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None of the UI buttons are working can you double check everything.
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Please fix the bug: 'Can't find variable: launchQuality' in or related to this line: 'var launchBonus = launchQuality === 'perfect' ? 300 : launchQuality === 'good' ? 150 : 50;' Line Number: 249
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Take the vehicle customization + drag racing game concept we just defined and now turn it into a complete vertical slice implementation plan and code structure. I want a playable core loop: 1. Player starts in a garage 2. Player can view car stats and buy/install upgrades 3. Installed upgrades change the car’s performance stats 4. Player enters a drag race against 1 AI opponent 5. Race result calculates payout based on win/loss, finish time, reaction time, launch quality, and top speed 6. Player earns cash 7. Player returns to garage to upgrade again and repeat the loop Requirements: - Make this modular and production-ready - Separate systems into clear scripts/managers - Use data-driven design for cars, upgrades, races, and rewards - Include a save/load system for cash, owned upgrades, installed parts, and progression - Include a basic UI flow for Garage, Shop, Race HUD, and Results Screen - Include at least one starter car and one higher-tier opponent - Include upgrade categories: engine, turbo, tires, transmission, weight reduction, and visuals - Each upgrade must affect real car stats - AI opponent should scale by race tier - Keep the first version simple but expandable Output format: - First give me the full system architecture - Then list the exact scripts/classes to create - Then explain the order they should be built in - Then give starter code for the most important core systems first - Use clean naming and avoid overly complex features in version 1 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Build, Race, Upgrade
Initial prompt
Create a stylized vehicle customization and drag racing game with a satisfying repeatable gameplay loop. The player starts in a garage where they can buy and install car parts such as engine upgrades, turbo, tires, transmission, suspension, weight reduction, paint, wheels, and body kits. After customizing the car, the player enters a drag race event, competes in a short straight-line race, and earns cash based on performance including win/loss, finish time, reaction time, top speed, and launch quality. That cash is then used to upgrade the car and enter harder races, repeating the loop. Build the game with clean modular systems for Garage, Car Stats, Drag Race Manager, Reward System, Upgrade Shop, and Save/Load. Include a simple but polished UI, clear progression, increasingly difficult AI racers, and data-driven tuning so cars and upgrades are easy to balance. Build a game called “Build, Race, Upgrade” focused on car progression through drag racing. The core loop is: enter garage, customize and tune car, start drag race, earn money from race results, return to garage, buy better upgrades, and repeat. I want the garage to feel rewarding, with visible stat changes for horsepower, torque, grip, weight, and gearing whenever parts are installed. The race should emphasize launch timing, gear shifts, acceleration, and top-end speed rather than open-world driving. Include beginner, intermediate, and advanced race tiers, each with larger rewards and tougher opponents. Create systems for economy balancing, upgrade unlocks, car stat calculation, opponent scaling, and persistent save data. Make the code structure clean and expandable