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User prompt
Parking Maze Challenge
Initial prompt
I want a game with cars and to park this car but it also has obstacles other cars to be able to pass the level You will have to avoid these obstacles without crashing into others and this has 50 levels
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentLevel: 1, highestLevel: 1 }); /**** * Classes ****/ var Car = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.maxSpeed = 5; self.rotationSpeed = 0; self.maxRotationSpeed = 0.05; self.friction = 0.95; self.collided = false; self.accelerate = function (amount) { self.speed += amount; if (self.speed > self.maxSpeed) { self.speed = self.maxSpeed; } if (self.speed < -self.maxSpeed) { self.speed = -self.maxSpeed; } }; self.rotate = function (amount) { self.rotationSpeed += amount; if (self.rotationSpeed > self.maxRotationSpeed) { self.rotationSpeed = self.maxRotationSpeed; } if (self.rotationSpeed < -self.maxRotationSpeed) { self.rotationSpeed = -self.maxRotationSpeed; } }; self.update = function () { if (self.collided) { return; } // Apply rotation self.rotation += self.rotationSpeed; self.rotationSpeed *= self.friction; // Apply movement in direction of rotation var dx = Math.sin(self.rotation) * self.speed; var dy = -Math.cos(self.rotation) * self.speed; self.x += dx; self.y += dy; // Apply friction self.speed *= self.friction; // Keep car within bounds if (self.x < 100) { self.x = 100; } if (self.x > 2048 - 100) { self.x = 2048 - 100; } if (self.y < 100) { self.y = 100; } if (self.y > 2732 - 100) { self.y = 2732 - 100; } }; self.checkCollision = function (object) { return self.intersects(object); }; self.handleCollision = function () { if (!self.collided) { self.collided = true; LK.getSound('crash').play(); LK.effects.flashObject(self, 0xff0000, 500); tween(self, { alpha: 0.5 }, { duration: 300 }); // Reset player after a delay LK.setTimeout(function () { self.resetPosition(); }, 1000); } }; self.resetPosition = function () { self.x = currentLevel.playerStartX; self.y = currentLevel.playerStartY; self.rotation = currentLevel.playerStartRotation || 0; self.speed = 0; self.rotationSpeed = 0; self.collided = false; tween(self, { alpha: 1 }, { duration: 300 }); }; return self; }); var MovingObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('movingObstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.direction = { x: 1, y: 0 }; self.waypoints = []; self.currentWaypoint = 0; self.setWaypoints = function (points) { self.waypoints = points; if (self.waypoints.length > 0) { self.x = self.waypoints[0].x; self.y = self.waypoints[0].y; } }; self.update = function () { if (self.waypoints.length < 2) { return; } var target = self.waypoints[self.currentWaypoint]; var dx = target.x - self.x; var dy = target.y - self.y; var distToTarget = Math.sqrt(dx * dx + dy * dy); if (distToTarget < self.speed) { // Reached waypoint, move to next self.currentWaypoint = (self.currentWaypoint + 1) % self.waypoints.length; } else { // Move towards waypoint self.x += dx / distToTarget * self.speed; self.y += dy / distToTarget * self.speed; } }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var ParkingSpot = Container.expand(function () { var self = Container.call(this); var spotGraphics = self.attachAsset('parkingSpot', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); self.isOccupied = false; self.blinkInterval = null; self.highlight = function () { if (self.blinkInterval) { LK.clearInterval(self.blinkInterval); } var blinkState = false; self.blinkInterval = LK.setInterval(function () { spotGraphics.alpha = blinkState ? 