User prompt
Polis arabasını ekle
User prompt
Altintoplama sesini ekle coinsound topladigimsa bu sesi çal
User prompt
Kat ettigim yolu gösteren yazıyı sayfanın en üstüne koy
User prompt
Nitroyu aldığımda sound çalsın ekledim
User prompt
Eklediğimiz distancetextin pozisyonunu sayfanın üstüne yerleştir
User prompt
Ekleyelim
User prompt
Nitroyu aldığımda araba hızlanıyor ama çok hızlanıyor biraz düşür hızı
User prompt
Nitroyu aldığımda araç 4 saniye hizlansin
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'width')' in or related to this line: 'nitroIcon.x = LK.gui.width / 2 + scoreTxt.width / 2 + 350;' Line Number: 258
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'width')' in or related to this line: 'nitroIcon.x = LK.gui.width / 2 + scoreTxt.width / 2 + 350;' Line Number: 251
User prompt
Nitroyu oyuna ekle nitro
User prompt
Nitro assetsini oyuna ekle
User prompt
Coin sayacinin yanına kaç canım kaldigini oraya yerleştir pozsiyonu
User prompt
Gözükmüyor
User prompt
Kaç canım kaldı gösterir misin
User prompt
Kalan haklarımı gösteren bir image ekle
User prompt
Carptigimda oyun bitmesin 3 hak ver bana
User prompt
Damage sesi çalmıyor
User prompt
Add damage sound assets
User prompt
Sanırım capritigimsa bir yere oyun bitrigi için damage sesi çalmıyor ne yapmalıyız
User prompt
Damage sesi çalmıyor
User prompt
Damage sesi çalmıyor
User prompt
Ses çalmadı damage sesini ekle
User prompt
Damage sesini ekle araba çarptığında bariyere v.s bu sesi çal
User prompt
Arka plan sesi music ekle
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Boost class var Boost = Container.expand(function () { var self = Container.call(this); var boostAsset = self.attachAsset('boost', { anchorX: 0.5, anchorY: 0.5 }); self.width = boostAsset.width; self.height = boostAsset.height; self.update = function () { self.y += roadSpeed; }; return self; }); // Car class var Car = Container.expand(function () { var self = Container.call(this); var carAsset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); // For collision, use the container itself self.width = carAsset.width; self.height = carAsset.height; // Car speed (pixels per tick) self.speed = 10; // Lateral speed (for smooth steering) self.lateralSpeed = 0; // Max lateral speed self.maxLateralSpeed = 32; // Steering target (x position) self.targetX = self.x; // Update method self.update = function () { // Smoothly move towards targetX var dx = self.targetX - self.x; if (Math.abs(dx) > 2) { self.lateralSpeed = Math.max(-self.maxLateralSpeed, Math.min(self.maxLateralSpeed, dx * 0.25)); self.x += self.lateralSpeed; } else { self.lateralSpeed = 0; self.x = self.targetX; } }; return self; }); // Lane marker class var Lane = Container.expand(function () { var self = Container.call(this); var laneAsset = self.attachAsset('lane', { anchorX: 0.5, anchorY: 0.5 }); self.width = laneAsset.width; self.height = laneAsset.height; self.update = function () { self.y += roadSpeed; }; return self; }); // Obstacle class (default car) var Obstacle = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.width = obsAsset.width; self.height = obsAsset.height; // Update method: move down by road speed self.update = function () { // Track lastY for scoring if (self.lastY === undefined) self.lastY = self.y; self.y += roadSpeed; // No score for passing obstacles; scoring is handled by collecting boosts. self.lastY = self.y; }; return self; }); // Motorcycle obstacle var ObstacleMotorcycle = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle_motorcycle', { anchorX: 0.5, anchorY: 0.5 }); self.width = obsAsset.width; self.height = obsAsset.height; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += roadSpeed; self.lastY = self.y; }; return self; }); // Sports car obstacle var ObstacleSportsCar = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle_sportscar', { anchorX: 0.5, anchorY: 0.5 }); self.width = obsAsset.width; self.height = obsAsset.height; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += roadSpeed; self.lastY = self.y; }; return self; }); // Truck