User prompt
Polis arabası bize bazen gelip yol açsın
User prompt
Ve 1 saniye bekledikten sonra düzelsin sonra tekrarlansın aynı kural
User prompt
10 kere bastıktan sonra olsun
User prompt
2 değil 1 saniye olsun ve her basışta değil ön basıştan sonra bir kere
User prompt
Tuşlar on basımdan sonra 2 saniye kitlensin
Code edit (1 edits merged)
Please save this source code
User prompt
Ateş tuşu ekranın iki yanında ama hareketi etkilemeyecek yerde biraz daha küçük olsun
User prompt
Mermi tek seferde ikili çıksın
User prompt
Arabalarla aynı satırlarda gidelim
User prompt
Menzil artsın
User prompt
Hayır bir tuş olsun oraya basınca ateş etsin
User prompt
Silah ı biz ateş ettirelim
User prompt
Çok çok az artsın ama az artsın 10 sa 15 olsun ve patlarsa birazcık etrafa Hasar versin ve bizim 5 kalbimiz olsun hasar yiyince birer birer gitsin ve önümüzde silah olsun öndeki araç motorda iki arabaysa üç kamyonsa beş vuruşta patlasın ve silahı tuşla atalım bi tuş köy ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Biraz daha az olsun ve onlar kendi arasında çarpışınca patlasın vebiraz etrafına damage versin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Daha da çok
Code edit (1 edits merged)
Please save this source code
User prompt
Diğer arabalar daha sık olsun zorla biraz
User prompt
Her tıklamada belli bir mesafe kadar yana gitsin
User prompt
Hala araba hareket etmiyor
User prompt
Araba yalnızca bir kez hareket etmesi hep etsin düzelt
Code edit (1 edits merged)
Please save this source code
User prompt
Turbo Racing Challenge
Initial prompt
Araba yarış simülatörü
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('roadLane', {
anchorX: 0.5,
anchorY: 0.5
});
bulletGraphics.scaleX = 0.2;
bulletGraphics.scaleY = 0.3;
bulletGraphics.tint = 0xffff00;
self.speed = 15;
self.update = function () {
self.y -= self.speed;
};
return self;
});
var EnemyVehicle = Container.expand(function (vehicleType) {
var self = Container.call(this);
var assetId = vehicleType || 'enemyCar';
var vehicleGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.vehicleType = vehicleType;
self.speed = 8 + Math.random() * 4; // Random speed between 8-12
self.hasTriggeredNearMiss = false;
// Set health based on vehicle type
if (vehicleType === 'motorcycle') {
self.health = 1;
} else if (vehicleType === 'truck') {
self.health = 5;
} else {
self.health = 2; // enemyCar default
}
self.maxHealth = self.health;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PlayerCar = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('playerCar', {
anchorX: 0.5,
anchorY: 0.5
});
self.targetX = self.x;
self.laneWidth = 340;
self.lanes = [-510, -170, 170, 510]; // 4 lanes positioned across screen - same as enemy vehicles
self.update = function () {
// Smooth movement towards target position
var diff = self.targetX - self.x;
self.x += diff * 0.3; // Increased responsiveness
};
self.moveTo = function (targetX) {
// Find closest lane (adjusted for screen center offset like enemy vehicles)
var closestLane = 1024 + self.lanes[0];
var minDistance = Math.abs(targetX - closestLane);
for (var i = 1; i < self.lanes.length; i++) {
var adjustedLane = 1024 + self.lanes[i];
var distance = Math.abs(targetX - adjustedLane);
if (distance < minDistance) {
minDistance = distance;
closestLane = adjustedLane;
}
}
self.targetX = closestLane;
};
return self;
});
var PoliceCar = Container.expand(function () {
var self = Container.call(this);
var policeGraphics = self.attachAsset('policeCar', {
anchorX: 0.5,
anchorY: 0.5
});
policeGraphics.tint = 0x0066ff; // Blue tint for police car
