Code edit (13 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Place the "motocockpit" asset at the center of the bottom edge of the screen, slightly above the edge to avoid clipping. Make sure it is added as a single UI element and stays fixed in place without affecting performance.
User prompt
Place a fixed motorcycle cockpit graphic that spans the full width of the bottom of the screen. It should stay anchored to the UI and not move with the player or the game world. The cockpit should appear in front of the gameplay area, like a HUD overlay.
User prompt
Place a stationary motorcycle dashboard or cockpit view at the bottom edge of the screen. It should be layered as part of the UI and not move with the game world. Use a semi-realistic style to enhance the feeling of riding a motorcycle.
User prompt
Automatically destroy or clean up any spawned game objects that move off-screen or are no longer interacting with the player, to prevent memory buildup and lag during extended gameplay.
User prompt
Move the player character slightly upward on the screen so that their position is higher than before.
User prompt
Move the player character slightly upward on the screen so that their position is higher than before.
User prompt
When the player collides with enemy motorcycles, do not apply any effects or reduce the player's health. The collision should have no impact—no sound, no animation, no visual feedback.
User prompt
Make it so that when enemy motorcycles collide with the player, they do not reduce the player's health. The collision can still happen, but it causes no damage.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // EnemyBike class: faster enemy type var EnemyBike = Container.expand(function () { var self = Container.call(this); // Attach enemyBike asset (image, facing upward) var bike = self.attachAsset('enemyBike', { anchorX: 0.5, anchorY: 0.5 }); // Set vertical speed (will be set on spawn) self.speedY = 24; // Track lastY for event triggers self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; // EnemyBike moves straight down in its lane }; return self; }); // Motorcycle class: player-controlled bike var Motorcycle = Container.expand(function () { var self = Container.call(this); // Attach motorcycle asset (image, facing upward) var bike = self.attachAsset('motorcycle', { anchorX: 0.5, anchorY: 0.5 }); // Set initial speed and direction self.speedY = 18; // vertical speed (track scrolls down) self.laneSpeed = 0; // horizontal speed (player control) self.maxX = 2048 - bike.width / 2; self.minX = bike.width / 2; // Track lastX for event triggers self.lastX = self.x; // Update method: move forward, apply lane movement self.update = function () { self.lastX = self.x; self.x += self.laneSpeed; // --- Invisible collision boundaries at road edges --- // Calculate road boundaries (match neon lines) var roadLeftEdge = 2048 / 2 - 600; var roadRightEdge = 2048 / 2 + 600; var bikeHalfWidth = self.width ? self.width / 2 : 60; // fallback if width not set // Left boundary collision if (self.x - bikeHalfWidth < roadLeftEdge) { self.x = roadLeftEdge + bikeHalfWidth; // Bounce-back effect: nudge right with tween if just hit if (self.lastX - bikeHalfWidth >= roadLeftEdge) { tween.stop(self, { x: true }); tween(self, { x: self.x + 40 }, { duration: 80, easing: tween.cubicOut, onFinish: function onFinish() { tween(self, { x: roadLeftEdge + bikeHalfWidth }, { duration: 60, easing: tween.cubicIn }); } }); } } // Right boundary collision if (self.x + bikeHalfWidth > roadRightEdge) { self.x = roadRightEdge - bikeHalfWidth; // Bounce-back effect: nudge left with tween if just hit if (self.lastX + bikeHalfWidth <= roadRightEdge) { tween.stop(self, { x: true }); tween(self, { x: self.x - 40 }, { duration: 80, easing: tween.cubicOut, onFinish: function onFinish() { tween(self, { x: roadRightEdge - bikeHalfWidth }, { duration: 60, easing: tween.cubicIn }); } }); } } }; return self; }); // Obstacle class: static/dynamic hazards var Obstacle = Container.expand(function () { var self = Container.call(this); // Attach obstacle asset (box, red) var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Set vertical speed (scrolls with track) self.speedY = 18; // Track lastY for event triggers self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; }; return self; }); // PowerUp class: collectible items var PowerUp = Container.expand(function () { var self = Container.call(this); // Attach powerup asset (ellipse, yellow) var pu = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 18; self.lastY = self.y; self.update = function () { self.lastY = self.y; self.y += self.speedY; }; return self; }); /**** * Initialize Game ****/ // Motorcycle asset (blue box) // Obstacle asset (red box) // PowerUp asset (yellow ellipse) var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Combo Counter --- //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. var comboCount = 0; var comboText = new Text2('Combo! 0', { size: 60, fill: "#fff", font: "Arial, Helvetica, sans-serif" }); comboText.anchor.set(1, 0); // Match scoreTxt anchor (right edge, top) // comboText.x and comboText.y will be set after scoreTxt is defined // Helper to update comboText display and position function updateComboText() { // Always show "Combo! 0" when comboCount is zero comboText.setText("Combo! " + comboCount); comboText.visible = true; // Position below scoreTxt, right-aligned comboText.anchor.set(1, 0); comboText.x = scoreTxt.x; comboText.y = scoreTxt.y + scoreTxt.height + 10; if (comboText.parent !== LK.gui.topRight) { if (comboText.parent) { comboText.parent.removeChild(comboText); } LK.gui.topRight.addChild(comboText); } } // Ensure comboText is added to the display list so it appears on screen if (!comboText.parent) { LK.gui.topRight.addChild(comboText); } // --- Katana Combo System --- var katanaComboIndex = 0; // --- Katana Combo Sound System --- var katanaSounds = ["katanaslashsound", "katanaslash", "katanaslash1", "katanaslash2", "katanaslash3"]; // Track the currently playing katana sound instance var currentKatanaSound = null; function playKatanaComboSound() { if (Array.isArray(katanaSounds) && katanaSounds.length > 0) { // Use a unique sound channel for katanaSlash sounds var katanaChannel = "katanaComboChannel"; // Stop any currently playing katana sound instance if (currentKatanaSound && typeof currentKatanaSound.stop === "function") { currentKatanaSound.stop(); } var soundId = katanaSounds[katanaComboIndex]; var sound = LK.getSound(soundId); if (sound && typeof sound.play === "function") { // Play the sound on the unique channel sound.play({ channel: katanaChannel }); currentKatanaSound = sound; } else { currentKatanaSound = null; } katanaComboIndex++; if (katanaComboIndex >= katanaSounds.length) { katanaComboIndex = 0; } } } // --- Road Background --- // Motorcycle asset (blue box) // Obstacle asset (red box) // PowerUp asset (yellow ellipse) // --- Game State --- // Road background: gray // (punchProjectile logic removed) // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) function _typeof9(o) { "@babel/helpers - typeof"; return _typeof9 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof9(o); } function _typeof8(o) { "@babel/helpers - typeof"; return _typeof8 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof8(o); } function _typeof7(o) { "@babel/helpers - typeof"; return _typeof7 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof7(o); } function _typeof6(o) { "@babel/helpers - typeof"; return _typeof6 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof6(o); } function _typeof5(o) { "@babel/helpers - typeof"; return _typeof5 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof5(o); } function _typeof4(o) { // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) if (o === null) { return "object"; } var t = _typeof5(o); // Defensive: avoid TypeError if t is undefined or not a string if (typeof t === "undefined") { return "undefined"; } if (typeof t !