User prompt
Seviyelerde ki Bütün duvarlar hareket halinde olsunlar. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Level 12'ye birkaç tane duvar ekle. Ayrıca hareket etsinler. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bütün duvarların etki alanını, duvar resim alanı ile eşitle.
User prompt
Duvara değince araç patlamasın. Sadece duvara değince duvar içerisinden geçmesin.
User prompt
Power'in de rengi değişmesin.
User prompt
Bunu düzelt. Renk değişmesin hiçbir şekilde.
User prompt
Speed 5 ve üzeri olunca Speed yazısı görünmez oluyor.
User prompt
Her seviyede 100 puan alalım. Bu puanları, güç ve hız geliştirme yapabilmek için kullanalım. Her geliştirme %5 artış sağlasın. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Speed hızlanınca kaybolmasın.
User prompt
Ekranın alt orda kısmına, aracın güç göstergesi gelsin. Hızı ve gücü görünsün. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Brake basınca araç geri gitmiyor.
User prompt
3 saniyelik dokunulmazlık konusunu, yolda gitmeyi muaf et. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Başlangıçta araba 3 saniye dokunulmaz olsun ve patlamasın. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Level 20'de başlangıç yerinin sağında ki duvarı kaldır.
User prompt
Level 20'i yeniden yapılandır. Ayrıca son 5 seviyede, duvarlar yavaş yavaş hareket etsinler. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Araç tramboline değince patlamasın.
User prompt
Araç, duvara değmeden patlıyor. Yakınına gelince değil. Tamamen duvara değdiği zaman parlasın.
User prompt
Araç dik olunca patlamasın. Yolu takip etmeye devam etsin.
User prompt
Çizginin içinden araba geçmesin. Daima çizgiyi takip etsin.
User prompt
Brake butonuna basınca geriye doğru hızlanma oranını %200 oranında azalt. Aynı işlev pedal konusunda da geçerli olsun.
User prompt
Brake butonuna basınca hızlanma oranını %200 azalt.
User prompt
Brake butonuna basınca, hızlanma oranını %200 azalt.
User prompt
Brake butonuna basılı tutunca, ilk yavaş şekilde, hızlanarak geri gitmesini sağla.
User prompt
Brake butonuna basınca, geriye yönlü teklemesin. Aynı ileri gidiyor gibi, geri gitsin.
User prompt
Brake butonunu ve pedal butonunu %100 oranında büyüt.
/**** * 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; // Only apply gravity, no automatic movement 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 pedalButton = null; var pedalButtonText = null; var brakeButton = null; var brakeButtonText = null; var brakeButtonPressed = false; var brakeAcceleration = 0; var maxBrakeAcceleration = 3.0; var brakeAccelerationIncrement = 0.0037; // Reduced by 200% from 0.011 (0.011 / 3) var pedalButtonPressed = false; var pedalAcceleration = 0; var maxPedalAcceleration = 3.0; var pedalAccelerationIncrement = 0.0037; // Same reduced rate as brake 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, use PEDAL/BRAKE to control car!'); } 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! Tap car to push! 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! Tap car to push!'); } 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) { // Simplified level with basic platforms and reasonable difficulty // Create simple ascending platforms var wall1 = new Wall(); wall1.x = 600; wall1.y = 1100; wall1.scaleX = 1.5; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 1000; wall2.y = 900; wall2.scaleX = 1.5; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1300; wall3.y = 700; wall3.scaleX = 1.5; walls.push(wall3); game.addChild(wall3); // Add two trampolines for reasonable jumping var trampoline1 = new Trampoline(); trampoline1.x = 450; trampoline1.y = 1250; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 850; trampoline2.y = 1050; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 1150; trampoline3.y = 850; trampolines.push(trampoline3); game.addChild(trampoline3); finishPos.y = 600; finishFlag.y = finishPos.y + 50; instructionText.setText('Jump up the platforms! Engine failed! Tap car to push!'); } 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! Tap car to push!'); } 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! Tap car to push!'); } 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! Tap car to push!'); } 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); // Add moving wall for level 16 var movingWall1 = new Wall(); movingWall1.x = 400; movingWall1.y = 900; movingWall1.scaleY = 2; walls.push(movingWall1); game.addChild(movingWall1); // Start slow movement tween(movingWall1, { y: 1100 