0.7 : 0.3; blinkState = !blinkState; }, 300); }; self.stopHighlight = function () { if (self.blinkInterval) { LK.clearInterval(self.blinkInterval); self.blinkInterval = null; } spotGraphics.alpha = 0.5; }; self.checkParking = function (car) { if (!car.collided && self.intersects(car)) { // Check if car is mostly within the parking spot and has a similar rotation var dx = Math.abs(car.x - self.x); var dy = Math.abs(car.y - self.y); var angleDiff = Math.abs((car.rotation % (Math.PI * 2) + Math.PI * 2) % (Math.PI * 2) - (self.rotation % (Math.PI * 2) + Math.PI * 2) % (Math.PI * 2)); if (angleDiff > Math.PI) { angleDiff = Math.PI * 2 - angleDiff; } if (dx < 30 && dy < 30 && angleDiff < 0.3) { self.isOccupied = true; return true; } } return false; }; 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; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Game variables var car; var parkingSpot; var obstacles = []; var walls = []; var movingObstacles = []; var currentLevel = { num: 1 }; var isLevelComplete = false; var isGameOver = false; var touchControls = { active: false, startX: 0, startY: 0 }; // Load the current level from storage var loadedLevel = storage.currentLevel || 1; var highestLevel = storage.highestLevel || 1; // Setup UI elements var levelText = new Text2('Level ' + loadedLevel, { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); var instructionText = new Text2('Park in the green spot!', { size: 50, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0); instructionText.y = 100; LK.gui.top.addChild(instructionText); // Control UI var leftBtn = LK.getAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, x: 150, y: 2732 - 150, tint: 0x0088ff, alpha: 0.7 }); var rightBtn = LK.getAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 2732 - 150, tint: 0x0088ff, alpha: 0.7 }); var upBtn = LK.getAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 150, y: 2732 - 300, tint: 0x0088ff, alpha: 0.7 }); var downBtn = LK.getAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 150, y: 2732 - 150, tint: 0x0088ff, alpha: 0.7 }); game.addChild(leftBtn); game.addChild(rightBtn); game.addChild(upBtn); game.addChild(downBtn); // Define key press states var keyState = { up: false, down: false, left: false, right: false }; // Level definitions function defineLevel(levelNum) { var level = { num: levelNum, playerStartX: 1024, playerStartY: 2200, playerStartRotation: 0, parkingSpotX: 1024, parkingSpotY: 500, parkingSpotRotation: Math.PI, obstacles: [], walls: [], movingObstacles: [] }; // Add level-specific configurations switch (levelNum) { case 1: // Simple first level - just park instructionText.setText('Park in the green spot!'); break; case 2: // Add some static obstacles level.obstacles = [{ x: 1024, y: 1200, width: 300, height: 100 }]; break; case 3: // Moving obstacle level.movingObstacles = [{ x: 1024, y: 1500, waypoints: [{ x: 700, y: 1500 }, { x: 1350, y: 1500 }] }]; break; case 4: // More complex layout level.obstacles = [{ x: 800, y: 1200, width: 100, height: 400 }, { x: 1250, y: 1500, width: 100, height: 400 }]; level.parkingSpotX = 800; break; case 5: // Maze-like level level.walls = [{ x: 600, y: 1300, rotation: 0 }, { x: 800, y: 1000, rotation: Math.PI / 2 }, { x: 1200, y: 1000, rotation: Math.PI / 2 }, { x: 1400, y: 1300, rotation: 0 }, { x: 1000, y: 1700, rotation: Math.PI / 2 }]; break; default: // For levels beyond 5, generate procedurally more complex layouts var obstacleCount = Math.min(10, Math.floor(levelNum / 2) + 2); for (var i = 0; i < obstacleCount; i++) { var x = 300 + Math.random() * (2048 - 600); var y = 300 + Math.random() * (2732 - 1000); // Don't place obstacles near the start or parking spot if (distance(x, y, level.playerStartX, level.playerStartY) > 