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User prompt
Crossy Critters: Day & Night Dash
Initial prompt
Create a 2D top-down road crossing game in portrait orientation with the following specifications: 🎮 GAME STRUCTURE: - The player must cross 20 consecutive road sections (levels). - Each section includes either traffic-filled roads or safe grass areas. - The level ends when the player reaches the 20th row. 🚗 VEHICLE TRAFFIC: - Vehicles spawn endlessly from left or right sides on road lanes. - Vehicle types: - Small cars - Pickup trucks - Trucks - TIR (semi-trailers) - Motorcycles - Traffic flows continuously and never stops. - Vehicles **must never overlap** — a minimum distance is maintained between vehicles on each lane. - Each lane has its own traffic speed and spacing logic. - Traffic intensity and speed increase slightly with each level. 👤 PLAYER FEATURES: - The player controls an animal character (chicken, dog, or cat). - Movement is grid-based: one tile per move (tap, swipe, or arrow keys). - Coins appear randomly on the map and can be collected. - Collected coins are used to unlock new characters in a shop. 📱 UI & VISUALS: - Portrait mode (720x1280). - Bright, cartoon-style or pixel-art 2D graphics. - Score counter (number of rows crossed) and coin counter always visible. - Game Over screen on collision. - Victory screen after 20th row. 🌗 DAY/NIGHT CYCLE: - The game includes a smooth day/night cycle during gameplay. - The background gradually changes from day to night and back. - Visual changes include: - Sky color transition - Soft lighting effects - Optional light glows from vehicles at night - The cycle runs continuously and does not pause. 🔊 SOUND & FEEDBACK: - Vehicles have movement and engine sounds. - Coin collection triggers sound effects. - Day/night cycle may include ambient audio changes (e.g. crickets at night). - Smooth animations for character movement, death, and level transitions. The game should be mobile-optimized, visually dynamic, and casual-friendly while offering fun progression with an engaging atmosphere through lighting and time-of-day changes.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Animal class (player)
var Animal = Container.expand(function () {
var self = Container.call(this);
// Default to chicken
self.type = 'chicken';
self.sprite = self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 0.5
});
self.setType = function (type) {
if (self.sprite) self.sprite.destroy();
self.type = type;
self.sprite = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
};
// Animate hop
self.hop = function (targetX, targetY, _onFinish) {
tween(self, {
x: targetX,
y: targetY,
scaleY: 1.2
}, {
duration: 80,
easing: tween.cubicOut,
onFinish: function onFinish() {
tween(self, {
scaleY: 1
}, {
duration: 60,
easing: tween.cubicIn,
onFinish: _onFinish
});
}
});
};
return self;
});
// Coin class
var Coin = Container.expand(function () {
var self = Container.call(this);
self.sprite = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
// Animate spin
self.update = function () {
self.sprite.rotation += 0.15;
};
return self;
});
// Vehicle class
var Vehicle = Container.expand(function () {
var self = Container.call(this);
// type: 'car1', 'car2', 'truck'
self.type = 'car1';
self.sprite = self.attachAsset(self.type, {
anchorX: 0.5,
anchorY: 0.5
});
self.setType = function (type) {
if (self.sprite) self.sprite.destroy();
self.type = type;
self.sprite = self.attachAsset(type, {
anchorX: 0.5,
anchorY: 0.5
});
};
// Lane index (0-19)
self.lane = 0;
// Direction: 1 = left to right, -1 = right to left
self.dir = 1;
// Speed in px per frame
self.speed = 6;
self.update = function () {
if (typeof self.lastX === "undefined") self.lastX = self.x;
self.x += self.speed * self.dir;
self.lastX = self.x;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb // Day sky blue
});
/****
* Game Code
****/
// Music
// Sounds
// Coin
// Vehicles
// Lane types
// Animal characters
// --- Game constants ---
var NUM_LANES = 20;
var LANE_HEIGHT = 120;
var LANE_TYPES = []; // 'grass' or 'road'
var LANE_Y = []; // y positions of each lane (0 = bottom)
var LANE_CONFIG = []; // {type, y, speed, dir, spacing, vehicleTypes}
