User prompt
make the city groups texture spearate
User prompt
Bring the cities on the right and left into separate groups
User prompt
Can you do one more city model
User prompt
More wide city
User prompt
Can you do city buildings more often
User prompt
Can you make the city buildings more wider
User prompt
The city buildings is to small and colorfull can you change that
User prompt
Can you rotate thecity images 90 degree
User prompt
I cant change the texture of buildings
User prompt
I want a city looking to the right and left
User prompt
Lane dividers textures is on my car
User prompt
The obstacle texture is not working
User prompt
Can you make one more obstacle
User prompt
Can you fix the errors
User prompt
my car is not move
User prompt
can you make the enemy cars have more type
Code edit (1 edits merged)
Please save this source code
User prompt
Highway Dash
Initial prompt
make me a car driving game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // City Building Left Class var CityBuildingLeft = Container.expand(function () { var self = Container.call(this); var shape = self.attachAsset('cityBuildingLeft', { anchorX: 0.5, anchorY: 1.0, width: 600, height: 900, orientation: 1 // rotate 90 degrees clockwise }); // Use a neutral grayish tint for less color, with very little variation shape.tint = 0x888899 + Math.floor(Math.random() * 0x000011); self.width = shape.width; self.height = shape.height; self.speed = 0; return self; }); // City Building Right Class var CityBuildingRight = Container.expand(function () { var self = Container.call(this); var shape = self.attachAsset('cityBuildingRight', { anchorX: 0.5, anchorY: 1.0, width: 600, height: 900, orientation: 1 // rotate 90 degrees clockwise }); // Use a neutral grayish tint for less color, with very little variation shape.tint = 0x888899 + Math.floor(Math.random() * 0x000011); self.width = shape.width; self.height = shape.height; self.speed = 0; return self; }); // Enemy Car Class var EnemyCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.speed = 0; // Set on spawn self.lane = 0; // Set on spawn self.update = function () { self.y += self.speed; }; return self; }); // Blue Enemy Car Class var EnemyCarBlue = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCarBlue', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.speed = 0; // Set on spawn self.lane = 0; // Set on spawn self.update = function () { self.y += self.speed * 1.1; // Slightly faster than normal enemy }; return self; }); // Truck Enemy Car Class var EnemyCarTruck = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCarTruck', { anchorX: 0.5, anchorY: 0.5 }); self.width = car.width; self.height = car.height; self.speed = 0; // Set on spawn self.lane = 0; // Set on spawn self.update = function () { self.y += self.speed * 0.8; // Slightly slower, but bigger }; return self; }); // Lane Divider Class var LaneDivider = Container.expand(function () { var self = Container.call(this); var divider = self.attachAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5 }); self.width = divider.width; self.height = divider.height; self.speed = 0; // Set on spawn self.lane = 0; // Set on spawn self.update = function () { self.y += self.speed; }; return self; }); // Obstacle Class var Obstacle = Container.expand(function () { var self = Container.call(this); var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.width = obs.width; self.height = obs.height; self.speed = 0; // Set on spawn self.lane = 0; // Set on spawn self.update = function () { self.y += self.speed; }; return self; }); // Player Car Class var PlayerCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); // For collision box, use self self.width = car.width; self.height = car.height; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Road settings // Game area: 2048x2732 // Car (player) // Enemy car // Obstacle (barrier) // Road lane