User prompt
obstaclebox2, obstaclesingle, obstacletrain2 assetlerini kaldır
User prompt
tekli ve ikili obstacleların assetlerini ikiye ayır ikisine farklı asset koyayım
User prompt
hala tekli obstacle çıkmaya devam ediyor
User prompt
obstacle boxlar ikili olunca çok güzel duruyor tekli olanları kaldır yerine yeni bir asset ekleki güzel duran bir asset ayarlayayım onada
User prompt
oyun çok daha yavaş başlasın yani yavaş koşalım şuanki 500 skordaki hızı 1000 skordaki hıza ayarla ve engel sayısınıda %25 arttır
User prompt
koşma animasyonu daha yavaş olsun
User prompt
tamam şimdi karakter için bir asset yerine iki asset yap bunlar sürekli olarak değişmeli oynasın koşma animasyonu yapacağım bir sağa bir sola şeklinde
User prompt
raylar yukarı doğru stretched ve çirkin gözüküyor daha güzel yap
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asseti yaptım ama gözükmüyor raylar hala eski görünümünde
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raylar için bir asset yüklemek istiyorum assets kısmına ekle onları
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3 adet ray yap
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arka plana istediğim bir fotoğrafı koymak istiyorum
User prompt
arkaplanı değiştirmek istiyorum
Code edit (1 edits merged)
Please save this source code
User prompt
Subway Dashers
Initial prompt
subway surfers
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinAsset = self.attachAsset('coinCircle', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; self.speed = 0; self.update = function () { self.y += self.speed; }; return self; }); // Obstacle class (trains, barriers) var Obstacle = Container.expand(function () { var self = Container.call(this); // Attach asset for single obstacle var obsSingle1 = self.attachAsset('obstacleBox', { anchorX: 0.5, anchorY: 0.5, visible: true }); // Attach asset for train obstacle var obsTrain1 = self.attachAsset('obstacleTrain', { anchorX: 0.5, anchorY: 0.5, visible: false }); self.lane = 1; self.type = 'barrier'; // or 'train' self.speed = 0; // set by game // Animation state for obstacle self.animFrame = 0; self.animInterval = 18; // slightly slower than runner self.animTick = 0; self.setType = function (type) { self.type = type; // Set asset visibility if (type === 'barrier') { obsSingle1.visible = true; obsTrain1.visible = false; // Set size for single self.width = obsSingle1.width; self.height = obsSingle1.height; } else { obsSingle1.visible = false; obsTrain1.visible = true; // Set size for train self.width = obsTrain1.width; self.height = obsTrain1.height; } self.animFrame = 0; self.animTick = 0; }; self.update = function () { self.y += self.speed; // No animation for obstacles (only one asset per type) }; return self; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupAsset = self.attachAsset('powerupStar', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; self.speed = 0; self.kind = 'invincible'; // or 'magnet' self.update = function () { self.y += self.speed; }; return self; }); // Player character class var Runner = Container.expand(function () { var self = Container.call(this); // Attach two runner assets for animation var runnerAsset1 = self.attachAsset('runnerBox', { anchorX: 0.5, anchorY: 0.5 }); var runnerAsset2 = self.attachAsset('runnerBox2', { anchorX: 0.5, anchorY: 0.5, visible: false }); // Lane index: 0 (left), 1 (center), 2 (right) self.lane = 1; self.y = 0; // Will be set by game self.isJumping = false; self.jumpStartY = 0; self.jumpTime = 0; self.jumpDuration = 44; // frames (longer jump, about 0.73s) self.jumpHeight = 420; // px (higher jump) // Animation state self.animFrame = 0; self.animInterval = 16; // frames between switching (slower animation) self.animTick = 0; // Move to lane (with tween) self.moveToLane = function (laneIdx) { self.lane = laneIdx; var targetX = laneX(laneIdx); tween(self, { x: targetX }, { duration: 120, easing: tween.cubicOut }); }; // Start jump self.jump = function () { if (self.isJumping) return; self.isJumping = true; self.jumpStartY = self.y; self.jumpTime = 0; }; // Update per frame self.update = function () { // Animation: alternate visible asset every animInterval frames self.animTick++; if (self.animTick >= self.animInterval) { self.animTick = 0; self.animFrame = 1 - self.animFrame; runnerAsset1.visible = self.animFrame === 0; runnerAsset2.visible = self.animFrame === 1; } if (self.isJumping) { self.jumpTime++; // Simple parabolic jump var t = self.jumpTime / self.jumpDuration; if (t > 1) t = 1; var jumpOffset = -4 * self.jumpHeight * t * (t - 1); self.y = runnerY() + jumpOffset; // Squash and stretch effect var scaleY, scaleX; if (t < 0.15) { // Squash at takeoff scaleY = 0.7 + 0.3 * (t / 0.15); scaleX = 1.2 - 0.2 * (t / 0.15); } else if (t > 0.85) { // Squash at landing var t2 = (t - 0.85) / 0.15; scaleY = 1.0 - 0.3 * t2; scaleX = 1.0 + 0.2 * t2; } else { // Stretch in air scaleY = 1.15 - 0.15 * ((t - 0.15) / 0.7); scaleX = 0.85 + 0.15 * ((t - 0.15) / 0.7); } runnerAsset1.scale.y = scaleY; runnerAsset1.scale.x = scaleX; runnerAsset2.scale.y = scaleY; runnerAsset2.scale.x = scaleX; if (self.jumpTime >= self.jumpDuration) { self.isJumping = false; self.y = runnerY(); // Reset scale runnerAsset1.scale.y = 1; runnerAsset1.scale.x = 1; runnerAsset2.scale.y = 1; runnerAsset2.scale.x = 1; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a6cff }); /**** * Game Code ****/ // Rail images for 3 lanes (tiled vertically for better appearance) // new single obstacle asset // new train obstacle asset // new train obstacle asset var rails = []; var railAssetNames = ['railLeft', 'railCenter', 'railRight']; var railTileHeight = 400; // Use a reasonable tile height for the rail image var railImageHeight = LK.getAsset(railAssetNames[0], { anchorX: 0.5, anchorY: 0 }).height; var railImageWidth = LK.getAsset(railAssetNames[0], { anchorX: 0.5, anchorY: 0 }).width; var railTilesCount = Math.ceil(2732 / railTileHeight) + 1; for (var i = 0; i < 3; i++) { rails[i] = []; for (var t = 0; t < railTilesCount; t++) { var rail = LK.getAsset(railAssetNames[i], { anchorX: 0.5, anchorY: 0, x: laneX(i), y: t * railTileHeight, width: railImageWidth, height: railTileHeight }); rails[i].push(rail); game.addChild(rail); } } // --- Lane positions --- function laneX(idx) { // 3 lanes, centered, with 320px between centers var center = 2048 / 2; return center + (idx - 1) * 320; } function runnerY() { // Place runner near bottom, but above bottom edge return 2732 - 420; } // --- Game state --- var runner; var obstacles = []; var coins = []; var powerups = []; var score = 0; var coinScore = 0; var speed = 10; // px per frame, much slower start, increases over time var ticks = 0; var invincibleTicks = 0; var magnetTicks = 0; var lastSwipeX = null; var lastSwipeY = null; var swipeStartX = null; var swipeStartY = null; var swipeStartTime = null; var isGameOver = false; // --- Score display --- var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Coin display --- var coinTxt = new Text2('0', { size: 80, fill: 0xF7D038 }); // Set anchor to right/top and add margin from the edge coinTxt.anchor.set(1, 0); coinTxt.x = -40; // 40px margin from right edge coinTxt.y = 0; // flush with top LK.gui.topRight.addChild(coinTxt); // --- Powerup display (bottom center, with timer below) --- var powerupTxt = new Text2('', { size: 60, fill: 0x83DE44 }); powerupTxt.anchor.set(0.5, 0); // center horizontally, top edge powerupTxt.x = 0; powerupTxt.y = 0; var powerupTimerTxt = new Text2('', { size: 48, fill: 0xffffff }); powerupTimerTxt.anchor.set(0.5, 0); // center horizontally, top edge powerupTimerTxt.x = 0; powerupTimerTxt.y = 70; // 70px below the main text // Create a container for both texts var powerupContainer = new Container(); powerupContainer.addChild(powerupTxt); powerupContainer.addChild(powerupTimerTxt); // Position container at bottom center, above the very bottom (e.g. 120px up) powerupContainer.x = 0; powerupContainer.y = -120; LK.gui.bottom.addChild(powerupContainer); // --- MENU OVERLAY --- var menuOverlay = new Container(); menuOverlay.interactive = true; menuOverlay.visible = true; // Decorative background (cover full screen) var menuBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 30, scaleY: 30, tint: 0x1a6cff, // blue background to match game alpha: 0.92 }); menuOverlay.addChild(menuBg); // (Removed decorative accent that appeared as a light green square in the center) // (Removed menuTitleShadow and menuTitle for logo insertion) // Add Subway Dashers logo image to menu overlay (top center) var logoImg = LK.getAsset('subwayDashersLogo', { anchorX: 0.5, anchorY: 0, x: 0, y: -1200, scaleX: 7.2, scaleY: 7.2 }); menuOverlay.addChild(logoImg); // (Subtitle removed) // Play button with modern glassy background and shadow (move to bottom center of menu) var playBtnBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 700, scaleX: 5.2, scaleY: 2.2, tint: 0xffffff, alpha: 0.18 }); menuOverlay.addChild(playBtnBg); var playBtnShadow = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 