User prompt
Alınabilir yakıtları sıklaştır
User prompt
Yakıt deposu ekle
User prompt
Ağaç karın arasındaki boşluğa çalılar ekle
User prompt
Skoru görmem için bir tuş ekle
User prompt
Score toblosu ekle ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Arka plan için sağ sola ağçlar ekle
User prompt
Ok tuşlarını varlıklarda ki oktusu ile değiştir
User prompt
Gaz pedalı na bastığımda arbanı hızı yavaşça artsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncunun arabası gaz pedalı na basmdan hareket etmesin
User prompt
Ben durukede diğer arabalar hareket. Etsin
User prompt
Gaz pedalına basmadığımız sürece araba hareket etmesin
User prompt
Oyuncunun arabası 150 km hızı geçemesin
User prompt
Score muz artıkça ve gitimiz metre artıkça gelen arabalr hızlansın
User prompt
Gaz pedalı na basarken gazı kesmeden sağ sol yapa biliyim
User prompt
Ok tuşlarını büyüt
User prompt
Gaz pedalı mı büyüt
User prompt
Hız göstergesi ekle
User prompt
Ok tuş larının arasını aç
User prompt
Gaz ile varlıklarda ki gaz ile değiştir
User prompt
Ok tuşlarını büyüt
User prompt
Araba nın sağ ve sola gitmesini sağlıycak iki tane ok tuşu ekle
User prompt
Gaz pedalı mı büyüt
User prompt
Gaz pedalı ekle basın ca araba hızlan son
User prompt
Arkaya otoban yolu koy
User prompt
Arka plan a bir şehirdeymişiz gibi yap
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Car = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.targetX = 0;
self.lane = 1; // 0=left, 1=center, 2=right
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.lastY = 0;
self.lastIntersecting = false;
self.update = function () {
self.y += self.speed;
coinGraphics.rotation += 0.1;
};
return self;
});
var EnemyCar = Container.expand(function () {
var self = Container.call(this);
var carTypes = ['enemyCar1', 'enemyCar2', 'enemyCar3'];
var randomType = carTypes[Math.floor(Math.random() * carTypes.length)];
var carGraphics = self.attachAsset(randomType, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.lastY = 0;
self.lastIntersecting = false;
self.update = function () {
self.y += self.speed;
};
return self;
});
var RoadLine = Container.expand(function () {
var self = Container.call(this);
var lineGraphics = self.attachAsset('roadLine', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Tree = Container.expand(function () {
var self = Container.call(this);
var treeGraphics = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 1.0
});
self.speed = 6;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
// Game variables
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Game variables
var playerCar;
var enemyCars = [];
var coins = [];
var roadLines = [];
var trees = [];
var gameSpeed = 6;
var lanes = [2048 / 4, 2048 / 2, 3 * 2048 / 4]; // Three lanes
var spawnTimer = 0;
var coinSpawnTimer = 0;
var roadLineSpawnTimer = 0;
var treeSpawnTimer = 0;
var distanceScore = 0;
var dragActive = false;
var showingLeaderboard = false;
var leaderboardContainer;
var leaderboardScores = storage.leaderboard || [];
// Create score display using asset
var scoreDisplay = LK.getAsset('Score', {
anchorX: 0.5,
anchorY: 0
});
LK.gui.top.addChild(scoreDisplay);
// Create score text display
var scoreTxt = new Text2('0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
scoreTxt.x = scoreDisplay.x + 60; // Position next to score image
scoreTxt.y = scoreDisplay.y;
LK.gui.top.addChild(scoreTxt);
// Create score button to show/hide score
var scoreButton = new Text2('📊', {
size: 80,
fill: 0x00FF00
});