300 && distance(x, y, level.parkingSpotX, level.parkingSpotY) > 300) { level.obstacles.push({ x: x, y: y, width: 100, height: 100 }); } } // Add some moving obstacles for higher levels if (levelNum > 7) { var movingCount = Math.min(3, Math.floor((levelNum - 7) / 5) + 1); for (var j = 0; j < movingCount; j++) { var startX = 300 + Math.random() * (2048 - 600); var startY = 300 + Math.random() * (2732 - 1000); var endX = 300 + Math.random() * (2048 - 600); var endY = 300 + Math.random() * (2732 - 1000); level.movingObstacles.push({ x: startX, y: startY, waypoints: [{ x: startX, y: startY }, { x: endX, y: endY }] }); } } instructionText.setText('Level ' + levelNum + ': Navigate the maze!'); } return level; } function distance(x1, y1, x2, y2) { var dx = x2 - x1; var dy = y2 - y1; return Math.sqrt(dx * dx + dy * dy); } function loadLevel(levelNum) { // Clear previous level objects clearLevel(); // Get level definition currentLevel = defineLevel(levelNum); // Update level text levelText.setText('Level ' + levelNum); // Create car car = new Car(); car.x = currentLevel.playerStartX; car.y = currentLevel.playerStartY; car.rotation = currentLevel.playerStartRotation; game.addChild(car); // Create parking spot parkingSpot = new ParkingSpot(); parkingSpot.x = currentLevel.parkingSpotX; parkingSpot.y = currentLevel.parkingSpotY; parkingSpot.rotation = currentLevel.parkingSpotRotation || 0; game.addChild(parkingSpot); parkingSpot.highlight(); // Create obstacles if (currentLevel.obstacles) { for (var i = 0; i < currentLevel.obstacles.length; i++) { var obsData = currentLevel.obstacles[i]; var obstacle = new Obstacle(); obstacle.x = obsData.x; obstacle.y = obsData.y; if (obsData.width && obsData.height) { obstacle.scale.x = obsData.width / 100; obstacle.scale.y = obsData.height / 100; } game.addChild(obstacle); obstacles.push(obstacle); } } // Create walls if (currentLevel.walls) { for (var j = 0; j < currentLevel.walls.length; j++) { var wallData = currentLevel.walls[j]; var wall = new Wall(); wall.x = wallData.x; wall.y = wallData.y; wall.rotation = wallData.rotation || 0; game.addChild(wall); walls.push(wall); } } // Create moving obstacles if (currentLevel.movingObstacles) { for (var k = 0; k < currentLevel.movingObstacles.length; k++) { var mobData = currentLevel.movingObstacles[k]; var movingObstacle = new MovingObstacle(); movingObstacle.x = mobData.x; movingObstacle.y = mobData.y; if (mobData.waypoints) { movingObstacle.setWaypoints(mobData.waypoints); } game.addChild(movingObstacle); movingObstacles.push(movingObstacle); } } // Reset game state isLevelComplete = false; isGameOver = false; // Play background music LK.playMusic('bgmusic'); } function clearLevel() { // Remove car if (car) { car.destroy(); car = null; } // Remove parking spot if (parkingSpot) { parkingSpot.stopHighlight(); parkingSpot.destroy(); parkingSpot = null; } // Remove obstacles for (var i = 0; i < obstacles.length; i++) { obstacles[i].destroy(); } obstacles = []; // Remove walls for (var j = 0; j < walls.length; j++) { walls[j].destroy(); } walls = []; // Remove moving obstacles for (var k = 0; k < movingObstacles.length; k++) { movingObstacles[k].destroy(); } movingObstacles = []; } function completeLevel() { if (!isLevelComplete) { isLevelComplete = true; // Play success sound LK.getSound('success').play(); // Flash screen green LK.effects.flashScreen(0x00ff00, 500); // Update progress if (currentLevel.num >= highestLevel) { highestLevel = currentLevel.num + 1; storage.highestLevel = highestLevel; } // Save current level storage.currentLevel = currentLevel.num + 1; // Show level complete message instructionText.setText("Level Complete!"); // Load next level