== "string") { return t; } // Defensive: avoid accessing t[0] if t is undefined, not a string, or empty if (!t || typeof t !== "string" || t.length === 0) { return t; } if (t[0] !== "o") { return t; } // Defensive: avoid accessing properties of undefined or null // No Symbol checks, just return "object" for objects/arrays return t; } function _typeof3(o) { // Robust typeof helper for sandboxed environment (no Symbol polyfill issues) if (o === null) { return "object"; } var t = _typeof5(o); if (t !== "object") { return t; } // Array.isArray is always "object" in typeof return t; } function _typeof2(o) { // Only use native typeof, avoid Symbol checks for compatibility and sandbox errors // This is safe in all supported environments if (o === null) { return "object"; } var t = _typeof5(o); if (t !== "object") { return t; } return t; } function _typeof(o) { return _typeof2(o); } var roadCenterX = 2048 / 2; var roadBg1 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: 0 }); var roadBg2 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: -2732 }); // If the asset doesn't exist, create it as a gray box if (!roadBg1) { roadBg1 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: 0 }); roadBg2 = LK.getAsset('roadBg', { anchorX: 0.5, anchorY: 0, width: 1200, height: 2732, x: roadCenterX, y: -2732 }); } game.addChild(roadBg1); game.addChild(roadBg2); // --- Road Boundary Lines (Neon) --- // Define neon color (electric blue) var boundaryColor = 0x00ffff; // Electric blue var boundaryWidth = 12; var boundaryHeight = 2732; var roadLeftEdge = roadCenterX - 600; // roadBg is 1200 wide, centered var roadRightEdge = roadCenterX + 600; // Left boundary line var leftBoundary = LK.getAsset('laneDash', { width: boundaryWidth, height: boundaryHeight, color: boundaryColor, anchorX: 0.5, anchorY: 0 }); leftBoundary.x = roadLeftEdge; leftBoundary.y = 0; game.addChild(leftBoundary); // Right boundary line var rightBoundary = LK.getAsset('laneDash', { width: boundaryWidth, height: boundaryHeight, color: boundaryColor, anchorX: 0.5, anchorY: 0 }); rightBoundary.x = roadRightEdge; rightBoundary.y = 0; game.addChild(rightBoundary); // Lane definitions for 3-lane road (centered, full width 2048) var laneCount = 3; var laneWidth = 400; var laneX = [2048 / 2 - laneWidth, // left lane center 2048 / 2, // center lane center 2048 / 2 + laneWidth // right lane center ]; // --- Lane Lines (dashed) --- var laneLineContainers = []; var laneLineCount = 2; // 2 lines between 3 lanes var dashHeight = 80; var dashGap = 80; var lineWidth = 16; var lineColor = 0xffffff; var roadTop = 0; var roadBottom = 2732; var dashesPerLine = Math.ceil((roadBottom - roadTop) / (dashHeight + dashGap)) + 2; for (var i = 0; i < laneLineCount; i++) { var lineContainer = new Container(); var x = (laneX[i] + laneX[i + 1]) / 2; for (var d = 0; d < dashesPerLine; d++) { // Use the laneDash asset for white dashes var dash = LK.getAsset('laneDash', { width: lineWidth, height: dashHeight, anchorX: 0.5, anchorY: 0 }); dash.x = x; dash.y = roadTop + d * (dashHeight + dashGap); lineContainer.addChild(dash); } laneLineContainers.push(lineContainer); game.addChild(lineContainer); } var player = new Motorcycle(); player.x = 2048 / 2; // Center horizontally player.y = 2732 - 520; // Move player even higher up (was 2732 - 420) game.addChild(player); // Defensive: always initialize arrays to avoid undefined/null errors if (typeof obstacles === "undefined" || !obstacles || !Array.isArray(obstacles)) { var obstacles = []; } else if (!Array.isArray(obstacles)) { obstacles = []; } if (typeof enemyBikes === "undefined" || !enemyBikes || !Array.isArray(enemyBikes)) { var enemyBikes = []; } else if (!Array.isArray(enemyBikes)) { enemyBikes = []; } if (typeof powerups === "undefined" || !powerups || !Array.isArray(powerups)) { var powerups = []; } else if (!Array.isArray(powerups)) { powerups = []; } // --- Score --- var score = 0; var distance = 0; // --- Health --- var playerHealth = 3; var maxPlayerHealth = 3; // Container for tire