self.speed = 6;
self.hasPlayedSiren = false;
self.update = function () {
self.y += self.speed;
// Play siren sound once when police car appears
if (!self.hasPlayedSiren && self.y > -100) {
LK.getSound('siren').play();
self.hasPlayedSiren = true;
}
// Clear enemy vehicles in front of police car
for (var i = enemyVehicles.length - 1; i >= 0; i--) {
var enemy = enemyVehicles[i];
var horizontalDistance = Math.abs(enemy.x - self.x);
var verticalDistance = enemy.y - self.y;
// If enemy is in front of police car and in same lane
if (horizontalDistance < 100 && verticalDistance > -200 && verticalDistance < 400) {
// Create explosion effect for cleared enemy
tween(enemy, {
scaleX: 1.5,
scaleY: 1.5,
tint: 0x0066ff,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
// Remove enemy immediately
enemy.destroy();
enemyVehicles.splice(i, 1);
}
}
};
return self;
});
var RoadLane = Container.expand(function () {
var self = Container.call(this);
var laneGraphics = self.attachAsset('roadLane', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 12;
self.update = function () {
self.y += self.speed;
// Reset position when off screen
if (self.y > 2732 + 100) {
self.y = -100;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Game variables
var playerCar;
var enemyVehicles = [];
var roadLanes = [];
var bullets = [];
var gameSpeed = 1;
var distanceScore = 0;
var nearMissBonus = 0;
var spawnTimer = 0;
var speedIncreaseTimer = 0;
var dragStartX = 0;
var isDragging = false;
var playerHealth = 5;
var shootTimer = 0;
var leftButtonCooldown = false;
var rightButtonCooldown = false;
var leftButtonPressCount = 0;
var rightButtonPressCount = 0;
var policeCars = [];
var policeSpawnTimer = 0;
var policeSpawnCooldown = 0;
function spawnPoliceCar() {
// Only spawn if no police cars are currently active and cooldown is over
if (policeCars.length === 0 && policeSpawnCooldown <= 0) {
var lanes = [-510, -170, 170, 510];
var selectedLane = lanes[Math.floor(Math.random() * lanes.length)];
var policeCar = new PoliceCar();
policeCar.x = 1024 + selectedLane;
policeCar.y = -200;
policeCar.speed = (6 + Math.random() * 2) * gameSpeed;
policeCars.push(policeCar);
game.addChild(policeCar);
// Set cooldown before next police car can spawn (30-60 seconds)
policeSpawnCooldown = 1800 + Math.random() * 1800;
}
}
// Create road lanes
for (var i = 0; i < 3; i++) {
var lane1 = new RoadLane();
lane1.x = -85;
lane1.y = i * 300 - 200;
roadLanes.push(lane1);
game.addChild(lane1);
var lane2 = new RoadLane();
lane2.x = 85;
lane2.y = i * 300 - 200;
roadLanes.push(lane2);
game.addChild(lane2);
var lane3 = new RoadLane();
lane3.x = 255;
lane3.y = i * 300 - 200;
roadLanes.push(lane3);
game.addChild(lane3);
}
// Create player car
playerCar = new PlayerCar();
playerCar.x = 1024 + 170; // Start in third lane (same lane system as enemies)
playerCar.y = 2200; // Near bottom of screen
playerCar.targetX = playerCar.x;
game.addChild(playerCar);
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create speed display
var speedTxt = new Text2('Speed: 1x', {
size: 60,
fill: 0xFFFFFF
});
speedTxt.anchor.set(1, 0);
speedTxt.y = 100;
LK.gui.topRight.addChild(speedTxt);
// Create health display
var healthTxt = new Text2('Health: ❤❤❤❤❤', {
size: 60,
fill: 0xff0000
});
healthTxt.anchor.set(0, 0);
healthTxt.y = 100;
LK.gui.topLeft.addChild(healthTxt);
// Create left shoot button
var leftShootButton = new Text2('🔫', {
size: 130,
fill: 0xffff00
});
leftShootButton.anchor.set(0, 1);
leftShootButton.x = 50;
leftShootButton.y = -50;
LK.gui.bottomLeft.addChild(leftShootButton);
// Create right shoot button
