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Add more threeshorts to the road along
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Identify both GEAR indicators on screen. Remove one to keep only a single GEAR display visible. Ensure remaining GEAR UI works correctly without issues.
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🚗 Spawn Spacing – Command Always leave natural gaps between vehicles. Never block all lanes at once. Keep at least 1 car-width gap for safe passing. Slightly randomize spacing to feel natural.
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🎮 Level System & Scoring Rules 🚘 Score per passed vehicle: Sedan – 5 points Van – 8 points Truck – 12 points Police – 15 points Ambulance (TTY) – 18 points Fire Truck – 20 points --- 🧾 Level unlocks by total score: Level 1 → Start Level 2 → 200 points Level 3 → 500 points Level 4 → 900 points Level 5 → 1400 points Level 6 → 2000 points --- 🚗 Player car scaling by level: Speed increases with each level Steering sensitivity improves per level Level Speed Boost Turn Boost 1 Normal Normal 2 +10% +10% 3 +20% +20% 4 +30% +30% 5 +40% +40% 6 +50% +50% ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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⚡ Fix Boost Button – Command When Boost button is pressed: Temporarily set speed = speed × 2.5 (or higher, e.g., 3×) Boost lasts for 1–2 seconds, then reverts to normal speed. During boost, car must be able to pass other cars faster than normal. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Car moves and accelerates automatically. Add "Brake" button at bottom-left → instantly stops car (for crash avoidance). Add "Boost" button at bottom-right → instantly speeds up (for fast pass). Both buttons are for emergency use only.
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🚗 Brake & Boost – Command Car moves and accelerates automatically. Add Brake button → instantly stops car (for avoiding crashes). Add Boost button → instantly speeds up (for quick pass). Both are for emergency use only.
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Elixir Effect – COMMANDS 1. When the player picks up the Elixir: Set shield = true Store originalSpeed = currentSpeed 2. If the player collides with an object while shield == true: Move the player back to a predefined position (e.g., setPosition(checkpointPosition)) Reduce player speed: currentSpeed = currentSpeed * 0.5 Set shield = false 3. Start a timer (e.g., 5 seconds). After the timer ends: Restore player speed: currentSpeed = originalSpeed ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Neutral traffic vehicles should change lanes cautiously—only one lane at a time, and only if the target lane is clear. They avoid sudden movements and never cut into blocked lanes. Vehicles tagged as "enemy" may behave aggressively and drive directly toward the player. Collisions can still happen if the player drives recklessly or gets stuck between vehicles. Additionally, emergency and government vehicles (such as ambulances, police cars, and fire trucks) are allowed to change lanes rapidly, but only if they activate sirens and flashing lights during the maneuver.
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Decrease number of justcar5
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Adjust all newly added vehicles to match real-world size proportions relative to existing traffic. Ensure no vehicle appears unnaturally small or out of scale compared to others.
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Reduce the number of enemy vehicles. Increase the frequency of neutral “JustCar” traffic. Gradually increase enemy vehicle density as the player progresses through levels
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Prevent AI vehicles from instantly switching across two lanes at once, especially in early levels. Keep lane changes gradual and limited to one lane at a time to reduce early-stage collisions. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Command: Reduce the number of roadside traffic signs. Increase the number of roadside trees to create a more natural environment.
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Add LachinRoad music from assets to the background music
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Use crush1 when player hits another car or vehicle
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Use crash sound when player hits another car
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Command: Display the current gear (1, 2, 3, 4, 5, R) in the top-right corner of the screen. Update it in real-time as the player shifts gears.
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Implement a manual gear display (1, 2, 3, 4, 5, R) at the top of the screen. The current gear should update in real-time as the player accelerates or slows down.
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Start the game with low overall traffic density. Player’s speed begins at zero and increases with progress. Small sedan-type vehicles appear more frequently than larger or special vehicles like ambulances, fire trucks, and police cars.