obstacle var ObstacleTruck = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle_truck', { anchorX: 0.5, anchorY: 0.5 }); self.width = obsAsset.width; self.height = obsAsset.height; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += roadSpeed; self.lastY = self.y; }; return self; }); // Van obstacle var ObstacleVan = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle_van', { anchorX: 0.5, anchorY: 0.5 }); self.width = obsAsset.width; self.height = obsAsset.height; self.update = function () { if (self.lastY === undefined) self.lastY = self.y; self.y += roadSpeed; self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Lane marker // Road // Speed boost // Obstacle // Car (player) // Play start sound at the very beginning of the game LK.getSound('Arabasssw').play(); LK.playMusic('Music'); // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var ROAD_WIDTH = 900; var ROAD_X = (GAME_WIDTH - ROAD_WIDTH) / 2; var ROAD_Y = 0; var LANE_COUNT = 3; var LANE_WIDTH = ROAD_WIDTH / LANE_COUNT; var CAR_START_X = GAME_WIDTH / 2; var CAR_START_Y = GAME_HEIGHT - 500; var OBSTACLE_MIN_GAP = 600; var OBSTACLE_MAX_GAP = 1100; var BOOST_CHANCE = 0.25; // 25% chance to spawn a boost with an obstacle // Road speed (pixels per tick) var roadSpeed = 10; var roadSpeedBase = 10; var roadSpeedBoosted = 24; var boostDuration = 90; // ticks (1.5 seconds) var boostTicks = 0; // Score var score = 0; // Arrays for game objects var obstacles = []; var boosts = []; var lanes = []; // Road background var road = LK.getAsset('road', { anchorX: 0, anchorY: 0, x: ROAD_X, y: ROAD_Y }); game.addChild(road); // Lane markers function spawnLaneMarkers() { // Remove old lanes for (var i = 0; i < lanes.length; i++) { lanes[i].destroy(); } lanes = []; // For each lane (except the leftmost), draw a marker for (var l = 1; l < LANE_COUNT; l++) { for (var y = -200; y < GAME_HEIGHT + 200; y += 400) { var lane = new Lane(); lane.x = ROAD_X + l * LANE_WIDTH; lane.y = y; lanes.push(lane); game.addChild(lane); } } } spawnLaneMarkers(); // Car (player) var car = new Car(); car.x = CAR_START_X; car.y = CAR_START_Y; car.targetX = car.x; game.addChild(car); // Score text var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Helper: get lane center x function getLaneCenter(laneIdx) { return ROAD_X + LANE_WIDTH * (laneIdx + 0.5); } // Helper: spawn an obstacle (and maybe a boost) function spawnObstacle() { // Random lane var laneIdx = Math.floor(Math.random() * LANE_COUNT); // Randomly select one of five obstacle types var type = Math.floor(Math.random() * 5); var obs; if (type === 0) { obs = new Obstacle(); // default car } else if (type === 1) { obs = new ObstacleTruck(); } else if (type === 2) { obs = new ObstacleMotorcycle(); } else if (type === 3) { obs = new ObstacleSportsCar(); } else { obs = new ObstacleVan(); } obs.x = getLaneCenter(laneIdx); obs.y = -obs.height / 2; obstacles.push(obs); game.addChild(obs); // Maybe spawn a boost in a different lane if (Math.random() < BOOST_CHANCE) { var boostLane = laneIdx; // Try to pick a different lane if (LANE_COUNT > 1) { while (boostLane === laneIdx) { boostLane = Math.floor(Math.random() * LANE_COUNT); } } var boost = new Boost(); boost.x = getLaneCenter(boostLane); boost.y = obs.y; boosts.push(boost); game.addChild(boost); } } // Helper: spawn lane markers as they scroll function updateLaneMarkers() { for (var i = lanes.length - 1; i >= 0; i--) { var lane = lanes[i]; lane.update(); if (lane.y > GAME_HEIGHT + 200) { // Recycle to top lane.y -= GAME_HEIGHT + 400; } } } // Dragging var dragging = false; var dragOffsetX = 0; // Touch/mouse controls game.down = function (x, y, obj) { // Only allow drag if touch is on car or on road if (x > ROAD_X && x < ROAD_X + ROAD_WIDTH && y > 0 && y < GAME_HEIGHT) { dragging = true; dragOffsetX = x - car.x; // Set targetX immediately car.targetX = Math.max(ROAD_X + car.width / 2, Math.min(ROAD_X + ROAD_WIDTH - car.width / 2, x - dragOffsetX)); } }; game.up = function (x, y, obj) { dragging = false; }; game.move = function (x, y, obj) { if (dragging) { // Clamp to road var tx = Math.max(ROAD_X + car.width / 2, Math.min(ROAD_X + ROAD_WIDTH - car.width / 2, x - dragOffsetX)); car.targetX = tx; } }; // Game update var lastObstacleY = -OBSTACLE_MIN_GAP; game.update = function () { // Update car car.update(); // Update lane markers updateLaneMarkers(); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.y - obs.height / 2 > GAME_HEIGHT + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with car if (car.intersects(obs)) { // Flash screen red, game over LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } // Update boosts for (var i = boosts.length - 1; i >= 0; i--) { var boost = boosts[i]; boost.update(); // Remove if off screen if (boost.y - boost.height / 2 > GAME_HEIGHT + 100) { boost.destroy(); boosts.splice(i, 1); continue; } // Collect boost if (car.intersects(boost)) { boost.destroy(); boosts.splice(i, 1); // Add score for collecting boost score += 100; scoreTxt.setText(score); // Flash car yellow LK.effects.flashObject(car, 0xffeb3b, 400); } } // Handle boost timer if (boostTicks > 0) { boostTicks--; if (boostTicks === 0) { roadSpeed = roadSpeedBase; } } // Spawn new obstacles if (obstacles.length === 0 || obstacles[obstacles.length - 1].y > OBSTACLE_MIN_GAP + Math.random() * (OBSTACLE_MAX_GAP - OBSTACLE_MIN_GAP)) { spawnObstacle(); } // Score is only updated by collecting boosts. // Check if car is off the road if (car.x - car.width / 2 < ROAD_X || car.x + car.width / 2 > ROAD_X + ROAD_WIDTH) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } }; // Reset game state on new game LK.on('gameStart', function () { // Play start sound LK.getSound('Arabasssw').play(); LK.playMusic('Music'); // Remove all obstacles and boosts for (var i = 0; i < obstacles.length; i++) obstacles[i].destroy(); for (var i = 0; i < boosts.length; i++) boosts[i].destroy(); obstacles = []; boosts = []; // Reset car position car.x = CAR_START_X; car.y = CAR_START_Y; car.targetX = car.x; // Reset score and speed score = 0; scoreTxt.setText(score); roadSpeed = roadSpeedBase; boostTicks = 0; // Reset lane markers spawnLaneMarkers(); });
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Boost class
var Boost = Container.expand(function () {
var self = Container.call(this);
var boostAsset = self.attachAsset('boost', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = boostAsset.width;
self.height = boostAsset.height;
self.update = function () {
self.y += roadSpeed;
};
return self;
});
// Car class
var Car = Container.expand(function () {
var self = Container.call(this);
var carAsset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
// For collision, use the container itself
self.width = carAsset.width;
self.height = carAsset.height;
// Car speed (pixels per tick)
self.speed = 10;
// Lateral speed (for smooth steering)
self.lateralSpeed = 0;
// Max lateral speed
self.maxLateralSpeed = 32;
// Steering target (x position)
self.targetX = self.x;
// Update method
self.update = function () {
// Smoothly move towards targetX
var dx = self.targetX - self.x;
if (Math.abs(dx) > 2) {
self.lateralSpeed = Math.max(-self.maxLateralSpeed, Math.min(self.maxLateralSpeed, dx * 0.25));
self.x += self.lateralSpeed;
} else {
self.lateralSpeed = 0;
self.x = self.targetX;
}
};
return self;
});
// Lane marker class
var Lane = Container.expand(function () {
var self = Container.call(this);
var laneAsset = self.attachAsset('lane', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = laneAsset.width;
self.height = laneAsset.height;
self.update = function () {
self.y += roadSpeed;
};
return self;
});
// Obstacle class (default car)
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obsAsset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obsAsset.width;
self.height = obsAsset.height;
// Update method: move down by road speed
self.update = function () {
// Track lastY for scoring
if (self.lastY === undefined) self.lastY = self.y;
self.y += roadSpeed;
// No score for passing obstacles; scoring is handled by collecting boosts.