scoreButton.anchor.set(0.5, 0);
scoreButton.x = 2048 - 200;
scoreButton.y = 20;
LK.gui.top.addChild(scoreButton);
// Create leaderboard button
var leaderboardButton = new Text2('🏆', {
size: 80,
fill: 0xFFD700
});
leaderboardButton.anchor.set(0.5, 0);
leaderboardButton.x = 2048 - 100;
leaderboardButton.y = 20;
LK.gui.top.addChild(leaderboardButton);
// Score visibility state
var showScore = true;
// Create distance display
var distanceTxt = new Text2('Distance: 0m', {
size: 60,
fill: 0xFFFFFF
});
distanceTxt.anchor.set(0.5, 0);
distanceTxt.y = 100;
LK.gui.top.addChild(distanceTxt);
// Create speedometer display
var speedometerTxt = new Text2('Speed: 0 km/h', {
size: 60,
fill: 0xFFFFFF
});
speedometerTxt.anchor.set(0.5, 0);
speedometerTxt.y = 170;
LK.gui.top.addChild(speedometerTxt);
// Create left arrow button
var leftArrow = LK.getAsset('Oktusu', {
width: 250,
height: 250,
anchorX: 0.5,
anchorY: 0.5
});
leftArrow.x = 100;
leftArrow.y = 2732 - 200;
game.addChild(leftArrow);
// Create left arrow text
var leftArrowTxt = new Text2('←', {
size: 80,
fill: 0xFFFFFF
});
leftArrowTxt.anchor.set(0.5, 0.5);
leftArrowTxt.x = leftArrow.x;
leftArrowTxt.y = leftArrow.y;
game.addChild(leftArrowTxt);
// Create right arrow button
var rightArrow = LK.getAsset('Oktusu', {
width: 250,
height: 250,
anchorX: 0.5,
anchorY: 0.5
});
rightArrow.x = 400;
rightArrow.y = 2732 - 200;
game.addChild(rightArrow);
// Create right arrow text
var rightArrowTxt = new Text2('→', {
size: 80,
fill: 0xFFFFFF
});
rightArrowTxt.anchor.set(0.5, 0.5);
rightArrowTxt.x = rightArrow.x;
rightArrowTxt.y = rightArrow.y;
game.addChild(rightArrowTxt);
// Create gas pedal
var gasPedal = LK.getAsset('Gaz', {
width: 350,
height: 350,
anchorX: 0.5,
anchorY: 0.5
});
gasPedal.x = 2048 - 200;
gasPedal.y = 2732 - 350;
game.addChild(gasPedal);
// Create gas pedal text
var gasPedalTxt = new Text2('GAS', {
size: 70,
fill: 0xFFFFFF
});
gasPedalTxt.anchor.set(0.5, 0.5);
gasPedalTxt.x = gasPedal.x;
gasPedalTxt.y = gasPedal.y;
game.addChild(gasPedalTxt);
// Gas pedal variables
var isGasPedalPressed = false;
var boostMultiplier = 1.0;
// Function to show leaderboard
function showLeaderboard() {
if (showingLeaderboard) return;
showingLeaderboard = true;
leaderboardContainer = new Container();
game.addChild(leaderboardContainer);
// Semi-transparent background
var background = LK.getAsset('highway', {
width: 1800,
height: 2200,
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
background.alpha = 0.8;
background.tint = 0x000000;
leaderboardContainer.addChild(background);
// Title
var titleText = new Text2('🏆 TOP SCORES 🏆', {
size: 100,
fill: 0xFFD700
});
titleText.anchor.set(0.5, 0);
titleText.x = 2048 / 2;
titleText.y = 400;
leaderboardContainer.addChild(titleText);
// Display top 10 scores
var sortedScores = leaderboardScores.slice().sort(function (a, b) {
return b - a;
});
for (var i = 0; i < Math.min(10, sortedScores.length); i++) {
var rankText = new Text2(i + 1 + '. ' + sortedScores[i] + ' points', {
size: 80,
fill: i < 3 ? 0xFFD700 : 0xFFFFFF
});
rankText.anchor.set(0.5, 0);
rankText.x = 2048 / 2;
rankText.y = 600 + i * 120;
leaderboardContainer.addChild(rankText);
}
// Close button
var closeButton = new Text2('❌ CLOSE', {
size: 80,
fill: 0xFF4444
});
closeButton.anchor.set(0.5, 0);
closeButton.x = 2048 / 2;
closeButton.y = 2200;
leaderboardContainer.addChild(closeButton);
}
// Function to hide leaderboard
function hideLeaderboard() {
if (!showingLeaderboard) return;
showingLeaderboard = false;