710, scaleX: 5.2, scaleY: 2.2, tint: 0x000000, alpha: 0.13 }); menuOverlay.addChild(playBtnShadow); var playBtnAccent = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 700, scaleX: 4.7, scaleY: 1.7, // Use a more orange color tint: 0xFF8C1A, alpha: 0.97 }); menuOverlay.addChild(playBtnAccent); var playBtn = new Text2('START', { size: 120, fill: "#fff", font: "Impact, 'Arial Black', Tahoma", alpha: 0.98, shadow: { color: "#000", blur: 12, x: 0, y: 8 } }); playBtn.anchor.set(0.5, 0.5); playBtn.x = 0; playBtn.y = 700; menuOverlay.addChild(playBtn); // Add a subtle divider line (move above play button) var divider = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 520, scaleX: 2.8, scaleY: 0.09, tint: 0xffffff, alpha: 0.18 }); menuOverlay.addChild(divider); // Add a subtle glassy highlight above the button for polish (move above play button) var menuHighlight = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 540, scaleX: 2.2, scaleY: 0.22, tint: 0xffffff, alpha: 0.13 }); menuOverlay.addChild(menuHighlight); // Decorative hint text, more modern (move further below play button) var hintTxt = new Text2('Swipe left/right to move · Swipe up to jump', { size: 54, fill: "#fff", alpha: 0.82 }); hintTxt.anchor.set(0.5, 0.5); hintTxt.x = 0; hintTxt.y = 950; // moved further down menuOverlay.addChild(hintTxt); // Add a soft drop shadow under the menu for depth var menuDropShadow = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 420, scaleX: 7.5, scaleY: 1.1, tint: 0x000000, alpha: 0.10 }); menuOverlay.addChild(menuDropShadow); // Center overlay horizontally and vertically for full screen coverage menuOverlay.x = 2048 / 2; menuOverlay.y = 2732 / 2; // Add to stage game.addChild(menuOverlay); // --- Initialize runner --- runner = new Runner(); runner.x = laneX(1); runner.y = runnerY(); game.addChild(runner); // Hide runner and UI until game starts runner.visible = false; scoreTxt.visible = false; coinTxt.visible = false; powerupContainer.visible = false; // --- Touch/Swipe controls --- var gameStarted = false; // Block all input until Play is pressed game.down = function (x, y, obj) { if (!gameStarted) return; swipeStartX = x; swipeStartY = y; swipeStartTime = LK.ticks; lastSwipeX = x; lastSwipeY = y; }; game.move = function (x, y, obj) { if (!gameStarted) return; if (swipeStartX === null) return; var dx = x - swipeStartX; var dy = y - swipeStartY; var absDx = Math.abs(dx); var absDy = Math.abs(dy); var swipeThreshold = 120; var swipeTime = LK.ticks - swipeStartTime; if (swipeTime > 36) { // Too slow, reset swipeStartX = null; swipeStartY = null; return; } if (absDx > absDy && absDx > swipeThreshold) { // Horizontal swipe if (dx > 0 && runner.lane < 2) { runner.moveToLane(runner.lane + 1); } else if (dx < 0 && runner.lane > 0) { runner.moveToLane(runner.lane - 1); } swipeStartX = null; swipeStartY = null; } else if (absDy > absDx && dy < -swipeThreshold) { // Upward swipe (jump) runner.jump(); swipeStartX = null; swipeStartY = null; } }; game.up = function (x, y, obj) { if (!gameStarted) return; swipeStartX = null; swipeStartY = null; }; function startGame() { if (gameStarted) return; gameStarted = true; menuOverlay.visible = false; runner.visible = true; scoreTxt.visible = true; coinTxt.visible = true; powerupContainer.visible = true; // Reset state isGameOver = false; score = 0; coinScore = 0; speed = 10; ticks = 0; invincibleTicks = 0; magnetTicks = 0; scoreTxt.setText('0'); coinTxt.setText('0'); powerupTxt.setText(''); powerupTimerTxt.setText(''); } // Play button interaction playBtn.interactive = true; playBtn.down = function (x, y, obj) { startGame(); }; // Remove tap-anywhere-to-start: only play button starts the game menuOverlay.down = function (x, y, obj) { // Do nothing, only playBtn starts the game }; game.down = function (x, y, obj) { if (!gameStarted) return; swipeStartX = x; swipeStartY = y; swipeStartTime = LK.ticks; lastSwipeX = x; lastSwipeY = y; }; game.move = function (x, y, obj) { if (!gameStarted) return; if (swipeStartX === null) return; var dx = x - swipeStartX; var dy = y - swipeStartY; var absDx = Math.abs(dx); var absDy = Math.abs(dy); var swipeThreshold = 120; var swipeTime = LK.ticks - swipeStartTime; if (swipeTime > 36) { // Too slow, reset swipeStartX = null; swipeStartY = null; return; } if (absDx > absDy && absDx > swipeThreshold) { // Horizontal swipe if (dx > 0 && runner.lane < 2) { runner.moveToLane(runner.lane + 1); } else if (dx < 0 && runner.lane > 0) { runner.moveToLane(runner.lane - 1); } swipeStartX = null; swipeStartY = null; } else if (absDy > absDx && dy < -swipeThreshold) { // Upward swipe (jump) runner.jump(); swipeStartX = null; swipeStartY = null; } }; game.up = function (x, y, obj) { if (!gameStarted) return; swipeStartX = null; swipeStartY = null; }; // Show menu again on game over game.on('destroy', function () { menuOverlay.visible = true; runner.visible = false; scoreTxt.visible = false; coinTxt.visible = false; powerupContainer.visible = false; gameStarted = false; }); // --- Helper: spawn obstacle --- function spawnObstacle() { var obs = new Obstacle(); obs.lane = Math.floor(Math.random() * 3); obs.x = laneX(obs.lane); obs.y = -120; var type = Math.random() < 0.7 ? 'barrier' : 'train'; obs.setType(type); obs.speed = speed; obstacles.push(obs); game.addChild(obs); } // --- Helper: spawn coin --- function spawnCoin() { var coin = new Coin(); coin.lane = Math.floor(Math.random() * 3); coin.x = laneX(coin.lane); coin.y = -80; coin.speed = speed; coins.push(coin); game.addChild(coin); } // --- Helper: spawn powerup --- function spawnPowerup() { var powerup = new Powerup(); powerup.lane = Math.floor(Math.random() * 3); powerup.x = laneX(powerup.lane); powerup.y = -100; powerup.speed = speed; powerup.kind = Math.random() < 0.5 ? 'invincible' : 'magnet'; powerups.push(powerup); game.addChild(powerup); } // --- Main update loop --- game.update = function () { if (!gameStarted) return; if (isGameOver) return; ticks++; // Increase speed over time // Old: every 180 ticks, +1.2, max 38 // New: every 180 ticks, +0.6, max 38 (so it takes twice as long to reach max speed) if (ticks % 180 === 0 && speed < 38) { speed += 0.6; } // Update runner runner.update(); // Update powerup timers if (invincibleTicks > 0) { invincibleTicks--; powerupTxt.setText("INVINCIBLE " + Math.ceil(invincibleTicks / 60).toString() + "s"); powerupTimerTxt.setText(""); } else if (magnetTicks > 0) { magnetTicks--; powerupTxt.setText("MAGNET " + Math.ceil(magnetTicks / 60).toString() + "s"); powerupTimerTxt.setText(""); } else { powerupTxt.setText(""); powerupTimerTxt.setText(""); } // Spawn obstacles // 25% more obstacles: reduce interval by 25% if (ticks % Math.max(36, Math.floor((120 - speed * 2) * 0.75)) === 0) { spawnObstacle(); } // Spawn coins if (ticks % 36 === 0) { spawnCoin(); } // Spawn powerups if (ticks % 420 === 0) { spawnPowerup(); } // --- Update obstacles --- for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.speed = speed; obs.update(); // Remove if off screen if (obs.y > 2732 + 200) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with runner var collides = false; if (obs.lane === runner.lane) { // If runner is jumping, only collide with trains (tall obstacles) if (obs.type === 'train') { // Trains are tall, can hit in air if (Math.abs(obs.y - runner.y) < 180) { collides = true; } } else { // Barriers: only if runner is not jumping if (!runner.isJumping && Math.abs(obs.y - runner.y) < 160) { collides = true; } } } if (collides && invincibleTicks === 0) { // Game over LK.effects.flashScreen(0xff0000, 800); isGameOver = true; LK.setScore(score); LK.showGameOver(); return; } } // --- Update coins --- for (var j = coins.length - 1; j >= 0; j--) { var coin = coins[j]; coin.speed = speed; coin.update(); // Remove if off screen if (coin.y > 2732 + 100) { coin.destroy(); coins.splice(j, 1); continue; } // Collect coin var collect = false; if (magnetTicks > 0) { // Magnet: collect if in any lane and close if (Math.abs(coin.y - runner.y) < 220) { collect = true; } } else { if (coin.lane === runner.lane && Math.abs(coin.y - runner.y) < 120) { collect = true; } } if (collect) { coinScore++; score += 10; coinTxt.setText(coinScore); scoreTxt.setText(score); coin.destroy(); coins.splice(j, 1); } } // --- Update powerups --- for (var k = powerups.length - 1; k >= 0; k--) { var p = powerups[k]; p.speed = speed; p.update(); // Remove if off screen if (p.y > 2732 + 120) { p.destroy(); powerups.splice(k, 1); continue; } // Collect powerup var collectP = false; if (p.lane === runner.lane && Math.abs(p.y - runner.y) < 140) { collectP = true; } if (collectP) { if (p.kind === 'invincible') { invincibleTicks = 180; // 3 seconds LK.effects.flashObject(runner, 0x83de44, 800); } else if (p.kind === 'magnet') { magnetTicks = 240; // 4 seconds LK.effects.flashObject(runner, 0xf7d038, 800); } p.destroy(); powerups.splice(k, 1); } } // --- Score increases over time --- if (ticks % 12 === 0) { score++; scoreTxt.setText(score); } }; // --- Reset state on game over --- game.on('destroy', function () { // Clean up arrays for (var i = 0; i < obstacles.length; i++) obstacles[i].destroy(); for (var j = 0; j < coins.length; j++) coins[j].destroy(); for (var k = 0; k < powerups.length; k++) powerups[k].destroy(); obstacles = []; coins = []; powerups = []; isGameOver = false; score = 0; coinScore = 0; speed = 18; ticks = 0; invincibleTicks = 0; magnetTicks = 0; scoreTxt.setText('0'); coinTxt.setText('0'); powerupTxt.setText(''); });