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Ensure all vehicles (cars, buses, police cars, motorcycles, etc.) are accurately scaled relative to each other based on real-world size proportions. Maintain proper size relationships so each vehicle fits naturally within the road lanes and respects realistic dimensions. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Adjust the car’s width and length to be more proportionate and realistic relative to the lane width. The car should appear larger and fit naturally within a single lane, without looking too small or out of scale. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Enable car movement left and right by tapping the left or right side of the screen. Each tap moves the car one lane over smoothly without sudden jumps. Limit movement within the three lanes. The car’s front slightly turns toward the direction of movement for natural effect. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Remove on-screen left and right buttons. Control the car by swipe or touch-drag. Adjust the car’s turning sensitivity based on speed and level: at higher speeds or levels, allow smoother and quicker lane changes. Turning should never be too sharp—keep motion natural and progressive. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add left and right arrow buttons at the bottom of the screen for steering. Each tap should move the car slightly, not sharply. As player levels up and gains speed, increase steering sensitivity gradually to allow quicker maneuvers at high speed ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var PlayerCar = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.currentLane = 1; // 0 = left, 1 = center, 2 = right self.targetX = 0; self.speed = 0; // Start at zero speed self.baseSpeed = 0; // Base speed that increases with progress self.maxSpeed = 15; self.gear = 1; self.nitroBoost = 0; self.tuningLevel = 1; self.shield = false; self.originalSpeed = 0; self.checkpointPosition = { x: getLaneX(1), y: 2732 - 300 }; self.isBraking = false; self.isBoosting = false; self.boostTimer = 0; self.boostMultiplier = 2.5; self.boostDuration = 120; // 2 seconds at 60fps self.update = function () { // Handle brake and boost states if (self.isBraking) { self.speed = 0; LK.effects.flashObject(carGraphics, 0xff0000, 100); } else if (self.isBoosting) { // Calculate boosted speed based on current base speed var baseSpeed = self.baseSpeed + self.gear * 1.5; if (self.nitroBoost > 0) { baseSpeed *= 1.5; self.nitroBoost--; if (self.nitroBoost % 10 === 0) { LK.effects.flashObject(carGraphics, 0x00ccff, 200); } } self.speed = Math.min(baseSpeed * self.tuningLevel * self.boostMultiplier, self.maxSpeed * self.boostMultiplier); self.boostTimer--; if (self.boostTimer <= 0) { self.isBoosting = false; } LK.effects.flashObject(carGraphics, 0x00ff00, 100); } else { // Normal speed calculation // Gradually increase base speed with distance traveled self.baseSpeed = Math.min(distanceTraveled * 0.008, 12); // Max base speed of 12 // Update speed based on gear and power-ups var baseSpeed = self.baseSpeed + self.gear * 1.5; if (self.nitroBoost > 0) { baseSpeed *= 1.5; self.nitroBoost--; // Add nitro visual effect if (self.nitroBoost % 10 === 0) { LK.effects.flashObject(carGraphics, 0x00ccff, 200); } } self.speed = Math.min(baseSpeed * self.tuningLevel, self.maxSpeed); } // Update gear based on speed with proper gear ranges var newGear = 1; if (self.speed < 0.5) { newGear = 0; // Reverse gear when nearly stopped } else if (self.speed < 2) { newGear = 1; } else if (self.speed < 5) { newGear = 2; } else if (self.speed < 8) { newGear = 3; } else if (self.speed < 12) { newGear = 4; } else { newGear = 5; } if (newGear !== self.gear) { self.gear = newGear; updateGearDisplay(); // Flash for gear change LK.effects.flashObject(carGraphics, 0xffff00, 300); } }; self.switchLane = function (direction) { var newLane = self.currentLane; if (direction === 'left' && self.currentLane > 0) { newLane = self.currentLane - 1; } else if (direction === 'right' && self.currentLane < 2) { newLane = self.currentLane + 1; } // Only move if lane change is valid if (newLane !