divider // Example asset id, replace with actual var roadWidth = 1200; var roadLeft = (2048 - roadWidth) / 2; var roadRight = roadLeft + roadWidth; var laneCount = 4; var laneWidth = roadWidth / laneCount; var laneCenters = []; for (var i = 0; i < laneCount; i++) { laneCenters.push(roadLeft + laneWidth * (i + 0.5)); } // --- Cityscape background (left and right) --- var cityBuildingsLeft = []; var cityBuildingsRight = []; function spawnCityBuildings() { // Remove old for (var i = 0; i < cityBuildingsLeft.length; i++) cityBuildingsLeft[i].destroy(); for (var i = 0; i < cityBuildingsRight.length; i++) cityBuildingsRight[i].destroy(); cityBuildingsLeft = []; cityBuildingsRight = []; // Building parameters var buildingWidth = 600; var buildingHeight = 900; var gap = 0; var yStart = -buildingHeight; var yEnd = 2732 + buildingHeight; // Left side for (var y = yStart; y < yEnd; y += buildingHeight + gap) { var b = new CityBuildingLeft(); b.x = roadLeft / 2; b.y = y; b.speed = 0; cityBuildingsLeft.push(b); game.addChild(b); } // Right side for (var y = yStart + (buildingHeight + gap) / 4; y < yEnd; y += buildingHeight + gap) { var b = new CityBuildingRight(); b.x = roadRight + (2048 - roadRight) / 2; b.y = y; b.speed = 0; cityBuildingsRight.push(b); game.addChild(b); } } spawnCityBuildings(); // Player var playerCar = new PlayerCar(); playerCar.x = laneCenters[1]; playerCar.y = 2732 - 400; playerCar.lane = 1; game.addChild(playerCar); // Lane Dividers var laneDividers = []; function spawnLaneDividers() { // Remove old for (var i = 0; i < laneDividers.length; i++) { laneDividers[i].destroy(); } laneDividers = []; // For each lane (except leftmost), spawn vertical dashed lines for (var l = 1; l < laneCount; l++) { // Offset the lane divider pattern so that no divider is at the same Y as the player car at spawn // Player car spawns at y = 2732 - 400 = 2332 // Lane divider height is 120, so offset by half the gap to avoid overlap var offsetY = 160; // 320/2, so the first divider is not at y=0 for (var y = -120 + offsetY; y < 2732 + 120; y += 320) { var divider = new LaneDivider(); divider.x = roadLeft + laneWidth * l; divider.y = y; divider.speed = 0; // Set in update laneDividers.push(divider); game.addChild(divider); } } } spawnLaneDividers(); // Enemies and obstacles var enemyCars = []; var obstacles = []; // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Survival timer var timeSurvived = 0; var timeTxt = new Text2('0.0s', { size: 80, fill: "#fff" }); timeTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timeTxt); timeTxt.y = 130; // Difficulty var baseSpeed = 18; // px per frame var speed = baseSpeed; var speedIncrease = 0.003; // per tick var spawnInterval = 60; // frames between spawns var minSpawnInterval = 24; var lastSpawnTick = 0; // Dragging var dragNode = null; var dragOffsetX = 0; // Touch controls: drag left/right to move car game.down = function (x, y, obj) { // Only allow drag if touch is on player car var local = playerCar.toLocal(game.toGlobal({ x: x, y: y })); if (local.x > -playerCar.width / 2 && local.x < playerCar.width / 2 && local.y > -playerCar.height / 2 && local.y < playerCar.height / 2) { dragNode = playerCar; dragOffsetX = playerCar.x - x; } }; game.up = function (x, y, obj) { dragNode = null; }; game.move = function (x, y, obj) { if (dragNode) { // Only move horizontally, clamp to road var newX = x + dragOffsetX; if (newX < roadLeft + playerCar.width / 2) newX = roadLeft + playerCar.width / 2; if (newX > roadRight - playerCar.width / 2) newX = roadRight - playerCar.width / 2; playerCar.x = newX; } }; // Helper: get lane index from x function getLaneIndex(x) { var idx = Math.floor((x - roadLeft) / laneWidth); if (idx < 0) idx = 0; if (idx >= laneCount) idx = laneCount - 1; return idx; } // Helper: check collision function checkCollision(a, b) { // Use .intersects return a.intersects(b); } // Main