User prompt
As a test, play 'carcrashsound' 2 seconds after the game starts to ensure the sound is loaded and working. โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the game ends (Game Over), stop all other sounds including the background music. Then, after a short 100ms delay, play only the "carcrashsound" once at full volume. Do not allow any other sound to play during or after this.
User prompt
When the game enters the "Game Over" state, log a message to the console: "Game Over Triggered". Then, check if the 'carcrashsound' audio file is loaded by verifying its sound object. Log "carcrashsound loaded successfully" if the sound is loaded. Next, attempt to play 'carcrashsound'. After calling the play function, log "carcrashsound play triggered". Ensure no other sounds are overlapping at this moment.
User prompt
Create a simple test sound effect called 'testSound'. When the game over screen is displayed (regardless of the reason), play 'testSound' immediately. Do not stop other sounds. This is just for checking if sounds can play on the game over screen.
User prompt
Ensure 'carcrashsound' is preloaded and correctly assigned. On game over, stop all other sounds, set volume to 1.0, and play 'carcrashsound' after a 100ms delay โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Before playing 'carcrashsound' on game over, stop any background music or other playing audio.
User prompt
Delay the playback of 'carcrashsound' by 100ms after game over condition is triggered, to ensure the sound is audible. โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ensure 'carcrashsound' audio file is preloaded correctly before the game starts, and confirm it's assigned a valid sound object.
User prompt
When the game ends and the 'Game Over' screen appears, play the 'carcrashsound' audio once. Make sure it doesn't repeat or overlap.
User prompt
Ensure that 'carcrashsound' is loaded and plays when the player collides with any obstacle object. Use a separate if condition, not else-if, to avoid conflict with motorcrashsound
User prompt
Play 'carcrashsound' when the player collides with any obstacle. Play 'motorcrashsound' when the player collides with any enemyBike
User prompt
Play the sound effect named 'carcrashsound' only when the player collides with a regular car. Do not play it when colliding with enemyBikes or any other enemies.
User prompt
Play the sound effect named 'carcrashsound' whenever the player collides with a 'obstacle'.
User prompt
Play 'carcrashsound' only when the player collides with a car. Do not play it when hitting enemyBikes.
User prompt
Play the sound effect named 'carcrashsound' only when the player collides with a regular car. Do not play it when colliding with enemyBikes or any other enemies.
User prompt
Play the sound effect named 'carcrashsound' whenever the player collides with a car.
User prompt
Play the "gamesound" audio track continuously in the background throughout the entire game loop. Ensure it starts automatically when the game begins and loops seamlessly without stopping or overlapping.
User prompt
Make the game run in an endless loop until the playerโs health reaches zero
User prompt
Modify the enemyBike death scoring so that the score awarded equals 5 points multiplied by the current comboCount. For example, if comboCount is 1, award 5 points; if comboCount is 3, award 15 points. Ensure score increases dynamically with combo.
User prompt
โ Assign 5 points to the global score for each enemyBike destroyed. โ Increase the score by 5 whenever an enemyBike is eliminated. โ Update the on-screen score display immediately to reflect the new score.
User prompt
โ Ensure comboCount is reset to 0 on combo break โ Update comboText to show "Combo! 0" when comboCount is zero โ Do not hide or disable comboText when comboCount is zero; always keep it visible
User prompt
Implement comboCount reset logic in two cases: 1. When the player collides with any enemyBike, reset comboCount to 0 and update comboText. 2. When an enemyBike moves beyond the visible game area or passes the player without being destroyed, reset comboCount to 0 and update comboText. Ensure comboText is always updated to reflect the current comboCount.
User prompt
Fix comboCount logic to properly increment only when an enemyBike is killed by katanaSlash, and reset comboCount only when the player collides with an enemyBike or an enemyBike escapes. Ensure comboCount does not reset immediately after incrementing, and update comboText accordingly.
User prompt
Make comboText always visible like the score display. Ensure it is added to the game display, positioned under the score text, never hidden, and always shows "Combo! [comboCount]".
User prompt
Ensure that comboText is added to the game's display list so it appears on screen.
/**** * 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; // Clamp to track bounds if (self.x < self.minX) { self.x = self.minX; } if (self.x > self.maxX) { self.x = self.maxX; } }; 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 ****/ //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. // --- Combo Counter --- 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); // 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 - 220; // Place near bottom (220 is half the motorcycle height) 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 updateComboText(); // (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 if (obs.lastY < 2732 && obs.y >= 2732 + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection (trigger on first intersect) if (!obs.lastWasIntersecting && obs.intersects(player)) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); 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 (enemy escaped) if (eb.lastY < 2732 && eb.y >= 2732 + 100) { 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)) { LK.effects.flashScreen(0xff0000, 800); playerHealth--; // Reset comboCount on collision with enemyBike if (comboCount !== 0) { comboCount = 0; updateComboText(); } // Update health icon display updateHealthIcons(); if (playerHealth <= 0) { LK.showGameOver(); return; } } eb.lastWasIntersecting = eb.intersects(player); // (auto-punch logic removed) } for (var i = powerups.length - 1; i >= 0; i--) { var pu = powerups[i]; pu.update(); // Remove if off screen if (pu.lastY < 2732 && pu.y >= 2732 + 100) { pu.destroy(); powerups.splice(i, 1); continue; } // Collect powerup if (!pu.lastWasIntersecting && pu.intersects(player)) { 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); 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); } // Win condition: reach distance if (distance > 20000) { LK.showYouWin(); } };
===================================================================
--- original.js
+++ change.js
@@ -113,8 +113,9 @@
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);
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