User prompt
Araba resmini %50 oranında yukarı kaldır.
User prompt
Tekerleklerin arasını %100 oranında aç.
User prompt
Tekerleklerin arasını %50 oranında aç.
User prompt
Tekerleklerin arasını %10 oranında aç.
User prompt
Tekerlek yerine, araba resmi yolda ilerlesin.
User prompt
Araba resmi çizginin keskin yerlerinde yavaş dönüş sağlasın. Çok hareketli dönüş yapıyor. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
araba, çizilen çizginin %20 yukarısında ilerlesin.
User prompt
Araba, yolun 2 satır yukarısında hareket etsin.
User prompt
Araba neden yolun içinde gidiyor gibi? Yolun yukarısında gidecek şekilde konumlandır.
User prompt
Araç tekerleğini %10 yukarı konumlandır. Çok fazla yol içine giriyor. Yolun üstünde gidecek şekilde ayarla.
User prompt
car resmi %10 oranında yukarı konumlandır. Çok fazla yok içerisinde görünüyor.
User prompt
car resmi %5 oranında yukarı konumlandır. Çok fazla yok içerisinde görünüyor.
User prompt
Gas ve Brake butonlarının resimleri basılı tutunca hafif soluk olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
PEDAL yazısını GAS olarak değiştir.
User prompt
Oyunda ki duvarlar çok iç içe duruyor. Duvarların ara boşluklarını biraz daha arttır. Bütün seviyeye uygula.
User prompt
Oyunda ki engeller çok iç içe duruyor. Engellerin ara boşluklarını biraz daha arttır.
User prompt
Please fix the bug: 'tween.stopAll is not a function' in or related to this line: 'tween.stopAll(); // Stop all active tweens globally' Line Number: 470 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Belli bir seviye geçtikten sonra oyun kasıyor.
User prompt
3 adet çizim hakkını kaldır. Sınırsız olsun.
User prompt
Ateş ve su engelini bütün bölümlere ekle.
User prompt
Bölümlere ateş engeli ekle. Araba ateşe değince yansın, yok olsun. Bölümlere su engeli ekle. Araba suya girince %50 oranında yavaşlasın. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Brake tuşuna basınca araç geriye gitmiyor. Düzelt
User prompt
Birden fazla bitiş noktalarını kaldır. Her level de sadece 1 tane bitiş noktası olsun.
User prompt
Please fix the bug: 'tween.killAll is not a function' in or related to this line: 'tween.killAll();' Line Number: 410 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ram kullanımını azaltmak için çalışma yap. Düzenli olarak temizleme özelliği getir. Oyun bir süre sonra kasıyor. Kasmasın.
/**** * 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: -7 }); var wheelRight = self.attachAsset('wheel', { anchorX: 0.5, anchorY: 0.5, x: 25, y: -7 }); 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 Fire = Container.expand(function () { var self = Container.call(this); var fireGraphics = self.attachAsset('fire', { anchorX: 0.5, anchorY: 0.5 }); // Add fire animation with scaling and color variation self.animationTimer = 0; self.update = function () { self.animationTimer += 0.2; // Flickering scale effect var scaleVariation = 1 + Math.sin(self.animationTimer) * 0.1; fireGraphics.scale.set(scaleVariation); // Color tinting animation between orange and red var tintVariation = Math.sin(self.animationTimer * 2) * 0.5 + 0.5; var red = Math.floor(255); var green = Math.floor(69 + tintVariation * 50); var blue = 0; fireGraphics.tint = red << 16 | green << 8 | blue; }; 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 with auto-cleanup tween(self, { y: y - 50, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Auto-destroy when animation completes if (self && self.destroy) { self.destroy(); // Remove from smokeParticles array for (var i = smokeParticles.length - 1; i >= 0; i--) { if (smokeParticles[i] === self) { smokeParticles.splice(i, 1); break; } } } } }); tween(self.scale, { x: 1.0, y: 1.0 }, { duration: 600, 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; }); var Water = Container.expand(function () { var self = Container.call(this); var waterGraphics = self.attachAsset('water', { anchorX: 0.5, anchorY: 0.5 }); // Add water animation with gentle wave motion self.animationTimer = 0; self.update = function () { self.animationTimer += 0.1; // Gentle wave motion var waveOffset = Math.sin(self.animationTimer) * 2; waterGraphics.y = waveOffset; // Slight alpha variation to simulate water flow var alphaVariation = 0.8 + Math.sin(self.animationTimer * 1.5) * 0.2; waterGraphics.alpha = alphaVariation; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xE8E8E8 }); /**** * Game Code ****/ var currentLevel = storage.currentLevel || 1; var maxLevel = 20; var totalPoints = storage.totalPoints || 0; var speedUpgradeLevel = storage.speedUpgradeLevel || 0; var powerUpgradeLevel = storage.powerUpgradeLevel || 0; var pointsPerLevel = 100; var upgradeBaseCost = 100; var upgradeMultiplier = 1.5; 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 = 999999; // Unlimited lines per level var currentLineCount = 0; // Current number of lines drawn var memoryCleanupTimer = 0; // Timer for regular memory cleanup var maxSmokeParticles = 10; // Reduce smoke particles limit to prevent memory buildup var activeTweens = []; // Track active tweens for cleanup var maxConcurrentTweens = 50; // Limit total concurrent tweens var tweenCount = 0; // Track current tween count var fireObstacles = []; var waterObstacles = []; var carSpeedReduction = 1.0; // 1.0 = normal speed, 0.5 = 50% speed 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: 329 }; 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 points display if (!game.pointsText) { game.pointsText = new Text2('Points: ' + totalPoints, { size: 60, fill: 0xffd700 }); game.pointsText.anchor.set(1, 0); game.pointsText.x = 2000; game.pointsText.y = 50; LK.gui.top.addChild(game.pointsText); } game.pointsText.setText('Points: ' + totalPoints); // Create upgrade buttons and displays if (!game.speedUpgradeButton) { game.speedUpgradeButton = LK.gui.top.addChild(LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 1600, y: 200, scaleX: 0.8, scaleY: 0.6 })); game.speedUpgradeText = new Text2('Speed+', { size: 30, fill: 0xffffff }); game.speedUpgradeText.anchor.set(0.5, 0.5); game.speedUpgradeText.x = 1600; game.speedUpgradeText.y = 180; LK.gui.top.addChild(game.speedUpgradeText); game.speedUpgradeCostText = new Text2('Cost: ' + Math.floor(upgradeBaseCost * Math.pow(upgradeMultiplier, speedUpgradeLevel)), { size: 25, fill: 0xffff00 }); game.speedUpgradeCostText.anchor.set(0.5, 0.5); game.speedUpgradeCostText.x = 1600; game.speedUpgradeCostText.y = 220; LK.gui.top.addChild(game.speedUpgradeCostText); game.speedLevelText = new Text2('Lv' + speedUpgradeLevel + ' (+' + speedUpgradeLevel * 5 + '%)', { size: 20, fill: 0x00ff00 }); game.speedLevelText.anchor.set(0.5, 0.5); game.speedLevelText.x = 1600; game.speedLevelText.y = 240; LK.gui.top.addChild(game.speedLevelText); } if (!game.powerUpgradeButton) { game.powerUpgradeButton = LK.gui.top.addChild(LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 1800, y: 200, scaleX: 0.8, scaleY: 0.6 })); game.powerUpgradeText = new Text2('Power+', { size: 30, fill: 0xffffff }); game.powerUpgradeText.anchor.set(0.5, 0.5); game.powerUpgradeText.x = 1800; game.powerUpgradeText.y = 180; LK.gui.top.addChild(game.powerUpgradeText); game.powerUpgradeCostText = new Text2('Cost: ' + Math.floor(upgradeBaseCost * Math.pow(upgradeMultiplier, powerUpgradeLevel)), { size: 25, fill: 0xffff00 }); game.powerUpgradeCostText.anchor.set(0.5, 0.5); game.powerUpgradeCostText.x = 1800; game.powerUpgradeCostText.y = 220; LK.gui.top.addChild(game.powerUpgradeCostText); game.powerLevelText = new Text2('Lv' + powerUpgradeLevel + ' (+' + powerUpgradeLevel * 5 + '%)', { size: 20, fill: 0x00ff00 }); game.powerLevelText.anchor.set(0.5, 0.5); game.powerLevelText.x = 1800; game.powerLevelText.y = 240; LK.gui.top.addChild(game.powerLevelText); } // Update upgrade displays var speedCost = Math.floor(upgradeBaseCost * Math.pow(upgradeMultiplier, speedUpgradeLevel)); var powerCost = Math.floor(upgradeBaseCost * Math.pow(upgradeMultiplier, powerUpgradeLevel)); game.speedUpgradeCostText.setText('Cost: ' + speedCost); game.speedLevelText.setText('Lv' + speedUpgradeLevel + ' (+' + speedUpgradeLevel * 5 + '%)'); game.powerUpgradeCostText.setText('Cost: ' + powerCost); game.powerLevelText.setText('Lv' + powerUpgradeLevel + ' (+' + powerUpgradeLevel * 5 + '%)'); // Gray out buttons if not enough points if (totalPoints < speedCost) { game.speedUpgradeButton.tint = 0x666666; game.speedUpgradeText.tint = 0x666666; } else { game.speedUpgradeButton.tint = 0xffffff; game.speedUpgradeText.tint = 0xffffff; } if (totalPoints < powerCost) { game.powerUpgradeButton.tint = 0x666666; game.powerUpgradeText.tint = 0x666666; } else { game.powerUpgradeButton.tint = 0xffffff; game.powerUpgradeText.tint = 0xffffff; } // Create or update line counter text if (!game.lineCounterText) { game.lineCounterText = new Text2('Lines: Unlimited', { 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: Unlimited'); function setupLevel(level) { // Clear existing objects with memory cleanup if (car) car.destroy(); for (var i = 0; i < walls.length; i++) { if (walls[i] && walls[i].destroy) walls[i].destroy(); } for (var i = 0; i < trampolines.length; i++) { if (trampolines[i] && trampolines[i].destroy) trampolines[i].destroy(); } for (var i = 0; i < fireObstacles.length; i++) { if (fireObstacles[i] && fireObstacles[i].destroy) fireObstacles[i].destroy(); } for (var i = 0; i < waterObstacles.length; i++) { if (waterObstacles[i] && waterObstacles[i].destroy) waterObstacles[i].destroy(); } if (drawnLine && drawnLine.destroy) drawnLine.destroy(); // Clear smoke particles with better cleanup for (var i = 0; i < smokeParticles.length; i++) { if (smokeParticles[i] && smokeParticles[i].destroy) { smokeParticles[i].destroy(); } } smokeParticles = []; // Clear all drawn lines with better cleanup for (var i = 0; i < drawnLines.length; i++) { if (drawnLines[i] && drawnLines[i].destroy) { drawnLines[i].destroy(); } } drawnLines = []; // Stop all active tweens to prevent memory leaks - tween.stopAll() is not available // Individual tween cleanup is handled below for each object type // Clean up tweens for walls with more thorough cleanup for (var i = 0; i < walls.length; i++) { if (walls[i]) { tween.stop(walls[i]); // Also stop any nested object tweens if (walls[i].children && walls[i].children[0]) { tween.stop(walls[i].children[0]); } } } // Clean up tweens for trampolines for (var i = 0; i < trampolines.length; i++) { if (trampolines[i]) { tween.stop(trampolines[i]); if (trampolines[i].children && trampolines[i].children[0]) { tween.stop(trampolines[i].children[0]); } } } // Clean up tweens for fire obstacles for (var i = 0; i < fireObstacles.length; i++) { if (fireObstacles[i]) { tween.stop(fireObstacles[i]); if (fireObstacles[i].children && fireObstacles[i].children[0]) { tween.stop(fireObstacles[i].children[0]); } } } // Clean up tweens for water obstacles for (var i = 0; i < waterObstacles.length; i++) { if (waterObstacles[i]) { tween.stop(waterObstacles[i]); if (waterObstacles[i].children && waterObstacles[i].children[0]) { tween.stop(waterObstacles[i].children[0]); } } } // Clean up tweens for car if it exists if (car) { tween.stop(car); if (car.scale) tween.stop(car.scale); } // Clean up tweens for smoke particles for (var i = 0; i < smokeParticles.length; i++) { if (smokeParticles[i]) { tween.stop(smokeParticles[i]); if (smokeParticles[i].scale) tween.stop(smokeParticles[i].scale); } } // Clean up any remaining display objects cleanupMemory(); walls = []; trampolines = []; fireObstacles = []; waterObstacles = []; carSpeedReduction = 1.0; 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 // Add fire obstacle var fire1 = new Fire(); fire1.x = 700; fire1.y = 1100; fireObstacles.push(fire1); game.addChild(fire1); // Add water obstacle var water1 = new Water(); water1.x = 1400; water1.y = 1200; waterObstacles.push(water1); game.addChild(water1); 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); // Add simplified horizontal movement safeTween(wall, { x: 1300 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { safeTween(wall, { x: 1024 }, { duration: 4000, easing: tween.linear }); } }); // Add fire obstacle var fire1 = new Fire(); fire1.x = 1600; fire1.y = 1100; fireObstacles.push(fire1); game.addChild(fire1); // Add water obstacle var water1 = new Water(); water1.x = 1200; water1.y = 1200; waterObstacles.push(water1); game.addChild(water1); instructionText.setText('Draw around the moving wall! Avoid fire, slow down in water!'); } 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); // Add vertical movement to wall1 tween(wall1, { y: 1200 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { y: 1000 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { y: 1200 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { y: 1000 }, { duration: 2500, easing: tween.linear }); } }); } }); } }); var wall2 = new Wall(); wall2.x = 1224; wall2.y = 900; wall2.rotation = Math.PI / 2; walls.push(wall2); game.addChild(wall2); // Add horizontal movement to wall2 tween(wall2, { x: 1400 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { x: 1224 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall2, { x: 1400 