update loop game.update = function () { // Increase speed over time speed += speedIncrease; if (speed > 40) speed = 40; // Scroll city buildings for (var i = cityBuildingsLeft.length - 1; i >= 0; i--) { var b = cityBuildingsLeft[i]; b.y += speed * 0.7; // Move a bit slower than road for parallax if (b.y > 2732 + 500) { b.y -= 2732 + 1000; } } for (var i = cityBuildingsRight.length - 1; i >= 0; i--) { var b = cityBuildingsRight[i]; b.y += speed * 0.7; if (b.y > 2732 + 500) { b.y -= 2732 + 1000; } } // Update lane dividers for (var i = laneDividers.length - 1; i >= 0; i--) { var divider = laneDividers[i]; divider.speed = speed; divider.update(); if (divider.y > 2732 + 120) { divider.y -= 2732 + 240; } } // Update enemies for (var i = enemyCars.length - 1; i >= 0; i--) { var enemy = enemyCars[i]; enemy.speed = speed; enemy.update(); // Remove if off screen if (enemy.y > 2732 + 200) { enemy.destroy(); enemyCars.splice(i, 1); continue; } // Collision with player if (checkCollision(playerCar, enemy)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Overtake: if enemy passes player and not yet counted if (!enemy.overtaken && enemy.y > playerCar.y + playerCar.height / 2) { enemy.overtaken = true; score += 5; scoreTxt.setText(score); } } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.speed = speed; obs.update(); if (obs.y > 2732 + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } if (checkCollision(playerCar, obs)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Spawn enemies/obstacles if (LK.ticks - lastSpawnTick > spawnInterval) { lastSpawnTick = LK.ticks; // Randomly decide: enemy car or obstacle var spawnType = Math.random() < 0.7 ? 'enemy' : 'obstacle'; // Pick random lane(s) var availableLanes = []; for (var l = 0; l < laneCount; l++) availableLanes.push(l); // Avoid spawning in player's lane if possible var playerLane = getLaneIndex(playerCar.x); if (availableLanes.length > 1) { var idx = availableLanes.indexOf(playerLane); if (idx !== -1 && Math.random() < 0.7) { availableLanes.splice(idx, 1); } } // For obstacles, sometimes block 2 lanes if (spawnType === 'obstacle' && Math.random() < 0.3 && laneCount >= 3) { // Block two adjacent lanes var lane = availableLanes[Math.floor(Math.random() * (availableLanes.length - 1))]; for (var d = 0; d < 2; d++) { var obs = new Obstacle(); obs.x = laneCenters[lane + d]; obs.y = -100; obs.speed = speed; obs.lane = lane + d; obstacles.push(obs); game.addChild(obs); } } else { // Single enemy or obstacle var lane = availableLanes[Math.floor(Math.random() * availableLanes.length)]; if (spawnType === 'enemy') { // Randomly pick enemy type var enemyTypeRand = Math.random(); var enemy; if (enemyTypeRand < 0.6) { enemy = new EnemyCar(); enemy.x = laneCenters[lane]; enemy.y = -180; enemy.speed = speed; enemy.lane = lane; enemy.overtaken = false; } else if (enemyTypeRand < 0.85) { enemy = new EnemyCarBlue(); enemy.x = laneCenters[lane]; enemy.y = -180; enemy.speed = speed; enemy.lane = lane; enemy.overtaken = false; } else { enemy = new EnemyCarTruck(); enemy.x = laneCenters[lane]; enemy.y = -220; // Truck is taller, spawn a bit higher enemy.speed = speed; enemy.lane = lane; enemy.overtaken = false; } enemyCars.push(enemy); game.addChild(enemy); } else { var obs = new Obstacle(); obs.x = laneCenters[lane]; obs.y = -100; obs.speed = speed; obs.lane = lane; obstacles.push(obs); game.addChild(obs); } } // Decrease spawn interval as speed increases spawnInterval = Math.max(minSpawnInterval, 60 - Math.floor((speed - baseSpeed) * 1.5)); } // Score: +1 per 30 frames survived if (LK.ticks % 30 === 0) { score += 1; scoreTxt.setText(score); } // Survival time timeSurvived = LK.ticks / 60; timeTxt.setText(timeSurvived.toFixed(1) + "s"); }; // Center score and time text scoreTxt.x = LK.gui.top.width / 2; scoreTxt.y = 10; timeTxt.x = LK.gui.top.width / 2; timeTxt.y = 130;
