User prompt
Add a new enemy type called "enemyBike" that spawns like the cars but moves slightly faster.
User prompt
Display the score in the top-right corner of the screen.
User prompt
Display the score in the top-left corner of the screen.
User prompt
Spawn a new car every few seconds at the top of the screen in a random lane.
User prompt
Detect collision between the motorcycle and cars.
User prompt
Make the cars scroll downward continuously.
User prompt
Place the motorcycle near the bottom center of the screen.
User prompt
Create a top-down 2D motorcycle sprite facing upward.
User prompt
Make the road tile scroll downward continuously to simulate forward motion
User prompt
Make the road tile scroll upward continuously to simulate forward motion.
User prompt
Place the road tile in the center of the background.
User prompt
Create a 2D vertical road tile with three lanes and dashed white lines. Make it gray and suitable for racing games.
User prompt
Make the road move upward continuously to simulate forward motion.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'var x = (laneX[i] + laneX[i + 1]) / 2;' Line Number: 143
User prompt
Draw three white dashed lane lines on the road.
User prompt
Add a gray road background that scrolls vertically.
User prompt
Create a vertically scrolling road with three lanes.
User prompt
Create a 2D motorcycle racing game with a top-down view.
User prompt
Moto Dash: Top-Down Racer
Initial prompt
Create a 2D motorcycle racing game with a top-down view.
/**** * 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');
/****
* 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');
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
katanaslashsound
Sound effect
katanaslash
Sound effect
katanaslash1
Sound effect
katanaslash2
Sound effect
katanaslash3
Sound effect
runsong
Music
gamesound
Music
carcrashsound
Sound effect
motorcrashsound
Sound effect
powerupsound
Sound effect
chassound
Sound effect