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,
y: -25
});
var wheelLeft = self.attachAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5,
x: -82.5,
y: 20
});
var wheelRight = self.attachAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5,
x: 82.5,
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;
// Car moves as a whole unit - no wheel rotation
};
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: 863
};
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
var targetRotation = angle;
if (Math.abs(angle) > maxRotation && Math.abs(angle) < Math.PI - maxRotation) {
targetRotation = angle > 0 ? maxRotation : -maxRotation;
} else if (Math.abs(angle) > Math.PI + maxRotation && Math.abs(angle) < 2 * Math.PI - maxRotation) {
targetRotation = angle > Math.PI ? Math.PI + maxRotation : Math.PI - maxRotation;
}
// Smooth rotation transition using tweening
var rotationDifference = Math.abs(targetRotation - car.rotation);
if (rotationDifference > 0.1) {
// Only tween if there's a significant difference
// Stop any existing rotation tween
tween.stop(car, {
rotation: true
});
// Calculate appropriate tween duration based on rotation difference
var tweenDuration = Math.min(300, rotationDifference * 200); // Max 300ms, scaled by angle difference
// Smooth rotation tween
tween(car, {
rotation: targetRotation
}, {
duration: tweenDuration,
easing: tween.easeOut
});
} else {
car.rotation = targetRotation;
}
}
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
@@ -10,9 +10,10 @@
var Car = Container.expand(function () {
var self = Container.call(this);
var carBody = self.attachAsset('car', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ y: -25
});
var wheelLeft = self.attachAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5,
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