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// City Building Left Class
var CityBuildingLeft = Container.expand(function () {
var self = Container.call(this);
var shape = self.attachAsset('cityBuildingLeft', {
anchorX: 0.5,
anchorY: 1.0,
width: 600,
height: 900,
orientation: 1 // rotate 90 degrees clockwise
});
// Use a neutral grayish tint for less color, with very little variation
shape.tint = 0x888899 + Math.floor(Math.random() * 0x000011);
self.width = shape.width;
self.height = shape.height;
self.speed = 0;
return self;
});
// City Building Right Class
var CityBuildingRight = Container.expand(function () {
var self = Container.call(this);
var shape = self.attachAsset('cityBuildingRight', {
anchorX: 0.5,
anchorY: 1.0,
width: 600,
height: 900,
orientation: 1 // rotate 90 degrees clockwise
});
// Use a neutral grayish tint for less color, with very little variation
shape.tint = 0x888899 + Math.floor(Math.random() * 0x000011);
self.width = shape.width;
self.height = shape.height;
self.speed = 0;
return self;
});
// Enemy Car Class
var EnemyCar = Container.expand(function () {
var self = Container.call(this);
var car = self.attachAsset('enemyCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = car.width;
self.height = car.height;
self.speed = 0; // Set on spawn
self.lane = 0; // Set on spawn
self.update = function () {
self.y += self.speed;
};
return self;
});
// Blue Enemy Car Class
var EnemyCarBlue = Container.expand(function () {
var self = Container.call(this);
var car = self.attachAsset('enemyCarBlue', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = car.width;
self.height = car.height;
self.speed = 0; // Set on spawn
self.lane = 0; // Set on spawn
self.update = function () {
self.y += self.speed * 1.1; // Slightly faster than normal enemy
};
return self;
});
// Truck Enemy Car Class
var EnemyCarTruck = Container.expand(function () {
var self = Container.call(this);
var car = self.attachAsset('enemyCarTruck', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = car.width;
self.height = car.height;
self.speed = 0; // Set on spawn
self.lane = 0; // Set on spawn
self.update = function () {
self.y += self.speed * 0.8; // Slightly slower, but bigger
};
return self;
});
// Lane Divider Class
var LaneDivider = Container.expand(function () {
var self = Container.call(this);
var divider = self.attachAsset('laneDivider', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = divider.width;
self.height = divider.height;
self.speed = 0; // Set on spawn
self.lane = 0; // Set on spawn
self.update = function () {
self.y += self.speed;
};
return self;
});
// Obstacle Class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obs = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = obs.width;
self.height = obs.height;
self.speed = 0; // Set on spawn
self.lane = 0; // Set on spawn
self.update = function () {
self.y += self.speed;
};
return self;
});
// Player Car Class
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var car = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
// For collision box, use self
self.width = car.width;
self.height = car.height;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Road settings
// Game area: 2048x2732
// Car (player)
// Enemy car
// Obstacle (barrier)
// Road lane divider
// Example asset id, replace with actual
var roadWidth = 1200;
var roadLeft = (2048 - roadWidth) / 2;
var roadRight = roadLeft + roadWidth;
var laneCount = 4;
var laneWidth = roadWidth / laneCount;
var laneCenters = [];
for (var i = 0; i < laneCount; i++) {
laneCenters.push(roadLeft + laneWidth * (i + 0.5));
}
// --- Cityscape background (left and right) ---
var cityBuildingsLeft = [];
var cityBuildingsRight = [];
function spawnCityBuildings() {
// Remove old
for (var i = 0; i < cityBuildingsLeft.length; i++) cityBuildingsLeft[i].destroy();
for (var i = 0; i < cityBuildingsRight.length; i++) cityBuildingsRight[i].destroy();
