/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.y += self.speed; // Add slight rotation animation coinGraphics.rotation += 0.1; }; return self; }); var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.targetX = 0; self.moveSpeed = 12; self.update = function () { // Smooth movement towards target position var dx = self.targetX - self.x; if (Math.abs(dx) > 5) { self.x += dx * 0.15; } else { self.x = self.targetX; } }; return self; }); var RoadLane = Container.expand(function () { var self = Container.call(this); var laneGraphics = self.attachAsset('roadLane', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.y += self.speed; }; return self; }); var TrafficCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('trafficCar', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game variables var playerCar; var trafficCars = []; var coins = []; var roadLanes = []; var gameSpeed = 8; var speedIncreaseRate = 0.002; var trafficSpawnRate = 0.02; var coinSpawnRate = 0.01; var lanePositions = [512, 768, 1024, 1280, 1536]; // 5 lanes across the road var distance = 0; var coinCount = 0; var isDragging = false; // UI Elements var scoreText = new Text2('Distance: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreText); scoreText.x = 120; // Offset from top-left menu area var coinText = new Text2('Coins: 0', { size: 60, fill: 0xF1C40F }); coinText.anchor.set(1, 0); LK.gui.topRight.addChild(coinText); // Initialize player car playerCar = game.addChild(new PlayerCar()); playerCar.x = lanePositions[2]; // Start in middle lane playerCar.y = 2200; // Near bottom of screen // Create initial road lanes for visual effect function createRoadLane() { var lane = new RoadLane(); lane.x = 1024; // Center of screen lane.y = -100; roadLanes.push(lane); game.addChild(lane); } // Initialize some road lanes for (var i = 0; i < 20; i++) { createRoadLane(); roadLanes[i].y = i * 150 - 300; } // Spawn traffic car function spawnTrafficCar() { var car = new TrafficCar(); car.x = lanePositions[Math.floor(Math.random() * lanePositions.length)]; car.y = -100; car.speed = gameSpeed; trafficCars.push(car); game.addChild(car); } // Spawn coin function spawnCoin() { var coin = new Coin(); coin.x = lanePositions[Math.floor(Math.random() * lanePositions.length)]; coin.y = -100; coin.speed = gameSpeed; coins.push(coin); game.addChild(coin); } // Handle touch/mouse input game.down = function (x, y, obj) { isDragging = true; // Find closest lane to touch position var closestLane = 0; var minDistance = Math.abs(x - lanePositions[0]); for (var i = 1; i < lanePositions.length; i++) { var distance = Math.abs(x - lanePositions[i]); if (distance < minDistance) { minDistance = distance; closestLane = i; } } playerCar.targetX = lanePositions[closestLane]; }; game.move = function (x, y, obj) { if (isDragging) { // Find closest lane to drag position var closestLane = 0; var minDistance = Math.abs(x - lanePositions[0]); for (var i = 1; i < lanePositions.length; i++) { var distance = Math.abs(x - lanePositions[i]); if (distance < minDistance) { minDistance = distance; closestLane = i; } } playerCar.targetX = lanePositions[closestLane]; } }; game.up = function (x, y, obj) { isDragging = false; }; // Main game update loop game.update = function () { // Increase game speed over time gameSpeed += speedIncreaseRate; distance += gameSpeed / 10; // Update speed for all moving objects for (var i = 0; i < trafficCars.length; i++) { trafficCars[i].speed = gameSpeed; } for (var i = 0; i < coins.length; i++) { coins[i].speed = gameSpeed; } for (var i = 0; i < roadLanes.length; i++) { roadLanes[i].speed = gameSpeed; } // Spawn traffic cars if (Math.random() < trafficSpawnRate + distance * 0.000005) { spawnTrafficCar(); } // Spawn coins if (Math.random() < coinSpawnRate) { spawnCoin(); } // Spawn road lanes if (LK.ticks % 20 === 0) { createRoadLane(); } // Clean up and check collisions for traffic cars for (var i = trafficCars.length - 1; i >= 0; i--) { var car = trafficCars[i]; // Remove cars that are off screen if (car.y > 2800) { car.destroy(); trafficCars.splice(i, 1); continue; } // Check collision with player if (car.intersects(playerCar)) { LK.getSound('carCrash').play(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Clean up and check collection for coins for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; // Remove coins that are off screen if (coin.y > 2800) { coin.destroy(); coins.splice(i, 1); continue; } // Check collection by player if (coin.intersects(playerCar)) { LK.getSound('coinCollect').play(); coinCount++; LK.setScore(Math.floor(distance) + coinCount * 10); coin.destroy(); coins.splice(i, 1); // Add tween effect for coin collection tween(playerCar, { scaleX: 1.2, scaleY: 1.2 }, { duration: 100, onFinish: function onFinish() { tween(playerCar, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); } } // Clean up road lanes for (var i = roadLanes.length - 1; i >= 0; i--) { var lane = roadLanes[i]; if (lane.y > 2800) { lane.destroy(); roadLanes.splice(i, 1); } } // Update UI scoreText.setText('Distance: ' + Math.floor(distance)); coinText.setText('Coins: ' + coinCount); // Update total score LK.setScore(Math.floor(distance) + coinCount * 10); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