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { x: 1224 }, { duration: 2000, easing: tween.linear }); } }); } }); } }); // Add fire obstacle var fire1 = new Fire(); fire1.x = 800; fire1.y = 1000; fireObstacles.push(fire1); game.addChild(fire1); // Add water obstacle var water1 = new Water(); water1.x = 1400; water1.y = 1150; waterObstacles.push(water1); game.addChild(water1); instructionText.setText('Navigate the moving 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); // Add slow diagonal movement to wall1 tween(wall1, { x: 800, y: 1100 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 600, y: 1000 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { x: 800, y: 1100 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 600, y: 1000 }, { duration: 3500, easing: tween.linear }); } }); } }); } }); var wall2 = new Wall(); wall2.x = 1200; wall2.y = 1200; wall2.scaleY = 2; walls.push(wall2); game.addChild(wall2); // Add vertical movement to wall2 tween(wall2, { y: 1000 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 1200 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall2, { y: 1000 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 1200 }, { duration: 2800, easing: tween.linear }); } }); } }); } }); 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); // Add fire obstacles var fire1 = new Fire(); fire1.x = 850; fire1.y = 1150; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1200; fire2.y = 850; fireObstacles.push(fire2); game.addChild(fire2); // Add water obstacles var water1 = new Water(); water1.x = 500; water1.y = 1000; waterObstacles.push(water1); game.addChild(water1); var water2 = new Water(); water2.x = 1600; water2.y = 1100; waterObstacles.push(water2); game.addChild(water2); instructionText.setText('Bounce through the obstacle course! Avoid fire, slow down in water!'); } 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 = 1.2; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 800; wall2.y = 1000; wall2.scaleX = 1.0; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1200; wall3.y = 800; wall3.scaleX = 1.2; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1500; wall4.y = 600; wall4.scaleX = 1.2; 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); // Add horizontal movement to wall5 tween(wall5, { x: 750 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { tween(wall5, { x: 550 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall5, { x: 750 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { tween(wall5, { x: 550 }, { duration: 4000, easing: tween.linear }); } }); } }); } }); var wall6 = new Wall(); wall6.x = 850; wall6.y = 900; wall6.scaleY = 2; walls.push(wall6); game.addChild(wall6); // Add vertical movement to wall6 tween(wall6, { y: 1100 }, { duration: 3200, easing: tween.linear, onFinish: function onFinish() { tween(wall6, { y: 900 }, { duration: 3200, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall6, { y: 1100 }, { duration: 3200, easing: tween.linear, onFinish: function onFinish() { tween(wall6, { y: 900 }, { duration: 3200, easing: tween.linear }); } }); } }); } }); var wall7 = new Wall(); wall7.x = 1150; wall7.y = 700; wall7.scaleY = 1.8; walls.push(wall7); game.addChild(wall7); // Add diagonal movement to wall7 tween(wall7, { x: 1350, y: 900 }, { duration: 3600, easing: tween.linear, onFinish: function onFinish() { tween(wall7, { x: 1150, y: 700 }, { duration: 3600, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall7, { x: 1350, y: 900 }, { duration: 3600, easing: tween.linear, onFinish: function onFinish() { tween(wall7, { x: 1150, y: 700 }, { duration: 3600, easing: tween.linear }); } }); } }); } }); // Add fire obstacles var fire1 = new Fire(); fire1.x = 650; fire1.y = 1000; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1200; fire2.y = 800; fireObstacles.push(fire2); game.addChild(fire2); // Add water obstacles var water1 = new Water(); water1.x = 900; water1.y = 1200; waterObstacles.push(water1); game.addChild(water1); var water2 = new Water(); water2.x = 1500; water2.y = 600; waterObstacles.push(water2); game.addChild(water2); // 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); instructionText.setText('Master the multi-stage climb! Precision required!'); } else if (level === 6) { // Multiple trampolines with walls var wall1 = new Wall(); wall1.x = 900; wall1.y = 1000; wall1.scaleY = 1.5; walls.push(wall1); game.addChild(wall1); // Add horizontal movement to wall1 tween(wall1, { x: 1000 }, { duration: 2700, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 800 }, { duration: 2700, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { x: 1000 }, { duration: 2700, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 800 }, { duration: 2700, easing: tween.linear }); } }); } }); } }); // Add fire obstacle var fire1 = new Fire(); fire1.x = 1200; fire1.y = 1100; fireObstacles.push(fire1); game.addChild(fire1); // Add water obstacle var water1 = new Water(); water1.x = 700; water1.y = 1200; waterObstacles.push(water1); game.addChild(water1); 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); // Add rotational movement to wall1 tween(wall1, { rotation: Math.PI / 4 + Math.PI / 2 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { rotation: Math.PI / 4 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { rotation: Math.PI / 4 + Math.PI / 2 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { rotation: Math.PI / 4 }, { duration: 4000, easing: tween.linear }); } }); } }); } }); var wall2 = new Wall(); wall2.x = 1400; wall2.y = 900; wall2.rotation = -Math.PI / 4; walls.push(wall2); game.addChild(wall2); // Add counter-rotational movement to wall2 tween(wall2, { rotation: -Math.PI / 4 - Math.PI / 2 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { rotation: -Math.PI / 4 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall2, { rotation: -Math.PI / 4 - Math.PI / 2 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { rotation: -Math.PI / 4 }, { duration: 3500, easing: tween.linear }); } }); } }); } }); // Add fire obstacles var fire1 = new Fire(); fire1.x = 800; fire1.y = 1000; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1200; fire2.y = 1000; fireObstacles.push(fire2); game.addChild(fire2); // Add water obstacle var water1 = new Water(); water1.x = 1000; water1.y = 1200; waterObstacles.push(water1); game.addChild(water1); instructionText.setText('Engine down! Tap car to push! Navigate moving obstacles!'); } else if (level === 8) { // Maze-like structure var wall1 = new Wall(); wall1.x = 450; wall1.y = 1000; wall1.scaleX = 1.2; wall1.rotation = Math.PI / 