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { y: 900 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall1, { y: 1100 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { y: 900 }, { duration: 3000, easing: tween.linear }); } }); } }); } }); finishPos.y = 600; finishFlag.y = finishPos.y + 50; instructionText.setText('Double bounce to reach the top! Avoid moving walls!'); } 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); // Add moving wall for level 17 var movingWall1 = new Wall(); movingWall1.x = 600; movingWall1.y = 1200; movingWall1.scaleX = 1.5; walls.push(movingWall1); game.addChild(movingWall1); // Start slow horizontal movement tween(movingWall1, { x: 900 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { x: 600 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall1, { x: 900 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { x: 600 }, { duration: 4000, easing: tween.linear }); } }); } }); } }); 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! Tap car to push!'); } 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); // Add moving wall for level 18 var movingWall1 = new Wall(); movingWall1.x = 700; movingWall1.y = 900; movingWall1.scaleY = 2; walls.push(movingWall1); game.addChild(movingWall1); // Start slow vertical movement tween(movingWall1, { y: 1100 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { y: 900 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall1, { y: 1100 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { y: 900 }, { duration: 3500, easing: tween.linear }); } }); } }); } }); 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! Avoid moving obstacles!'); } 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); // Add two moving walls for level 19 var movingWall1 = new Wall(); movingWall1.x = 600; movingWall1.y = 1000; movingWall1.scaleY = 1.5; walls.push(movingWall1); game.addChild(movingWall1); // Horizontal movement tween(movingWall1, { x: 900 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { x: 600 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall1, { x: 900 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { x: 600 }, { duration: 3000, easing: tween.linear }); } }); } }); } }); var movingWall2 = new Wall(); movingWall2.x = 1100; movingWall2.y = 950; movingWall2.scaleX = 1.5; walls.push(movingWall2); game.addChild(movingWall2); // Vertical movement tween(movingWall2, { y: 1150 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(movingWall2, { y: 950 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall2, { y: 1150 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(movingWall2, { y: 950 }, { duration: 2500, easing: tween.linear }); } }); } }); } }); 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! Tap car to push!'); } else if (level === 20) { // Final boss level - completely restructured with moving elements var wall1 = new Wall(); wall1.x = 400; wall1.y = 1100; wall1.scaleX = 1.5; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 700; wall2.y = 900; wall2.scaleY = 2; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1000; wall3.y = 1300; wall3.rotation = Math.PI / 4; wall3.scaleX = 2; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1300; wall4.y = 800; wall4.rotation = -Math.PI / 3; wall4.scaleX = 1.8; walls.push(wall4); game.addChild(wall4); // Add three moving walls for the final level var movingWall1 = new Wall(); movingWall1.x = 500; movingWall1.y = 1200; movingWall1.scaleX = 1.2; walls.push(movingWall1); game.addChild(movingWall1); // Slow circular movement var centerX1 = 500; var centerY1 = 1200; var radius1 = 100; var angle1 = 0; // Complex movement pattern tween(movingWall1, { x: centerX1 + radius1 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { y: centerY1 + radius1 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { x: centerX1 - radius1 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { y: centerY1 - radius1 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Loop back to start tween(movingWall1, { x: centerX1, y: centerY1 }, { duration: 2000, easing: tween.linear }); } }); } }); } }); } }); var movingWall2 = new Wall(); movingWall2.x = 900; movingWall2.y = 1000; movingWall2.scaleY = 2; walls.push(movingWall2); game.addChild(movingWall2); // Diagonal movement tween(movingWall2, { x: 1200, y: 1200 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall2, { x: 900, y: 1000 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall2, { x: 1200, y: 1200 