after delay LK.setTimeout(function () { if (currentLevel.num >= 50) { // Game complete! instructionText.setText("Congratulations! You completed all levels!"); LK.showYouWin(); } else { loadLevel(currentLevel.num + 1); } }, 2000); } } // Handle control button events leftBtn.interactive = true; leftBtn.down = function () { keyState.left = true; }; leftBtn.up = function () { keyState.left = false; }; rightBtn.interactive = true; rightBtn.down = function () { keyState.right = true; }; rightBtn.up = function () { keyState.right = false; }; upBtn.interactive = true; upBtn.down = function () { keyState.up = true; }; upBtn.up = function () { keyState.up = false; }; downBtn.interactive = true; downBtn.down = function () { keyState.down = true; }; downBtn.up = function () { keyState.down = false; }; // Handle touch input for the game area game.down = function (x, y, obj) { // Only respond to touches not on control buttons if (obj !== leftBtn && obj !== rightBtn && obj !== upBtn && obj !== downBtn) { touchControls.active = true; touchControls.startX = x; touchControls.startY = y; } }; game.up = function (x, y, obj) { touchControls.active = false; }; game.move = function (x, y, obj) { if (touchControls.active) { var dx = x - touchControls.startX; var dy = y - touchControls.startY; // Reset if drag is too large if (Math.abs(dx) > 100 || Math.abs(dy) > 100) { touchControls.startX = x; touchControls.startY = y; } // Apply car control based on drag direction if (dx < -10) { car.rotate(-0.01); } else if (dx > 10) { car.rotate(0.01); } if (dy < -10) { car.accelerate(0.1); } else if (dy > 10) { car.accelerate(-0.1); } } }; // Game update loop game.update = function () { if (isLevelComplete || isGameOver || !car) { return; } // Handle keyboard-style controls if (keyState.left) { car.rotate(-0.01); } if (keyState.right) { car.rotate(0.01); } if (keyState.up) { car.accelerate(0.1); } if (keyState.down) { car.accelerate(-0.1); } // Update moving obstacles for (var i = 0; i < movingObstacles.length; i++) { movingObstacles[i].update(); // Check collision with car if (car && !car.collided && car.checkCollision(movingObstacles[i])) { car.handleCollision(); } } // Check collisions with static obstacles for (var j = 0; j < obstacles.length; j++) { if (car && !car.collided && car.checkCollision(obstacles[j])) { car.handleCollision(); } } // Check collisions with walls for (var k = 0; k < walls.length; k++) { if (car && !car.collided && car.checkCollision(walls[k])) { car.handleCollision(); } } // Check if car is in parking spot if (parkingSpot && car && !car.collided && parkingSpot.checkParking(car)) { completeLevel(); } }; // Load the initial level loadLevel(loadedLevel);
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,650 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ currentLevel: 1,
+ highestLevel: 1
+});
+
+/****
+* Classes
+****/
+var Car = Container.expand(function () {
+ var self = Container.call(this);
+ var carGraphics = self.attachAsset('car', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 0;
+ self.maxSpeed = 5;
+ self.rotationSpeed = 0;
+ self.maxRotationSpeed = 0.05;
+ self.friction = 0.95;
+ self.collided = false;
+ self.accelerate = function (amount) {
+ self.speed += amount;
+ if (self.speed > self.maxSpeed) {
+ self.speed = self.maxSpeed;
+ }
+ if (self.speed < -self.maxSpeed) {
+ self.speed = -self.maxSpeed;
+ }
+ };
+ self.rotate = function (amount) {
+ self.rotationSpeed += amount;
+ if (self.rotationSpeed > self.maxRotationSpeed) {
+ self.rotationSpeed = self.maxRotationSpeed;
+ }
+ if (self.rotationSpeed < -self.maxRotationSpeed) {
+ self.rotationSpeed = -self.maxRotationSpeed;
+ }
+ };
+ self.update = function () {
