break;
}
+ if (onLine) break; // Exit outer loop if collision found
}
car.onGround = onLine;
// Check collision with trampolines
for (var i = 0; i < trampolines.length; i++) {
@@ -1164,10 +1188,10 @@
game.down = function (x, y, obj) {
if (levelComplete) return;
// Check if start button clicked
if (startButton && Math.abs(x - startButton.x) < 75 && Math.abs(y - startButton.y) < 30) {
- // Only start if we have drawn a line
- if (drawnLine && !gameStarted) {
+ // Only start if we have drawn at least one line
+ if (drawnLines.length > 0 && !gameStarted) {
gameStarted = true;
carCanMove = true;
startButton.tint = 0x888888;
if (car.engineWorking) {
@@ -1199,10 +1223,10 @@
setupLevel(currentLevel);
}
return;
}
- // Check if starting from behind the car
- if (x < car.x - 50 && !gameStarted) {
+ // Check if starting from behind the car and haven't reached line limit
+ if (x < car.x - 50 && !gameStarted && currentLineCount < maxLines) {
isDrawing = true;
drawnLine = new DrawnLine();
game.addChild(drawnLine);
drawnLine.addPoint(x, y);
@@ -1215,8 +1239,15 @@
};
game.up = function (x, y, obj) {
if (isDrawing && drawnLine) {
// Don't automatically allow car to move - wait for start button
+ // Store the completed line and increment counter
+ drawnLines.push(drawnLine);
+ currentLineCount++;
+ // Update line counter display
+ if (game.lineCounterText) {
+ game.lineCounterText.setText('Lines: ' + (maxLines - currentLineCount) + '/' + maxLines);
+ }
}
isDrawing = false;
};
game.update = function () {
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