== self.currentLane) { self.currentLane = newLane; var newTargetX = getLaneX(self.currentLane); // Stop any existing tween tween.stop(self, { x: true }); // Smooth tween to new lane position with level-based turn boost var turnDuration = 300 / (self.turnBoost || 1.0); tween(self, { x: newTargetX }, { duration: turnDuration, easing: tween.easeOut }); // Add steering tilt animation var tiltDirection = direction === 'left' ? -0.2 : 0.2; tween(carGraphics, { rotation: tiltDirection }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(carGraphics, { rotation: 0 }, { duration: 150, easing: tween.easeOut }); } }); } }; self.brake = function () { self.isBraking = true; self.isBoosting = false; }; self.releaseBrake = function () { self.isBraking = false; }; self.boost = function () { if (!self.isBoosting) { // Only boost if not already boosting self.isBoosting = true; self.isBraking = false; self.boostTimer = self.boostDuration; // 2 seconds boost // Add boost visual effect LK.effects.flashObject(carGraphics, 0x00ff00, 200); } }; return self; }); var PowerUp = Container.expand(function (powerUpType) { var self = Container.call(this); var powerUpGraphics = self.attachAsset(powerUpType, { anchorX: 0.5, anchorY: 0.5 }); self.powerUpType = powerUpType; self.speed = 4; self.bobOffset = Math.random() * Math.PI * 2; self.bobSpeed = 0.1; self.update = function () { self.y += self.speed; // Bobbing animation self.bobOffset += self.bobSpeed; powerUpGraphics.y = Math.sin(self.bobOffset) * 5; }; return self; }); var RoadElement = Container.expand(function (elementType) { var self = Container.call(this); var elementGraphics = self.attachAsset(elementType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; }; return self; }); var TrafficVehicle = Container.expand(function (vehicleType) { var self = Container.call(this); var vehicleGraphics = self.attachAsset(vehicleType, { anchorX: 0.5, anchorY: 0.5 }); // Vehicles now use their asset-defined proportions for realistic scaling // Asset sizes are: // - Cars (player, enemy, police): 160x280 // - JustCar variants: 145-160x265-280 (realistic car proportions) // - Van: 140x260 // - Truck: 180x380 // - Bus: 180x420 // - Fire truck: 180x350 // - Motorcycle: 80x180 (realistic motorcycle proportions) // - Pedestrian: 50x80 (realistic human proportions) // All vehicles maintain proper proportional relationships self.vehicleType = vehicleType; self.speed = 3 + Math.random() * 4; self.currentLane = Math.floor(Math.random() * 3); self.targetX = getLaneX(self.currentLane); self.laneChangeTimer = 0; self.laneChangeDelay = 120 + Math.random() * 240; self.update = function () { // Move vehicle forward self.y += self.speed; // Smooth lane switching with steering animation if (Math.abs(self.x - self.targetX) > 2) { self.x += (self.targetX - self.x) * 0.1; // Add subtle steering rotation var steerDirection = self.targetX - self.x; vehicleGraphics.rotation = Math.max(-0.08, Math.min(0.08, steerDirection * 0.0005)); } else { // Return to straight position vehicleGraphics.rotation *= 0.95; } // Add subtle engine vibration for larger vehicles if (self.vehicleType === 'truck' || self.vehicleType === 'bus') { vehicleGraphics.x = Math.sin(LK.ticks * 0.1) * 0.5; } // Lane changing behavior based on vehicle type self.laneChangeTimer++; if (self.laneChangeTimer > self.laneChangeDelay) { // Determine if this is an enemy vehicle var isEnemyVehicle = self.vehicleType === 'enemyCar' || self.vehicleType === 'van' || self.vehicleType === 'motorcycle' || self.vehicleType === 'truck' || self.vehicleType === 'bus' || self.vehicleType === 'policeCar' || self.vehicleType === 'fireTruck'; // Emergency vehicles can change lanes more aggressively var isEmergencyVehicle = self.vehicleType === 'policeCar' || self.vehicleType === 'fireTruck'; if (isEnemyVehicle) { // Enemy vehicles - aggressive behavior, may drive toward player if (Math.random() < 0.08) { // Higher chance of lane change // Sometimes target the player's lane aggressively if (Math.random() < 0.3 && player) { self.currentLane = player.currentLane; self.targetX = getLaneX(self.currentLane); self.laneChangeTimer = 0; self.laneChangeDelay = 60 + Math.random() * 120; // Shorter delay for enemies } else { // Random aggressive lane change var newLane = Math.floor(Math.random() * 3); if (newLane !== self.currentLane) { self.currentLane = newLane; self.targetX = getLaneX(self.currentLane); self.laneChangeTimer = 0; self.laneChangeDelay = 60 + Math.random() * 120; } } } } else { // Neutral vehicles - cautious lane changing if (Math.random() < 0.015) { // Lower chance of lane change // Only change one lane at a time var possibleLanes = []; if (self.currentLane > 0) possibleLanes.push(self.currentLane - 1); if (self.currentLane < 2) possibleLanes.push(self.currentLane + 1); if (possibleLanes.length > 0) { var targetLane = possibleLanes[Math.floor(Math.random() * possibleLanes.length)]; // Check if target lane is clear before changing var laneIsClear = true; var targetLaneX = getLaneX(targetLane); for (var v = 0; v < trafficVehicles.length; v++) { var otherVehicle = trafficVehicles[v]; if (otherVehicle !