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Coin class
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinAsset = self.attachAsset('coinCircle', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 1;
self.speed = 0;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Obstacle class (trains, barriers)
var Obstacle = Container.expand(function () {
var self = Container.call(this);
// Attach asset for single obstacle
var obsSingle1 = self.attachAsset('obstacleBox', {
anchorX: 0.5,
anchorY: 0.5,
visible: true
});
// Attach asset for train obstacle
var obsTrain1 = self.attachAsset('obstacleTrain', {
anchorX: 0.5,
anchorY: 0.5,
visible: false
});
self.lane = 1;
self.type = 'barrier'; // or 'train'
self.speed = 0; // set by game
// Animation state for obstacle
self.animFrame = 0;
self.animInterval = 18; // slightly slower than runner
self.animTick = 0;
self.setType = function (type) {
self.type = type;
// Set asset visibility
if (type === 'barrier') {
obsSingle1.visible = true;
obsTrain1.visible = false;
// Set size for single
self.width = obsSingle1.width;
self.height = obsSingle1.height;
} else {
obsSingle1.visible = false;
obsTrain1.visible = true;
// Set size for train
self.width = obsTrain1.width;
self.height = obsTrain1.height;
}
self.animFrame = 0;
self.animTick = 0;
};
self.update = function () {
self.y += self.speed;
// No animation for obstacles (only one asset per type)
};
return self;
});
// Powerup class
var Powerup = Container.expand(function () {
var self = Container.call(this);
var powerupAsset = self.attachAsset('powerupStar', {
anchorX: 0.5,
anchorY: 0.5
});
self.lane = 1;
self.speed = 0;
self.kind = 'invincible'; // or 'magnet'
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player character class
var Runner = Container.expand(function () {
var self = Container.call(this);
// Attach two runner assets for animation
var runnerAsset1 = self.attachAsset('runnerBox', {
anchorX: 0.5,
anchorY: 0.5
});
var runnerAsset2 = self.attachAsset('runnerBox2', {
anchorX: 0.5,
anchorY: 0.5,
visible: false
});
// Lane index: 0 (left), 1 (center), 2 (right)
self.lane = 1;
self.y = 0; // Will be set by game
self.isJumping = false;
self.jumpStartY = 0;
self.jumpTime = 0;
self.jumpDuration = 44; // frames (longer jump, about 0.73s)
self.jumpHeight = 420; // px (higher jump)
// Animation state
self.animFrame = 0;
self.animInterval = 16; // frames between switching (slower animation)
self.animTick = 0;
// Move to lane (with tween)
self.moveToLane = function (laneIdx) {
self.lane = laneIdx;
var targetX = laneX(laneIdx);
tween(self, {
x: targetX
}, {
duration: 120,
easing: tween.cubicOut
});
};
// Start jump
self.jump = function () {
if (self.isJumping) return;
self.isJumping = true;
self.jumpStartY = self.y;
self.jumpTime = 0;
};
// Update per frame
self.update = function () {
// Animation: alternate visible asset every animInterval frames
self.animTick++;
if (self.animTick >= self.animInterval) {
self.animTick = 0;
self.animFrame = 1 - self.animFrame;
runnerAsset1.visible = self.animFrame === 0;
runnerAsset2.visible = self.animFrame === 1;
}
if (self.isJumping) {
self.jumpTime++;
// Simple parabolic jump
var t = self.jumpTime / self.jumpDuration;
if (t > 1) t = 1;
var jumpOffset = -4 * self.jumpHeight * t * (t - 1);
self.y = runnerY() + jumpOffset;
// Squash and stretch effect
var scaleY, scaleX;
if (t < 0.15) {
// Squash at takeoff
scaleY = 0.7 + 0.3 * (t / 0.15);
scaleX = 1.2 - 0.2 * (t / 0.15);
} else if (t > 0.85) {
// Squash at landing
var t2 = (t - 0.85) / 0.15;
scaleY = 1.0 - 0.3 * t2;
scaleX = 1.0 + 0.2 * t2;
} else {
// Stretch in air
scaleY = 1.15 - 0.15 * ((t - 0.15) / 0.7);
scaleX = 0.85 + 0.15 * ((t - 0.15) / 0.7);
}
runnerAsset1.scale.y = scaleY;
runnerAsset1.scale.x = scaleX;
runnerAsset2.scale.y = scaleY;
runnerAsset2.scale.x = scaleX;
if (self.jumpTime >= self.jumpDuration) {
self.isJumping = false;
self.y = runnerY();
// Reset scale
runnerAsset1.scale.y = 1;
runnerAsset1.scale.x = 1;
runnerAsset2.scale.y = 1;
runnerAsset2.scale.x = 1;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a6cff