so more cars, tracks, parts, and race modes can be added later. Design a full arcade drag racing game where customization directly affects race performance and earnings. The player begins with a basic starter car and limited cash. In the garage they can modify visuals and performance, including paint color, rims, ride height, spoilers, engine internals, ECU tune, turbo, nitrous, gearbox, and tire compound. Each installed part should update the car’s stats in real time and change how the car performs in drag races. Races should be short, intense, and replayable, with a countdown, launch window, shifting mechanic, speed readout, opponent AI, finish results, and cash payout. Payouts should scale using placement, race class, clean shifting, reaction time, and personal best performance. After each race, the player returns to the garage to spend winnings and improve the car. Create the game so this loop feels addictive, polished, and easy to expand with more content later. Generate a car-building progression game with a strong “garage to race to upgrade” gameplay loop. The experience starts in a customization garage where the player can inspect their car, install upgrades, see part costs, compare old vs new stats, and preview visual changes. Once ready, the player enters a drag strip event where the gameplay focuses on launch timing, traction, acceleration, gear shifting, and beating an AI rival to the finish. When the race ends, award money based on race outcome and performance metrics, then send the player back to the garage. Include an upgrade tree or shop system that gradually unlocks better parts and encourages strategic choices between speed, grip, reliability, and tuning. Build a complete vertical slice with one garage, one starter car, multiple upgrades, several AI racers, and a satisfying progression loop that makes players want to race again immediately. Create a polished prototype for a vehicle customization drag racer with progression, tuning, and replayability. The player loop should be: buy or modify parts in garage, tune the car for drag performance, enter a race, try to get the best launch and shift timing, finish the race, earn cash rewards, unlock better parts, and repeat with faster opponents. Include systems for part categories, stat calculation, race payouts, difficulty progression, basic tuning adjustments, and a simple save system. The garage should clearly show current cash, installed parts, car stats, and upgrade options. The drag race should feel responsive and arcade-friendly, with visible countdown lights, RPM control before launch, gear changes during the run, and a post-race summary screen. Write the project in a scalable way with separate managers and ScriptableObject-style data structures so the game can grow into a larger car-building drag racing title.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
playerCash: 5000,
playerTier: 0,
carColor: 16711680,
engineLevel: 0,
turboLevel: 0,
transmissionLevel: 0,
suspensionLevel: 0,
weightLevel: 0,
tireLevel: 0,
wheelLevel: 0,
bodyKitLevel: 0,
raceHistory: []
});
/****
* Classes
****/
var OpponentCar = Container.expand(function () {
var self = Container.call(this);
var carBody = self.attachAsset('opponentCar', {
anchorX: 0.5,
anchorY: 0.5
});
var carWindow = self.addChild(LK.getAsset('opponentWindow', {
anchorX: 0.5,
anchorY: 0.5
}));
carWindow.y = -40;
var wheelFrontLeft = self.addChild(LK.getAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelFrontLeft.x = -35;
wheelFrontLeft.y = 60;
wheelFrontLeft.tint = 0x555555;
var wheelFrontRight = self.addChild(LK.getAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelFrontRight.x = 35;