+ if (self.collided) {
+ return;
+ }
+ // Apply rotation
+ self.rotation += self.rotationSpeed;
+ self.rotationSpeed *= self.friction;
+ // Apply movement in direction of rotation
+ var dx = Math.sin(self.rotation) * self.speed;
+ var dy = -Math.cos(self.rotation) * self.speed;
+ self.x += dx;
+ self.y += dy;
+ // Apply friction
+ self.speed *= self.friction;
+ // Keep car within bounds
+ if (self.x < 100) {
+ self.x = 100;
+ }
+ if (self.x > 2048 - 100) {
+ self.x = 2048 - 100;
+ }
+ if (self.y < 100) {
+ self.y = 100;
+ }
+ if (self.y > 2732 - 100) {
+ self.y = 2732 - 100;
+ }
+ };
+ self.checkCollision = function (object) {
+ return self.intersects(object);
+ };
+ self.handleCollision = function () {
+ if (!self.collided) {
+ self.collided = true;
+ LK.getSound('crash').play();
+ LK.effects.flashObject(self, 0xff0000, 500);
+ tween(self, {
+ alpha: 0.5
+ }, {
+ duration: 300
+ });
+ // Reset player after a delay
+ LK.setTimeout(function () {
+ self.resetPosition();
+ }, 1000);
+ }
+ };
+ self.resetPosition = function () {
+ self.x = currentLevel.playerStartX;
+ self.y = currentLevel.playerStartY;
+ self.rotation = currentLevel.playerStartRotation || 0;
+ self.speed = 0;
+ self.rotationSpeed = 0;
+ self.collided = false;
+ tween(self, {
+ alpha: 1
+ }, {
+ duration: 300
+ });
+ };
+ return self;
+});
+var MovingObstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('movingObstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.direction = {
+ x: 1,
+ y: 0
+ };
+ self.waypoints = [];
+ self.currentWaypoint = 0;
+ self.setWaypoints = function (points) {
+ self.waypoints = points;
+ if (self.waypoints.length > 0) {
+ self.x = self.waypoints[0].x;
+ self.y = self.waypoints[0].y;
+ }
+ };
+ self.update = function () {
+ if (self.waypoints.length < 2) {
+ return;
+ }
+ var target = self.waypoints[self.currentWaypoint];
+ var dx = target.x - self.x;
+ var dy = target.y - self.y;
+ var distToTarget = Math.sqrt(dx * dx + dy * dy);
+ if (distToTarget < self.speed) {
+ // Reached waypoint, move to next
+ self.currentWaypoint = (self.currentWaypoint + 1) % self.waypoints.length;
+ } else {
+ // Move towards waypoint
+ self.x += dx / distToTarget * self.speed;
+ self.y += dy / distToTarget * self.speed;
+ }
+ };
+ return self;
+});
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ return self;
+});
+var ParkingSpot = Container.expand(function () {
+ var self = Container.call(this);
+ var spotGraphics = self.attachAsset('parkingSpot', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.5
+ });
+ self.isOccupied = false;
+ self.blinkInterval = null;
+ self.highlight = function () {
+ if (self.blinkInterval) {
+ LK.clearInterval(self.blinkInterval);
+ }
+ var blinkState = false;
+ self.blinkInterval = LK.setInterval(function () {
+ spotGraphics.alpha = blinkState ? 0.7 : 0.3;
+ blinkState = !blinkState;
+ }, 300);
+ };
+ self.stopHighlight = function () {
+ if (self.blinkInterval) {
+ LK.clearInterval(self.blinkInterval);
+ self.blinkInterval = null;
+ }
+ spotGraphics.alpha = 0.5;
+ };
+ self.checkParking = function (car) {
+ if (!car.collided && self.intersects(car)) {
+ // Check if car is mostly within the parking spot and has a similar rotation
+ var dx = Math.abs(car.x - self.x);
+ var dy = Math.abs(car.y - self.y);
+ var angleDiff = Math.abs((car.rotation % (Math.PI * 2) + Math.PI * 2) % (Math.PI * 2) - (self.rotation % (Math.PI * 2) + Math.PI * 2) % (Math.PI * 2));
+ if (angleDiff > Math.PI) {
+ angleDiff = Math.PI * 2 - angleDiff;
+ }
+ if (dx < 30 && dy < 30 && angleDiff < 0.3) {
+ self.isOccupied = true;
+ return true;
+ }
+ }
+ return false;
+ };
+ 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;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x333333