if (leaderboardContainer) {
leaderboardContainer.destroy();
leaderboardContainer = null;
}
}
// Function to save score to leaderboard
function saveScore(score) {
leaderboardScores.push(score);
leaderboardScores.sort(function (a, b) {
return b - a;
});
// Keep only top 20 scores
if (leaderboardScores.length > 20) {
leaderboardScores = leaderboardScores.slice(0, 20);
}
storage.leaderboard = leaderboardScores;
}
// Create player car
playerCar = game.addChild(new Car());
playerCar.x = lanes[1]; // Start in middle lane
playerCar.y = 2732 - 300;
playerCar.targetX = playerCar.x;
// Touch controls
game.down = function (x, y, obj) {
// Check if leaderboard is showing and handle close button
if (showingLeaderboard) {
var closeButtonBounds = {
left: 2048 / 2 - 150,
right: 2048 / 2 + 150,
top: 2200 - 50,
bottom: 2200 + 50
};
if (x >= closeButtonBounds.left && x <= closeButtonBounds.right && y >= closeButtonBounds.top && y <= closeButtonBounds.bottom) {
hideLeaderboard();
return;
}
// Ignore other touches when leaderboard is showing
return;
}
// Check if score button is pressed
var scoreBounds = {
left: scoreButton.x - 50,
right: scoreButton.x + 50,
top: scoreButton.y,
bottom: scoreButton.y + 80
};
if (x >= scoreBounds.left && x <= scoreBounds.right && y >= scoreBounds.top && y <= scoreBounds.bottom) {
showScore = !showScore;
if (showScore) {
scoreDisplay.alpha = 1;
scoreTxt.alpha = 1;
} else {
scoreDisplay.alpha = 0;
scoreTxt.alpha = 0;
}
return;
}
// Check if leaderboard button is pressed
var leaderboardBounds = {
left: leaderboardButton.x - 50,
right: leaderboardButton.x + 50,
top: leaderboardButton.y,
bottom: leaderboardButton.y + 80
};
if (x >= leaderboardBounds.left && x <= leaderboardBounds.right && y >= leaderboardBounds.top && y <= leaderboardBounds.bottom) {
showLeaderboard();
return;
}
// Check if gas pedal is pressed first
var gasPedalBounds = {
left: gasPedal.x - 175,
right: gasPedal.x + 175,
top: gasPedal.y - 175,
bottom: gasPedal.y + 175
};
if (x >= gasPedalBounds.left && x <= gasPedalBounds.right && y >= gasPedalBounds.top && y <= gasPedalBounds.bottom) {
isGasPedalPressed = true;
gasPedal.tint = 0xffff00; // Yellow when pressed
}
// Check if left arrow is pressed
var leftArrowBounds = {
left: leftArrow.x - 125,
right: leftArrow.x + 125,
top: leftArrow.y - 125,
bottom: leftArrow.y + 125
};
if (x >= leftArrowBounds.left && x <= leftArrowBounds.right && y >= leftArrowBounds.top && y <= leftArrowBounds.bottom) {
// Move car to left lane
if (playerCar.lane > 0) {
playerCar.lane--;
playerCar.targetX = lanes[playerCar.lane];
}
leftArrow.tint = 0xffff00; // Yellow when pressed
}
// Check if right arrow is pressed
var rightArrowBounds = {
left: rightArrow.x - 125,
right: rightArrow.x + 125,
top: rightArrow.y - 125,
bottom: rightArrow.y + 125
};
if (x >= rightArrowBounds.left && x <= rightArrowBounds.right && y >= rightArrowBounds.top && y <= rightArrowBounds.bottom) {
// Move car to right lane
if (playerCar.lane < 2) {
playerCar.lane++;
playerCar.targetX = lanes[playerCar.lane];
}
rightArrow.tint = 0xffff00; // Yellow when pressed
}
// Handle drag controls for general screen touches
if (!(x >= leftArrowBounds.left && x <= leftArrowBounds.right && y >= leftArrowBounds.top && y <= leftArrowBounds.bottom) && !(x >= rightArrowBounds.left && x <= rightArrowBounds.right && y >= rightArrowBounds.top && y <= rightArrowBounds.bottom) && !(x >= gasPedalBounds.left && x <= gasPedalBounds.right && y >= gasPedalBounds.top && y <= gasPedalBounds.bottom)) {