== self && Math.abs(otherVehicle.x - targetLaneX) < 100) { // Check if there's a vehicle in the target lane within safety distance var distanceToOther = Math.abs(otherVehicle.y - self.y); if (distanceToOther < 200) { // Safety distance laneIsClear = false; break; } } } // Only change lanes if target lane is clear if (laneIsClear) { self.currentLane = targetLane; self.targetX = getLaneX(self.currentLane); self.laneChangeTimer = 0; self.laneChangeDelay = 180 + Math.random() * 300; // Longer delay for cautious driving } } } } // Special behavior for emergency vehicles if (isEmergencyVehicle && Math.random() < 0.1) { // Emergency vehicles can change lanes rapidly with sirens if (Math.random() < 0.5) { // 50% chance to activate siren during lane change LK.getSound('siren').play(); // Flash emergency lights LK.effects.flashObject(vehicleGraphics, 0xff0000, 300); } } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game variables var player; var trafficVehicles = []; var powerUps = []; var roadElements = []; var roadLines = []; var gameSpeed = 1; var distanceTraveled = 0; var spawnTimer = 0; var powerUpSpawnTimer = 0; var environmentSpawnTimer = 0; var roadLineSpawnTimer = 0; var pedestrianSpawnTimer = 0; // Level system variables var currentLevel = storage.currentLevel || 1; var totalScore = storage.totalScore || 0; var sessionScore = 0; // Vehicle scoring values var vehicleScores = { 'justcar': 5, 'justcar2': 5, 'justcar3': 5, 'justcar4': 5, 'justcar5': 5, 'justcar6': 5, 'justcar7': 5, 'van': 8, 'truck': 12, 'policeCar': 15, 'Health': 18, // Ambulance 'fireTruck': 20, 'motorcycle': 5, 'bus': 8, 'enemyCar': 5 }; // Level unlock requirements var levelRequirements = [0, 200, 500, 900, 1400, 2000]; // Level scaling factors var levelScaling = { 1: { speedBoost: 1.0, turnBoost: 1.0 }, 2: { speedBoost: 1.1, turnBoost: 1.1 }, 3: { speedBoost: 1.2, turnBoost: 1.2 }, 4: { speedBoost: 1.3, turnBoost: 1.3 }, 5: { speedBoost: 1.4, turnBoost: 1.4 }, 6: { speedBoost: 1.5, turnBoost: 1.5 } }; // Lane positions - realistic 3.5m wide lanes (scaled to game coordinates) var lanePositions = [2048 / 2 - 420, // Left lane 2048 / 2, // Center lane 2048 / 2 + 420 // Right lane ]; function getLaneX(lane) { return lanePositions[lane]; } // Create road background with realistic asphalt appearance var roadBackground = LK.getAsset('roadLane', { anchorX: 0.5, anchorY: 0.5, scaleY: 30 }); roadBackground.x = 2048 / 2; roadBackground.y = 2732 / 2; game.addChild(roadBackground); // Create road shoulders var leftShoulder = LK.getAsset('roadShoulder', { anchorX: 0.5, anchorY: 0.5, scaleY: 30 }); leftShoulder.x = 2048 / 2 - 840; leftShoulder.y = 2732 / 2; game.addChild(leftShoulder); var rightShoulder = LK.getAsset('roadShoulder', { anchorX: 0.5, anchorY: 0.5, scaleY: 30 }); rightShoulder.x = 2048 / 2 + 840; rightShoulder.y = 2732 / 2; game.addChild(rightShoulder); // Create player car player = new PlayerCar(); player.x = getLaneX(1); player.y = 2732 - 300; game.addChild(player); // Apply initial level scaling applyLevelScaling(); // UI Elements var speedText = new Text2('Speed: 0 KM/H', { size: 60, fill: '#ffffff' }); speedText.anchor.set(0, 0); speedText.x = 200; speedText.y = 50; LK.gui.topLeft.addChild(speedText); // Removed duplicate gear text display - keeping only the large gear number display var scoreText = new Text2('Distance: 0m', { size: 50, fill: '#ffffff' }); scoreText.anchor.set(0.5, 0); scoreText.x = 0; scoreText.y = 120; LK.gui.top.addChild(scoreText); // Manual gear display var gearDisplayText = new Text2('1', { size: 120, fill: '#00ff00' }); gearDisplayText.anchor.set(1, 0); gearDisplayText.x = -50; gearDisplayText.y = 120; LK.gui.topRight.addChild(gearDisplayText); // Gear indicator background var gearIndicator = new Text2('GEAR', { size: 40, fill: '#888888' }); gearIndicator.anchor.set(1, 0); gearIndicator.x = -50; gearIndicator.y = 90; LK.gui.topRight.addChild(gearIndicator); // Level display var levelText = new Text2('Level: ' + currentLevel, { size: 50, fill: '#00ff00' }); levelText.anchor.set(0, 0); levelText.x = 200; levelText.y = 120; LK.gui.topLeft.addChild(levelText); // Total score display var totalScoreText = new Text2('Total: ' + totalScore, { size: 45, fill: '#ffff00' }); totalScoreText.anchor.set(0, 0); totalScoreText.x = 200; totalScoreText.y = 180; LK.gui.topLeft.addChild(totalScoreText); // Create brake button var brakeButton = new Text2('BRAKE', { size: 80, fill: '#ff0000' }); brakeButton.anchor.set(0, 1); brakeButton.x = 50; brakeButton.y = -50; LK.gui.bottomLeft.addChild(brakeButton); // Create boost button var boostButton = new Text2('BOOST', { size: 80, fill: '#00ff00' }); boostButton.anchor.set(1, 1); boostButton.x = -50; boostButton.y = -50; LK.gui.bottomRight.addChild(boostButton); function updateGearDisplay() { // Update the manual gear display var displayGear = player.gear; if (displayGear > 5) displayGear = 5; // Cap at gear 5 if (player.speed < 0.5) { // Show 'R' for reverse when speed is very low (simulating