2; walls.push(wall1); game.addChild(wall1); // Add vertical movement to wall1 tween(wall1, { y: 1200 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { y: 1000 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { y: 1200 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { y: 1000 }, { duration: 3000, easing: tween.linear }); } }); } }); } }); var wall2 = new Wall(); wall2.x = 850; wall2.y = 800; wall2.scaleX = 1.2; walls.push(wall2); game.addChild(wall2); // Add horizontal movement to wall2 tween(wall2, { x: 1000 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { x: 800 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall2, { x: 1000 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { x: 800 }, { duration: 2500, easing: tween.linear }); } }); } }); } }); var wall3 = new Wall(); wall3.x = 1300; wall3.y = 1200; wall3.scaleX = 1.2; wall3.rotation = Math.PI / 2; walls.push(wall3); game.addChild(wall3); // Add diagonal movement to wall3 tween(wall3, { x: 1400, y: 1000 }, { duration: 3200, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1200, y: 1200 }, { duration: 3200, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall3, { x: 1400, y: 1000 }, { duration: 3200, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1200, y: 1200 }, { duration: 3200, easing: tween.linear }); } }); } }); } }); var wall4 = new Wall(); wall4.x = 1600; wall4.y = 900; wall4.scaleX = 1.2; walls.push(wall4); game.addChild(wall4); // Add fast vertical movement to wall4 tween(wall4, { y: 1100 }, { duration: 1800, easing: tween.linear, onFinish: function onFinish() { tween(wall4, { y: 900 }, { duration: 1800, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall4, { y: 1100 }, { duration: 1800, easing: tween.linear, onFinish: function onFinish() { tween(wall4, { y: 900 }, { duration: 1800, easing: tween.linear }); } }); } }); } }); // Add fire obstacle var fire1 = new Fire(); fire1.x = 850; fire1.y = 800; fireObstacles.push(fire1); game.addChild(fire1); // Add water obstacle var water1 = new Water(); water1.x = 1200; water1.y = 1000; waterObstacles.push(water1); game.addChild(water1); // Add fire obstacles var fire1 = new Fire(); fire1.x = 650; fire1.y = 1100; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1350; fire2.y = 900; fireObstacles.push(fire2); game.addChild(fire2); // Add water obstacles var water1 = new Water(); water1.x = 950; water1.y = 900; waterObstacles.push(water1); game.addChild(water1); var water2 = new Water(); water2.x = 1250; water2.y = 1100; waterObstacles.push(water2); game.addChild(water2); instructionText.setText('Navigate the moving 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); instructionText.setText('Bounce through the sequence!'); } else if (level === 10) { 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); // Add slow horizontal movement to wall1 tween(wall1, { x: 800 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 600 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { x: 800 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 600 }, { duration: 4000, easing: tween.linear }); } }); } }); } }); var wall2 = new Wall(); wall2.x = 1100; wall2.y = 900; wall2.scaleX = 2; walls.push(wall2); game.addChild(wall2); // Add vertical movement to wall2 tween(wall2, { y: 1100 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 900 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall2, { y: 1100 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 900 }, { duration: 3500, easing: tween.linear }); } }); } }); } }); var wall3 = new Wall(); wall3.x = 1500; wall3.y = 600; wall3.scaleX = 2; walls.push(wall3); game.addChild(wall3); // Add diagonal movement to wall3 tween(wall3, { x: 1700, y: 800 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1500, y: 600 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall3, { x: 1700, y: 800 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1500, y: 600 }, { duration: 3000, easing: tween.linear }); } }); } }); } }); // Add fire obstacles var fire1 = new Fire(); fire1.x = 650; fire1.y = 1150; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1250; fire2.y = 850; fireObstacles.push(fire2); game.addChild(fire2); // Add water obstacles var water1 = new Water(); water1.x = 900; water1.y = 1200; waterObstacles.push(water1); game.addChild(water1); var water2 = new Water(); water2.x = 1450; water2.y = 700; waterObstacles.push(water2); game.addChild(water2); 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 = 350; wall1.y = 1000; wall1.scaleY = 2.5; walls.push(wall1); game.addChild(wall1); // Add vertical movement to wall1 tween(wall1, { y: 1300 }, { duration: 3800, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { y: 1000 }, { duration: 3800, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { y: 1300 }, { duration: 3800, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { y: 1000 }, { duration: 3800, easing: tween.linear }); } }); } }); } }); var wall2 = new Wall(); wall2.x = 900; wall2.y = 800; wall2.scaleX = 1.5; walls.push(wall2); game.addChild(wall2); // Add horizontal movement to wall2 tween(wall2, { x: 1000 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { x: 800 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall2, { x: 1000 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { x: 800 }, { duration: 2800, easing: tween.linear }); } }); } }); } }); var wall3 = new Wall(); wall3.x = 1400; wall3.y = 1200; wall3.scaleY = 1.5; walls.push(wall3); game.addChild(wall3); // Add circular movement to wall3 tween(wall3, { x: 1400 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { y: 1000 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1200 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { y: 1200 }, { duration: 2000, easing: tween.linear }); } }); } }); } }); // Add fire obstacle var fire1 = new Fire(); fire1.x = 1000; fire1.y = 1000; fireObstacles.push(fire1); game.addChild(fire1); // Add water obstacle var water1 = new Water(); water1.x = 800; water1.y = 1200; waterObstacles.push(water1); game.addChild(water1); var trampoline = new Trampoline(); trampoline.x = 600; trampoline.y = 1300; trampolines.push(trampoline); game.addChild(trampoline); instructionText.setText('Navigate the obstacle course!'); } else if (level === 12) { // Multiple gaps with trampolines and moving walls 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); // Add moving walls for level 12 var movingWall1 = new Wall(); movingWall1.x = 700; movingWall1.y = 1100; movingWall1.scaleX = 1.5; walls.push(movingWall1); game.addChild(movingWall1); // Horizontal movement tween(movingWall1, { x: 