wheelFrontRight.y = 60;
wheelFrontRight.tint = 0x555555;
var wheelRearLeft = self.addChild(LK.getAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelRearLeft.x = -35;
wheelRearLeft.y = -60;
wheelRearLeft.tint = 0x555555;
var wheelRearRight = self.addChild(LK.getAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelRearRight.x = 35;
wheelRearRight.y = -60;
wheelRearRight.tint = 0x555555;
self.difficulty = 1;
self.getStats = function () {
var baseHP = 150 + self.difficulty * 20;
var baseTorque = 200 + self.difficulty * 15;
var baseGrip = 70 + self.difficulty * 5;
var baseWeight = 1500 - self.difficulty * 30;
var baseGearing = 3.5 + self.difficulty * 0.1;
return {
hp: baseHP,
torque: baseTorque,
grip: baseGrip,
weight: baseWeight,
gearing: baseGearing
};
};
return self;
});
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var carBody = self.attachAsset('carBody', {
anchorX: 0.5,
anchorY: 0.5
});
var carWindow = self.addChild(LK.getAsset('carWindow', {
anchorX: 0.5,
anchorY: 0.5
}));
carWindow.y = -40;
var wheelFrontLeft = self.addChild(LK.getAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelFrontLeft.x = -35;
wheelFrontLeft.y = 60;
var wheelFrontLeftRim = self.addChild(LK.getAsset('wheelRim', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelFrontLeftRim.x = -35;
wheelFrontLeftRim.y = 60;
var wheelFrontRight = self.addChild(LK.getAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelFrontRight.x = 35;
wheelFrontRight.y = 60;
var wheelFrontRightRim = self.addChild(LK.getAsset('wheelRim', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelFrontRightRim.x = 35;
wheelFrontRightRim.y = 60;
var wheelRearLeft = self.addChild(LK.getAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelRearLeft.x = -35;
wheelRearLeft.y = -60;
var wheelRearLeftRim = self.addChild(LK.getAsset('wheelRim', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelRearLeftRim.x = -35;
wheelRearLeftRim.y = -60;
var wheelRearRight = self.addChild(LK.getAsset('wheel', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelRearRight.x = 35;
wheelRearRight.y = -60;
var wheelRearRightRim = self.addChild(LK.getAsset('wheelRim', {
anchorX: 0.5,
anchorY: 0.5
}));
wheelRearRightRim.x = 35;
wheelRearRightRim.y = -60;
self.getStats = function () {
var baseHP = 150;
var baseTorque = 200;
var baseGrip = 70;
var baseWeight = 1500;
var baseGearing = 3.5;
var hpBoost = storage.engineLevel * 30 + storage.turboLevel * 40;
var torqueBoost = storage.engineLevel * 20 + storage.turboLevel * 35;
var gripBoost = storage.tireLevel * 15 + storage.suspensionLevel * 10;
var weightReduction = storage.weightLevel * 50;
var gearingAdjust = storage.transmissionLevel * 0.1;
return {
hp: baseHP + hpBoost,
torque: baseTorque + torqueBoost,
grip: Math.min(100, baseGrip + gripBoost),
weight: Math.max(800, baseWeight - weightReduction),
gearing: baseGearing + gearingAdjust
};
};
self.setColor = function (color) {
carBody.tint = color;
};
return self;
});
var UpgradePart = Container.expand(function (name, category, level, baseCost) {
var self = Container.call(this);
var box = self.attachAsset('upgradePartBox', {
anchorX: 0.5,
anchorY: 0.5
});
var nameText = self.addChild(new Text2(name, {
size: 30,
fill: '#FFFFFF'
}));
nameText.anchor.set(0.5, 0.5);
nameText.y = -25;
var levelText = self.addChild(new Text2('Lv.' + level, {
size: 20,
fill: '#FFFF00'
}));
levelText.anchor.set(0.5, 0.5);
levelText.y = 0;
var costText = self.addChild(new Text2('$' + (baseCost + level * 500), {
size: 18,
fill: '#00FF00'
}));
costText.anchor.set(0.5, 0.5);
costText.y = 25;
self.name = name;
self.category = category;