var LANE_TOP = 2732 - NUM_LANES * LANE_HEIGHT; // Top y of first lane
// --- Day/Night cycle ---
var dayNight = {
t: 0,
// 0 = day, 1 = night
speed: 0.00025,
// How fast day/night cycles (per tick)
colorDay: 0x87ceeb,
colorNight: 0x23234a
};
// --- Game state ---
var player = null;
var vehicles = [];
var coins = [];
var score = 0;
var coinsCollected = 0;
var isMoving = false;
var dragStart = null;
var dragTarget = null;
var lastLane = 0;
var gameOver = false;
// --- UI ---
var scoreTxt = new Text2('0', {
size: 100,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var coinTxt = new Text2('0', {
size: 80,
fill: 0xFFD700
});
coinTxt.anchor.set(0.5, 0);
LK.gui.topRight.addChild(coinTxt);
// --- Lane setup ---
function setupLanes() {
LANE_TYPES.length = 0;
LANE_Y.length = 0;
LANE_CONFIG.length = 0;
for (var i = 0; i < NUM_LANES; i++) {
// Alternate: grass every 3rd lane, rest are road
var type = i % 3 === 0 ? 'grass' : 'road';
LANE_TYPES.push(type);
var y = 2732 - (i + 0.5) * LANE_HEIGHT;
LANE_Y.push(y);
// Lane config
if (type === 'road') {
// Vary speed and direction
var dir = i % 2 === 0 ? 1 : -1;
var speed = 4 + i % 4 * 1.5; // 4, 5.5, 7, 8.5
var spacing = 350 + i % 3 * 80; // 350, 430, 510
var vehicleTypes = i % 4 === 0 ? ['truck'] : ['car1', 'car2'];
LANE_CONFIG.push({
type: type,
y: y,
speed: speed,
dir: dir,
spacing: spacing,
vehicleTypes: vehicleTypes
});
} else {
LANE_CONFIG.push({
type: type,
y: y
});
}
}
}
// --- Draw lanes ---
function drawLanes() {
for (var i = 0; i < NUM_LANES; i++) {
var laneType = LANE_TYPES[i];
var y = LANE_Y[i];
var lane = LK.getAsset(laneType, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: y
});
game.addChild(lane);
}
}
// --- Spawn player ---
function spawnPlayer() {
player = new Animal();
player.setType('chicken');
// Start at bottom grass lane, center
player.x = 2048 / 2;
player.y = LANE_Y[0];
lastLane = 0;
game.addChild(player);
}
// --- Spawn vehicles ---
function spawnVehicle(laneIdx) {
var config = LANE_CONFIG[laneIdx];
if (!config || config.type !== 'road') return;
// Check for minimum distance to last vehicle in this lane
var lastVehicle = null;
var lastDist = 99999;
for (var i = 0; i < vehicles.length; i++) {
if (vehicles[i].lane === laneIdx) {
var dist = Math.abs(vehicles[i].x - 2048 / 2);
if (dist < lastDist) {
lastDist = dist;
lastVehicle = vehicles[i];
}
}
}
// Only spawn if no vehicle or far enough from last vehicle in this lane
if (!lastVehicle || lastDist > config.spacing) {
var v = new Vehicle();
// Random vehicle type
var vtype = config.vehicleTypes[Math.floor(Math.random() * config.vehicleTypes.length)];
v.setType(vtype);
v.lane = laneIdx;
v.dir = config.dir;
v.speed = config.speed + Math.random() * 1.5;
// Y position
v.y = config.y;
// X position: offscreen left or right
if (v.dir === 1) {
v.x = -v.sprite.width / 2 - 20;
} else {
v.x = 2048 + v.sprite.width / 2 + 20;
}
vehicles.push(v);
game.addChild(v);
}
}
// --- Spawn coin ---
function spawnCoin(laneIdx) {
var config = LANE_CONFIG[laneIdx];
if (!config || config.type !== 'grass') return;
// Only one coin per grass lane at a time
for (var i = 0; i < coins.length; i++) {
if (Math.abs(coins[i].y - config.y) < 10) return;
}
var c = new Coin();
c.x = 200 + Math.random() * (2048 - 400);
c.y = config.y;
coins.push(c);
game.addChild(c);
}
// --- Remove vehicle ---
function removeVehicle(idx) {
vehicles[idx].destroy();
vehicles.splice(idx, 1);
}
// --- Remove coin ---
function removeCoin(idx) {
coins[idx].destroy();
coins.splice(idx, 1);
}
// --- Update UI ---
function updateUI() {
scoreTxt.setText(score);
coinTxt.setText(coinsCollected);
}
// --- Day/Night cycle update ---
function updateDayNight() {
dayNight.t += dayNight.speed;
if (dayNight.t > 1) dayNight.t = 0;
// Interpolate color
var t = dayNight.t;
var c1 = dayNight.colorDay,
c2 = dayNight.colorNight;
var r = (c1 >> 16) * (1 - t) + (c2 >> 16) * t & 0xff;
var g = (c1 >> 8 & 0xff) * (1 - t) + (c2 >> 8 & 0xff) * t & 0xff;
var b = (c1 & 0xff) * (1 - t) + (c2 & 0xff) * t & 0xff;
var color = r << 16 | g << 8 | b;
game.setBackgroundColor(color);
}
// --- Collision detection ---
function checkCollisions() {
// Vehicles
for (var i = 0; i < vehicles.length; i++) {
if (player.intersects(vehicles[i])) {
// Crash!