1000 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { x: 700 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall1, { x: 1000 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(movingWall1, { x: 700 }, { duration: 2500, easing: tween.linear }); } }); } }); } }); var movingWall2 = new Wall(); movingWall2.x = 1100; movingWall2.y = 900; movingWall2.scaleY = 2; walls.push(movingWall2); game.addChild(movingWall2); // Vertical movement tween(movingWall2, { y: 1200 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall2, { y: 900 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall2, { y: 1200 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall2, { y: 900 }, { duration: 3000, easing: tween.linear }); } }); } }); } }); var movingWall3 = new Wall(); movingWall3.x = 400; movingWall3.y = 1400; movingWall3.scaleX = 1.2; movingWall3.rotation = Math.PI / 4; walls.push(movingWall3); game.addChild(movingWall3); // Diagonal movement tween(movingWall3, { x: 600, y: 1200 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall3, { x: 400, y: 1400 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall3, { x: 600, y: 1200 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(movingWall3, { x: 400, y: 1400 }, { duration: 2000, easing: tween.linear }); } }); } }); } }); var movingWall4 = new Wall(); movingWall4.x = 1500; movingWall4.y = 1150; movingWall4.scaleY = 1.5; walls.push(movingWall4); game.addChild(movingWall4); // Fast horizontal movement tween(movingWall4, { x: 1200 }, { duration: 1500, easing: tween.linear, onFinish: function onFinish() { tween(movingWall4, { x: 1500 }, { duration: 1500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(movingWall4, { x: 1200 }, { duration: 1500, easing: tween.linear, onFinish: function onFinish() { tween(movingWall4, { x: 1500 }, { duration: 1500, easing: tween.linear }); } }); } }); } }); // Add fire obstacles var fire1 = new Fire(); fire1.x = 800; fire1.y = 1050; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1200; fire2.y = 1200; fireObstacles.push(fire2); game.addChild(fire2); // Add water obstacles var water1 = new Water(); water1.x = 600; water1.y = 1300; waterObstacles.push(water1); game.addChild(water1); var water2 = new Water(); water2.x = 1400; water2.y = 1000; waterObstacles.push(water2); game.addChild(water2); instructionText.setText('Bridge multiple gaps! Dodge moving walls!'); } 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); // Add slow horizontal movement to wall1 tween(wall1, { x: 750 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 600 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { x: 750 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 600 }, { duration: 3500, easing: tween.linear }); } }); } }); } }); var wall2 = new Wall(); wall2.x = 1000; wall2.y = 900; wall2.scaleX = 1.5; walls.push(wall2); game.addChild(wall2); // Add vertical movement to wall2 tween(wall2, { y: 1050 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 900 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall2, { y: 1050 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 900 }, { duration: 3000, easing: tween.linear }); } }); } }); } }); var wall3 = new Wall(); wall3.x = 1300; wall3.y = 700; wall3.scaleX = 1.5; walls.push(wall3); game.addChild(wall3); // Add diagonal movement to wall3 tween(wall3, { x: 1450, y: 850 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1300, y: 700 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall3, { x: 1450, y: 850 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1300, y: 700 }, { duration: 4000, easing: tween.linear }); } }); } }); } }); // Add fire obstacle var fire1 = new Fire(); fire1.x = 750; fire1.y = 975; fireObstacles.push(fire1); game.addChild(fire1); // Add water obstacle var water1 = new Water(); water1.x = 1200; water1.y = 750; waterObstacles.push(water1); game.addChild(water1); // 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); instructionText.setText('Jump up the moving platforms! Engine failed! Tap car to push!'); } else if (level === 14) { // Tower climbing var wall1 = new Wall(); wall1.x = 450; wall1.y = 1200; walls.push(wall1); game.addChild(wall1); // Add horizontal movement to wall1 tween(wall1, { x: 650 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 500 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { x: 650 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 500 }, { duration: 2500, easing: tween.linear }); } }); } }); } }); var wall2 = new Wall(); wall2.x = 800; wall2.y = 1000; walls.push(wall2); game.addChild(wall2); // Add vertical movement to wall2 tween(wall2, { y: 1150 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 1000 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall2, { y: 1150 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 1000 }, { duration: 3000, easing: tween.linear }); } }); } }); } }); var wall3 = new Wall(); wall3.x = 1100; wall3.y = 800; walls.push(wall3); game.addChild(wall3); // Add diagonal movement to wall3 tween(wall3, { x: 1050, y: 950 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 900, y: 800 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall3, { x: 1050, y: 950 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 900, y: 800 }, { duration: 2800, easing: tween.linear }); } }); } }); } }); var wall4 = new Wall(); wall4.x = 1400; wall4.y = 600; walls.push(wall4); game.addChild(wall4); // Add fast horizontal movement to wall4 tween(wall4, { x: 1300 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(wall4, { x: 1100 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall4, { x: 1300 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(wall4, { x: 1100 }, { duration: 2000, easing: tween.linear }); } }); } }); } }); // Add fire obstacles var fire1 = new Fire(); fire1.x = 750; fire1.y = 1200; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1150; fire2.y = 800; fireObstacles.push(fire2); game.addChild(fire2); // Add water obstacle var water1 = new Water(); water1.x = 900; water1.y = 1000; waterObstacles.push(water1); game.addChild(water1); 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); 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); // Add rotational and positional movement to wall1 tween(wall1, { x: 550, rotation: Math.PI / 3 + Math.PI / 4 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 400, rotation: Math.PI / 3 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { x: 550, rotation: Math.PI / 3 + Math.PI / 4 }, { duration: 3000, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 400, rotation: Math.PI / 3 }, { duration: 3000, easing: tween.linear }); } }); } }); } }); 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); // Add counter-movement to wall2 tween(wall2, { y: 1050, rotation: -Math.PI / 3 - Math.PI / 4 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 900, rotation: -Math.PI / 3 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall2, { y: 1050, rotation: -Math.PI / 3 - Math.PI / 4 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 900, rotation: -Math.PI / 3 }, { duration: 2500, easing: tween.linear }); } }); } }); } }); 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); // Add diagonal movement to wall3 tween(wall3, { x: 1150, y: 950, rotation: Math.PI / 3 + Math.PI / 6 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1000, y: 1100, rotation: Math.PI / 3 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall3, { x: 1150, y: 950, rotation: Math.PI / 3 + Math.PI / 6 }, { duration: 3500, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1000, y: 1100, rotation: Math.PI / 3 }, { duration: 3500, easing: tween.linear }); } }); } }); } }); 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); // Add complex movement to wall4 tween(wall4, { x: 1450, y: 1050, rotation: -Math.PI / 3 - Math.PI / 6 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { tween(wall4, { x: 1300, y: 900, rotation: -Math.PI / 3 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall4, { x: 1450, y: 1050, rotation: -Math.PI / 3 - Math.PI / 6 }, { duration: 2800, easing: tween.linear, onFinish: function onFinish() { tween(wall4, { x: 1300, y: 900, rotation: -Math.PI / 3 }, { duration: 2800, easing: tween.linear }); } }); } }); } }); // Add fire obstacles var fire1 = new Fire(); fire1.x = 600; fire1.y = 1000; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1200; fire2.y = 1000; fireObstacles.push(fire2); game.addChild(fire2); // Add water obstacles var water1 = new Water(); water1.x = 850; water1.y = 1100; waterObstacles.push(water1); game.addChild(water1); var water2 = new Water(); water2.x = 1400; water2.y = 800; waterObstacles.push(water2); game.addChild(water2); instructionText.setText('Zigzag through moving obstacles! 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); 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); 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); 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); 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 = 2.5; 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 }); } }); } }); } }); // Add fire obstacle var fire1 = new Fire(); fire1.x = 500; fire1.y = 1100; fireObstacles.push(fire1); game.addChild(fire1); // Add water obstacle var water1 = new Water(); water1.x = 1200; water1.y = 900; waterObstacles.push(water1); game.addChild(water1); 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 = 750; wall1.y = 900; wall1.scaleY = 3; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 1300; wall2.y = 1100; wall2.scaleY = 3; 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 }); } }); } }); } }); // Add fire obstacle var fire1 = new Fire(); fire1.x = 750; fire1.y = 1150; fireObstacles.push(fire1); game.addChild(fire1); // Add water obstacle var water1 = new Water(); water1.x = 1100; water1.y = 1200; waterObstacles.push(water1); game.addChild(water1); var trampoline = new Trampoline(); trampoline.x = 1000; trampoline.y = 1300; trampolines.push(trampoline); game.addChild(trampoline); instructionText.setText('Thread the needle! Engine failed! Tap car to push!'); } else if (level === 18) { // Multi-level platform var wall1 = new Wall(); wall1.x = 450; wall1.y = 1200; wall1.scaleX = 1.5; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 850; wall2.y = 1000; wall2.scaleX = 1.5; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1250; wall3.y = 800; wall3.scaleX = 1.5; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1550; wall4.y = 600; wall4.scaleX = 1.5; 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 }); } }); } }); } }); // Add fire obstacles var fire1 = new Fire(); fire1.x = 750; fire1.y = 1150; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1350; fire2.y = 700; fireObstacles.push(fire2); game.addChild(fire2); // Add water obstacle var water1 = new Water(); water1.x = 1050; water1.y = 950; waterObstacles.push(water1); game.addChild(water1); 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); instructionText.setText('Climb the platforms! Avoid moving obstacles!'); } else if (level === 19) { // Extreme obstacle course with engine failure var wall1 = new Wall(); wall1.x = 350; wall1.y = 1100; wall1.rotation = Math.PI / 4; wall1.scaleX = 1.5; walls.push(wall1); game.addChild(wall1); var wall2 = new Wall(); wall2.x = 800; wall2.y = 800; wall2.rotation = -Math.PI / 4; wall2.scaleX = 1.5; walls.push(wall2); game.addChild(wall2); var wall3 = new Wall(); wall3.x = 1200; wall3.y = 1200; wall3.rotation = Math.PI / 6; wall3.scaleX = 1.5; walls.push(wall3); game.addChild(wall3); var wall4 = new Wall(); wall4.x = 1500; wall4.y = 700; wall4.rotation = -Math.PI / 6; wall4.scaleX = 1.5; 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 }); } }); } }); } }); // Add fire obstacles var fire1 = new Fire(); fire1.x = 750; fire1.y = 1150; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1350; fire2.y = 800; fireObstacles.push(fire2); game.addChild(fire2); // Add water obstacles var water1 = new Water(); water1.x = 950; water1.y = 1050; waterObstacles.push(water1); game.addChild(water1); var water2 = new Water(); water2.x = 1200; water2.y = 950; waterObstacles.push(water2); game.addChild(water2); 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); 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 = 350; wall1.y = 1100; wall1.scaleX = 1.2; walls.push(wall1); game.addChild(wall1); // Add complex movement to wall1 tween(wall1, { x: 550, y: 1250 }, { duration: 2200, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 400, y: 1100 }, { duration: 2200, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall1, { x: 550, y: 1250 }, { duration: 2200, easing: tween.linear, onFinish: function onFinish() { tween(wall1, { x: 400, y: 1100 }, { duration: 2200, easing: tween.linear }); } }); } }); } }); var wall2 = new Wall(); wall2.x = 800; wall2.y = 900; wall2.scaleY = 1.5; walls.push(wall2); game.addChild(wall2); // Add vertical oscillation to wall2 tween(wall2, { y: 1100 }, { duration: 1800, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 900 }, { duration: 1800, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall2, { y: 1100 }, { duration: 1800, easing: tween.linear, onFinish: function onFinish() { tween(wall2, { y: 900 }, { duration: 1800, easing: tween.linear }); } }); } }); } }); var wall3 = new Wall(); wall3.x = 1200; wall3.y = 1300; wall3.rotation = Math.PI / 4; wall3.scaleX = 1.5; walls.push(wall3); game.addChild(wall3); // Add rotational and positional movement to wall3 tween(wall3, { x: 1200, y: 1100, rotation: Math.PI / 4 + Math.PI / 2 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1000, y: 1300, rotation: Math.PI / 4 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall3, { x: 1200, y: 1100, rotation: Math.PI / 4 + Math.PI / 2 }, { duration: 2500, easing: tween.linear, onFinish: function onFinish() { tween(wall3, { x: 1000, y: 1300, rotation: Math.PI / 4 }, { duration: 2500, easing: tween.linear }); } }); } }); } }); var wall4 = new Wall(); wall4.x = 1500; wall4.y = 800; wall4.rotation = -Math.PI / 3; wall4.scaleX = 1.4; walls.push(wall4); game.addChild(wall4); // Add fast complex movement to wall4 tween(wall4, { x: 1500, y: 1000, rotation: -Math.PI / 3 - Math.PI / 2 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(wall4, { x: 1300, y: 800, rotation: -Math.PI / 3 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Loop the movement tween(wall4, { x: 1500, y: 1000, rotation: -Math.PI / 3 - Math.PI / 2 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { tween(wall4, { x: 1300, y: 800, rotation: -Math.PI / 3 }, { duration: 2000, easing: tween.linear }); } }); } }); } }); // 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); // Add fire obstacles var fire1 = new Fire(); fire1.x = 650; fire1.y = 1150; fireObstacles.push(fire1); game.addChild(fire1); var fire2 = new Fire(); fire2.x = 1000; fire2.y = 950; fireObstacles.push(fire2); game.addChild(fire2); var fire3 = new Fire(); fire3.x = 1350; fire3.y = 800; fireObstacles.push(fire3); game.addChild(fire3); // Add water obstacles var water1 = new Water(); water1.x = 450; water1.y = 1200; waterObstacles.push(water1); game.addChild(water1); var water2 = new Water(); water2.x = 800; water2.y = 1000; waterObstacles.push(water2); game.addChild(water2); var water3 = new Water(); water3.x = 1200; water3.y = 1100; waterObstacles.push(water3); game.addChild(water3); 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 car.invulnerabilityTimer = 3000; // 3 seconds of invulnerability game.addChild(car); // Apply visual effect to show invulnerability tween(car, { alpha: 0.5 }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { tween(car, { alpha: 1 }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { // Continue flashing until invulnerability ends if (car.invulnerabilityTimer > 0) { tween(car, { alpha: 0.5 }, { duration: 200, easing: tween.linear, onFinish: function onFinish() { tween(car, { alpha: 1 }, { duration: 200, easing: tween.linear }); } }); } } }); } }); 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('GAS', { 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); // Create power indicator background var powerIndicatorBg = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2650, scaleX: 4, scaleY: 0.8, tint: 0x333333 })); // Create speed text if (game.speedText) game.speedText.destroy(); game.speedText = new Text2('Speed: 0.0', { size: 40, fill: 0x00ff00 }); game.speedText.anchor.set(0.5, 0.5); game.speedText.x = 800; game.speedText.y = 2650; game.addChild(game.speedText); // Create power text if (game.powerText) game.powerText.destroy(); game.powerText = new Text2('Power: 0.0', { size: 40, fill: 0xff6600 }); game.powerText.anchor.set(0.5, 0.5); game.powerText.x = 1248; game.powerText.y = 2650; game.addChild(game.powerText); } 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 safeTween(target, properties, options) { // Only create tween if we haven't exceeded the limit if (tweenCount < maxConcurrentTweens) { tweenCount++; var originalOnFinish = options.onFinish; options.onFinish = function () { tweenCount--; if (originalOnFinish) originalOnFinish(); }; return tween(target, properties, options); } return null; // Return null if tween limit exceeded } function cleanupMemory() { // Clean up old smoke particles more aggressively for (var i = smokeParticles.length - 1; i >= 0; i--) { if (smokeParticles[i].alpha <= 0.1 || !smokeParticles[i].parent) { smokeParticles[i].destroy(); smokeParticles.splice(i, 1); } } // Limit smoke particles to prevent memory buildup while (smokeParticles.length > maxSmokeParticles) { var oldestSmoke = smokeParticles.shift(); if (oldestSmoke && oldestSmoke.destroy) { oldestSmoke.destroy(); } } // Clean up any orphaned display objects if (game && game.children) { for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child && child.alpha <= 0 && child !== car) { child.destroy(); } } } // Force garbage collection hint if (typeof global !== 'undefined' && global.gc) { global.gc(); } } 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; // Update invulnerability timer (3 seconds at start) if (car.invulnerabilityTimer > 0) { car.invulnerabilityTimer -= 16.67; // Approximately 1 frame at 60fps } 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 collision with fire obstacles - only if not invulnerable if (car.invulnerabilityTimer <= 0) { for (var i = 0; i < fireObstacles.length; i++) { if (car.intersects(fireObstacles[i])) { // Car touches fire - destroy car LK.getSound('burn').play(); createCarDestructionEffect(); return; // Exit early to prevent further physics } } } // Check collision with water obstacles var inWater = false; for (var i = 0; i < waterObstacles.length; i++) { if (car.intersects(waterObstacles[i])) { inWater = true; LK.getSound('splash').play(); break; } } // Apply speed reduction if in water if (inWater) { carSpeedReduction = 0.5; // 50% speed reduction } else { carSpeedReduction = 1.0; // Normal speed } // Apply speed reduction to car velocity car.velocityX *= carSpeedReduction; car.velocityY *= carSpeedReduction; // 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(); // Award points for completing level totalPoints += pointsPerLevel; storage.totalPoints = totalPoints; // Update points display if (game.pointsText) { game.pointsText.setText('Points: ' + totalPoints); } 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 and not invulnerable if (car.invulnerabilityTimer <= 0) { for (var i = 0; i < walls.length; i++) { var wall = walls[i]; // Get the actual wall asset to determine real dimensions var wallAsset = wall.children[0]; // Get the wall graphics asset if (!wallAsset) continue; // Calculate actual wall bounds using asset dimensions and transformations var actualWallWidth = 200 * wall.scaleX; // 200 is the base wall asset width var actualWallHeight = 40 * wall.scaleY; // 40 is the base wall asset height // Apply rotation if present var wallBounds = { left: wall.x - actualWallWidth / 2, right: wall.x + actualWallWidth / 2, top: wall.y - actualWallHeight / 2, bottom: wall.y + actualWallHeight / 2 }; // For rotated walls, we need to check collision differently if (wall.rotation && Math.abs(wall.rotation) > 0.1) { // Use the intersects method for rotated walls as it handles rotation properly if (car.intersects(wall)) { createCarDestructionEffect(); return; // Exit early to prevent further physics } } else { // For non-rotated walls, use precise bounds checking 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 bounds var touchingHorizontally = carRight >= wallBounds.left && carLeft <= wallBounds.right; var touchingVertically = carBottom >= wallBounds.top && carTop <= wallBounds.bottom; 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 // Fade button to indicate it's pressed tween(pedalButton, { alpha: 0.5 }, { duration: 100, easing: tween.easeOut }); tween(pedalButtonText, { alpha: 0.5 }, { duration: 100, easing: tween.easeOut }); 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 // Fade button to indicate it's pressed tween(brakeButton, { alpha: 0.5 }, { duration: 100, easing: tween.easeOut }); tween(brakeButtonText, { alpha: 0.5 }, { duration: 100, easing: tween.easeOut }); return; } // Check if speed upgrade button clicked if (game.speedUpgradeButton && Math.abs(x - 1600) < 60 && Math.abs(y - 200) < 40) { var speedCost = Math.floor(upgradeBaseCost * Math.pow(upgradeMultiplier, speedUpgradeLevel)); if (totalPoints >= speedCost) { totalPoints -= speedCost; speedUpgradeLevel++; storage.totalPoints = totalPoints; storage.speedUpgradeLevel = speedUpgradeLevel; // Update displays setupLevel(currentLevel); } return; } // Check if power upgrade button clicked if (game.powerUpgradeButton && Math.abs(x - 1800) < 60 && Math.abs(y - 200) < 40) { var powerCost = Math.floor(upgradeBaseCost * Math.pow(upgradeMultiplier, powerUpgradeLevel)); if (totalPoints >= powerCost) { totalPoints -= powerCost; powerUpgradeLevel++; storage.totalPoints = totalPoints; storage.powerUpgradeLevel = powerUpgradeLevel; // Update displays setupLevel(currentLevel); } return; } // Check if starting from behind the car (unlimited lines) if (x < car.x - 50 && !gameStarted) { 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: Unlimited'); } } // Reset brake and pedal button states when mouse/touch is released brakeButtonPressed = false; brakeAcceleration = 0; pedalButtonPressed = false; pedalAcceleration = 0; // Restore button alpha when released if (brakeButton) { tween(brakeButton, { alpha: 1.0 }, { duration: 150, easing: tween.easeOut }); tween(brakeButtonText, { alpha: 1.0 }, { duration: 150, easing: tween.easeOut }); } if (pedalButton) { tween(pedalButton, { alpha: 1.0 }, { duration: 150, easing: tween.easeOut }); tween(pedalButtonText, { alpha: 1.0 }, { duration: 150, easing: tween.easeOut }); } 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 upgrades to braking power var powerMultiplier = 1 + powerUpgradeLevel * 0.05; // 5% increase per level var enhancedBraking = brakeAcceleration * powerMultiplier; // Apply backward movement force instead of just slowing down car.velocityX -= enhancedBraking * 0.8; // Move backward horizontally car.velocityY += enhancedBraking * 0.3; // Small downward component for realistic movement } // Handle pedal button progressive acceleration if (pedalButtonPressed && gameStarted && car) { // Gradually increase pedal acceleration while button is held if (pedalAcceleration < maxPedalAcceleration) { pedalAcceleration += pedalAccelerationIncrement; } // Apply upgrades to acceleration var speedMultiplier = 1 + speedUpgradeLevel * 0.05; // 5% increase per level var powerMultiplier = 1 + powerUpgradeLevel * 0.05; // 5% increase per level var enhancedAcceleration = pedalAcceleration * powerMultiplier; // Apply forward movement with enhanced acceleration car.velocityX += enhancedAcceleration * speedMultiplier; car.velocityY -= enhancedAcceleration * speedMultiplier * 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; } } } // Update fire obstacles animation for (var i = 0; i < fireObstacles.length; i++) { if (fireObstacles[i] && fireObstacles[i].update) { fireObstacles[i].update(); } } // Update water obstacles animation for (var i = 0; i < waterObstacles.length; i++) { if (waterObstacles[i] && waterObstacles[i].update) { waterObstacles[i].update(); } } // Create smoke particles when car is moving (with memory management) if (car && gameStarted && carCanMove && (Math.abs(car.velocityX) > 0.5 || Math.abs(car.velocityY) > 0.5)) { smokeTimer++; if (smokeTimer % 6 === 0 && smokeParticles.length < maxSmokeParticles) { // Reduced frequency and added limit // Create smoke every 6 frames instead of 4, and only if under limit 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 with better memory management for (var i = smokeParticles.length - 1; i >= 0; i--) { if (smokeParticles[i] && (smokeParticles[i].alpha <= 0.1 || !smokeParticles[i].parent)) { smokeParticles[i].destroy(); smokeParticles.splice(i, 1); } } // Regular memory cleanup every 600 frames (10 seconds at 60fps) - less frequent memoryCleanupTimer++; if (memoryCleanupTimer >= 600) { memoryCleanupTimer = 0; cleanupMemory(); } // Update power indicator if (car && game.speedText && game.powerText) { // Calculate speed from velocity var speed = Math.sqrt(car.velocityX * car.velocityX + car.velocityY * car.velocityY); game.speedText.setText('Speed: ' + speed.toFixed(1)); // Calculate power based on current acceleration states var currentPower = 0; if (pedalButtonPressed) { currentPower = pedalAcceleration; } else if (brakeButtonPressed) { currentPower = -brakeAcceleration; } game.powerText.setText('Power: ' + currentPower.toFixed(1)); // Keep power text visible with consistent color - no color changes game.powerText.alpha = 1; // Ensure full opacity // Keep speed text visible with consistent color - no color changes game.speedText.alpha = 1; // Ensure full opacity } }; // Initialize first level setupLevel(currentLevel);
===================================================================
--- original.js
+++ change.js
@@ -265,9 +265,9 @@
var maxPedalAcceleration = 3.0;
var pedalAccelerationIncrement = 0.0037; // Same reduced rate as brake
var startPos = {
x: 200,
- y: 400
+ y: 329
};
var finishPos = {
x: 1800,
y: 1000
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