self.level = level;
self.cost = baseCost + level * 500;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
var gameState = 'garage';
var playerCar = null;
var opponentCar = null;
var playerSpeed = 0;
var opponentSpeed = 0;
var playerShiftedGears = 0;
var opponentShiftedGears = 0;
var playerRPM = 0;
var opponentRPM = 0;
var playerFinished = false;
var opponentFinished = false;
var raceDistance = 3000;
var playerDistance = 0;
var opponentDistance = 0;
var raceStarted = false;
var launchPhaseActive = false;
var launchCountdown = 3;
var optimalRPMMin = 3500;
var optimalRPMMax = 5500;
var reactionTime = 0;
var launchQuality = 'poor';
var garageContainer = null;
var raceContainer = null;
var launchContainer = null;
var resultsContainer = null;
var cashDisplay = null;
var statsDisplay = null;
var selectedUpgrades = {};
function initGarage() {
gameState = 'garage';
if (!storage.playerCash) {
storage.playerCash = 5000;
}
if (!storage.playerTier) {
storage.playerTier = 0;
}
if (!storage.carColor) {
storage.carColor = 16711680;
}
LK.playMusic('garageMusic', {
loop: true
});
garageContainer = game.addChild(new Container());
var titleText = garageContainer.addChild(new Text2('GARAGE', {
size: 80,
fill: '#FFFFFF'
}));
titleText.anchor.set(0.5, 0);
titleText.x = 1024;
titleText.y = 50;
cashDisplay = garageContainer.addChild(new Text2('Cash: $' + (storage.playerCash || 0), {
size: 40,
fill: '#00FF00'
}));
cashDisplay.anchor.set(0.5, 0);
cashDisplay.x = 1024;
cashDisplay.y = 150;
playerCar = garageContainer.addChild(new PlayerCar());
playerCar.x = 1024;
playerCar.y = 600;
playerCar.setColor(storage.carColor);
var statsContainer = garageContainer.addChild(new Container());
statsContainer.x = 50;
statsContainer.y = 300;
var statsLabel = statsContainer.addChild(new Text2('CAR STATS', {
size: 35,
fill: '#FFFF00'
}));
statsLabel.anchor.set(0, 0);
var carStats = playerCar.getStats();
var statTexts = ['HP: ' + Math.round(carStats.hp), 'Torque: ' + Math.round(carStats.torque), 'Grip: ' + Math.round(carStats.grip) + '%', 'Weight: ' + Math.round(carStats.weight) + 'kg', 'Gearing: ' + carStats.gearing.toFixed(2)];
for (var i = 0; i < statTexts.length; i++) {
var statText = statsContainer.addChild(new Text2(statTexts[i], {
size: 25,
fill: '#FFFFFF'
}));
statText.anchor.set(0, 0);
statText.y = 50 + i * 40;
}
var upgradesContainer = garageContainer.addChild(new Container());
upgradesContainer.x = 1400;
upgradesContainer.y = 250;
var upgradesLabel = upgradesContainer.addChild(new Text2('UPGRADES', {
size: 35,
fill: '#FFFF00'
}));
upgradesLabel.anchor.set(0, 0);
upgradesLabel.y = -50;
var upgradeParts = [{
name: 'Engine',
category: 'engine',
baseCost: 1000
}, {
name: 'Turbo',
category: 'turbo',
baseCost: 1500
}, {
name: 'Transmission',
category: 'transmission',
baseCost: 800
}, {
name: 'Suspension',
category: 'suspension',
baseCost: 600
}, {
name: 'Weight Reduction',
category: 'weight',
baseCost: 1200
}, {
name: 'Tires',
category: 'tire',
baseCost: 400
}, {
name: 'Wheels',
category: 'wheel',
baseCost: 700
}, {
name: 'Body Kit',
category: 'bodyKit',
baseCost: 900
}];
for (var i = 0; i < upgradeParts.length; i++) {
var part = upgradeParts[i];
var currentLevel = storage[part.category + 'Level'] || 0;
var upgradePart = upgradesContainer.addChild(new UpgradePart(part.name, part.category, currentLevel, part.baseCost));
upgradePart.x = i % 2 * 250;
upgradePart.y = Math.floor(i / 2) * 120;
upgradePart.interactive = true;
upgradePart.buttonMode = true;
(function (p) {
upgradePart.on('pointerdown', function () {
purchaseUpgrade(p);
});
})(part);
}
var raceButtonContainer = garageContainer.addChild(new Container());