cityBuildingsLeft = [];
cityBuildingsRight = [];
// Building parameters
var buildingWidth = 600;
var buildingHeight = 900;
var gap = 0;
var yStart = -buildingHeight;
var yEnd = 2732 + buildingHeight;
// Left side
for (var y = yStart; y < yEnd; y += buildingHeight + gap) {
var b = new CityBuildingLeft();
b.x = roadLeft / 2;
b.y = y;
b.speed = 0;
cityBuildingsLeft.push(b);
game.addChild(b);
}
// Right side
for (var y = yStart + (buildingHeight + gap) / 4; y < yEnd; y += buildingHeight + gap) {
var b = new CityBuildingRight();
b.x = roadRight + (2048 - roadRight) / 2;
b.y = y;
b.speed = 0;
cityBuildingsRight.push(b);
game.addChild(b);
}
}
spawnCityBuildings();
// Player
var playerCar = new PlayerCar();
playerCar.x = laneCenters[1];
playerCar.y = 2732 - 400;
playerCar.lane = 1;
game.addChild(playerCar);
// Lane Dividers
var laneDividers = [];
function spawnLaneDividers() {
// Remove old
for (var i = 0; i < laneDividers.length; i++) {
laneDividers[i].destroy();
}
laneDividers = [];
// For each lane (except leftmost), spawn vertical dashed lines
for (var l = 1; l < laneCount; l++) {
// Offset the lane divider pattern so that no divider is at the same Y as the player car at spawn
// Player car spawns at y = 2732 - 400 = 2332
// Lane divider height is 120, so offset by half the gap to avoid overlap
var offsetY = 160; // 320/2, so the first divider is not at y=0
for (var y = -120 + offsetY; y < 2732 + 120; y += 320) {
var divider = new LaneDivider();
divider.x = roadLeft + laneWidth * l;
divider.y = y;
divider.speed = 0; // Set in update
laneDividers.push(divider);
game.addChild(divider);
}
}
}
spawnLaneDividers();
// Enemies and obstacles
var enemyCars = [];
var obstacles = [];
// Score
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Survival timer
var timeSurvived = 0;
var timeTxt = new Text2('0.0s', {
size: 80,
fill: "#fff"
});
timeTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(timeTxt);
timeTxt.y = 130;
// Difficulty
var baseSpeed = 18; // px per frame
var speed = baseSpeed;
var speedIncrease = 0.003; // per tick
var spawnInterval = 60; // frames between spawns
var minSpawnInterval = 24;
var lastSpawnTick = 0;
// Dragging
var dragNode = null;
var dragOffsetX = 0;
// Touch controls: drag left/right to move car
game.down = function (x, y, obj) {
// Only allow drag if touch is on player car
var local = playerCar.toLocal(game.toGlobal({
x: x,
y: y
}));
if (local.x > -playerCar.width / 2 && local.x < playerCar.width / 2 && local.y > -playerCar.height / 2 && local.y < playerCar.height / 2) {
dragNode = playerCar;
dragOffsetX = playerCar.x - x;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.move = function (x, y, obj) {
if (dragNode) {
// Only move horizontally, clamp to road
var newX = x + dragOffsetX;
if (newX < roadLeft + playerCar.width / 2) newX = roadLeft + playerCar.width / 2;
if (newX > roadRight - playerCar.width / 2) newX = roadRight - playerCar.width / 2;
playerCar.x = newX;
}
};
// Helper: get lane index from x
function getLaneIndex(x) {
var idx = Math.floor((x - roadLeft) / laneWidth);
if (idx < 0) idx = 0;
if (idx >= laneCount) idx = laneCount - 1;
return idx;
}
// Helper: check collision
function checkCollision(a, b) {
// Use .intersects
return a.intersects(b);
}
// Main update loop
game.update = function () {
// Increase speed over time
speed += speedIncrease;
if (speed > 40) speed = 40;
// Scroll city buildings
for (var i = cityBuildingsLeft.length - 1; i >= 0; i--) {
var b = cityBuildingsLeft[i];
b.y += speed * 0.7; // Move a bit slower than road for parallax
if (b.y > 2732 + 500) {
b.y -= 2732 + 1000;
}
}
for (var i = cityBuildingsRight.length - 1; i >= 0; i--) {
var b = cityBuildingsRight[i];
b.y += speed * 0.7;
if (b.y > 2732 + 500) {
b.y -= 2732 + 1000;
}
}
// Update lane dividers
for (var i = laneDividers.length - 1; i >= 0; i--) {
var divider = laneDividers[i];