reverse) gearDisplayText.setText('R'); gearDisplayText.fill = '#ff0000'; // Red for reverse } else { gearDisplayText.setText(displayGear.toString()); // Color coding for different gears if (displayGear === 1) { gearDisplayText.fill = '#00ff00'; // Green for 1st gear } else if (displayGear === 2) { gearDisplayText.fill = '#ffff00'; // Yellow for 2nd gear } else if (displayGear === 3) { gearDisplayText.fill = '#ff8800'; // Orange for 3rd gear } else if (displayGear === 4) { gearDisplayText.fill = '#ff4400'; // Red-orange for 4th gear } else { gearDisplayText.fill = '#ff0000'; // Red for 5th gear } } } // Lane-based tap control variables var leftTapZone = 2048 / 3; var rightTapZone = 2048 * 2 / 3; // Lane-based tap control system game.down = function (x, y, obj) { // Check if tap is on brake button (bottom left quarter) if (x < 2048 / 4 && y > 2732 - 300) { player.brake(); // Flash brake button for visual feedback LK.effects.flashObject(brakeButton, 0xffffff, 200); return; } // Check if tap is on boost button (bottom right quarter) if (x > 2048 * 3 / 4 && y > 2732 - 300) { player.boost(); // Flash boost button for visual feedback LK.effects.flashObject(boostButton, 0xffffff, 200); return; } // Determine if tap is on left or right side of screen for lane changes if (x < leftTapZone) { // Left side tap - move left player.switchLane('left'); } else if (x > rightTapZone) { // Right side tap - move right player.switchLane('right'); } }; // Release brake on touch up game.up = function (x, y, obj) { // Always release brake on touch up for better control if (player.isBraking) { player.releaseBrake(); } }; // Spawn traffic vehicles function spawnTrafficVehicle() { // Calculate progress factor for enemy density scaling var progressFactor = Math.min(distanceTraveled / 3000, 1); // Scale over 3000m var enemyDensity = 0.1 + progressFactor * 0.4; // Start at 10%, scale to 50% var neutralDensity = 0.9 - progressFactor * 0.4; // Start at 90%, scale to 50% // Determine if spawning enemy or neutral vehicle var isEnemyVehicle = Math.random() < enemyDensity; var vehicleWeights; if (isEnemyVehicle) { // Enemy vehicles - aggressive and dangerous vehicleWeights = [{ type: 'enemyCar', weight: 35 }, // Aggressive sedan { type: 'van', weight: 15 }, // Medium threat { type: 'motorcycle', weight: 10 }, // Fast and dangerous { type: 'truck', weight: 15 }, // Large threat { type: 'bus', weight: 10 }, // Large threat { type: 'policeCar', weight: 10 }, // Special threat { type: 'fireTruck', weight: 5 } // Special threat ]; } else { // Neutral JustCar traffic - normal commuter vehicles vehicleWeights = [{ type: 'justcar', weight: 20 }, { type: 'justcar2', weight: 20 }, { type: 'justcar3', weight: 20 }, { type: 'justcar4', weight: 15 }, { type: 'justcar5', weight: 5 }, { type: 'justcar6', weight: 5 }, { type: 'justcar7', weight: 5 }]; } var totalWeight = vehicleWeights.reduce(function (sum, item) { return sum + item.weight; }, 0); var randomWeight = Math.random() * totalWeight; var currentWeight = 0; var vehicleType = isEnemyVehicle ? 'enemyCar' : 'justcar'; // fallback for (var i = 0; i < vehicleWeights.length; i++) { currentWeight += vehicleWeights[i].weight; if (randomWeight <= currentWeight) { vehicleType = vehicleWeights[i].type; break; } } var vehicle = new TrafficVehicle(vehicleType); vehicle.x = getLaneX(vehicle.currentLane); vehicle.y = -100; vehicle.speed += gameSpeed; // Adjust speed based on vehicle type - neutral cars drive more normally if (!isEnemyVehicle) { vehicle.speed *= 0.8; // Neutral cars drive 20% slower } // Check lane availability and spacing var laneAvailability = [true, true, true]; // Track which lanes are available var minSpacing = 250; // Minimum car-width gap for safe passing var spawnZone = 500; // Check vehicles within this distance from spawn point // Check all existing vehicles to determine lane availability for (var i = 0; i < trafficVehicles.length; i++) { var existingVehicle = trafficVehicles[i]; // Only consider vehicles in the spawn zone if (existingVehicle.y < spawnZone && existingVehicle.y > -200) { // Determine which lane this vehicle is in var vehicleLane = -1; for (var l = 0; l < 3; l++) { if (Math.abs(existingVehicle.x - getLaneX(l)) < 100) { vehicleLane = l; break; } } // Mark this lane as unavailable if vehicle is too close if (vehicleLane >= 0) { laneAvailability[vehicleLane] = false; } } } // Count available lanes var availableLanes = []; for (var l = 0; l < 3; l++) { if (laneAvailability[l]) { availableLanes.push(l); } } // Never block all lanes - ensure at least one lane is always free if (availableLanes.length === 0) { // If all lanes would be blocked, don't spawn vehicle.destroy(); return; } // Randomly select from available lanes with slight preference for center var selectedLane; if (availableLanes.length === 1) { selectedLane = availableLanes[0]; } else { // Add slight randomization for natural feel if (Math.random() < 0.7) { // 70% chance to use a random available lane selectedLane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; } else { // 30% chance to prefer center lane if available if (availableLanes.indexOf(1) !