raceButtonContainer.x = 1024;
raceButtonContainer.y = 2550;
var raceButton = raceButtonContainer.addChild(LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
}));
var raceButtonText = raceButtonContainer.addChild(new Text2('RACE', {
size: 40,
fill: '#000000'
}));
raceButtonText.anchor.set(0.5, 0.5);
raceButtonContainer.interactive = true;
raceButtonContainer.buttonMode = true;
raceButtonContainer.on('pointerdown', function () {
startRace();
});
}
function purchaseUpgrade(part) {
if ((storage.playerCash || 0) >= part.cost) {
storage.playerCash = (storage.playerCash || 0) - part.cost;
storage[part.category + 'Level'] = (storage[part.category + 'Level'] || 0) + 1;
LK.getSound('cashReward').play();
garageContainer.destroy();
initGarage();
}
}
function resetRaceState() {
playerSpeed = 0;
opponentSpeed = 0;
playerShiftedGears = 0;
opponentShiftedGears = 0;
playerRPM = 1000;
opponentRPM = 0;
playerFinished = false;
opponentFinished = false;
playerDistance = 0;
opponentDistance = 0;
raceStarted = false;
launchPhaseActive = false;
launchCountdown = 3;
reactionTime = 0;
launchQuality = 'poor';
}
function startRace() {
garageContainer.destroy();
gameState = 'launch';
LK.playMusic('raceMusic', {
loop: true
});
initLaunchPhase();
}
function initLaunchPhase() {
launchContainer = game.addChild(new Container());
var titleText = launchContainer.addChild(new Text2('GET READY TO LAUNCH', {
size: 60,
fill: '#FFFFFF'
}));
titleText.anchor.set(0.5, 0.5);
titleText.x = 1024;
titleText.y = 400;
var countdownText = launchContainer.addChild(new Text2(String(launchCountdown), {
size: 100,
fill: '#FF0000'
}));
countdownText.anchor.set(0.5, 0.5);
countdownText.x = 1024;
countdownText.y = 1200;
var instructionText = launchContainer.addChild(new Text2('TAP TO LAUNCH\nOptimal RPM: ' + optimalRPMMin + ' - ' + optimalRPMMax, {
size: 35,
fill: '#FFFF00'
}));
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 1800;
var rpmText = launchContainer.addChild(new Text2('RPM: ' + playerRPM, {
size: 40,
fill: '#00FF00'
}));
rpmText.anchor.set(0.5, 0.5);
rpmText.x = 1024;
rpmText.y = 2000;
launchPhaseActive = true;
var launchTimer = LK.setInterval(function () {
launchCountdown--;
if (launchCountdown <= 0) {
LK.clearInterval(launchTimer);
launchContainer.destroy();
initRacePhase();
} else {
countdownText.setText(String(launchCountdown));
}
}, 1000);
playerRPM = 1000;
var rpmIncrement = LK.setInterval(function () {
if (launchPhaseActive) {
playerRPM = Math.min(7000, playerRPM + 200);
rpmText.setText('RPM: ' + Math.round(playerRPM));
}
}, 100);
game.down = function (x, y, obj) {
if (launchPhaseActive && playerRPM >= optimalRPMMin && playerRPM <= optimalRPMMax) {
reactionTime = (playerRPM - optimalRPMMin) / (optimalRPMMax - optimalRPMMin);
reactionTime = Math.abs(0.5 - reactionTime) * 200;
launchQuality = reactionTime < 50 ? 'perfect' : reactionTime < 150 ? 'good' : 'poor';
launchPhaseActive = false;
LK.clearInterval(launchTimer);
LK.clearInterval(rpmIncrement);
LK.getSound('launch').play();
}
};
}
function initRacePhase() {
gameState = 'race';
raceContainer = game.addChild(new Container());
playerCar = raceContainer.addChild(new PlayerCar());
playerCar.x = 300;
playerCar.y = 600;
playerCar.setColor(storage.carColor);
opponentCar = raceContainer.addChild(new OpponentCar());
opponentCar.x = 1750;
opponentCar.y = 600;
opponentCar.difficulty = (storage.playerTier || 0) + 1;
var finishLine = raceContainer.addChild(LK.getAsset('finishLine', {
anchorX: 0.5,
anchorY: 0.5
}));
finishLine.x = 1024;
finishLine.y = 200;
var roadLines = [];
for (var i = 0; i < 20; i++) {
var roadLine = raceContainer.addChild(LK.getAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5