divider.speed = speed;
divider.update();
if (divider.y > 2732 + 120) {
divider.y -= 2732 + 240;
}
}
// Update enemies
for (var i = enemyCars.length - 1; i >= 0; i--) {
var enemy = enemyCars[i];
enemy.speed = speed;
enemy.update();
// Remove if off screen
if (enemy.y > 2732 + 200) {
enemy.destroy();
enemyCars.splice(i, 1);
continue;
}
// Collision with player
if (checkCollision(playerCar, enemy)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
// Overtake: if enemy passes player and not yet counted
if (!enemy.overtaken && enemy.y > playerCar.y + playerCar.height / 2) {
enemy.overtaken = true;
score += 5;
scoreTxt.setText(score);
}
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.speed = speed;
obs.update();
if (obs.y > 2732 + 100) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
if (checkCollision(playerCar, obs)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Spawn enemies/obstacles
if (LK.ticks - lastSpawnTick > spawnInterval) {
lastSpawnTick = LK.ticks;
// Randomly decide: enemy car or obstacle
var spawnType = Math.random() < 0.7 ? 'enemy' : 'obstacle';
// Pick random lane(s)
var availableLanes = [];
for (var l = 0; l < laneCount; l++) availableLanes.push(l);
// Avoid spawning in player's lane if possible
var playerLane = getLaneIndex(playerCar.x);
if (availableLanes.length > 1) {
var idx = availableLanes.indexOf(playerLane);
if (idx !== -1 && Math.random() < 0.7) {
availableLanes.splice(idx, 1);
}
}
// For obstacles, sometimes block 2 lanes
if (spawnType === 'obstacle' && Math.random() < 0.3 && laneCount >= 3) {
// Block two adjacent lanes
var lane = availableLanes[Math.floor(Math.random() * (availableLanes.length - 1))];
for (var d = 0; d < 2; d++) {
var obs = new Obstacle();
obs.x = laneCenters[lane + d];
obs.y = -100;
obs.speed = speed;
obs.lane = lane + d;
obstacles.push(obs);
game.addChild(obs);
}
} else {
// Single enemy or obstacle
var lane = availableLanes[Math.floor(Math.random() * availableLanes.length)];
if (spawnType === 'enemy') {
// Randomly pick enemy type
var enemyTypeRand = Math.random();
var enemy;
if (enemyTypeRand < 0.6) {
enemy = new EnemyCar();
enemy.x = laneCenters[lane];
enemy.y = -180;
enemy.speed = speed;
enemy.lane = lane;
enemy.overtaken = false;
} else if (enemyTypeRand < 0.85) {
enemy = new EnemyCarBlue();
enemy.x = laneCenters[lane];
enemy.y = -180;
enemy.speed = speed;
enemy.lane = lane;
enemy.overtaken = false;
} else {
enemy = new EnemyCarTruck();
enemy.x = laneCenters[lane];
enemy.y = -220; // Truck is taller, spawn a bit higher
enemy.speed = speed;
enemy.lane = lane;
enemy.overtaken = false;
}
enemyCars.push(enemy);
game.addChild(enemy);
} else {
var obs = new Obstacle();
obs.x = laneCenters[lane];
obs.y = -100;
obs.speed = speed;
obs.lane = lane;
obstacles.push(obs);
game.addChild(obs);
}
}
// Decrease spawn interval as speed increases
spawnInterval = Math.max(minSpawnInterval, 60 - Math.floor((speed - baseSpeed) * 1.5));
}
// Score: +1 per 30 frames survived
if (LK.ticks % 30 === 0) {
score += 1;
scoreTxt.setText(score);
}
// Survival time
timeSurvived = LK.ticks / 60;
timeTxt.setText(timeSurvived.toFixed(1) + "s");
};
// Center score and time text
scoreTxt.x = LK.gui.top.width / 2;
scoreTxt.y = 10;
timeTxt.x = LK.gui.top.width / 2;
timeTxt.y = 130;
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a top down obstacle for car driving game. In-Game asset. 2d. High contrast. No shadows
a top down sport blue car. In-Game asset. 2d. High contrast. No shadows
can you make a green top down view suv car. In-Game asset. 2d. High contrast. No shadows
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Can you make top down truck. In-Game asset. 2d. High contrast. No shadows
buildings seen from the side of the road from a bird's eye view, but do not draw the road, the buildings should be vertical and unlimited from above. In-Game asset. 2d. High contrast. No shadows