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var car;
+var parkingSpot;
+var obstacles = [];
+var walls = [];
+var movingObstacles = [];
+var currentLevel = {
+ num: 1
+};
+var isLevelComplete = false;
+var isGameOver = false;
+var touchControls = {
+ active: false,
+ startX: 0,
+ startY: 0
+};
+// Load the current level from storage
+var loadedLevel = storage.currentLevel || 1;
+var highestLevel = storage.highestLevel || 1;
+// Setup UI elements
+var levelText = new Text2('Level ' + loadedLevel, {
+ size: 80,
+ fill: 0xFFFFFF
+});
+levelText.anchor.set(0.5, 0);
+LK.gui.top.addChild(levelText);
+var instructionText = new Text2('Park in the green spot!', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+instructionText.anchor.set(0.5, 0);
+instructionText.y = 100;
+LK.gui.top.addChild(instructionText);
+// Control UI
+var leftBtn = LK.getAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 150,
+ y: 2732 - 150,
+ tint: 0x0088ff,
+ alpha: 0.7
+});
+var rightBtn = LK.getAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 300,
+ y: 2732 - 150,
+ tint: 0x0088ff,
+ alpha: 0.7
+});
+var upBtn = LK.getAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 - 150,
+ y: 2732 - 300,
+ tint: 0x0088ff,
+ alpha: 0.7
+});
+var downBtn = LK.getAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 - 150,
+ y: 2732 - 150,
+ tint: 0x0088ff,
+ alpha: 0.7
+});
+game.addChild(leftBtn);
+game.addChild(rightBtn);
+game.addChild(upBtn);
+game.addChild(downBtn);
+// Define key press states
+var keyState = {
+ up: false,
+ down: false,
+ left: false,
+ right: false
+};
+// Level definitions
+function defineLevel(levelNum) {
+ var level = {
+ num: levelNum,
+ playerStartX: 1024,
+ playerStartY: 2200,
+ playerStartRotation: 0,
+ parkingSpotX: 1024,
+ parkingSpotY: 500,
+ parkingSpotRotation: Math.PI,
+ obstacles: [],
+ walls: [],
+ movingObstacles: []
+ };
+ // Add level-specific configurations
+ switch (levelNum) {
+ case 1:
+ // Simple first level - just park
+ instructionText.setText('Park in the green spot!');
+ break;
+ case 2:
+ // Add some static obstacles
+ level.obstacles = [{
+ x: 1024,
+ y: 1200,
+ width: 300,
+ height: 100
+ }];
+ break;
+ case 3:
+ // Moving obstacle
+ level.movingObstacles = [{
+ x: 1024,
+ y: 1500,
+ waypoints: [{
+ x: 700,
+ y: 1500
+ }, {
+ x: 1350,
+ y: 1500
+ }]
+ }];
+ break;
+ case 4:
+ // More complex layout
+ level.obstacles = [{
+ x: 800,
+ y: 1200,
+ width: 100,
+ height: 400
+ }, {
+ x: 1250,
+ y: 1500,
+ width: 100,
+ height: 400
+ }];
+ level.parkingSpotX = 800;
+ break;
+ case 5:
+ // Maze-like level
+ level.walls = [{
+ x: 600,
+ y: 1300,
+ rotation: 0
+ }, {
+ x: 800,
+ y: 1000,
+ rotation: Math.PI / 2
+ }, {
+ x: 1200,
+ y: 1000,
+ rotation: Math.PI / 2
+ }, {
+ x: 1400,
+ y: 1300,
+ rotation: 0
+ }, {
+ x: 1000,
+ y: 1700,
+ rotation: Math.PI / 2
+ }];
+ break;
+ default:
+ // For levels beyond 5, generate procedurally more complex layouts
+ var obstacleCount = Math.min(10, Math.floor(levelNum / 2) + 2);
+ for (var i = 0; i < obstacleCount; i++) {
+ var x = 300 + Math.random() * (2048 - 600);
+ var y = 300 + Math.random() * (2732 - 1000);
+ // Don't place obstacles near the start or parking spot
+ if (distance(x, y, level.playerStartX, level.playerStartY) > 300 && distance(x, y, level.parkingSpotX, level.parkingSpotY) > 300) {
+ level.obstacles.push({
+ x: x,
+ y: y,
+ width: 100,
+ height: 100
+ });
+ }
+ }
+ // Add some moving obstacles for higher levels
+ if (levelNum > 7) {
+ var movingCount = Math.min(3, Math.floor((levelNum - 7) / 5) + 1);
+ for (var j = 0; j < movingCount; j++) {
+ var startX = 300 + Math.random() * (2048 - 600);