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall2, { x: 900, y: 1000 }, { duration: 3000, easing: tween.linear }); } }); } }); } }); var movingWall3 = new Wall(); movingWall3.x = 1400; movingWall3.y = 1100; movingWall3.scaleX = 1.5; movingWall3.rotation = Math.PI / 6; walls.push(movingWall3); game.addChild(movingWall3); // Vertical oscillation tween(movingWall3, { y: 1300 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(movingWall3, { y: 900 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall3, { y: 1300 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(movingWall3, { y: 900 }, { duration: 2500, easing: tween.linear }); } }); } }); } }); // Add strategic trampolines var trampoline1 = new Trampoline(); trampoline1.x = 350; trampoline1.y = 1300; trampolines.push(trampoline1); game.addChild(trampoline1); var trampoline2 = new Trampoline(); trampoline2.x = 600; trampoline2.y = 1050; trampolines.push(trampoline2); game.addChild(trampoline2); var trampoline3 = new Trampoline(); trampoline3.x = 850; trampoline3.y = 750; trampolines.push(trampoline3); game.addChild(trampoline3); var trampoline4 = new Trampoline(); trampoline4.x = 1150; trampoline4.y = 1050; trampolines.push(trampoline4); game.addChild(trampoline4); var trampoline5 = new Trampoline(); trampoline5.x = 1500; trampoline5.y = 650; trampolines.push(trampoline5); game.addChild(trampoline5); finishPos.y = 400; finishFlag.y = finishPos.y + 50; instructionText.setText('FINAL BOSS! Navigate moving walls! Master all skills!'); } // Create car car = new Car(); car.x = startPos.x; car.y = startPos.y; car.engineWorking = false; // All levels now require manual control car.setVelocity(0, 0); // No automatic movement 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); // Create pedal button for all levels if (pedalButton) pedalButton.destroy(); if (pedalButtonText) pedalButtonText.destroy(); pedalButton = game.addChild(LK.getAsset('pedal', { anchorX: 0.5, anchorY: 0.5, x: 1900, y: 2600, scaleX: 2, scaleY: 2 })); pedalButtonText = new Text2('PEDAL', { size: 30, fill: 0xffffff }); pedalButtonText.anchor.set(0.5, 0.5); pedalButtonText.x = 1900; pedalButtonText.y = 2600; game.addChild(pedalButtonText); // Create brake button for all levels if (brakeButton) brakeButton.destroy(); if (brakeButtonText) brakeButtonText.destroy(); brakeButton = game.addChild(LK.getAsset('brake', { anchorX: 0.5, anchorY: 0.5, x: 150, y: 2600, scaleX: 2, scaleY: 2 })); brakeButtonText = new Text2('BRAKE', { size: 30, fill: 0xffffff }); brakeButtonText.anchor.set(0.5, 0.5); brakeButtonText.x = 150; brakeButtonText.y = 2600; game.addChild(brakeButtonText); } 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; var closestSegment = null; var closestDistance = Infinity; var closestCollision = null; 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) { var distance = Math.abs(collision.y - car.y); if (distance < closestDistance) { closestDistance = distance; closestSegment = segment; closestCollision = collision; onLine = true; } } } } // If car is on a line, constrain it to follow the path if (onLine && closestSegment && closestCollision) { car.y = closestCollision.y - 20; car.velocityY = 0; var dx = closestSegment.end.x - closestSegment.start.x; var dy = closestSegment.end.y - closestSegment.start.y; var angle = Math.atan2(dy, dx); // Constrain car movement to follow the line direction var lineLength = Math.sqrt(dx * dx + dy * dy); var normalizedDx = dx / lineLength; var normalizedDy = dy / lineLength; // Check if the line is too steep (near vertical) var absoluteAngle = Math.abs(angle); var isNearVertical = absoluteAngle > Math.PI * 0.4 && absoluteAngle < Math.PI * 0.6 || absoluteAngle > Math.PI * 1.4 && absoluteAngle < Math.PI * 1.6; // For steep angles, maintain minimum horizontal movement to prevent getting stuck if (isNearVertical) { // Ensure car maintains some horizontal velocity to keep moving along steep paths var minHorizontalVel = 0.5; if (Math.abs(car.velocityX) < minHorizontalVel) { car.velocityX = car.velocityX >= 0 ? minHorizontalVel : -minHorizontalVel; } } // Project car velocity onto the line direction var projectionMagnitude = car.velocityX * normalizedDx + car.velocityY * normalizedDy; car.velocityX = projectionMagnitude * normalizedDx; car.velocityY = projectionMagnitude * normalizedDy; // Apply slope physics with reduced intensity for steep angles var slopeIntensity = isNearVertical ? 