});
/****
* Game Code
****/
// Rail images for 3 lanes (tiled vertically for better appearance)
// new single obstacle asset
// new train obstacle asset
// new train obstacle asset
var rails = [];
var railAssetNames = ['railLeft', 'railCenter', 'railRight'];
var railTileHeight = 400; // Use a reasonable tile height for the rail image
var railImageHeight = LK.getAsset(railAssetNames[0], {
anchorX: 0.5,
anchorY: 0
}).height;
var railImageWidth = LK.getAsset(railAssetNames[0], {
anchorX: 0.5,
anchorY: 0
}).width;
var railTilesCount = Math.ceil(2732 / railTileHeight) + 1;
for (var i = 0; i < 3; i++) {
rails[i] = [];
for (var t = 0; t < railTilesCount; t++) {
var rail = LK.getAsset(railAssetNames[i], {
anchorX: 0.5,
anchorY: 0,
x: laneX(i),
y: t * railTileHeight,
width: railImageWidth,
height: railTileHeight
});
rails[i].push(rail);
game.addChild(rail);
}
}
// --- Lane positions ---
function laneX(idx) {
// 3 lanes, centered, with 320px between centers
var center = 2048 / 2;
return center + (idx - 1) * 320;
}
function runnerY() {
// Place runner near bottom, but above bottom edge
return 2732 - 420;
}
// --- Game state ---
var runner;
var obstacles = [];
var coins = [];
var powerups = [];
var score = 0;
var coinScore = 0;
var speed = 10; // px per frame, much slower start, increases over time
var ticks = 0;
var invincibleTicks = 0;
var magnetTicks = 0;
var lastSwipeX = null;
var lastSwipeY = null;
var swipeStartX = null;
var swipeStartY = null;
var swipeStartTime = null;
var isGameOver = false;
// --- Score display ---
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// --- Coin display ---
var coinTxt = new Text2('0', {
size: 80,
fill: 0xF7D038
});
// Set anchor to right/top and add margin from the edge
coinTxt.anchor.set(1, 0);
coinTxt.x = -40; // 40px margin from right edge
coinTxt.y = 0; // flush with top
LK.gui.topRight.addChild(coinTxt);
// --- Powerup display (bottom center, with timer below) ---
var powerupTxt = new Text2('', {
size: 60,
fill: 0x83DE44
});
powerupTxt.anchor.set(0.5, 0); // center horizontally, top edge
powerupTxt.x = 0;
powerupTxt.y = 0;
var powerupTimerTxt = new Text2('', {
size: 48,
fill: 0xffffff
});
powerupTimerTxt.anchor.set(0.5, 0); // center horizontally, top edge
powerupTimerTxt.x = 0;
powerupTimerTxt.y = 70; // 70px below the main text
// Create a container for both texts
var powerupContainer = new Container();
powerupContainer.addChild(powerupTxt);
powerupContainer.addChild(powerupTimerTxt);
// Position container at bottom center, above the very bottom (e.g. 120px up)
powerupContainer.x = 0;
powerupContainer.y = -120;
LK.gui.bottom.addChild(powerupContainer);
// --- MENU OVERLAY ---
var menuOverlay = new Container();
menuOverlay.interactive = true;
menuOverlay.visible = true;
// Decorative background (cover full screen)
var menuBg = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 30,
scaleY: 30,
tint: 0x1a6cff,
// blue background to match game
alpha: 0.92
});
menuOverlay.addChild(menuBg);
// (Removed decorative accent that appeared as a light green square in the center)
// (Removed menuTitleShadow and menuTitle for logo insertion)
// Add Subway Dashers logo image to menu overlay (top center)
var logoImg = LK.getAsset('subwayDashersLogo', {
anchorX: 0.5,
anchorY: 0,
x: 0,
y: -1200,
scaleX: 7.2,
scaleY: 7.2
});
menuOverlay.addChild(logoImg);
// (Subtitle removed)
// Play button with modern glassy background and shadow (move to bottom center of menu)
var playBtnBg = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 700,
scaleX: 5.2,
scaleY: 2.2,
tint: 0xffffff,
alpha: 0.18
});
menuOverlay.addChild(playBtnBg);
var playBtnShadow = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 710,
scaleX: 5.2,
scaleY: 2.2,
tint: 0x000000,
alpha: 0.13
});
menuOverlay.addChild(playBtnShadow);
var playBtnAccent = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 700,
scaleX: 4.7,
scaleY: 1.7,
// Use a more orange color
tint: 0xFF8C1A,
alpha: 0.97
});
menuOverlay.addChild(playBtnAccent);
var playBtn = new Text2('START', {
size: 120,
fill: "#fff",
font: "Impact, 'Arial Black', Tahoma",
alpha: 0.98,
shadow: {
color: "#000",
blur: 12,
x: 0,
y: 8
}
});
playBtn.anchor.set(0.5, 0.5);
playBtn.x = 0;
playBtn.y = 700;
menuOverlay.addChild(playBtn);
// Add a subtle divider line (move above play button)
var divider = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 520,
scaleX: 2.8,
scaleY: 0.09,
tint: 0xffffff,
alpha: 0.18
});
menuOverlay.addChild(divider);
// Add a subtle glassy highlight above the button for polish (move above play button)