== -1) { selectedLane = 1; } else { selectedLane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; } } } // Update vehicle position to selected lane vehicle.currentLane = selectedLane; vehicle.x = getLaneX(selectedLane); vehicle.targetX = vehicle.x; // Double-check spacing in the selected lane var finalSpacingCheck = true; for (var i = 0; i < trafficVehicles.length; i++) { var existingVehicle = trafficVehicles[i]; if (Math.abs(existingVehicle.x - vehicle.x) < 120 && Math.abs(existingVehicle.y - vehicle.y) < minSpacing) { finalSpacingCheck = false; break; } } // Only spawn if final spacing check passes if (finalSpacingCheck) { trafficVehicles.push(vehicle); game.addChild(vehicle); } else { // Don't spawn, maintain spacing vehicle.destroy(); } } // Spawn power-ups function spawnPowerUp() { var powerUpTypes = ['fuelPowerUp', 'nitroPowerUp', 'tuningPowerUp', 'elixirPowerUp']; var powerUpType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)]; var powerUp = new PowerUp(powerUpType); powerUp.x = getLaneX(Math.floor(Math.random() * 3)); powerUp.y = -50; powerUps.push(powerUp); game.addChild(powerUp); } // Spawn road elements function spawnRoadElement() { // Weighted element spawning - heavily favor trees over signs var elementWeights = [{ type: 'tree', weight: 40 }, // Trees are common { type: 'treeshort', weight: 45 }, // Short trees are most common { type: 'roadSign', weight: 15 } // Signs are less common ]; var totalWeight = elementWeights.reduce(function (sum, item) { return sum + item.weight; }, 0); var randomWeight = Math.random() * totalWeight; var currentWeight = 0; var elementType = 'tree'; // fallback to tree for (var i = 0; i < elementWeights.length; i++) { currentWeight += elementWeights[i].weight; if (randomWeight <= currentWeight) { elementType = elementWeights[i].type; break; } } var element = new RoadElement(elementType); // Place on road shoulders with proper spacing // For treeshort, place closer to road for better visibility if (elementType === 'treeshort') { element.x = Math.random() < 0.5 ? 2048 / 2 - 800 : 2048 / 2 + 800; // Closer to road } else { element.x = Math.random() < 0.5 ? 2048 / 2 - 900 : 2048 / 2 + 900; // Roadside shoulders } element.y = -50; roadElements.push(element); game.addChild(element); } // Spawn pedestrians function spawnPedestrian() { var pedestrian = new RoadElement('pedestrian'); // Place pedestrians on far roadside (sidewalk areas) pedestrian.x = Math.random() < 0.5 ? 2048 / 2 - 1000 : 2048 / 2 + 1000; pedestrian.y = -30; pedestrian.speed = 1 + Math.random() * 2; // Slower than vehicles roadElements.push(pedestrian); game.addChild(pedestrian); } // Check for level progression function checkLevelProgression() { var newLevel = currentLevel; // Check if total score qualifies for higher level for (var i = levelRequirements.length - 1; i >= 0; i--) { if (totalScore >= levelRequirements[i]) { newLevel = i + 1; break; } } // Level up if qualified if (newLevel > currentLevel) { currentLevel = newLevel; storage.currentLevel = currentLevel; // Update level display levelText.setText('Level: ' + currentLevel); // Apply level scaling to player applyLevelScaling(); // Visual feedback for level up LK.effects.flashObject(levelText, 0x00ff00, 1000); LK.effects.flashScreen(0x00ff00, 500); } } // Apply level-based scaling to player performance function applyLevelScaling() { var scaling = levelScaling[currentLevel] || levelScaling[6]; // Apply speed boost to max speed player.maxSpeed = 15 * scaling.speedBoost; // Apply turn boost by modifying lane change speed // This will be used in the switchLane method player.turnBoost = scaling.turnBoost; } // Award points for passing vehicle function awardVehiclePoints(vehicleType) { var points = vehicleScores[vehicleType] || 5; sessionScore += points; totalScore += points; // Update storage storage.totalScore = totalScore; // Update displays totalScoreText.setText('Total: ' + totalScore); LK.setScore(sessionScore); // Check for level progression checkLevelProgression(); } // Spawn road lines function spawnRoadLine() { // Left lane divider (between left and center lanes) var leftLine = new RoadElement('roadLine'); leftLine.x = 2048 / 2 - 210; leftLine.y = -40; // Add subtle fade in animation leftLine.alpha = 0; tween(leftLine, { alpha: 1 }, { duration: 300 }); roadLines.push(leftLine); game.addChild(leftLine); // Right lane divider (between center and right lanes) var rightLine = new