icons var healthIcons = new Container(); healthIcons.x = 110; healthIcons.y = 0; LK.gui.top.addChild(healthIcons); // Helper to update tire icons function updateHealthIcons() { // Remove all previous icons while (healthIcons.children.length > 0) { var c = healthIcons.children.pop(); if (c && typeof c.destroy === "function") { c.destroy(); } } // Add one tire icon per health for (var h = 0; h < playerHealth; h++) { var tire = LK.getAsset('tireIcon', { anchorX: 0, anchorY: 0, width: 90, height: 90 }); tire.x = h * 100; tire.y = 10; healthIcons.addChild(tire); } } updateHealthIcons(); // Score display var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); // Anchor to the right edge, top (1, 0) scoreTxt.anchor.set(1, 0); // Add to top-right GUI overlay LK.gui.topRight.addChild(scoreTxt); // Now that scoreTxt is defined, set comboText position and add to GUI if not already present // --- Motocockpit UI (center-bottom, slightly above edge) --- var motocockpit = LK.getAsset('motocockpit', { anchorX: 0.5, anchorY: 1 }); motocockpit.x = LK.gui.center.width / 2; motocockpit.y = 10; // 30px above the bottom edge to avoid clipping LK.gui.bottom.addChild(motocockpit); // --- Version Label (bottom-left) --- var versionLabel = new Text2('v_0.2', { size: 48, fill: "#fff", font: "Arial, Helvetica, sans-serif" }); versionLabel.anchor.set(0, 1); // left-bottom corner of text // Position: bottom-left, with a small margin from the edge versionLabel.x = 40; versionLabel.y = -20; LK.gui.bottomLeft.addChild(versionLabel); // (Punch button removed) // Touch drag to steer var dragActive = false; var dragOffsetX = 0; game.down = function (x, y, obj) { // (Punch logic on right half tap removed) // Only start drag if touch is near the player var dx = x - player.x; var dy = y - player.y; if (dx * dx + dy * dy < 300 * 300) { dragActive = true; dragOffsetX = player.x - x; } }; game.move = function (x, y, obj) { if (dragActive) { player.x = x + dragOffsetX; } }; game.up = function (x, y, obj) { dragActive = false; }; // --- Spawning logic --- var obstacleTimer = 0; var powerupTimer = 0; // --- Difficulty scaling --- var enemyBaseSpeed = 24; // initial EnemyBike speed var enemySpeed = enemyBaseSpeed; var enemyBaseSpawnInterval = 40; // initial spawn interval (frames) var enemySpawnInterval = enemyBaseSpawnInterval; var difficultyTimer = 0; // counts frames for difficulty increase var difficultyInterval = 600; // every 600 frames (~10s at 60fps), increase difficulty var enemySpeedIncrement = 2; // how much to increase speed each interval var enemySpawnDecrement = 4; // how much to decrease spawn interval each interval (minimum capped) var minEnemySpawnInterval = 12; // minimum allowed spawn interval // --- KatanaSlash Melee System --- var katanaSlashCooldown = 0; // frames until next slash (120 frames = 2s at 60fps) var katanaSlashRadius = 200; // px radius for melee // --- Main update loop --- game.update = function () { // Scroll road background downward to simulate forward motion roadBg1.y += player.speedY; roadBg2.y += player.speedY; // Loop backgrounds if (roadBg1.y >= 2732) { roadBg1.y = roadBg2.y - 2732; } if (roadBg2.y >= 2732) { roadBg2.y = roadBg1.y - 2732; } // Scroll and loop lane lines downward for (var i = 0; i < laneLineContainers.length; i++) { var lineContainer = laneLineContainers[i]; for (var j = 0; j < lineContainer.children.length; j++) { var dash = lineContainer.children[j]; dash.y += player.speedY; if (dash.y > 2732) { dash.y -= (dashHeight + dashGap) * lineContainer.children.length; // This ensures the dash loops back to the top } } } // Move player (handled in class) player.update(); // Scroll obstacles and powerups for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen (bottom or top or far left/right) if (obs.y >= 2732 + 100 || obs.y < -200 || obs.x < -200 || obs.x > 2048 + 200) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection (trigger on first intersect) if (!obs.lastWasIntersecting && obs.intersects(player)) { // Log game over