User prompt
Move the "Version 0.2" text to the bottom-left corner of the screen, keeping the same style as the score or combo display.
Code edit (1 edits merged)
Please save this source code
User prompt
Add a static text label that says "Version 0.2" in the bottom-right corner of the screen, similar in style and position to the score or combo display.
User prompt
Place a red text label that says "v_0.2" in the bottom-left area of the screen, offset slightly upward and to the right, with a larger font size to ensure visibility.
Code edit (1 edits merged)
Please save this source code
User prompt
Add a white text label that says "v_0.2" near the bottom-left corner of the screen, slightly moved up and to the right so it stays visible within the screen boundaries.
User prompt
Add a white text label that says "v_0.2" in the bottom-left corner of the screen.
User prompt
Display a small, semi-transparent label on the bottom-left corner of the screen that reads "Version 0.2". Use white text with slight drop shadow for readability. Place it in the HUD layer so it stays fixed during gameplay. Ensure it's non-interactive and does not overlap with other UI elements.
User prompt
Replace the current "powerupsound" audio effect with a new sound named "chassound". Wherever "powerupsound" is triggered in the game (such as when the player collects a powerup), it should now play "chassound" instead.
User prompt
Implement invisible collision boundaries exactly along the road edges in the 2D racing game. These boundaries prevent the player’s motorbike from crossing or passing over the lines. When the motorbike touches or tries to cross the boundary, it should stop or bounce back slightly to indicate the limit. The collision detection should be smooth and not interfere with gameplay flow. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Draw clear boundary lines exactly along the edges of the roads in a 2D side-scrolling racing game. The lines should tightly follow the road borders without overlapping or leaving gaps. Use a bright neon color like electric blue or red to make the boundaries easily visible but not distracting. The style should be clean, minimalistic, and fit the fast-paced, action racing game vibe.
User prompt
Create clear, visible game boundary lines for a 2D side-scrolling game. The boundaries should be bold, neon-style lines in a bright color (e.g., electric blue or red) contrasting with the background. The lines must define the playable area on all four sides (top, bottom, left, right) without obstructing gameplay. The style should be clean and modern, fitting an action racing game atmosphere
User prompt
When the player collects a power-up item, play the sound file named powerupsound. Ensure the sound plays immediately upon collection, does not overlap if multiple are collected quickly, and is not delayed by other audio.
User prompt
Wait 0.65 seconds after the sound starts playing, then display the Game Over screen.
User prompt
Wait 0.80 seconds after the sound starts playing, then display the Game Over screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the player collides with an obstacle or when health reaches zero, stop all other sounds and immediately play "carcrashsound" at full volume. Wait 1 seconds after the sound starts playing, then display the Game Over screen.
User prompt
When the player collides with an obstacle or when health reaches zero, stop all other sounds and immediately play "carcrashsound" at full volume. Wait 1.5 seconds after the sound starts playing, then display the Game Over screen.
User prompt
When the player collides with an obstacle or when health reaches zero, stop all other sounds and immediately play "carcrashsound" at full volume. Wait 1.5 seconds after the sound starts playing, then display the Game Over screen.
User prompt
Play the "carcrashsound" audio exactly when the Game Over screen is displayed. Ensure it only plays once, with no delay, and does not overlap with any other audio. Stop all background music or sound effects before playing it.
User prompt
When game over is triggered, first stop all other sounds, then wait 100ms and play only the 'carcrashsound' at full volume. Ensure the sound plays before any scene transition or UI change. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
As a test, play 'carcrashsound' 2 seconds after the game starts to ensure the sound is loaded and working. ↪💡 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 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* 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 - 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)) {
// 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 (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)) {
// Play motor crash sound
var motorCrashSound = LK.getSound('motorcrashsound');
if (motorCrashSound && typeof motorCrashSound.play === "function") {
motorCrashSound.play();
}
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) {
// 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");
}
// 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;
}
}
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)) {
// 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');
;
// --- Version Label (HUD, bottom-left) ---
var versionLabel = new Text2("Version 0.2", {
size: 44,
fill: 0xFFFFFF,
font: "Arial, Helvetica, sans-serif",
alpha: 0.55,
// semi-transparent
dropShadow: true,
dropShadowColor: 0x000000,
dropShadowBlur: 4,
dropShadowDistance: 2
});
// Anchor to bottom-left (0, 1)
versionLabel.anchor.set(0, 1);
// Place with margin from left and bottom, avoid overlap with other UI (e.g. 24px from left, 24px from bottom)
versionLabel.x = 24;
versionLabel.y = LK.gui.height - 24;
// Ensure label is non-interactive
versionLabel.interactive = false;
versionLabel.buttonMode = false;
// Add to bottom-left HUD layer
LK.gui.bottomLeft.addChild(versionLabel); ===================================================================
--- original.js
+++ change.js
@@ -821,5 +821,28 @@
}
// Endless mode: no win condition, game continues until playerHealth reaches zero
};
// Play background music continuously throughout the game
-LK.playMusic('gamesound');
\ No newline at end of file
+LK.playMusic('gamesound');
+;
+// --- Version Label (HUD, bottom-left) ---
+var versionLabel = new Text2("Version 0.2", {
+ size: 44,
+ fill: 0xFFFFFF,
+ font: "Arial, Helvetica, sans-serif",
+ alpha: 0.55,
+ // semi-transparent
+ dropShadow: true,
+ dropShadowColor: 0x000000,
+ dropShadowBlur: 4,
+ dropShadowDistance: 2
+});
+// Anchor to bottom-left (0, 1)
+versionLabel.anchor.set(0, 1);
+// Place with margin from left and bottom, avoid overlap with other UI (e.g. 24px from left, 24px from bottom)
+versionLabel.x = 24;
+versionLabel.y = LK.gui.height - 24;
+// Ensure label is non-interactive
+versionLabel.interactive = false;
+versionLabel.buttonMode = false;
+// Add to bottom-left HUD layer
+LK.gui.bottomLeft.addChild(versionLabel);
\ No newline at end of file
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