self.lastY = self.y;
};
return self;
});
// Motorcycle obstacle
var ObstacleMotorcycle = Container.expand(function () {
var self = Container.call(this);
var obsAsset = self.attachAsset('obstacle_motorcycle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obsAsset.width;
self.height = obsAsset.height;
self.update = function () {
if (self.lastY === undefined) self.lastY = self.y;
self.y += roadSpeed;
self.lastY = self.y;
};
return self;
});
// Sports car obstacle
var ObstacleSportsCar = Container.expand(function () {
var self = Container.call(this);
var obsAsset = self.attachAsset('obstacle_sportscar', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obsAsset.width;
self.height = obsAsset.height;
self.update = function () {
if (self.lastY === undefined) self.lastY = self.y;
self.y += roadSpeed;
self.lastY = self.y;
};
return self;
});
// Truck obstacle
var ObstacleTruck = Container.expand(function () {
var self = Container.call(this);
var obsAsset = self.attachAsset('obstacle_truck', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obsAsset.width;
self.height = obsAsset.height;
self.update = function () {
if (self.lastY === undefined) self.lastY = self.y;
self.y += roadSpeed;
self.lastY = self.y;
};
return self;
});
// Van obstacle
var ObstacleVan = Container.expand(function () {
var self = Container.call(this);
var obsAsset = self.attachAsset('obstacle_van', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obsAsset.width;
self.height = obsAsset.height;
self.update = function () {
if (self.lastY === undefined) self.lastY = self.y;
self.y += roadSpeed;
self.lastY = self.y;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Lane marker
// Road
// Speed boost
// Obstacle
// Car (player)
// Play start sound at the very beginning of the game
LK.getSound('Arabasssw').play();
LK.playMusic('Music');
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var ROAD_WIDTH = 900;
var ROAD_X = (GAME_WIDTH - ROAD_WIDTH) / 2;
var ROAD_Y = 0;
var LANE_COUNT = 3;
var LANE_WIDTH = ROAD_WIDTH / LANE_COUNT;
var CAR_START_X = GAME_WIDTH / 2;
var CAR_START_Y = GAME_HEIGHT - 500;
var OBSTACLE_MIN_GAP = 600;
var OBSTACLE_MAX_GAP = 1100;
var BOOST_CHANCE = 0.25; // 25% chance to spawn a boost with an obstacle
// Road speed (pixels per tick)
var roadSpeed = 10;
var roadSpeedBase = 10;
var roadSpeedBoosted = 24;
var boostDuration = 90; // ticks (1.5 seconds)
var boostTicks = 0;
// Score
var score = 0;
// Arrays for game objects
var obstacles = [];
var boosts = [];
var lanes = [];
// Road background
var road = LK.getAsset('road', {
anchorX: 0,
anchorY: 0,
x: ROAD_X,
y: ROAD_Y
});
game.addChild(road);
// Lane markers
function spawnLaneMarkers() {
// Remove old lanes
for (var i = 0; i < lanes.length; i++) {
lanes[i].destroy();
}
lanes = [];
// For each lane (except the leftmost), draw a marker
for (var l = 1; l < LANE_COUNT; l++) {
for (var y = -200; y < GAME_HEIGHT + 200; y += 400) {
var lane = new Lane();
lane.x = ROAD_X + l * LANE_WIDTH;
lane.y = y;
lanes.push(lane);
game.addChild(lane);
}
}
}
spawnLaneMarkers();
// Car (player)
var car = new Car();
car.x = CAR_START_X;
car.y = CAR_START_Y;
car.targetX = car.x;
game.addChild(car);
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Helper: get lane center x
function getLaneCenter(laneIdx) {
return ROAD_X + LANE_WIDTH * (laneIdx + 0.5);
}
// Helper: spawn an obstacle (and maybe a boost)
function spawnObstacle() {
// Random lane
var laneIdx = Math.floor(Math.random() * LANE_COUNT);
// Randomly select one of five obstacle types
var type = Math.floor(Math.random() * 5);
var obs;
if (type === 0) {
obs = new Obstacle(); // default car