// Add slight rotation animation
coinGraphics.rotation += 0.1;
};
return self;
});
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = 0;
self.moveSpeed = 12;
self.update = function () {
// Smooth movement towards target position
var dx = self.targetX - self.x;
if (Math.abs(dx) > 5) {
self.x += dx * 0.15;
} else {
self.x = self.targetX;
}
};
return self;
});
var RoadLane = Container.expand(function () {
var self = Container.call(this);
var laneGraphics = self.attachAsset('roadLane', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var TrafficCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('trafficCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Game variables
var playerCar;
var trafficCars = [];
var coins = [];
var roadLanes = [];
var gameSpeed = 8;
var speedIncreaseRate = 0.002;
var trafficSpawnRate = 0.02;
var coinSpawnRate = 0.01;
var lanePositions = [512, 768, 1024, 1280, 1536]; // 5 lanes across the road
var distance = 0;
var coinCount = 0;
var isDragging = false;
// UI Elements
var scoreText = new Text2('Distance: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
LK.gui.topLeft.addChild(scoreText);
scoreText.x = 120; // Offset from top-left menu area
var coinText = new Text2('Coins: 0', {
size: 60,
fill: 0xF1C40F
});
coinText.anchor.set(1, 0);
LK.gui.topRight.addChild(coinText);
// Initialize player car
playerCar = game.addChild(new PlayerCar());
playerCar.x = lanePositions[2]; // Start in middle lane
playerCar.y = 2200; // Near bottom of screen
// Create initial road lanes for visual effect
function createRoadLane() {
var lane = new RoadLane();
lane.x = 1024; // Center of screen
lane.y = -100;
roadLanes.push(lane);
game.addChild(lane);
}
// Initialize some road lanes
for (var i = 0; i < 20; i++) {
createRoadLane();
roadLanes[i].y = i * 150 - 300;
}
// Spawn traffic car
function spawnTrafficCar() {
var car = new TrafficCar();
car.x = lanePositions[Math.floor(Math.random() * lanePositions.length)];
car.y = -100;
car.speed = gameSpeed;
trafficCars.push(car);
game.addChild(car);
}
// Spawn coin
function spawnCoin() {
var coin = new Coin();
coin.x = lanePositions[Math.floor(Math.random() * lanePositions.length)];
coin.y = -100;
coin.speed = gameSpeed;
coins.push(coin);
game.addChild(coin);
}
// Handle touch/mouse input
game.down = function (x, y, obj) {
isDragging = true;
// Find closest lane to touch position
var closestLane = 0;
var minDistance = Math.abs(x - lanePositions[0]);
for (var i = 1; i < lanePositions.length; i++) {
var distance = Math.abs(x - lanePositions[i]);
if (distance < minDistance) {
minDistance = distance;
closestLane = i;
}
}
playerCar.targetX = lanePositions[closestLane];
};
game.move = function (x, y, obj) {
if (isDragging) {
// Find closest lane to drag position
var closestLane = 0;
var minDistance = Math.abs(x - lanePositions[0]);
for (var i = 1; i < lanePositions.length; i++) {
var distance = Math.abs(x - lanePositions[i]);
if (distance < minDistance) {
minDistance = distance;
closestLane = i;
}
}
playerCar.targetX = lanePositions[closestLane];
}
};
game.up = function (x, y, obj) {
isDragging = false;
};
// Main game update loop
game.update = function () {
// Increase game speed over time
gameSpeed += speedIncreaseRate;
distance += gameSpeed / 10;
// Update speed for all moving objects
for (var i = 0; i < trafficCars.length; i++) {
trafficCars[i].speed = gameSpeed;
}
for (var i = 0; i < coins.length; i++) {
coins[i].speed = gameSpeed;
}
for (var i = 0; i < roadLanes.length; i++) {
roadLanes[i].speed = gameSpeed;
}
// Spawn traffic cars
if (Math.random() < trafficSpawnRate + distance * 0.000005) {
spawnTrafficCar();
}
// Spawn coins
if (Math.random() < coinSpawnRate) {
spawnCoin();
}
// Spawn road lanes
if (LK.ticks % 20 === 0) {
createRoadLane();
}
// Clean up and check collisions for traffic cars
for (var i = trafficCars.length - 1; i >= 0; i--) {
var car = trafficCars[i];
// Remove cars that are off screen
if (car.y > 2800) {
car.destroy();
trafficCars.splice(i, 1);
continue;
}
// Check collision with player
if (car.intersects(playerCar)) {
LK.getSound('carCrash').play();
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Clean up and check collection for coins
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
// Remove coins that are off screen
if (coin.y > 2800) {
coin.destroy();
coins.splice(i, 1);
continue;
}
// Check collection by player
if (coin.intersects(playerCar)) {
LK.getSound('coinCollect').play();
coinCount++;
LK.setScore(Math.floor(distance) + coinCount * 10);
coin.destroy();
coins.splice(i, 1);
// Add tween effect for coin collection
tween(playerCar, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
onFinish: function onFinish() {
tween(playerCar, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
}
}
// Clean up road lanes
for (var i = roadLanes.length - 1; i >= 0; i--) {
var lane = roadLanes[i];
if (lane.y > 2800) {
lane.destroy();
roadLanes.splice(i, 1);
}
}
// Update UI
scoreText.setText('Distance: ' + Math.floor(distance));
coinText.setText('Coins: ' + coinCount);
// Update total score
LK.setScore(Math.floor(distance) + coinCount * 10);
};