}));
roadLine.x = 1024;
roadLine.y = 300 + i * 200;
roadLines.push(roadLine);
}
var speedText = raceContainer.addChild(new Text2('Speed: 0 mph', {
size: 40,
fill: '#00FF00'
}));
speedText.anchor.set(0, 0);
speedText.x = 50;
speedText.y = 100;
var distanceText = raceContainer.addChild(new Text2('Distance: 0m', {
size: 40,
fill: '#00FF00'
}));
distanceText.anchor.set(0, 0);
distanceText.x = 50;
distanceText.y = 200;
var gearText = raceContainer.addChild(new Text2('Gear: 1', {
size: 40,
fill: '#FFFF00'
}));
gearText.anchor.set(0, 0);
gearText.x = 50;
gearText.y = 300;
var shiftPromptText = raceContainer.addChild(new Text2('', {
size: 50,
fill: '#FF0000'
}));
shiftPromptText.anchor.set(0.5, 0);
shiftPromptText.x = 1024;
shiftPromptText.y = 400;
playerSpeed = 0;
opponentSpeed = 0;
playerDistance = 0;
opponentDistance = 0;
playerFinished = false;
opponentFinished = false;
raceStarted = true;
playerShiftedGears = 0;
opponentShiftedGears = 0;
var playerStats = playerCar.getStats();
var opponentStats = opponentCar.getStats();
var acceleration = playerStats.torque / playerStats.weight * 0.05;
var opponentAcceleration = opponentStats.torque / opponentStats.weight * 0.05;
var shiftTimer = null;
var nextShiftDistance = 300;
game.down = function (x, y, obj) {
if (raceStarted && playerDistance >= nextShiftDistance && playerDistance < raceDistance) {
playerShiftedGears++;
nextShiftDistance += 400;
shiftPromptText.setText('');
LK.getSound('shiftGear').play();
}
};
game.update = function () {
if (!raceStarted) {
return;
}
if (!playerFinished) {
playerSpeed = Math.min(playerStats.hp * 3, playerSpeed + acceleration);
playerDistance += playerSpeed * 0.01;
if (playerDistance >= nextShiftDistance && playerDistance < raceDistance && shiftPromptText.text === '') {
shiftPromptText.setText('SHIFT!');
}
if (playerDistance >= raceDistance) {
playerFinished = true;
}
}
if (!opponentFinished) {
var aiShiftTiming = Math.random() * 100 - 50;
if (opponentDistance >= nextShiftDistance - aiShiftTiming && opponentShiftedGears === playerShiftedGears) {
opponentShiftedGears++;
}
opponentSpeed = Math.min(opponentStats.hp * 3, opponentSpeed + opponentAcceleration);
opponentDistance += opponentSpeed * 0.01;
if (opponentDistance >= raceDistance) {
opponentFinished = true;
}
}
playerCar.x = 300 + playerDistance / raceDistance * 400;
opponentCar.x = 1750 - opponentDistance / raceDistance * 400;
speedText.setText('Speed: ' + Math.round(playerSpeed) + ' mph');
distanceText.setText('Distance: ' + Math.round(playerDistance) + 'm');
gearText.setText('Gear: ' + (playerShiftedGears + 1));
for (var i = 0; i < roadLines.length; i++) {
roadLines[i].y = (300 + i * 200 - playerDistance * 0.1) % 2400;
}
if (playerFinished && opponentFinished) {
raceStarted = false;
raceContainer.destroy();
showResults();
}
};
}
function showResults() {
gameState = 'results';
resultsContainer = game.addChild(new Container());
var playerStats = playerCar.getStats();
var opponentStats = opponentCar.getStats();
var playerFinalSpeed = playerSpeed > 0 ? playerSpeed : 1;
var opponentFinalSpeed = opponentSpeed > 0 ? opponentSpeed : 1;
var playerTime = raceDistance / playerFinalSpeed;
var opponentTime = raceDistance / opponentFinalSpeed;
var playerWon = playerDistance >= raceDistance && (opponentDistance < raceDistance || playerTime < opponentTime);
var resultTitle = resultsContainer.addChild(new Text2(playerWon ? 'YOU WIN!' : 'YOU LOSE!', {
size: 80,
fill: playerWon ? '#00FF00' : '#FF0000'
}));
resultTitle.anchor.set(0.5, 0);
resultTitle.x = 1024;
resultTitle.y = 200;
var reward = 0;
if (playerWon) {