LK.effects.flashScreen(0xff0000, 800);
LK.getSound('crash').play();
gameOver = true;
LK.showGameOver();
return;
}
}
// Coins
for (var i = coins.length - 1; i >= 0; i--) {
if (player.intersects(coins[i])) {
coinsCollected++;
updateUI();
LK.getSound('coin').play();
removeCoin(i);
}
}
}
// --- Move player (grid) ---
function tryMove(dx, dy) {
if (isMoving || gameOver) return;
var newLane = lastLane + dy;
if (newLane < 0 || newLane >= NUM_LANES) return;
var newX = player.x + dx * 220;
if (newX < 80 || newX > 2048 - 80) return;
var newY = LANE_Y[newLane];
isMoving = true;
player.hop(newX, newY, function () {
isMoving = false;
lastLane = newLane;
// Score: advance only if moving up
if (dy > 0) {
score++;
updateUI();
if (score >= NUM_LANES - 1) {
// Win!
LK.effects.flashScreen(0x00ffcc, 1000);
LK.showYouWin();
gameOver = true;
}
}
});
LK.getSound('hop').play();
}
// --- Touch controls (swipe) ---
var touchStart = null;
game.down = function (x, y, obj) {
if (gameOver) return;
touchStart = {
x: x,
y: y
};
};
game.up = function (x, y, obj) {
if (gameOver || !touchStart) return;
var dx = x - touchStart.x;
var dy = y - touchStart.y;
var absX = Math.abs(dx),
absY = Math.abs(dy);
if (absX < 40 && absY < 40) {
// Tap: move up
tryMove(0, 1);
} else if (absY > absX) {
if (dy < -40) tryMove(0, -1); // Down
else if (dy > 40) tryMove(0, 1); // Up
} else {
if (dx < -40) tryMove(-1, 0); // Left
else if (dx > 40) tryMove(1, 0); // Right
}
touchStart = null;
};
// --- Main update loop ---
game.update = function () {
if (gameOver) return;
// Day/Night
updateDayNight();
// Vehicles
for (var i = vehicles.length - 1; i >= 0; i--) {
vehicles[i].update();
// Remove if offscreen
if (vehicles[i].dir === 1 && vehicles[i].x > 2048 + vehicles[i].sprite.width / 2 + 40 || vehicles[i].dir === -1 && vehicles[i].x < -vehicles[i].sprite.width / 2 - 40) {
removeVehicle(i);
}
}
// Coins
for (var i = 0; i < coins.length; i++) {
coins[i].update();
}
// Spawn vehicles
for (var i = 0; i < NUM_LANES; i++) {
var config = LANE_CONFIG[i];
if (!config || config.type !== 'road') continue;
// Try to spawn a vehicle with a small probability
if (Math.random() < 0.025) {
// ~1 every 40 frames
spawnVehicle(i);
}
}
// Spawn coins
for (var i = 0; i < NUM_LANES; i++) {
var config = LANE_CONFIG[i];
if (!config || config.type !== 'grass') continue;
// 1% chance per frame
if (Math.random() < 0.01) {
spawnCoin(i);
}
}
// Remove coins if offscreen (shouldn't happen, but safety)
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i].y < LANE_TOP - 100 || coins[i].y > 2732 + 100) {
removeCoin(i);
}
}
// Collisions
checkCollisions();
};
// --- Game start ---
setupLanes();
drawLanes();
spawnPlayer();
updateUI();
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 0.7,
duration: 1200
}
}); ===================================================================
--- original.js
+++ change.js
@@ -81,9 +81,11 @@
self.dir = 1;
// Speed in px per frame
self.speed = 6;
self.update = function () {
+ if (typeof self.lastX === "undefined") self.lastX = self.x;
self.x += self.speed * self.dir;