dragActive = true;
// Move car to closest lane based on touch position
var closestLane = 1;
var minDistance = Math.abs(x - lanes[1]);
for (var i = 0; i < lanes.length; i++) {
var distance = Math.abs(x - lanes[i]);
if (distance < minDistance) {
minDistance = distance;
closestLane = i;
}
}
playerCar.lane = closestLane;
playerCar.targetX = lanes[closestLane];
}
};
game.move = function (x, y, obj) {
// Don't allow movement when leaderboard is showing
if (showingLeaderboard) return;
// Allow steering even when gas pedal is pressed
var gasPedalBounds = {
left: gasPedal.x - 175,
right: gasPedal.x + 175,
top: gasPedal.y - 175,
bottom: gasPedal.y + 175
};
var leftArrowBounds = {
left: leftArrow.x - 125,
right: leftArrow.x + 125,
top: leftArrow.y - 125,
bottom: leftArrow.y + 125
};
var rightArrowBounds = {
left: rightArrow.x - 125,
right: rightArrow.x + 125,
top: rightArrow.y - 125,
bottom: rightArrow.y + 125
};
// Allow movement if dragging or if touch is outside control areas
if (dragActive || !(x >= leftArrowBounds.left && x <= leftArrowBounds.right && y >= leftArrowBounds.top && y <= leftArrowBounds.bottom) && !(x >= rightArrowBounds.left && x <= rightArrowBounds.right && y >= rightArrowBounds.top && y <= rightArrowBounds.bottom) && !(x >= gasPedalBounds.left && x <= gasPedalBounds.right && y >= gasPedalBounds.top && y <= gasPedalBounds.bottom)) {
// Move car to closest lane based on drag position
var closestLane = 1;
var minDistance = Math.abs(x - lanes[1]);
for (var i = 0; i < lanes.length; i++) {
var distance = Math.abs(x - lanes[i]);
if (distance < minDistance) {
minDistance = distance;
closestLane = i;
}
}
playerCar.lane = closestLane;
playerCar.targetX = lanes[closestLane];
}
};
game.up = function (x, y, obj) {
// Don't process touches when leaderboard is showing
if (showingLeaderboard) return;
dragActive = false;
// Reset arrow button colors
leftArrow.tint = 0xffffff;
rightArrow.tint = 0xffffff;
// Only release gas pedal if the touch was released within gas pedal bounds
var gasPedalBounds = {
left: gasPedal.x - 175,
right: gasPedal.x + 175,
top: gasPedal.y - 175,
bottom: gasPedal.y + 175
};
if (isGasPedalPressed && x >= gasPedalBounds.left && x <= gasPedalBounds.right && y >= gasPedalBounds.top && y <= gasPedalBounds.bottom) {
isGasPedalPressed = false;
gasPedal.tint = 0xffffff; // Back to normal color
}
};
// Main game loop
game.update = function () {
// Don't update game when leaderboard is showing
if (showingLeaderboard) return;
// Smooth car movement to target lane
var moveSpeed = 15;
if (Math.abs(playerCar.x - playerCar.targetX) > moveSpeed) {
if (playerCar.x < playerCar.targetX) {
playerCar.x += moveSpeed;
} else {
playerCar.x -= moveSpeed;
}
} else {
playerCar.x = playerCar.targetX;
}
// Increase game speed over time
gameSpeed += 0.002;
// Apply boost when gas pedal is pressed with smooth transition
if (isGasPedalPressed) {
// Smoothly increase speed to 2.0 over 1 second
tween(this, {
boostMultiplier: 2.0
}, {
duration: 1000,
easing: tween.easeOut
});
} else {
// Smoothly decrease speed to 1.0 over 0.5 seconds
tween(this, {
boostMultiplier: 1.0
}, {
duration: 500,
easing: tween.easeOut
});
}
// Limit effective speed to prevent exceeding 150 km/h
var maxEffectiveSpeed = 15; // 15 * 10 = 150 km/h display limit
var effectiveSpeed = Math.min(gameSpeed * boostMultiplier, maxEffectiveSpeed);
var speedLimitRatio = effectiveSpeed / (gameSpeed * boostMultiplier);
// Update distance score
distanceScore += effectiveSpeed * 0.1;