var rightShootButton = new Text2('🔫', {
size: 130,
fill: 0xffff00
});
rightShootButton.anchor.set(1, 1);
rightShootButton.x = -50;
rightShootButton.y = -50;
LK.gui.bottomRight.addChild(rightShootButton);
function spawnEnemyVehicle() {
var vehicleTypes = ['enemyCar', 'truck', 'motorcycle'];
var lanes = [-510, -170, 170, 510];
// Spawn 1-3 vehicles at once with higher probability of multiple spawns
var numVehicles = Math.random() < 0.7 ? Math.random() < 0.4 ? 3 : 2 : 1;
var usedLanes = [];
for (var v = 0; v < numVehicles; v++) {
var randomType = vehicleTypes[Math.floor(Math.random() * vehicleTypes.length)];
var enemy = new EnemyVehicle(randomType);
// Select random lane that hasn't been used
var availableLanes = lanes.filter(function (lane) {
return usedLanes.indexOf(lane) === -1;
});
if (availableLanes.length > 0) {
var selectedLane = availableLanes[Math.floor(Math.random() * availableLanes.length)];
usedLanes.push(selectedLane);
enemy.x = 1024 + selectedLane;
enemy.y = -200 - v * 150; // Stagger spawn positions slightly
// Adjust speed based on game speed with more variation
enemy.speed = (8 + Math.random() * 6) * gameSpeed;
enemyVehicles.push(enemy);
game.addChild(enemy);
}
}
}
function checkCollisions() {
// Check enemy-to-enemy collisions first
for (var i = enemyVehicles.length - 1; i >= 0; i--) {
var enemy1 = enemyVehicles[i];
for (var j = i - 1; j >= 0; j--) {
var enemy2 = enemyVehicles[j];
if (enemy1.intersects(enemy2)) {
// Create explosion effect
tween(enemy1, {
scaleX: 2,
scaleY: 2,
tint: 0xff4444,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
tween(enemy2, {
scaleX: 2,
scaleY: 2,
tint: 0xff4444,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
// Damage nearby vehicles
for (var k = enemyVehicles.length - 1; k >= 0; k--) {
var nearbyEnemy = enemyVehicles[k];
if (nearbyEnemy !== enemy1 && nearbyEnemy !== enemy2) {
var distance1 = Math.sqrt(Math.pow(nearbyEnemy.x - enemy1.x, 2) + Math.pow(nearbyEnemy.y - enemy1.y, 2));
var distance2 = Math.sqrt(Math.pow(nearbyEnemy.x - enemy2.x, 2) + Math.pow(nearbyEnemy.y - enemy2.y, 2));
if (distance1 < 200 || distance2 < 200) {
tween(nearbyEnemy, {
tint: 0xff8888
}, {
duration: 200,
onFinish: function onFinish() {
tween(nearbyEnemy, {
tint: 0xffffff
}, {
duration: 200
});
}
});
nearbyEnemy.speed *= 0.7; // Slow down damaged vehicle
}
}
}
LK.getSound('crash').play();
LK.effects.flashObject(enemy1, 0xff0000, 300);
LK.effects.flashObject(enemy2, 0xff0000, 300);
// Remove collided vehicles after animation
LK.setTimeout(function () {
enemy1.destroy();
enemy2.destroy();
var index1 = enemyVehicles.indexOf(enemy1);
var index2 = enemyVehicles.indexOf(enemy2);
if (index1 !== -1) {
enemyVehicles.splice(index1, 1);
}
if (index2 !== -1) {
var newIndex2 = enemyVehicles.indexOf(enemy2);
if (newIndex2 !== -1) {
enemyVehicles.splice(newIndex2, 1);
}
}
}, 300);
return;
}
}
}
for (var i = enemyVehicles.length - 1; i >= 0; i--) {
var enemy = enemyVehicles[i];
// Check collision with player
if (playerCar.intersects(enemy)) {
playerHealth--;
updateHealthDisplay();
LK.getSound('crash').play();
LK.effects.flashScreen(0xff0000, 500);
// Remove enemy that hit player
enemy.destroy();
enemyVehicles.splice(i, 1);
if (playerHealth <= 0) {
LK.showGameOver();
return;
}
}
// Check for near miss bonus
var distance = Math.abs(enemy.x - playerCar.x);
var verticalDistance = Math.abs(enemy.y - playerCar.y);
if (!enemy.hasTriggeredNearMiss && distance < 150 && verticalDistance < 200 && enemy.y > playerCar.y - 100) {
enemy.hasTriggeredNearMiss = true;
nearMissBonus += 10;
LK.getSound('nearMiss').play();