} else if (type === 1) {
obs = new ObstacleTruck();
} else if (type === 2) {
obs = new ObstacleMotorcycle();
} else if (type === 3) {
obs = new ObstacleSportsCar();
} else {
obs = new ObstacleVan();
}
obs.x = getLaneCenter(laneIdx);
obs.y = -obs.height / 2;
obstacles.push(obs);
game.addChild(obs);
// Maybe spawn a boost in a different lane
if (Math.random() < BOOST_CHANCE) {
var boostLane = laneIdx;
// Try to pick a different lane
if (LANE_COUNT > 1) {
while (boostLane === laneIdx) {
boostLane = Math.floor(Math.random() * LANE_COUNT);
}
}
var boost = new Boost();
boost.x = getLaneCenter(boostLane);
boost.y = obs.y;
boosts.push(boost);
game.addChild(boost);
}
}
// Helper: spawn lane markers as they scroll
function updateLaneMarkers() {
for (var i = lanes.length - 1; i >= 0; i--) {
var lane = lanes[i];
lane.update();
if (lane.y > GAME_HEIGHT + 200) {
// Recycle to top
lane.y -= GAME_HEIGHT + 400;
}
}
}
// Dragging
var dragging = false;
var dragOffsetX = 0;
// Touch/mouse controls
game.down = function (x, y, obj) {
// Only allow drag if touch is on car or on road
if (x > ROAD_X && x < ROAD_X + ROAD_WIDTH && y > 0 && y < GAME_HEIGHT) {
dragging = true;
dragOffsetX = x - car.x;
// Set targetX immediately
car.targetX = Math.max(ROAD_X + car.width / 2, Math.min(ROAD_X + ROAD_WIDTH - car.width / 2, x - dragOffsetX));
}
};
game.up = function (x, y, obj) {
dragging = false;
};
game.move = function (x, y, obj) {
if (dragging) {
// Clamp to road
var tx = Math.max(ROAD_X + car.width / 2, Math.min(ROAD_X + ROAD_WIDTH - car.width / 2, x - dragOffsetX));
car.targetX = tx;
}
};
// Game update
var lastObstacleY = -OBSTACLE_MIN_GAP;
game.update = function () {
// Update car
car.update();
// Update lane markers
updateLaneMarkers();
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.update();
// Remove if off screen
if (obs.y - obs.height / 2 > GAME_HEIGHT + 100) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision with car
if (car.intersects(obs)) {
// Flash screen red, game over
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
return;
}
}
// Update boosts
for (var i = boosts.length - 1; i >= 0; i--) {
var boost = boosts[i];
boost.update();
// Remove if off screen
if (boost.y - boost.height / 2 > GAME_HEIGHT + 100) {
boost.destroy();
boosts.splice(i, 1);
continue;
}
// Collect boost
if (car.intersects(boost)) {
boost.destroy();
boosts.splice(i, 1);
// Add score for collecting boost
score += 100;
scoreTxt.setText(score);
// Flash car yellow
LK.effects.flashObject(car, 0xffeb3b, 400);
}
}
// Handle boost timer
if (boostTicks > 0) {
boostTicks--;
if (boostTicks === 0) {
roadSpeed = roadSpeedBase;
}
}
// Spawn new obstacles
if (obstacles.length === 0 || obstacles[obstacles.length - 1].y > OBSTACLE_MIN_GAP + Math.random() * (OBSTACLE_MAX_GAP - OBSTACLE_MIN_GAP)) {
spawnObstacle();
}
// Score is only updated by collecting boosts.
// Check if car is off the road
if (car.x - car.width / 2 < ROAD_X || car.x + car.width / 2 > ROAD_X + ROAD_WIDTH) {
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
return;
}
};
// Reset game state on new game
LK.on('gameStart', function () {
// Play start sound
LK.getSound('Arabasssw').play();
LK.playMusic('Music');
// Remove all obstacles and boosts
for (var i = 0; i < obstacles.length; i++) obstacles[i].destroy();
for (var i = 0; i < boosts.length; i++) boosts[i].destroy();
obstacles = [];
boosts = [];
// Reset car position
car.x = CAR_START_X;
car.y = CAR_START_Y;
car.targetX = car.x;
// Reset score and speed
score = 0;
scoreTxt.setText(score);
roadSpeed = roadSpeedBase;
boostTicks = 0;
// Reset lane markers
spawnLaneMarkers();
});