reward = 1000 + storage.playerTier * 500 + Math.round(reactionTime * 10);
storage.playerCash = (storage.playerCash || 0) + reward;
if (storage.playerTier < 2) {
storage.playerTier = (storage.playerTier || 0) + 1;
}
LK.getSound('raceWin').play();
} else {
reward = 500 + Math.round(reactionTime * 5);
storage.playerCash = (storage.playerCash || 0) + reward;
LK.getSound('raceLose').play();
}
var resultDetails = ['Reaction Time: ' + Math.round(reactionTime) + 'ms (' + launchQuality + ')', 'Finish Time: ' + (raceDistance / playerSpeed).toFixed(2) + 's', 'Top Speed: ' + Math.round(playerSpeed) + ' mph', 'Gears Shifted: ' + (playerShiftedGears + 1), 'Earnings: $' + reward];
for (var i = 0; i < resultDetails.length; i++) {
var detailText = resultsContainer.addChild(new Text2(resultDetails[i], {
size: 35,
fill: '#FFFFFF'
}));
detailText.anchor.set(0.5, 0);
detailText.x = 1024;
detailText.y = 500 + i * 80;
}
var continueButtonContainer = resultsContainer.addChild(new Container());
continueButtonContainer.x = 1024;
continueButtonContainer.y = 1800;
var continueButton = continueButtonContainer.addChild(LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5
}));
var continueButtonText = continueButtonContainer.addChild(new Text2('BACK TO GARAGE', {
size: 35,
fill: '#000000'
}));
continueButtonText.anchor.set(0.5, 0.5);
continueButtonContainer.interactive = true;
continueButtonContainer.buttonMode = true;
continueButtonContainer.on('pointerdown', function () {
resultsContainer.destroy();
initGarage();
});
game.update = function () {};
game.down = function () {};
}
initGarage(); ===================================================================
--- original.js
+++ change.js
@@ -229,11 +229,17 @@
var statsDisplay = null;
var selectedUpgrades = {};
function initGarage() {
gameState = 'garage';
- if (!storage.playerCash) storage.playerCash = 5000;
- if (!storage.playerTier) storage.playerTier = 0;
- if (!storage.carColor) storage.carColor = 16711680;
+ if (!storage.playerCash) {
+ storage.playerCash = 5000;
+ }
+ if (!storage.playerTier) {
+ storage.playerTier = 0;
+ }
+ if (!storage.carColor) {
+ storage.carColor = 16711680;
+ }
LK.playMusic('garageMusic', {
loop: true
});
garageContainer = game.addChild(new Container());
@@ -355,8 +361,25 @@
garageContainer.destroy();
initGarage();
}
}
+function resetRaceState() {
+ playerSpeed = 0;
+ opponentSpeed = 0;
+ playerShiftedGears = 0;
+ opponentShiftedGears = 0;
+ playerRPM = 1000;
+ opponentRPM = 0;
+ playerFinished = false;
+ opponentFinished = false;
+ playerDistance = 0;
+ opponentDistance = 0;
+ raceStarted = false;
+ launchPhaseActive = false;
+ launchCountdown = 3;
+ reactionTime = 0;
+ launchQuality = 'poor';
+}
function startRace() {
garageContainer.destroy();
gameState = 'launch';
LK.playMusic('raceMusic', {
@@ -502,9 +525,11 @@
LK.getSound('shiftGear').play();
}
};
game.update = function () {
- if (!raceStarted) return;
+ if (!raceStarted) {
+ return;
+ }
if (!playerFinished) {
playerSpeed = Math.min(playerStats.hp * 3, playerSpeed + acceleration);
playerDistance += playerSpeed * 0.01;
if (playerDistance >= nextShiftDistance && playerDistance < raceDistance && shiftPromptText.text === '') {
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Build, Race, Upgrade" and with the description "A stylized drag racing game where players build and tune cars in a garage, compete in timed drag races against AI opponents, and reinvest winnings into performance upgrades. Progression spans beginner, intermediate, and advanced race tiers with increasingly difficult rivals and larger payouts. Clean modular systems enable easy balancing and future expansion.". No text on banner!