var menuHighlight = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 540,
scaleX: 2.2,
scaleY: 0.22,
tint: 0xffffff,
alpha: 0.13
});
menuOverlay.addChild(menuHighlight);
// Decorative hint text, more modern (move further below play button)
var hintTxt = new Text2('Swipe left/right to move · Swipe up to jump', {
size: 54,
fill: "#fff",
alpha: 0.82
});
hintTxt.anchor.set(0.5, 0.5);
hintTxt.x = 0;
hintTxt.y = 950; // moved further down
menuOverlay.addChild(hintTxt);
// Add a soft drop shadow under the menu for depth
var menuDropShadow = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 420,
scaleX: 7.5,
scaleY: 1.1,
tint: 0x000000,
alpha: 0.10
});
menuOverlay.addChild(menuDropShadow);
// Center overlay horizontally and vertically for full screen coverage
menuOverlay.x = 2048 / 2;
menuOverlay.y = 2732 / 2;
// Add to stage
game.addChild(menuOverlay);
// --- Initialize runner ---
runner = new Runner();
runner.x = laneX(1);
runner.y = runnerY();
game.addChild(runner);
// Hide runner and UI until game starts
runner.visible = false;
scoreTxt.visible = false;
coinTxt.visible = false;
powerupContainer.visible = false;
// --- Touch/Swipe controls ---
var gameStarted = false;
// Block all input until Play is pressed
game.down = function (x, y, obj) {
if (!gameStarted) return;
swipeStartX = x;
swipeStartY = y;
swipeStartTime = LK.ticks;
lastSwipeX = x;
lastSwipeY = y;
};
game.move = function (x, y, obj) {
if (!gameStarted) return;
if (swipeStartX === null) return;
var dx = x - swipeStartX;
var dy = y - swipeStartY;
var absDx = Math.abs(dx);
var absDy = Math.abs(dy);
var swipeThreshold = 120;
var swipeTime = LK.ticks - swipeStartTime;
if (swipeTime > 36) {
// Too slow, reset
swipeStartX = null;
swipeStartY = null;
return;
}
if (absDx > absDy && absDx > swipeThreshold) {
// Horizontal swipe
if (dx > 0 && runner.lane < 2) {
runner.moveToLane(runner.lane + 1);
} else if (dx < 0 && runner.lane > 0) {
runner.moveToLane(runner.lane - 1);
}
swipeStartX = null;
swipeStartY = null;
} else if (absDy > absDx && dy < -swipeThreshold) {
// Upward swipe (jump)
runner.jump();
swipeStartX = null;
swipeStartY = null;
}
};
game.up = function (x, y, obj) {
if (!gameStarted) return;
swipeStartX = null;
swipeStartY = null;
};
function startGame() {
if (gameStarted) return;
gameStarted = true;
menuOverlay.visible = false;
runner.visible = true;
scoreTxt.visible = true;
coinTxt.visible = true;
powerupContainer.visible = true;
// Reset state
isGameOver = false;
score = 0;
coinScore = 0;
speed = 10;
ticks = 0;
invincibleTicks = 0;
magnetTicks = 0;
scoreTxt.setText('0');
coinTxt.setText('0');
powerupTxt.setText('');
powerupTimerTxt.setText('');
}
// Play button interaction
playBtn.interactive = true;
playBtn.down = function (x, y, obj) {
startGame();
};
// Remove tap-anywhere-to-start: only play button starts the game
menuOverlay.down = function (x, y, obj) {
// Do nothing, only playBtn starts the game
};
game.down = function (x, y, obj) {
if (!gameStarted) return;
swipeStartX = x;
swipeStartY = y;
swipeStartTime = LK.ticks;
lastSwipeX = x;
lastSwipeY = y;
};
game.move = function (x, y, obj) {
if (!gameStarted) return;
if (swipeStartX === null) return;
var dx = x - swipeStartX;
var dy = y - swipeStartY;
var absDx = Math.abs(dx);
var absDy = Math.abs(dy);
var swipeThreshold = 120;
var swipeTime = LK.ticks - swipeStartTime;
if (swipeTime > 36) {
// Too slow, reset
swipeStartX = null;
swipeStartY = null;
return;
}
if (absDx > absDy && absDx > swipeThreshold) {
// Horizontal swipe
if (dx > 0 && runner.lane < 2) {
runner.moveToLane(runner.lane + 1);
} else if (dx < 0 && runner.lane > 0) {
runner.moveToLane(runner.lane - 1);
}
swipeStartX = null;
swipeStartY = null;
} else if (absDy > absDx && dy < -swipeThreshold) {
// Upward swipe (jump)
runner.jump();
swipeStartX = null;
swipeStartY = null;
}
};
game.up = function (x, y, obj) {
if (!gameStarted) return;
swipeStartX = null;
swipeStartY = null;
};
// Show menu again on game over
game.on('destroy', function () {
menuOverlay.visible = true;
runner.visible = false;
scoreTxt.visible = false;
coinTxt.visible = false;
powerupContainer.visible = false;
gameStarted = false;
});
// --- Helper: spawn obstacle ---
function spawnObstacle() {
var obs = new Obstacle();
obs.lane = Math.floor(Math.random() * 3);
obs.x = laneX(obs.lane);
obs.y = -120;
var type = Math.random() < 0.7 ? 'barrier' : 'train';
obs.setType(type);
obs.speed = speed;
obstacles.push(obs);
game.addChild(obs);
}
// --- Helper: spawn coin ---