+ var startY = 300 + Math.random() * (2732 - 1000);
+ var endX = 300 + Math.random() * (2048 - 600);
+ var endY = 300 + Math.random() * (2732 - 1000);
+ level.movingObstacles.push({
+ x: startX,
+ y: startY,
+ waypoints: [{
+ x: startX,
+ y: startY
+ }, {
+ x: endX,
+ y: endY
+ }]
+ });
+ }
+ }
+ instructionText.setText('Level ' + levelNum + ': Navigate the maze!');
+ }
+ return level;
+}
+function distance(x1, y1, x2, y2) {
+ var dx = x2 - x1;
+ var dy = y2 - y1;
+ return Math.sqrt(dx * dx + dy * dy);
+}
+function loadLevel(levelNum) {
+ // Clear previous level objects
+ clearLevel();
+ // Get level definition
+ currentLevel = defineLevel(levelNum);
+ // Update level text
+ levelText.setText('Level ' + levelNum);
+ // Create car
+ car = new Car();
+ car.x = currentLevel.playerStartX;
+ car.y = currentLevel.playerStartY;
+ car.rotation = currentLevel.playerStartRotation;
+ game.addChild(car);
+ // Create parking spot
+ parkingSpot = new ParkingSpot();
+ parkingSpot.x = currentLevel.parkingSpotX;
+ parkingSpot.y = currentLevel.parkingSpotY;
+ parkingSpot.rotation = currentLevel.parkingSpotRotation || 0;
+ game.addChild(parkingSpot);
+ parkingSpot.highlight();
+ // Create obstacles
+ if (currentLevel.obstacles) {
+ for (var i = 0; i < currentLevel.obstacles.length; i++) {
+ var obsData = currentLevel.obstacles[i];
+ var obstacle = new Obstacle();
+ obstacle.x = obsData.x;
+ obstacle.y = obsData.y;
+ if (obsData.width && obsData.height) {
+ obstacle.scale.x = obsData.width / 100;
+ obstacle.scale.y = obsData.height / 100;
+ }
+ game.addChild(obstacle);
+ obstacles.push(obstacle);
+ }
+ }
+ // Create walls
+ if (currentLevel.walls) {
+ for (var j = 0; j < currentLevel.walls.length; j++) {
+ var wallData = currentLevel.walls[j];
+ var wall = new Wall();
+ wall.x = wallData.x;
+ wall.y = wallData.y;
+ wall.rotation = wallData.rotation || 0;
+ game.addChild(wall);
+ walls.push(wall);
+ }
+ }
+ // Create moving obstacles
+ if (currentLevel.movingObstacles) {
+ for (var k = 0; k < currentLevel.movingObstacles.length; k++) {
+ var mobData = currentLevel.movingObstacles[k];
+ var movingObstacle = new MovingObstacle();
+ movingObstacle.x = mobData.x;
+ movingObstacle.y = mobData.y;
+ if (mobData.waypoints) {
+ movingObstacle.setWaypoints(mobData.waypoints);
+ }
+ game.addChild(movingObstacle);
+ movingObstacles.push(movingObstacle);
+ }
+ }
+ // Reset game state
+ isLevelComplete = false;
+ isGameOver = false;
+ // Play background music
+ LK.playMusic('bgmusic');
+}
+function clearLevel() {
+ // Remove car
+ if (car) {
+ car.destroy();
+ car = null;
+ }
+ // Remove parking spot
+ if (parkingSpot) {
+ parkingSpot.stopHighlight();
+ parkingSpot.destroy();
+ parkingSpot = null;
+ }
+ // Remove obstacles
+ for (var i = 0; i < obstacles.length; i++) {
+ obstacles[i].destroy();
+ }
+ obstacles = [];
+ // Remove walls
+ for (var j = 0; j < walls.length; j++) {
+ walls[j].destroy();
+ }
+ walls = [];
+ // Remove moving obstacles
+ for (var k = 0; k < movingObstacles.length; k++) {
+ movingObstacles[k].destroy();
+ }
+ movingObstacles = [];
+}
+function completeLevel() {
+ if (!isLevelComplete) {
+ isLevelComplete = true;
+ // Play success sound
+ LK.getSound('success').play();
+ // Flash screen green
+ LK.effects.flashScreen(0x00ff00, 500);
+ // Update progress
+ if (currentLevel.num >= highestLevel) {
+ highestLevel = currentLevel.num + 1;
+ storage.highestLevel = highestLevel;
+ }
+ // Save current level
+ storage.currentLevel = currentLevel.num + 1;
+ // Show level complete message
+ instructionText.setText("Level Complete!");
+ // Load next level after delay
+ LK.setTimeout(function () {
+ if (currentLevel.num >= 50) {
+ // Game complete!