+ self.lastX = self.x;
};
return self;
});
@@ -204,25 +206,40 @@
// --- Spawn vehicles ---
function spawnVehicle(laneIdx) {
var config = LANE_CONFIG[laneIdx];
if (!config || config.type !== 'road') return;
- var v = new Vehicle();
- // Random vehicle type
- var vtype = config.vehicleTypes[Math.floor(Math.random() * config.vehicleTypes.length)];
- v.setType(vtype);
- v.lane = laneIdx;
- v.dir = config.dir;
- v.speed = config.speed + Math.random() * 1.5;
- // Y position
- v.y = config.y;
- // X position: offscreen left or right
- if (v.dir === 1) {
- v.x = -v.sprite.width / 2 - 20;
- } else {
- v.x = 2048 + v.sprite.width / 2 + 20;
+ // Check for minimum distance to last vehicle in this lane
+ var lastVehicle = null;
+ var lastDist = 99999;
+ for (var i = 0; i < vehicles.length; i++) {
+ if (vehicles[i].lane === laneIdx) {
+ var dist = Math.abs(vehicles[i].x - 2048 / 2);
+ if (dist < lastDist) {
+ lastDist = dist;
+ lastVehicle = vehicles[i];
+ }
+ }
}
- vehicles.push(v);
- game.addChild(v);
+ // Only spawn if no vehicle or far enough from last vehicle in this lane
+ if (!lastVehicle || lastDist > config.spacing) {
+ var v = new Vehicle();
+ // Random vehicle type
+ var vtype = config.vehicleTypes[Math.floor(Math.random() * config.vehicleTypes.length)];
+ v.setType(vtype);
+ v.lane = laneIdx;
+ v.dir = config.dir;
+ v.speed = config.speed + Math.random() * 1.5;
+ // Y position
+ v.y = config.y;
+ // X position: offscreen left or right
+ if (v.dir === 1) {
+ v.x = -v.sprite.width / 2 - 20;
+ } else {
+ v.x = 2048 + v.sprite.width / 2 + 20;
+ }
+ vehicles.push(v);
+ game.addChild(v);
+ }
}
// --- Spawn coin ---
function spawnCoin(laneIdx) {
var config = LANE_CONFIG[laneIdx];
@@ -362,25 +379,13 @@
// Spawn vehicles
for (var i = 0; i < NUM_LANES; i++) {
var config = LANE_CONFIG[i];
if (!config || config.type !== 'road') continue;
- // Count vehicles in this lane
- var count = 0,
- minDist = 99999;
- for (var j = 0; j < vehicles.length; j++) {
- if (vehicles[j].lane === i) {
- count++;
- var dist = Math.abs(vehicles[j].x - 2048 / 2);
- if (dist < minDist) minDist = dist;
- }
+ // Try to spawn a vehicle with a small probability
+ if (Math.random() < 0.025) {
+ // ~1 every 40 frames
+ spawnVehicle(i);
}
- // If no vehicle or far enough, spawn new
- if (count === 0 || minDist > config.spacing) {
- if (Math.random() < 0.025) {
- // ~1 every 40 frames
- spawnVehicle(i);
- }
- }
}
// Spawn coins
for (var i = 0; i < NUM_LANES; i++) {
var config = LANE_CONFIG[i];
chicken. In-Game asset. 2d. High contrast. No shadows
road çif şeritli düz yol. In-Game asset. 2d. High contrast. No shadows
car. In-Game asset. 2d. High contrast. No shadows
kamyon. In-Game asset. 2d. High contrast. No shadows
truck. In-Game asset. 2d. High contrast. No shadows
grass çim zemim kısa çimli zemin. In-Game asset. 2d. High contrast. No shadows
flag. In-Game asset. 2d. High contrast. No shadows
sun. In-Game asset. 2d. High contrast. No shadows
moon. In-Game asset. 2d. High contrast. No shadows
far ışığı yansıması. In-Game asset. 2d. High contrast. No shadows