0.1 : 0.2; var slopeAcceleration = Math.sin(angle) * slopeIntensity; car.velocityX += Math.cos(angle) * slopeAcceleration; car.velocityY += Math.sin(angle) * slopeAcceleration; // Apply general friction var frictionFactor = 0.98; if (Math.sin(angle) > 0) { // Going downhill - less friction frictionFactor = 0.995; } else if (Math.sin(angle) < 0) { // Going uphill - more friction, but less for steep angles to prevent stalling frictionFactor = isNearVertical ? 0.97 : 0.96; } car.velocityX *= frictionFactor; car.velocityY *= frictionFactor; // Limit rotation angle to prevent completely vertical orientation var maxRotation = Math.PI * 0.45; // 45 degrees max if (Math.abs(angle) > maxRotation && Math.abs(angle) < Math.PI - maxRotation) { car.rotation = angle > 0 ? maxRotation : -maxRotation; } else if (Math.abs(angle) > Math.PI + maxRotation && Math.abs(angle) < 2 * Math.PI - maxRotation) { car.rotation = angle > Math.PI ? Math.PI + maxRotation : Math.PI - maxRotation; } else { car.rotation = angle; } } 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(); // Skip wall collision check this frame to prevent explosion return; } } // 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 - only trigger when car actually touches wall for (var i = 0; i < walls.length; i++) { var wall = walls[i]; // Get wall bounds var wallLeft = wall.x - wall.width * wall.scaleX / 2; var wallRight = wall.x + wall.width * wall.scaleX / 2; var wallTop = wall.y - wall.height * wall.scaleY / 2; var wallBottom = wall.y + wall.height * wall.scaleY / 2; // Get car bounds var carLeft = car.x - 40; var carRight = car.x + 40; var carTop = car.y - 20; var carBottom = car.y + 20; // Check if car is actually touching the wall (not just near it) var touchingHorizontally = carRight >= wallLeft && carLeft <= wallRight; var touchingVertically = carBottom >= wallTop && carTop <= wallBottom; if (touchingHorizontally && touchingVertically) { // Car is actually touching the 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; } 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 pedal button clicked for all levels if (pedalButton && gameStarted && Math.abs(x - pedalButton.x) < 120 && Math.abs(y - pedalButton.y) < 80) { pedalButtonPressed = true; pedalAcceleration = 0.5; // Start with slow acceleration return; } // Check if brake button clicked for all levels if (brakeButton && gameStarted && Math.abs(x - brakeButton.x) < 120 && Math.abs(y - brakeButton.y) < 80) { brakeButtonPressed = true; brakeAcceleration = 0.5; // Start with slow acceleration 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); } } // Reset brake and pedal button states when mouse/touch is released brakeButtonPressed = false; brakeAcceleration = 0; pedalButtonPressed = false; pedalAcceleration = 0; isDrawing = false; }; game.update = function () { // Handle brake button progressive acceleration if (brakeButtonPressed && gameStarted && car) { // Gradually increase brake acceleration while button is held if (brakeAcceleration < maxBrakeAcceleration) { brakeAcceleration += brakeAccelerationIncrement; } // Apply reverse movement with current acceleration car.velocityX -= brakeAcceleration; car.velocityY -= brakeAcceleration * 0.5; // Small upward component } // Handle pedal button progressive acceleration if (pedalButtonPressed && gameStarted && car) { // Gradually increase pedal acceleration while button is held if (pedalAcceleration < maxPedalAcceleration) { pedalAcceleration += pedalAccelerationIncrement; } // Apply forward movement with current acceleration car.velocityX += pedalAcceleration; car.velocityY -= pedalAcceleration * 0.4; // Small upward component } 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
@@ -1202,14 +1202,8 @@
wall4.rotation = -Math.PI / 3;
wall4.scaleX = 1.8;
walls.push(wall4);
game.addChild(wall4);
- var wall5 = new Wall();
- wall5.x = 1600;
- wall5.y = 1000;
- wall5.scaleY = 3;
- walls.push(wall5);
- game.addChild(wall5);
// Add three moving walls for the final level
var movingWall1 = new Wall();
movingWall1.x = 500;
movingWall1.y = 1200;
Bitiş bayrağı, yazısız, 3d, gerçekçi. In-Game asset. 2d. High contrast. No shadows
araba gaz pedalı, yazısız, 3d, gerçekçi. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
araba, yazısız, 3d, gerçekçi, yandan görünüm, In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
ateş, 3d, yazısız. In-Game asset. 2d. High contrast. No shadows
water, 3d, yazısız. In-Game asset. 2d. High contrast. No shadows
wall, 3d, yazısız. In-Game asset. 2d. High contrast. No shadows
trampoline, 3d, yazısız. In-Game asset. 2d. High contrast. No shadows