// Flash effect for near miss
tween(enemy, {
tint: 0xffff00
}, {
duration: 200,
onFinish: function onFinish() {
tween(enemy, {
tint: 0xffffff
}, {
duration: 200
});
}
});
}
// Remove off-screen enemies
if (enemy.y > 2732 + 200) {
enemy.destroy();
enemyVehicles.splice(i, 1);
}
}
}
function updateScore() {
distanceScore += 1;
var totalScore = distanceScore + nearMissBonus;
LK.setScore(totalScore);
scoreTxt.setText('Score: ' + totalScore);
}
function updateHealthDisplay() {
var hearts = '';
for (var i = 0; i < playerHealth; i++) {
hearts += '❤';
}
for (var i = playerHealth; i < 5; i++) {
hearts += '🤍';
}
healthTxt.setText('Health: ' + hearts);
}
function increaseGameSpeed() {
gameSpeed += 0.002;
if (gameSpeed > 3) {
gameSpeed = 3;
}
speedTxt.setText('Speed: ' + gameSpeed.toFixed(1) + 'x');
// Update road lane speeds
for (var i = 0; i < roadLanes.length; i++) {
roadLanes[i].speed = 12 * gameSpeed;
}
}
function fireWeapon(buttonSide) {
// Check if the specific button is on cooldown (only applies after 10 presses)
if (buttonSide === 'left' && leftButtonPressCount >= 10 && leftButtonCooldown || buttonSide === 'right' && rightButtonPressCount >= 10 && rightButtonCooldown) {
return; // Don't fire if on cooldown
}
// Increment press counter
if (buttonSide === 'left') {
leftButtonPressCount++;
} else if (buttonSide === 'right') {
rightButtonPressCount++;
}
// Fire left bullet
var bulletLeft = new Bullet();
bulletLeft.x = playerCar.x - 30; // Offset to the left
bulletLeft.y = playerCar.y - 100;
bullets.push(bulletLeft);
game.addChild(bulletLeft);
// Fire right bullet
var bulletRight = new Bullet();
bulletRight.x = playerCar.x + 30; // Offset to the right
bulletRight.y = playerCar.y - 100;
bullets.push(bulletRight);
game.addChild(bulletRight);
// Set cooldown for the pressed button (only after 10 presses)
if (buttonSide === 'left' && leftButtonPressCount >= 10) {
leftButtonCooldown = true;
// Reset cooldown after 1 second and restart the cycle
LK.setTimeout(function () {
leftButtonCooldown = false;
leftButtonPressCount = 0; // Reset counter to restart the cycle
}, 1000);
} else if (buttonSide === 'right' && rightButtonPressCount >= 10) {
rightButtonCooldown = true;
// Reset cooldown after 1 second and restart the cycle
LK.setTimeout(function () {
rightButtonCooldown = false;
rightButtonPressCount = 0; // Reset counter to restart the cycle
}, 1000);
}
}
// Add left shoot button event handler
leftShootButton.down = function (x, y, obj) {
fireWeapon('left');
// Visual feedback for button press
tween(leftShootButton, {
scaleX: 1.2,
scaleY: 1.2,
tint: 0xff8888
}, {
duration: 100,
onFinish: function onFinish() {
tween(leftShootButton, {
scaleX: 1,
scaleY: 1,
tint: leftButtonPressCount >= 10 && leftButtonCooldown ? 0x888888 : 0xffff00
}, {
duration: 100
});
}
});
};
// Add right shoot button event handler
rightShootButton.down = function (x, y, obj) {
fireWeapon('right');
// Visual feedback for button press
tween(rightShootButton, {
scaleX: 1.2,
scaleY: 1.2,
tint: 0xff8888
}, {
duration: 100,
onFinish: function onFinish() {
tween(rightShootButton, {
scaleX: 1,
scaleY: 1,
tint: rightButtonPressCount >= 10 && rightButtonCooldown ? 0x888888 : 0xffff00
}, {
duration: 100
});
}
});
};
// Touch controls
game.down = function (x, y, obj) {
isDragging = true;
dragStartX = x;
// Remove automatic weapon firing from general touch
// Fixed distance movement per tap
var moveDistance = 340; // Distance to move per tap (one lane width)
var currentX = playerCar.x;
var newTargetX;
// Determine direction based on touch position relative to car