function spawnCoin() {
var coin = new Coin();
coin.lane = Math.floor(Math.random() * 3);
coin.x = laneX(coin.lane);
coin.y = -80;
coin.speed = speed;
coins.push(coin);
game.addChild(coin);
}
// --- Helper: spawn powerup ---
function spawnPowerup() {
var powerup = new Powerup();
powerup.lane = Math.floor(Math.random() * 3);
powerup.x = laneX(powerup.lane);
powerup.y = -100;
powerup.speed = speed;
powerup.kind = Math.random() < 0.5 ? 'invincible' : 'magnet';
powerups.push(powerup);
game.addChild(powerup);
}
// --- Main update loop ---
game.update = function () {
if (!gameStarted) return;
if (isGameOver) return;
ticks++;
// Increase speed over time
// Old: every 180 ticks, +1.2, max 38
// New: every 180 ticks, +0.6, max 38 (so it takes twice as long to reach max speed)
if (ticks % 180 === 0 && speed < 38) {
speed += 0.6;
}
// Update runner
runner.update();
// Update powerup timers
if (invincibleTicks > 0) {
invincibleTicks--;
powerupTxt.setText("INVINCIBLE " + Math.ceil(invincibleTicks / 60).toString() + "s");
powerupTimerTxt.setText("");
} else if (magnetTicks > 0) {
magnetTicks--;
powerupTxt.setText("MAGNET " + Math.ceil(magnetTicks / 60).toString() + "s");
powerupTimerTxt.setText("");
} else {
powerupTxt.setText("");
powerupTimerTxt.setText("");
}
// Spawn obstacles
// 25% more obstacles: reduce interval by 25%
if (ticks % Math.max(36, Math.floor((120 - speed * 2) * 0.75)) === 0) {
spawnObstacle();
}
// Spawn coins
if (ticks % 36 === 0) {
spawnCoin();
}
// Spawn powerups
if (ticks % 420 === 0) {
spawnPowerup();
}
// --- Update obstacles ---
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.speed = speed;
obs.update();
// Remove if off screen
if (obs.y > 2732 + 200) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision with runner
var collides = false;
if (obs.lane === runner.lane) {
// If runner is jumping, only collide with trains (tall obstacles)
if (obs.type === 'train') {
// Trains are tall, can hit in air
if (Math.abs(obs.y - runner.y) < 180) {
collides = true;
}
} else {
// Barriers: only if runner is not jumping
if (!runner.isJumping && Math.abs(obs.y - runner.y) < 160) {
collides = true;
}
}
}
if (collides && invincibleTicks === 0) {
// Game over
LK.effects.flashScreen(0xff0000, 800);
isGameOver = true;
LK.setScore(score);
LK.showGameOver();
return;
}
}
// --- Update coins ---
for (var j = coins.length - 1; j >= 0; j--) {
var coin = coins[j];
coin.speed = speed;
coin.update();
// Remove if off screen
if (coin.y > 2732 + 100) {
coin.destroy();
coins.splice(j, 1);
continue;
}
// Collect coin
var collect = false;
if (magnetTicks > 0) {
// Magnet: collect if in any lane and close
if (Math.abs(coin.y - runner.y) < 220) {
collect = true;
}
} else {
if (coin.lane === runner.lane && Math.abs(coin.y - runner.y) < 120) {
collect = true;
}
}
if (collect) {
coinScore++;
score += 10;
coinTxt.setText(coinScore);
scoreTxt.setText(score);
coin.destroy();
coins.splice(j, 1);
}
}
// --- Update powerups ---
for (var k = powerups.length - 1; k >= 0; k--) {
var p = powerups[k];
p.speed = speed;
p.update();
// Remove if off screen
if (p.y > 2732 + 120) {
p.destroy();
powerups.splice(k, 1);
continue;
}
// Collect powerup
var collectP = false;
if (p.lane === runner.lane && Math.abs(p.y - runner.y) < 140) {
collectP = true;
}
if (collectP) {
if (p.kind === 'invincible') {
invincibleTicks = 180; // 3 seconds
LK.effects.flashObject(runner, 0x83de44, 800);
} else if (p.kind === 'magnet') {
magnetTicks = 240; // 4 seconds
LK.effects.flashObject(runner, 0xf7d038, 800);
}
p.destroy();
powerups.splice(k, 1);
}
}
// --- Score increases over time ---
if (ticks % 12 === 0) {
score++;
scoreTxt.setText(score);
}
};
// --- Reset state on game over ---
game.on('destroy', function () {
// Clean up arrays
for (var i = 0; i < obstacles.length; i++) obstacles[i].destroy();
for (var j = 0; j < coins.length; j++) coins[j].destroy();
for (var k = 0; k < powerups.length; k++) powerups[k].destroy();
obstacles = [];
coins = [];
powerups = [];
isGameOver = false;
score = 0;
coinScore = 0;
speed = 18;
ticks = 0;
invincibleTicks = 0;
magnetTicks = 0;
scoreTxt.setText('0');
coinTxt.setText('0');
powerupTxt.setText('');
});
2d coin pixel art. In-Game asset. 2d. High contrast. No shadows
2d star pixel art green. In-Game asset. 2d. High contrast. No shadows
2d rail upside view. In-Game asset. 2d. High contrast. No shadows
2d pixel art obstacle upview. In-Game asset. 2d. High contrast. No shadows
subway surfers style logo with text subway dashers. In-Game asset. 2d. High contrast. No shadows