+ instructionText.setText("Congratulations! You completed all levels!");
+ LK.showYouWin();
+ } else {
+ loadLevel(currentLevel.num + 1);
+ }
+ }, 2000);
+ }
+}
+// Handle control button events
+leftBtn.interactive = true;
+leftBtn.down = function () {
+ keyState.left = true;
+};
+leftBtn.up = function () {
+ keyState.left = false;
+};
+rightBtn.interactive = true;
+rightBtn.down = function () {
+ keyState.right = true;
+};
+rightBtn.up = function () {
+ keyState.right = false;
+};
+upBtn.interactive = true;
+upBtn.down = function () {
+ keyState.up = true;
+};
+upBtn.up = function () {
+ keyState.up = false;
+};
+downBtn.interactive = true;
+downBtn.down = function () {
+ keyState.down = true;
+};
+downBtn.up = function () {
+ keyState.down = false;
+};
+// Handle touch input for the game area
+game.down = function (x, y, obj) {
+ // Only respond to touches not on control buttons
+ if (obj !== leftBtn && obj !== rightBtn && obj !== upBtn && obj !== downBtn) {
+ touchControls.active = true;
+ touchControls.startX = x;
+ touchControls.startY = y;
+ }
+};
+game.up = function (x, y, obj) {
+ touchControls.active = false;
+};
+game.move = function (x, y, obj) {
+ if (touchControls.active) {
+ var dx = x - touchControls.startX;
+ var dy = y - touchControls.startY;
+ // Reset if drag is too large
+ if (Math.abs(dx) > 100 || Math.abs(dy) > 100) {
+ touchControls.startX = x;
+ touchControls.startY = y;
+ }
+ // Apply car control based on drag direction
+ if (dx < -10) {
+ car.rotate(-0.01);
+ } else if (dx > 10) {
+ car.rotate(0.01);
+ }
+ if (dy < -10) {
+ car.accelerate(0.1);
+ } else if (dy > 10) {
+ car.accelerate(-0.1);
+ }
+ }
+};
+// Game update loop
+game.update = function () {
+ if (isLevelComplete || isGameOver || !car) {
+ return;
+ }
+ // Handle keyboard-style controls
+ if (keyState.left) {
+ car.rotate(-0.01);
+ }
+ if (keyState.right) {
+ car.rotate(0.01);
+ }
+ if (keyState.up) {
+ car.accelerate(0.1);
+ }
+ if (keyState.down) {
+ car.accelerate(-0.1);
+ }
+ // Update moving obstacles
+ for (var i = 0; i < movingObstacles.length; i++) {
+ movingObstacles[i].update();
+ // Check collision with car
+ if (car && !car.collided && car.checkCollision(movingObstacles[i])) {
+ car.handleCollision();
+ }
+ }
+ // Check collisions with static obstacles
+ for (var j = 0; j < obstacles.length; j++) {
+ if (car && !car.collided && car.checkCollision(obstacles[j])) {
+ car.handleCollision();
+ }
+ }
+ // Check collisions with walls
+ for (var k = 0; k < walls.length; k++) {
+ if (car && !car.collided && car.checkCollision(walls[k])) {
+ car.handleCollision();
+ }
+ }
+ // Check if car is in parking spot
+ if (parkingSpot && car && !car.collided && parkingSpot.checkParking(car)) {
+ completeLevel();
+ }
+};
+// Load the initial level
+loadLevel(loadedLevel);
\ No newline at end of file