RoadElement('roadLine'); rightLine.x = 2048 / 2 + 210; rightLine.y = -40; // Add subtle fade in animation rightLine.alpha = 0; tween(rightLine, { alpha: 1 }, { duration: 300 }); roadLines.push(rightLine); game.addChild(rightLine); } // Handle power-up collection function collectPowerUp(powerUp) { // Add visual collection effect LK.effects.flashObject(powerUp, 0x00ff00, 300); tween(powerUp, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300 }); switch (powerUp.powerUpType) { case 'fuelPowerUp': // Fuel extends game time or boosts score LK.setScore(LK.getScore() + 50); // Flash player car green for fuel LK.effects.flashObject(player, 0x00ff00, 500); break; case 'nitroPowerUp': player.nitroBoost = 180; // 3 seconds of boost // Flash player car blue for nitro LK.effects.flashObject(player, 0x0099ff, 500); break; case 'tuningPowerUp': player.tuningLevel = Math.min(player.tuningLevel + 0.1, 2.0); // Flash player car purple for tuning LK.effects.flashObject(player, 0x9b59b6, 500); break; case 'elixirPowerUp': player.shield = true; player.originalSpeed = player.speed; // Flash player car golden for elixir shield LK.effects.flashObject(player, 0xffd700, 500); break; } LK.getSound('powerUpCollect').play(); } // Main game loop game.update = function () { // Update distance traveled distanceTraveled += player.speed * 0.1; // Update speed display var speedKmh = Math.floor(player.speed * 10); speedText.setText('Speed: ' + speedKmh + ' KM/H'); scoreText.setText('Distance: ' + Math.floor(distanceTraveled) + 'm'); // Increase game difficulty over time gameSpeed = 1 + distanceTraveled / 1000; // Spawn traffic vehicles with progressive density and natural randomization spawnTimer++; // Start with very low traffic density (240 frames = 4 seconds at 60fps) // Gradually increase frequency as player progresses var baseSpawnDelay = 240; // 4 seconds initially var minSpawnDelay = 45; // Minimum 0.75 seconds between spawns var progressFactor = Math.min(distanceTraveled / 2000, 1); // Normalize progress over 2000m var currentSpawnDelay = baseSpawnDelay - (baseSpawnDelay - minSpawnDelay) * progressFactor; // Add randomization to make spawning feel more natural (±30% variation) var randomVariation = 0.7 + Math.random() * 0.6; // 0.7 to 1.3 multiplier var randomizedSpawnDelay = Math.floor(currentSpawnDelay * randomVariation); if (spawnTimer > randomizedSpawnDelay) { spawnTrafficVehicle(); spawnTimer = 0; } // Spawn power-ups powerUpSpawnTimer++; if (powerUpSpawnTimer > 300 + Math.random() * 300) { spawnPowerUp(); powerUpSpawnTimer = 0; } // Spawn road elements environmentSpawnTimer++; if (environmentSpawnTimer > 60 + Math.random() * 40) { spawnRoadElement(); environmentSpawnTimer = 0; } // Spawn road lines roadLineSpawnTimer++; if (roadLineSpawnTimer > 40) { spawnRoadLine(); roadLineSpawnTimer = 0; } // Spawn pedestrians occasionally pedestrianSpawnTimer++; if (pedestrianSpawnTimer > 200 + Math.random() * 400) { spawnPedestrian(); pedestrianSpawnTimer = 0; } // Update and clean up traffic vehicles for (var i = trafficVehicles.length - 1; i >= 0; i--) { var vehicle = trafficVehicles[i]; // Check collision with player if (vehicle.intersects(player)) { if (player.shield) { // Shield active - move player back to checkpoint player.x = player.checkpointPosition.x; player.y = player.checkpointPosition.y; player.currentLane = 1; // Reset to center lane // Reduce speed by half player.speed = player.speed * 0.5; // Remove shield player.shield = false; // Visual feedback for shield activation LK.effects.flashObject(player, 0x00ffff, 800); LK.effects.flashScreen(0x00ffff, 500); // Start timer to restore original speed after 5 seconds LK.setTimeout(function () { if (player.originalSpeed > 0) { tween(player, { speed: player.originalSpeed }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { player.originalSpeed = 0; } }); } }, 5000); } else { // No shield - normal crash // Play crash sound immediately LK.getSound('crush1').play(); // Enhanced crash effect with multiple flashes LK.effects.flashScreen(0xff0000, 1000); LK.effects.flashObject(player, 0xff0000, 800); LK.effects.flashObject(vehicle, 0xff0000, 800); // Screen shake effect tween(game, { x: 10 }, { duration: 50, onFinish: function onFinish() { tween(game, { x: -10 }, { duration: 50, onFinish: function onFinish() { tween(game, { x: 5 }, { duration: 50, onFinish: function onFinish() { tween(game, { x: -5 }, { duration: 50, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 50 }); } }); } }); } }); } }); LK.showGameOver(); return; } } // Check collisions between traffic vehicles for (var j = trafficVehicles.length - 1; j >= 0; j--) { if (i !