trigger console.log("Game Over Triggered"); // Check if carcrashsound is loaded var carCrashSound = LK.getSound('carcrashsound'); if (carCrashSound && typeof carCrashSound.play === "function") { console.log("carcrashsound loaded successfully"); } else { console.log("carcrashsound not loaded or invalid"); } LK.effects.flashScreen(0xff0000, 800); // Immediately stop all sounds and music before delay LK.stopMusic(); // Stop any currently playing katana sound if (currentKatanaSound && typeof currentKatanaSound.stop === "function") { currentKatanaSound.stop(); } // Stop all other sounds that might be playing var testSound = LK.getSound('testSound'); if (testSound && typeof testSound.stop === "function") { testSound.stop(); } var motorCrashSound = LK.getSound('motorcrashsound'); if (motorCrashSound && typeof motorCrashSound.stop === "function") { motorCrashSound.stop(); } var katanaSlashSound = LK.getSound('katanaslashsound'); if (katanaSlashSound && typeof katanaSlashSound.stop === "function") { katanaSlashSound.stop(); } // Play carcrashsound immediately before showing game over if (LK.getSound && typeof LK.getSound === "function") { var gameOverCrashSound = LK.getSound('carcrashsound'); if (gameOverCrashSound && typeof gameOverCrashSound.play === "function") { gameOverCrashSound.volume = 1.0; gameOverCrashSound.play(); console.log("carcrashsound play triggered"); } } // Wait 0.65 seconds after sound starts, then show game over LK.setTimeout(function () { LK.showGameOver(); }, 650); return; } obs.lastWasIntersecting = obs.intersects(player); } // Handle enemyBikes for (var i = enemyBikes.length - 1; i >= 0; i--) { var eb = enemyBikes[i]; eb.update(); // Remove if off screen (bottom or top or far left/right) if (eb.y >= 2732 + 100 || eb.y < -200 || eb.x < -200 || eb.x > 2048 + 200) { eb.destroy(); enemyBikes.splice(i, 1); // Reset comboCount if enemy escapes if (comboCount !== 0) { comboCount = 0; updateComboText(); } continue; } // Collision detection (trigger on first intersect) if (!eb.lastWasIntersecting && eb.intersects(player)) { // Do nothing: enemy motorcycle collision has no effect, no sound, no animation, no feedback } eb.lastWasIntersecting = eb.intersects(player); // (auto-punch logic removed) } // Powerups for (var i = powerups.length - 1; i >= 0; i--) { var pu = powerups[i]; pu.update(); // Remove if off screen (bottom or top or far left/right) if (pu.y >= 2732 + 100 || pu.y < -200 || pu.x < -200 || pu.x > 2048 + 200) { pu.destroy(); powerups.splice(i, 1); continue; } // Collect powerup if (!pu.lastWasIntersecting && pu.intersects(player)) { // Play chassound immediately upon collection var powerUpSound = LK.getSound('chassound'); if (powerUpSound && typeof powerUpSound.play === "function") { powerUpSound.play(); } score += 10; scoreTxt.setText(score); pu.destroy(); powerups.splice(i, 1); continue; } pu.lastWasIntersecting = pu.intersects(player); } // --- Difficulty scaling --- difficultyTimer++; if (difficultyTimer >= difficultyInterval) { difficultyTimer = 0; // Increase enemy speed enemySpeed += enemySpeedIncrement; // Decrease spawn interval, but not below minimum enemySpawnInterval -= enemySpawnDecrement; if (enemySpawnInterval < minEnemySpawnInterval) { enemySpawnInterval = minEnemySpawnInterval; } } // --- Spawning --- obstacleTimer++; if (obstacleTimer > enemySpawnInterval) { obstacleTimer = 0; // Randomly decide to spawn an Obstacle or an EnemyBike (e.g. 70% car, 30% enemyBike) if (Math.random() < 0.3) { var laneIdx = Math.floor(Math.random() * laneCount); var eb = new EnemyBike(); eb.laneIdx = laneIdx; // Store lane index for reference eb.x = laneX[laneIdx]; eb.y = -100; eb.lastWasIntersecting = false; eb.speedY = enemySpeed; // Set current enemy speed game.addChild(eb); enemyBikes.push(eb); } else { var obs = new Obstacle(); // Place obstacle in a random lane var laneIdx = Math.floor(Math.random() * laneCount); obs.x = laneX[laneIdx]; obs.y = -100; obs.lastWasIntersecting = false; game.addChild(obs); obstacles.push(obs); } } powerupTimer++; if (powerupTimer > 120) { powerupTimer = 0; var pu = new PowerUp(); // Place powerup in a random lane var laneIdx = Math.floor(Math.random() * laneCount); pu.x = laneX[laneIdx]; pu.y = -100; pu.lastWasIntersecting = false; game.addChild(pu); powerups.push(pu); } // --- KatanaSlash Melee System --- // Instantly destroy any enemyBike within katanaSlashRadius of the player and show a glowing red beam effect var katanaHit = false; var katanaKills = 0; for (var i = enemyBikes.length - 1; i >= 0; i--) { var eb = enemyBikes[i]; var dx = eb.x - player.x; var dy = eb.y - player.y; if (dx * dx + dy * dy <= katanaSlashRadius * katanaSlashRadius) { katanaHit = true; // Draw a katana sprite image between player and enemyBike var length = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx); // Play katana slash sound var katanaSlashSound = LK.getSound('katanaslashsound'); if (katanaSlashSound && typeof katanaSlashSound.play === "function") { katanaSlashSound.play(); } // Use a katana image asset (ensure it's initialized in Assets section) var katana = LK.getAsset('katana', { anchorX: 0, // start of blade at player anchorY: 0.5 }); katana.x = player.x + 30; katana.y = player.y - 20; katana.rotation = angle; // Scale katana to match the distance between player and enemyBike // Use katana's original width for scaling if (katana.width > 0) { katana.scaleX = length / katana.width; } else { katana.scaleX = 1; } katana.scaleY = 1.0; // keep blade thickness katana.alpha = 0.92; game.addChild(katana); // Remove katana after 200ms (function (k) { var timeoutId = LK.setTimeout(function () { if (k && typeof k.destroy === "function") { k.destroy(); } }, 200); })(katana); eb.destroy(); enemyBikes.splice(i, 1); // Award score as 5 * comboCount (minimum 5 if comboCount is 0) var awardedCombo = comboCount > 0 ? comboCount : 1; score += 5 * awardedCombo; scoreTxt.setText(score); katanaKills++; } } // Only increment comboCount if at least one enemyBike was killed by katana if (katanaKills > 0) { comboCount += katanaKills; updateComboText(); playKatanaComboSound(); } // --- Distance/score --- distance += player.speedY; if (distance % 1000 < player.speedY) { score += 1; scoreTxt.setText(score); } // Endless mode: no win condition, game continues until playerHealth reaches zero }; // Play background music continuously throughout the game LK.playMusic('gamesound');
===================================================================
--- original.js
+++ change.js
@@ -482,9 +482,9 @@
anchorX: 0.5,
anchorY: 1
});
motocockpit.x = LK.gui.center.width / 2;
-motocockpit.y = -40; // 30px above the bottom edge to avoid clipping
+motocockpit.y = 10; // 30px above the bottom edge to avoid clipping
LK.gui.bottom.addChild(motocockpit);
// --- Version Label (bottom-left) ---
var versionLabel = new Text2('v_0.2', {
size: 48,
Create a 2D motorcycle sprite viewed from behind, positioned to ride on the road.. In-Game asset. 2d. High contrast. No shadows
Create a top-down 2D car sprite facing downward.. In-Game asset. 2d. High contrast. No shadows
Draw a 2D side-view katana with a sleek silver blade and a black-and-red hilt, in a flat cartoon style suitable for an action game. The sword should be horizontal with a transparent background. In-Game asset. 2d. High contrast. No shadows
Create a shiny golden coin (token) asset for a game. The coin should have a polished, reflective surface with subtle engravings or ridges around the edge. It should look 3D with soft highlights and shadows to give depth. The size should be suitable as a collectible power-up floating slightly above the ground. Style should be clean and vibrant, fitting a modern arcade or action game.. In-Game asset. 2d. High contrast. No shadows
Create a simple 2D animation of an enemy motorcycle falling sideways to the ground. The animation should have 5 frames showing the bike tilting and then lying flat. Use a cartoonish style matching a simple 2D game.. In-Game asset. 2d. High contrast. No shadows