distanceTxt.setText('Distance: ' + Math.floor(distanceScore) + 'm');
// Update speedometer display
var currentSpeed = Math.floor(gameSpeed * boostMultiplier * 10); // Convert to km/h scale
// Limit maximum displayed speed to 150 km/h
currentSpeed = Math.min(currentSpeed, 150);
speedometerTxt.setText('Speed: ' + currentSpeed + ' km/h');
// Spawn road lines
roadLineSpawnTimer++;
if (roadLineSpawnTimer >= 20) {
roadLineSpawnTimer = 0;
for (var i = 0; i < 2; i++) {
var roadLine = new RoadLine();
roadLine.x = lanes[0] + i * (lanes[2] - lanes[0]);
roadLine.y = -50;
roadLine.speed = effectiveSpeed;
roadLines.push(roadLine);
game.addChild(roadLine);
}
}
// Spawn enemy cars
spawnTimer++;
// Increase spawn rate based on score and distance
var spawnRateBonus = Math.floor(LK.getScore() / 100) + Math.floor(distanceScore / 1000);
var baseSpawnRate = Math.max(20, 90 - Math.floor(gameSpeed) - spawnRateBonus);
if (spawnTimer >= baseSpawnRate) {
spawnTimer = 0;
var enemyCar = new EnemyCar();
var randomLane = Math.floor(Math.random() * 3);
enemyCar.x = lanes[randomLane];
enemyCar.y = -100;
enemyCar.speed = (gameSpeed + Math.random() * 3) * boostMultiplier;
enemyCar.lastY = enemyCar.y;
enemyCar.lastIntersecting = enemyCar.intersects(playerCar);
enemyCars.push(enemyCar);
game.addChild(enemyCar);
}
// Spawn trees
treeSpawnTimer++;
if (treeSpawnTimer >= 60) {
treeSpawnTimer = 0;
// Spawn trees on left side
if (Math.random() < 0.8) {
var leftTree = new Tree();
leftTree.x = Math.random() * (lanes[0] - 100); // Random position on left side
leftTree.y = -100;
leftTree.speed = effectiveSpeed;
trees.push(leftTree);
game.addChild(leftTree);
}
// Spawn trees on right side
if (Math.random() < 0.8) {
var rightTree = new Tree();
rightTree.x = lanes[2] + 100 + Math.random() * (2048 - lanes[2] - 200); // Random position on right side
rightTree.y = -100;
rightTree.speed = effectiveSpeed;
trees.push(rightTree);
game.addChild(rightTree);
}
}
// Spawn coins
coinSpawnTimer++;
if (coinSpawnTimer >= 120) {
coinSpawnTimer = 0;
if (Math.random() < 0.7) {
var coin = new Coin();
var randomLane = Math.floor(Math.random() * 3);
coin.x = lanes[randomLane];
coin.y = -50;
coin.speed = effectiveSpeed;
coin.lastY = coin.y;
coin.lastIntersecting = coin.intersects(playerCar);
coins.push(coin);
game.addChild(coin);
}
}
// Update and check road lines
for (var i = roadLines.length - 1; i >= 0; i--) {
var roadLine = roadLines[i];
roadLine.speed = effectiveSpeed;
if (roadLine.lastY === undefined) roadLine.lastY = roadLine.y;
// Remove road lines that go off screen
if (roadLine.lastY <= 2732 + 50 && roadLine.y > 2732 + 50) {
roadLine.destroy();
roadLines.splice(i, 1);
continue;
}
roadLine.lastY = roadLine.y;
}
// Update and check enemy cars
for (var i = enemyCars.length - 1; i >= 0; i--) {
var enemyCar = enemyCars[i];
// Increase enemy speed based on score and distance
var speedBonus = Math.floor(LK.getScore() / 50) + Math.floor(distanceScore / 500);
var enemyBaseSpeed = (gameSpeed + 2 + speedBonus) * boostMultiplier;
enemyCar.speed = Math.min(enemyBaseSpeed, maxEffectiveSpeed + 2);
// Remove cars that go off screen
if (enemyCar.lastY <= 2732 + 100 && enemyCar.y > 2732 + 100) {
enemyCar.destroy();
enemyCars.splice(i, 1);
continue;
}
// Check collision with player
var currentIntersecting = enemyCar.intersects(playerCar);
if (!enemyCar.lastIntersecting && currentIntersecting) {
// Collision detected - game over
saveScore(LK.getScore());
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
enemyCar.lastY = enemyCar.y;
enemyCar.lastIntersecting = currentIntersecting;
}
// Update and check trees
for (var i = trees.length - 1; i >= 0; i--) {
var tree = trees[i];
tree.speed = effectiveSpeed;
if (tree.lastY === undefined) tree.lastY = tree.y;
// Remove trees that go off screen
if (tree.lastY <= 2732 + 100 && tree.y > 2732 + 100) {
tree.destroy();
trees.splice(i, 1);
continue;
}
tree.lastY = tree.y;
}
// Update and check coins
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
coin.speed = effectiveSpeed;
// Remove coins that go off screen
if (coin.lastY <= 2732 + 50 && coin.y > 2732 + 50) {
coin.destroy();
coins.splice(i, 1);
continue;
}
// Check collection by player
var currentIntersecting = coin.intersects(playerCar);
if (!coin.lastIntersecting && currentIntersecting) {
// Coin collected
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore().toString());
LK.getSound('collectCoin').play();
coin.destroy();
coins.splice(i, 1);
continue;
}
coin.lastY = coin.y;
coin.lastIntersecting = currentIntersecting;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -116,8 +116,17 @@
scoreTxt.anchor.set(0, 0);
scoreTxt.x = scoreDisplay.x + 60; // Position next to score image
scoreTxt.y = scoreDisplay.y;
LK.gui.top.addChild(scoreTxt);
+// Create score button to show/hide score
+var scoreButton = new Text2('📊', {
+ size: 80,
+ fill: 0x00FF00
+});
+scoreButton.anchor.set(0.5, 0);
+scoreButton.x = 2048 - 200;
+scoreButton.y = 20;
+LK.gui.top.addChild(scoreButton);
// Create leaderboard button
var leaderboardButton = new Text2('🏆', {
size: 80,
fill: 0xFFD700
@@ -125,8 +134,10 @@
leaderboardButton.anchor.set(0.5, 0);
leaderboardButton.x = 2048 - 100;
leaderboardButton.y = 20;
LK.gui.top.addChild(leaderboardButton);
+// Score visibility state
+var showScore = true;
// Create distance display
var distanceTxt = new Text2('Distance: 0m', {
size: 60,
fill: 0xFFFFFF
@@ -295,8 +306,26 @@
}
// Ignore other touches when leaderboard is showing
return;
}
+ // Check if score button is pressed
+ var scoreBounds = {
+ left: scoreButton.x - 50,
+ right: scoreButton.x + 50,
+ top: scoreButton.y,
+ bottom: scoreButton.y + 80
+ };
+ if (x >= scoreBounds.left && x <= scoreBounds.right && y >= scoreBounds.top && y <= scoreBounds.bottom) {
+ showScore = !showScore;
+ if (showScore) {
+ scoreDisplay.alpha = 1;
+ scoreTxt.alpha = 1;
+ } else {
+ scoreDisplay.alpha = 0;
+ scoreTxt.alpha = 0;
+ }
+ return;
+ }
// Check if leaderboard button is pressed
var leaderboardBounds = {
left: leaderboardButton.x - 50,
right: leaderboardButton.x + 50,
Coin. In-Game asset. 2d. High contrast. No shadows
Yol hattı. In-Game asset. 2d. High contrast. No shadows
Score. In-Game asset. 2d. High contrast. No shadows
Şehir. In-Game asset. 2d. High contrast. No shadows
Gaz pedalı. In-Game asset. 2d. High contrast. No shadows
Sağ sola hareket oktuşuşlar. In-Game asset. 2d. High contrast. No shadows
Kuş bakışı ağaç. In-Game asset. 2d. High contrast. No shadows
Çalı. In-Game asset. 2d. High contrast. No shadows
Benzin kutusu. In-Game asset. 2d. High contrast. No shadows
Dökülmüş benzin. In-Game asset. 2d. High contrast. No shadows
Yola koyulmuş kutular. In-Game asset. 2d. High contrast. No shadows
Kuş bakışı Ferrari araba. In-Game asset. 2d. High contrast. No shadows
Kuş bakışı Lamborghini. In-Game asset. 2d. High contrast. No shadows
Kuş bakışı kosiegg. In-Game asset. 2d. High contrast. No shadows
Bugatti kuş bakışı. In-Game asset. 2d. High contrast. No shadows