== j) { var otherVehicle = trafficVehicles[j]; if (vehicle.intersects(otherVehicle)) { // Create enhanced crash effect LK.effects.flashObject(vehicle, 0xff0000, 500); LK.effects.flashObject(otherVehicle, 0xff0000, 500); // Add explosion-like scaling effect tween(vehicle, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, onFinish: function onFinish() { tween(vehicle, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); tween(otherVehicle, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, onFinish: function onFinish() { tween(otherVehicle, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); LK.getSound('carCrash').play(); // Remove both vehicles involved in crash vehicle.destroy(); otherVehicle.destroy(); trafficVehicles.splice(i, 1); // Adjust index for removed vehicle var otherIndex = trafficVehicles.indexOf(otherVehicle); if (otherIndex > -1) { trafficVehicles.splice(otherIndex, 1); if (otherIndex < i) { i--; } // Adjust current index if needed } break; // Exit inner loop since vehicle is destroyed } } } // Remove off-screen vehicles if (vehicle.y > 2732 + 100) { // Award points based on vehicle type awardVehiclePoints(vehicle.vehicleType); vehicle.destroy(); trafficVehicles.splice(i, 1); } } // Update and clean up power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; // Check collection if (powerUp.intersects(player)) { collectPowerUp(powerUp); powerUp.destroy(); powerUps.splice(i, 1); continue; } // Remove off-screen power-ups if (powerUp.y > 2732 + 50) { powerUp.destroy(); powerUps.splice(i, 1); } } // Update and clean up road elements for (var i = roadElements.length - 1; i >= 0; i--) { var element = roadElements[i]; // Add speed-based movement for visual effect element.speed = 5 + gameSpeed * 2; // Add subtle sway animation to trees if (element.elementType === 'tree') { element.x += Math.sin(LK.ticks * 0.02 + element.y * 0.01) * 0.3; } if (element.y > 2732 + 100) { element.destroy(); roadElements.splice(i, 1); } } // Update and clean up road lines for (var i = roadLines.length - 1; i >= 0; i--) { var line = roadLines[i]; if (line.y > 2732 + 100) { line.destroy(); roadLines.splice(i, 1); } } // Update final score (sessionScore is already set via LK.setScore in awardVehiclePoints) // Distance is shown separately in scoreText }; // Play background music LK.playMusic('LachinRoad');
===================================================================
--- original.js
+++ change.js
@@ -730,12 +730,17 @@
function spawnRoadElement() {
// Weighted element spawning - heavily favor trees over signs
var elementWeights = [{
type: 'tree',
- weight: 85
+ weight: 40
},
- // Trees are much more common
+ // Trees are common
{
+ type: 'treeshort',
+ weight: 45
+ },
+ // Short trees are most common
+ {
type: 'roadSign',
weight: 15
} // Signs are less common
];
@@ -753,9 +758,14 @@
}
}
var element = new RoadElement(elementType);
// Place on road shoulders with proper spacing
- element.x = Math.random() < 0.5 ? 2048 / 2 - 900 : 2048 / 2 + 900; // Roadside shoulders
+ // For treeshort, place closer to road for better visibility
+ if (elementType === 'treeshort') {
+ element.x = Math.random() < 0.5 ? 2048 / 2 - 800 : 2048 / 2 + 800; // Closer to road
+ } else {
+ element.x = Math.random() < 0.5 ? 2048 / 2 - 900 : 2048 / 2 + 900; // Roadside shoulders
+ }
element.y = -50;
roadElements.push(element);
game.addChild(element);
}
@@ -912,9 +922,9 @@
powerUpSpawnTimer = 0;
}
// Spawn road elements
environmentSpawnTimer++;
- if (environmentSpawnTimer > 90 + Math.random() * 60) {
+ if (environmentSpawnTimer > 60 + Math.random() * 40) {
spawnRoadElement();
environmentSpawnTimer = 0;
}
// Spawn road lines
Tuning Material image. In-Game asset. 2d. High contrast. No shadows
A realistic 2D render of a Yellow Taxi viewed from a slight rear top angle, perfectly aligned and driving straight forward on a clean 3-lane asphalt road with dashed white lane markings. The car is centered, facing directly ahead with no turn, showing only the top and back clearly. No visible driver. Daylight scene. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
Draw a health elixir.. In-Game asset. 2d. High contrast. No shadows
A 2D top-down tree (a little bit short and weird) viewed from a slight rear top angle, positioned beside a road, showing the top and a bit of the back side. The tree is slightly angled to match the camera perspective, with visible foliage and trunk shape. Daylight, clean background, suitable for roadside environment in a driving game.. In-Game. In-Game asset. 2d. High contrast. No shadows
A realistic 2D render of a BMW M3 viewed from a slight rear top angle, perfectly aligned and driving straight forward on a clean 3-lane asphalt road with dashed white lane markings. The car is centered, facing directly ahead with no turn, showing only the top and back clearly. No visible driver. Daylight scene. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows