User prompt
Oyuncunun arabası saniyede 3 tık hızlansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ok tuşları hariç başka bir yere basıldığında araba sağa sola hareket etmesin.
User prompt
Ok tuşları harici başka bir yere dokunduğumuzda sağa sola hareket etme.
User prompt
Gas pedalını oyundan tamamen kaldır.
User prompt
Sağa ok tuşunu 1-2 tık sola, sol ok tuşunu 1-2 tık sağa kaydır.
User prompt
Sağ ve sol ok tuşunu büyüt.
User prompt
Gaz pedalını kaldır, sağ ok düşünü sağ köşeye al, sol ok düşünü de sol köşede bırak.
User prompt
Oyuncunun arabasına Gaz pedalına Bastığında Araba hızlanmaya Başlasın Gaz pedalına Oyuncu gaz pedalına basmıyorsa Araba dursun ama Sağa sola hareket etsin
User prompt
Oyuncunun arabası gaz pedalına basmadan hareket etmesin.
User prompt
Oyuncunu arabası gaz pedalı na basmdan hareket etmesin
User prompt
Oyun aktiviteleri ekle tamamlayalım
User prompt
Kutular dönmesin
User prompt
Oyuncu arabası, oyuncu arabası kutulara değdiğinde oyun bitsin.
User prompt
Yere dökülmüş kutular yap
User prompt
Her 300 metre de 1 tane insan yola atlasın
User prompt
Her 100 metre bir 2 tane insan yola atlasın
User prompt
Yakıtlara oyuncu arabası değdiğinde Kendi etrafında dönsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yere dökülmüş yakıtlar olsun değdiğimizde oyuncu arabası kaysın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Süreyi sağ üst köşeye koy
User prompt
Oyuna süre ekle oyun bitene kadar nekadar süre oynamışız göstersin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bush = Container.expand(function () { var self = Container.call(this); var bushGraphics = self.attachAsset('bush', { anchorX: 0.5, anchorY: 1.0 }); self.speed = 6; self.update = function () { self.y += self.speed; }; return self; }); 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 FuelTank = Container.expand(function () { var self = Container.call(this); var fuelTankGraphics = self.attachAsset('fuelTank', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.lastY = 0; self.lastIntersecting = false; self.update = function () { self.y += self.speed; fuelTankGraphics.rotation += 0.05; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); // Random power-up type: 0=speed boost, 1=shield self.powerType = Math.floor(Math.random() * 2); var powerUpGraphics; if (self.powerType === 0) { // Speed boost power-up (blue) powerUpGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); powerUpGraphics.tint = 0x0099ff; // Blue tint } else { // Shield power-up (purple) powerUpGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); powerUpGraphics.tint = 0x9900ff; // Purple tint } self.speed = 6; self.lastY = 0; self.lastIntersecting = false; self.update = function () { self.y += self.speed; powerUpGraphics.rotation += 0.15; // Pulsing effect powerUpGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.2) * 0.3; powerUpGraphics.scaleY = 1 + Math.sin(LK.ticks * 0.2) * 0.3; }; 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 SpilledBox = Container.expand(function () { var self = Container.call(this); var boxGraphics = self.attachAsset('spilledBox', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.lastY = 0; self.lastIntersecting = false; self.update = function () { self.y += self.speed; }; return self; }); var SpilledFuel = Container.expand(function () { var self = Container.call(this); var spillGraphics = self.attachAsset('spilledFuel', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.lastY = 0; self.lastIntersecting = false; 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 bushes = []; 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 bushSpawnTimer = 0; var distanceScore = 0; var fuelTanks = []; var fuelTankSpawnTimer = 0; var currentFuel = 100; var maxFuel = 100; var fuelConsumptionRate = 0.1; var dragActive = false; var showingLeaderboard = false; var leaderboardContainer; var leaderboardScores = storage.leaderboard || []; var gameStartTime = Date.now(); var gameTime = 0; var spilledFuels = []; var spilledFuelSpawnTimer = 0; var spilledBoxes = []; var spilledBoxSpawnTimer = 0; var isSliding = false; var slideDirection = 0; var slideTimer = 0; var powerUps = []; var powerUpSpawnTimer = 0; var hasShield = false; var shieldTimer = 0; var speedBoostTimer = 0; var hasSpeedBoost = false; var comboMultiplier = 1; var comboTimer = 0; var lastCollectTime = 0; // 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 fuel display var fuelTxt = new Text2('Fuel: 100%', { size: 60, fill: 0x00FF00 }); fuelTxt.anchor.set(0.5, 0); fuelTxt.y = 240; LK.gui.top.addChild(fuelTxt); // Create time display var timeTxt = new Text2('Time: 0:00', { size: 60, fill: 0xFFFFFF }); timeTxt.anchor.set(0.5, 0); timeTxt.y = 310; LK.gui.top.addChild(timeTxt); // Create shield indicator var shieldTxt = new Text2('', { size: 60, fill: 0x9900ff }); shieldTxt.anchor.set(0.5, 0); shieldTxt.y = 380; LK.gui.top.addChild(shieldTxt); // Create speed boost indicator var speedBoostTxt = new Text2('', { size: 60, fill: 0x0099ff }); speedBoostTxt.anchor.set(0.5, 0); speedBoostTxt.y = 450; LK.gui.top.addChild(speedBoostTxt); // Create combo multiplier display var comboTxt = new Text2('', { size: 70, fill: 0xFFD700 }); comboTxt.anchor.set(0.5, 0); comboTxt.y = 520; LK.gui.top.addChild(comboTxt); // Create left arrow button var leftArrow = LK.getAsset('Oktusu', { width: 300, height: 300, anchorX: 0.5, anchorY: 0.5 }); leftArrow.x = 200; 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: 300, height: 300, anchorX: 0.5, anchorY: 0.5 }); rightArrow.x = 2048 - 200; 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: 250, height: 250, anchorX: 0.5, anchorY: 0.5 }); gasPedal.x = 2048 - 125; gasPedal.y = 200; game.addChild(gasPedal); // Create gas pedal text var gasPedalTxt = new Text2('GAS', { size: 50, 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 - 125, right: gasPedal.x + 125, top: gasPedal.y - 125, bottom: gasPedal.y + 125 }; 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 - 150, right: leftArrow.x + 150, top: leftArrow.y - 150, bottom: leftArrow.y + 150 }; 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 - 150, right: rightArrow.x + 150, top: rightArrow.y - 150, bottom: rightArrow.y + 150 }; 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 - 125, right: gasPedal.x + 125, top: gasPedal.y - 125, bottom: gasPedal.y + 125 }; var leftArrowBounds = { left: leftArrow.x - 150, right: leftArrow.x + 150, top: leftArrow.y - 150, bottom: leftArrow.y + 150 }; var rightArrowBounds = { left: rightArrow.x - 150, right: rightArrow.x + 150, top: rightArrow.y - 150, bottom: rightArrow.y + 150 }; // 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 - 125, right: gasPedal.x + 125, top: gasPedal.y - 125, bottom: gasPedal.y + 125 }; 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; // Update game time gameTime = Math.floor((Date.now() - gameStartTime) / 1000); var minutes = Math.floor(gameTime / 60); var seconds = gameTime % 60; var timeString = minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timeTxt.setText('Time: ' + timeString); // Update power-up timers if (hasShield) { shieldTimer--; shieldTxt.setText('🛡️ Shield: ' + Math.ceil(shieldTimer / 60) + 's'); if (shieldTimer <= 0) { hasShield = false; shieldTxt.setText(''); // Remove shield visual effect playerCar.tint = 0xffffff; } } else { shieldTxt.setText(''); } if (hasSpeedBoost) { speedBoostTimer--; speedBoostTxt.setText('⚡ Boost: ' + Math.ceil(speedBoostTimer / 60) + 's'); if (speedBoostTimer <= 0) { hasSpeedBoost = false; speedBoostTxt.setText(''); } } else { speedBoostTxt.setText(''); } // Update combo system if (comboTimer > 0) { comboTimer--; comboTxt.setText('Combo x' + comboMultiplier); if (comboTimer <= 0) { comboMultiplier = 1; comboTxt.setText(''); } } else { comboTxt.setText(''); } // Reset combo if too much time passed since last collect if (Date.now() - lastCollectTime > 3000) { comboMultiplier = 1; comboTimer = 0; } // Handle sliding mechanics if (isSliding) { slideTimer--; // Apply sliding movement with tween for smooth effect var slideAmount = slideDirection * 8; playerCar.x += slideAmount; // Constrain car to stay within road bounds playerCar.x = Math.max(lanes[0] - 100, Math.min(lanes[2] + 100, playerCar.x)); // Add visual sliding effect tween(playerCar, { rotation: slideDirection * 0.3 }, { duration: 100, easing: tween.easeOut }); if (slideTimer <= 0) { isSliding = false; slideDirection = 0; // Return car to normal rotation tween(playerCar, { rotation: 0 }, { duration: 500, easing: tween.easeOut }); // Snap back to nearest lane var closestLane = 1; var minDistance = Math.abs(playerCar.x - lanes[1]); for (var i = 0; i < lanes.length; i++) { var distance = Math.abs(playerCar.x - lanes[i]); if (distance < minDistance) { minDistance = distance; closestLane = i; } } playerCar.lane = closestLane; playerCar.targetX = lanes[closestLane]; } } else { // Normal 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; // Calculate base boost from gas pedal and speed boost power-up var targetBoost = 1.0; if (isGasPedalPressed) { targetBoost = 2.0; } if (hasSpeedBoost) { targetBoost *= 1.5; // Additional 50% speed from power-up } // Apply boost with smooth transition if (boostMultiplier < targetBoost) { // Smoothly increase speed tween(this, { boostMultiplier: targetBoost }, { duration: 1000, easing: tween.easeOut }); } else if (boostMultiplier > targetBoost) { // Smoothly decrease speed tween(this, { boostMultiplier: targetBoost }, { 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 bushes bushSpawnTimer++; if (bushSpawnTimer >= 40) { bushSpawnTimer = 0; // Spawn bushes on left side between trees if (Math.random() < 0.6) { var leftBush = new Bush(); leftBush.x = Math.random() * (lanes[0] - 50); // Random position on left side leftBush.y = -50; leftBush.speed = effectiveSpeed; bushes.push(leftBush); game.addChild(leftBush); } // Spawn bushes on right side between trees if (Math.random() < 0.6) { var rightBush = new Bush(); rightBush.x = lanes[2] + 50 + Math.random() * (2048 - lanes[2] - 150); // Random position on right side rightBush.y = -50; rightBush.speed = effectiveSpeed; bushes.push(rightBush); game.addChild(rightBush); } } // 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); } } // Spawn fuel tanks fuelTankSpawnTimer++; if (fuelTankSpawnTimer >= 150) { fuelTankSpawnTimer = 0; if (Math.random() < 0.7) { var fuelTank = new FuelTank(); var randomLane = Math.floor(Math.random() * 3); fuelTank.x = lanes[randomLane]; fuelTank.y = -50; fuelTank.speed = effectiveSpeed; fuelTank.lastY = fuelTank.y; fuelTank.lastIntersecting = fuelTank.intersects(playerCar); fuelTanks.push(fuelTank); game.addChild(fuelTank); } } // Spawn spilled fuel spilledFuelSpawnTimer++; if (spilledFuelSpawnTimer >= 200) { spilledFuelSpawnTimer = 0; if (Math.random() < 0.4) { var spilledFuel = new SpilledFuel(); var randomLane = Math.floor(Math.random() * 3); spilledFuel.x = lanes[randomLane]; spilledFuel.y = -50; spilledFuel.speed = effectiveSpeed; spilledFuel.lastY = spilledFuel.y; spilledFuel.lastIntersecting = spilledFuel.intersects(playerCar); spilledFuels.push(spilledFuel); game.addChild(spilledFuel); } } // Spawn spilled boxes spilledBoxSpawnTimer++; if (spilledBoxSpawnTimer >= 180) { spilledBoxSpawnTimer = 0; if (Math.random() < 0.5) { var spilledBox = new SpilledBox(); var randomLane = Math.floor(Math.random() * 3); spilledBox.x = lanes[randomLane]; spilledBox.y = -50; spilledBox.speed = effectiveSpeed; spilledBox.lastY = spilledBox.y; spilledBox.lastIntersecting = spilledBox.intersects(playerCar); spilledBoxes.push(spilledBox); game.addChild(spilledBox); } } // Spawn power-ups powerUpSpawnTimer++; if (powerUpSpawnTimer >= 300) { powerUpSpawnTimer = 0; if (Math.random() < 0.6) { var powerUp = new PowerUp(); var randomLane = Math.floor(Math.random() * 3); powerUp.x = lanes[randomLane]; powerUp.y = -50; powerUp.speed = effectiveSpeed; powerUp.lastY = powerUp.y; powerUp.lastIntersecting = powerUp.intersects(playerCar); powerUps.push(powerUp); game.addChild(powerUp); } } // 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) { if (hasShield) { // Shield protects from collision hasShield = false; shieldTimer = 0; shieldTxt.setText(''); playerCar.tint = 0xffffff; // Remove shield tint LK.effects.flashObject(playerCar, 0xffff00, 1000); // Yellow flash for shield break LK.effects.flashObject(enemyCar, 0xffff00, 500); // Push enemy car away enemyCar.y += 200; } else { // 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 bushes for (var i = bushes.length - 1; i >= 0; i--) { var bush = bushes[i]; bush.speed = effectiveSpeed; if (bush.lastY === undefined) bush.lastY = bush.y; // Remove bushes that go off screen if (bush.lastY <= 2732 + 50 && bush.y > 2732 + 50) { bush.destroy(); bushes.splice(i, 1); continue; } bush.lastY = bush.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 lastCollectTime = Date.now(); comboTimer = 300; // 5 seconds at 60fps var pointsEarned = 10 * comboMultiplier; LK.setScore(LK.getScore() + pointsEarned); comboMultiplier = Math.min(comboMultiplier + 1, 5); // Max combo x5 scoreTxt.setText(LK.getScore().toString()); LK.getSound('collectCoin').play(); coin.destroy(); coins.splice(i, 1); continue; } coin.lastY = coin.y; coin.lastIntersecting = currentIntersecting; } // Update fuel system currentFuel -= fuelConsumptionRate * boostMultiplier; if (currentFuel <= 0) { currentFuel = 0; // Game over due to no fuel saveScore(LK.getScore()); LK.effects.flashScreen(0xff8800, 1000); LK.showGameOver(); return; } // Update fuel display with color coding var fuelPercentage = Math.floor(currentFuel / maxFuel * 100); fuelTxt.setText('Fuel: ' + fuelPercentage + '%'); if (fuelPercentage > 50) { fuelTxt.fill = 0x00FF00; // Green } else if (fuelPercentage > 25) { fuelTxt.fill = 0xFFFF00; // Yellow } else { fuelTxt.fill = 0xFF0000; // Red } // Update and check fuel tanks for (var i = fuelTanks.length - 1; i >= 0; i--) { var fuelTank = fuelTanks[i]; fuelTank.speed = effectiveSpeed; // Remove fuel tanks that go off screen if (fuelTank.lastY <= 2732 + 50 && fuelTank.y > 2732 + 50) { fuelTank.destroy(); fuelTanks.splice(i, 1); continue; } // Check collection by player var currentIntersecting = fuelTank.intersects(playerCar); if (!fuelTank.lastIntersecting && currentIntersecting) { // Fuel tank collected lastCollectTime = Date.now(); comboTimer = 300; // 5 seconds at 60fps currentFuel = Math.min(currentFuel + 30, maxFuel); var pointsEarned = 5 * comboMultiplier; LK.setScore(LK.getScore() + pointsEarned); comboMultiplier = Math.min(comboMultiplier + 1, 5); // Max combo x5 scoreTxt.setText(LK.getScore().toString()); LK.getSound('collectCoin').play(); fuelTank.destroy(); fuelTanks.splice(i, 1); continue; } fuelTank.lastY = fuelTank.y; fuelTank.lastIntersecting = currentIntersecting; } // Update and check spilled fuel for (var i = spilledFuels.length - 1; i >= 0; i--) { var spilledFuel = spilledFuels[i]; spilledFuel.speed = effectiveSpeed; // Remove spilled fuel that goes off screen if (spilledFuel.lastY <= 2732 + 50 && spilledFuel.y > 2732 + 50) { spilledFuel.destroy(); spilledFuels.splice(i, 1); continue; } // Check collision with player var currentIntersecting = spilledFuel.intersects(playerCar); if (!spilledFuel.lastIntersecting && currentIntersecting && !isSliding) { // Spilled fuel collision - make car slide isSliding = true; slideDirection = (Math.random() - 0.5) * 2; // Random slide direction slideTimer = 90; // Slide for 1.5 seconds at 60fps // Visual effect for hitting spilled fuel LK.effects.flashObject(playerCar, 0x8B4513, 500); // Add spinning rotation effect tween(playerCar, { rotation: playerCar.rotation + Math.PI * 4 // Spin 2 full rotations }, { duration: 1500, easing: tween.easeOut }); } spilledFuel.lastY = spilledFuel.y; spilledFuel.lastIntersecting = currentIntersecting; } // Update and check spilled boxes for (var i = spilledBoxes.length - 1; i >= 0; i--) { var spilledBox = spilledBoxes[i]; spilledBox.speed = effectiveSpeed; // Remove spilled boxes that go off screen if (spilledBox.lastY <= 2732 + 50 && spilledBox.y > 2732 + 50) { spilledBox.destroy(); spilledBoxes.splice(i, 1); continue; } // Check collision with player var currentIntersecting = spilledBox.intersects(playerCar); if (!spilledBox.lastIntersecting && currentIntersecting) { if (hasShield) { // Shield protects from collision hasShield = false; shieldTimer = 0; shieldTxt.setText(''); playerCar.tint = 0xffffff; // Remove shield tint LK.effects.flashObject(playerCar, 0xffff00, 1000); // Yellow flash for shield break // Destroy the box spilledBox.destroy(); spilledBoxes.splice(i, 1); continue; } else { // Spilled box collision - game over saveScore(LK.getScore()); LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } spilledBox.lastY = spilledBox.y; spilledBox.lastIntersecting = currentIntersecting; } // Update and check power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; powerUp.speed = effectiveSpeed; // Remove power-ups that go off screen if (powerUp.lastY <= 2732 + 50 && powerUp.y > 2732 + 50) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check collection by player var currentIntersecting = powerUp.intersects(playerCar); if (!powerUp.lastIntersecting && currentIntersecting) { // Power-up collected lastCollectTime = Date.now(); comboTimer = 300; // 5 seconds at 60fps if (powerUp.powerType === 0) { // Speed boost power-up hasSpeedBoost = true; speedBoostTimer = 600; // 10 seconds at 60fps LK.effects.flashObject(playerCar, 0x0099ff, 500); } else { // Shield power-up hasShield = true; shieldTimer = 900; // 15 seconds at 60fps playerCar.tint = 0x9900ff; // Purple tint for shield LK.effects.flashObject(playerCar, 0x9900ff, 500); } var pointsEarned = 20 * comboMultiplier; LK.setScore(LK.getScore() + pointsEarned); comboMultiplier = Math.min(comboMultiplier + 1, 5); // Max combo x5 scoreTxt.setText(LK.getScore().toString()); LK.getSound('collectCoin').play(); powerUp.destroy(); powerUps.splice(i, 1); continue; } powerUp.lastY = powerUp.y; powerUp.lastIntersecting = currentIntersecting; } };
===================================================================
--- original.js
+++ change.js
@@ -311,9 +311,9 @@
height: 300,
anchorX: 0.5,
anchorY: 0.5
});
-leftArrow.x = 100;
+leftArrow.x = 200;
leftArrow.y = 2732 - 200;
game.addChild(leftArrow);
// Create left arrow text
var leftArrowTxt = new Text2('←', {
@@ -330,9 +330,9 @@
height: 300,
anchorX: 0.5,
anchorY: 0.5
});
-rightArrow.x = 2048 - 100;
+rightArrow.x = 2048 - 200;
rightArrow.y = 2732 - 200;
game.addChild(rightArrow);
// Create right arrow text
var rightArrowTxt = new Text2('→', {
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