if (x < currentX) {
// Tap on left side - move left
newTargetX = currentX - moveDistance;
} else {
// Tap on right side - move right
newTargetX = currentX + moveDistance;
}
// Clamp to lane boundaries (same as enemy vehicles)
if (newTargetX < 1024 + -510) {
newTargetX = 1024 + -510;
} // Left boundary for leftmost lane
if (newTargetX > 1024 + 510) {
newTargetX = 1024 + 510;
} // Right boundary for rightmost lane
playerCar.moveTo(newTargetX);
// Force immediate movement
playerCar.targetX = newTargetX;
};
game.move = function (x, y, obj) {
// Remove continuous movement - car should only move once per touch
};
game.up = function (x, y, obj) {
isDragging = false;
};
// Main game loop
game.update = function () {
// Spawn enemy vehicles
spawnTimer++;
var spawnRate = Math.max(30 - gameSpeed * 3, 20);
if (spawnTimer >= spawnRate) {
spawnEnemyVehicle();
spawnTimer = 0;
}
// Increase game speed over time
speedIncreaseTimer++;
if (speedIncreaseTimer >= 60) {
// Every second
increaseGameSpeed();
speedIncreaseTimer = 0;
}
// Bullet shooting is now manual - controlled by touch/tap
// Update bullets and check bullet collisions
for (var b = bullets.length - 1; b >= 0; b--) {
var bullet = bullets[b];
// Remove off-screen bullets - increased range
if (bullet.y < -500) {
bullet.destroy();
bullets.splice(b, 1);
continue;
}
// Check bullet collision with enemies
for (var e = enemyVehicles.length - 1; e >= 0; e--) {
var enemy = enemyVehicles[e];
if (bullet.intersects(enemy)) {
// Damage enemy
enemy.health--;
// Visual damage feedback
tween(enemy, {
tint: 0xff8888
}, {
duration: 100,
onFinish: function onFinish() {
if (enemy.health > 0) {
tween(enemy, {
tint: 0xffffff
}, {
duration: 100
});
}
}
});
// Remove bullet
bullet.destroy();
bullets.splice(b, 1);
// Check if enemy is destroyed
if (enemy.health <= 0) {
// Create explosion with area damage
tween(enemy, {
scaleX: 2,
scaleY: 2,
tint: 0xff4444,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut
});
// Area damage to nearby vehicles
for (var k = enemyVehicles.length - 1; k >= 0; k--) {
var nearbyEnemy = enemyVehicles[k];
if (nearbyEnemy !== enemy) {
var distance = Math.sqrt(Math.pow(nearbyEnemy.x - enemy.x, 2) + Math.pow(nearbyEnemy.y - enemy.y, 2));
if (distance < 250) {
nearbyEnemy.health--;
tween(nearbyEnemy, {
tint: 0xff6666
}, {
duration: 150,
onFinish: function onFinish() {
if (nearbyEnemy.health > 0) {
tween(nearbyEnemy, {
tint: 0xffffff
}, {
duration: 150
});
}
}
});
nearbyEnemy.speed *= 0.8;
}
}
}
// Player takes damage if too close
var playerDistance = Math.sqrt(Math.pow(playerCar.x - enemy.x, 2) + Math.pow(playerCar.y - enemy.y, 2));
if (playerDistance < 300) {
playerHealth--;
updateHealthDisplay();
LK.effects.flashScreen(0xff0000, 200);
if (playerHealth <= 0) {
LK.showGameOver();
return;
}
}
LK.getSound('crash').play();
// Remove destroyed enemy after animation
LK.setTimeout(function () {
enemy.destroy();
var index = enemyVehicles.indexOf(enemy);
if (index !== -1) {
enemyVehicles.splice(index, 1);
}
}, 400);
}
break;
}
}
}
// Police car spawning logic
policeSpawnTimer++;
if (policeSpawnCooldown > 0) {
policeSpawnCooldown--;
}
// Random chance to spawn police car (every 5-10 seconds when available)
if (policeSpawnTimer >= 300 + Math.random() * 300) {
if (Math.random() < 0.3) {
// 30% chance when timer is ready
spawnPoliceCar();
}
policeSpawnTimer = 0;
}
// Update and manage police cars
for (var p = policeCars.length - 1; p >= 0; p--) {
var policeCar = policeCars[p];
// Remove off-screen police cars
if (policeCar.y > 2732 + 200) {
policeCar.destroy();
policeCars.splice(p, 1);
}
}
// Update score
updateScore();
// Check collisions
checkCollisions();
}; ===================================================================
--- original.js
+++ change.js
@@ -74,8 +74,49 @@
self.targetX = closestLane;
};
return self;
});
+var PoliceCar = Container.expand(function () {
+ var self = Container.call(this);
+ var policeGraphics = self.attachAsset('policeCar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ policeGraphics.tint = 0x0066ff; // Blue tint for police car
+ self.speed = 6;
+ self.hasPlayedSiren = false;
+ self.update = function () {
+ self.y += self.speed;
+ // Play siren sound once when police car appears
+ if (!self.hasPlayedSiren && self.y > -100) {
+ LK.getSound('siren').play();
+ self.hasPlayedSiren = true;
+ }
+ // Clear enemy vehicles in front of police car
+ for (var i = enemyVehicles.length - 1; i >= 0; i--) {
+ var enemy = enemyVehicles[i];
+ var horizontalDistance = Math.abs(enemy.x - self.x);
+ var verticalDistance = enemy.y - self.y;
+ // If enemy is in front of police car and in same lane
+ if (horizontalDistance < 100 && verticalDistance > -200 && verticalDistance < 400) {
+ // Create explosion effect for cleared enemy
+ tween(enemy, {
+ scaleX: 1.5,
+ scaleY: 1.5,
+ tint: 0x0066ff,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ // Remove enemy immediately
+ enemy.destroy();
+ enemyVehicles.splice(i, 1);
+ }
+ }
+ };
+ return self;
+});
var RoadLane = Container.expand(function () {
var self = Container.call(this);
var laneGraphics = self.attachAsset('roadLane', {
anchorX: 0.5,
@@ -119,8 +160,26 @@
var leftButtonCooldown = false;
var rightButtonCooldown = false;
var leftButtonPressCount = 0;
var rightButtonPressCount = 0;
+var policeCars = [];
+var policeSpawnTimer = 0;
+var policeSpawnCooldown = 0;
+function spawnPoliceCar() {
+ // Only spawn if no police cars are currently active and cooldown is over
+ if (policeCars.length === 0 && policeSpawnCooldown <= 0) {
+ var lanes = [-510, -170, 170, 510];
+ var selectedLane = lanes[Math.floor(Math.random() * lanes.length)];
+ var policeCar = new PoliceCar();
+ policeCar.x = 1024 + selectedLane;
+ policeCar.y = -200;
+ policeCar.speed = (6 + Math.random() * 2) * gameSpeed;
+ policeCars.push(policeCar);
+ game.addChild(policeCar);
+ // Set cooldown before next police car can spawn (30-60 seconds)
+ policeSpawnCooldown = 1800 + Math.random() * 1800;
+ }
+}
// Create road lanes
for (var i = 0; i < 3; i++) {
var lane1 = new RoadLane();
lane1.x = -85;
@@ -580,8 +639,30 @@
break;
}
}
}
+ // Police car spawning logic
+ policeSpawnTimer++;
+ if (policeSpawnCooldown > 0) {
+ policeSpawnCooldown--;
+ }
+ // Random chance to spawn police car (every 5-10 seconds when available)
+ if (policeSpawnTimer >= 300 + Math.random() * 300) {
+ if (Math.random() < 0.3) {
+ // 30% chance when timer is ready
+ spawnPoliceCar();
+ }
+ policeSpawnTimer = 0;
+ }
+ // Update and manage police cars
+ for (var p = policeCars.length - 1; p >= 0; p--) {
+ var policeCar = policeCars[p];
+ // Remove off-screen police cars
+ if (policeCar.y > 2732 + 200) {
+ policeCar.destroy();
+ policeCars.splice(p, 1);
+ }
+ }
// Update score
updateScore();
// Check collisions
checkCollisions();
Arkası dönük Ferrari. In-Game asset. 2d. High contrast. No shadows
Arkası dönük tır kamyon. In-Game asset. 2d. High contrast. No shadows
Arkası dönük motosiklet. In-Game asset. 2d. High contrast. No shadows
Arkası dönük lamborghini. In-Game asset. 2d. High contrast. No shadows
Arkası dönük polis arabası olan Ferrari. In-Game asset. 2d. High contrast. No shadows