User prompt
Add the dark grey line as another object(spawn dark grey squares from cars tail and make it these squares move down,when touch to bottom they despawn)
User prompt
Add a dark grey line to car's back it will look like car is drifting
User prompt
Make gray line 2x wider and make car move on gray line left and right based on the looking angle
User prompt
Make gray line 4x wider
User prompt
Make the gray line bigger,objects moves only down,car only moves up left,up right
User prompt
Car stays in same location,only objects move and add a gray line to background for road
User prompt
Make it up left and up right
User prompt
Reverse it
User prompt
Change the cars degrees to 45 and 135 degrees
Code edit (1 edits merged)
Please save this source code
User prompt
Zigzag Dodge Drive
Initial prompt
Touchscreen control, a car that going at 45° and -45° tap to screen for change the direction straight road there is random objects in left or right,player tries to dodge them all,every passed object gives 5 point
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Car class
var Car = Container.expand(function () {
var self = Container.call(this);
var carAsset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
// Direction: 1 = up-right (45deg), -1 = up-left (135deg)
self.direction = 1;
self.speed = 16; // initial speed in px per tick
self.angleRight = Math.PI / 4; // 45deg (up-right)
self.angleLeft = 3 * Math.PI / 4; // 135deg (up-left)
carAsset.rotation = self.angleRight;
self.setDirection = function (dir) {
self.direction = dir;
// Animate rotation
tween(carAsset, {
rotation: dir === 1 ? self.angleRight : self.angleLeft
}, {
duration: 120,
easing: tween.cubicOut
});
};
// Move car forward in current direction
self.moveForward = function () {
var angle = self.direction === 1 ? self.angleRight : self.angleLeft;
self.x += Math.cos(angle) * self.speed;
self.y -= Math.sin(angle) * self.speed;
};
// Reset to center bottom
self.resetPosition = function () {
self.x = 2048 / 2;
self.y = 2732 - 350;
self.setDirection(1);
};
return self;
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obsAsset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
// side: -1 = left, 1 = right
self.side = 1;
self.passed = false;
// Set position based on side
self.setSide = function (side) {
self.side = side;
// Road is centered at 2048/2, width 600
var roadCenter = 2048 / 2;
var roadWidth = 600;
var margin = 80;
var xOffset = (roadWidth / 2 - obsAsset.width / 2 - margin) * side;
self.x = roadCenter + xOffset;
};
// Set y position
self.setY = function (y) {
self.y = y;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Road: dark gray box, 600x2732 (full height)
// Obstacle: yellow ellipse, 160x100
// Car: red box, 180x120
// Road
var road = LK.getAsset('road', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 0
});
game.addChild(road);
// Car
var car = new Car();
game.addChild(car);
car.resetPosition();
// Obstacles array
var obstacles = [];
// Score
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game state
var gameOver = false;
var passedObstacles = 0;
var ticksSinceLastObstacle = 0;
var obstacleInterval = 90; // ticks between obstacles (start)
var minObstacleInterval = 36; // minimum interval (faster)
var speedIncreaseEvery = 10; // every 10 obstacles, speed up
var carBaseSpeed = 16;
var carMaxSpeed = 36;
// Helper: spawn obstacle
function spawnObstacle() {
var obs = new Obstacle();
// Randomly left or right
var side = Math.random() < 0.5 ? -1 : 1;
obs.setSide(side);
// Place near top of road, but not offscreen
obs.setY(-120);
obstacles.push(obs);
game.addChild(obs);
}
// Helper: update score
function updateScore() {
scoreTxt.setText(LK.getScore());
}
// Helper: reset game state
function resetGame() {
// Remove all obstacles
for (var i = 0; i < obstacles.length; ++i) {
obstacles[i].destroy();
}
obstacles = [];
car.resetPosition();
car.speed = carBaseSpeed;
obstacleInterval = 90;
passedObstacles = 0;
ticksSinceLastObstacle = 0;
LK.setScore(0);
updateScore();
gameOver = false;
}
// Touch/tap: switch direction
game.down = function (x, y, obj) {
if (gameOver) return;
var newDir = car.direction === 1 ? -1 : 1;
car.setDirection(newDir);
};
// Main game loop
game.update = function () {
if (gameOver) return;
// Move car
car.moveForward();
// Keep car inside road bounds
var roadCenter = 2048 / 2;
var roadWidth = 600;
var carHalfW = car.width / 2;
if (car.x < roadCenter - roadWidth / 2 + carHalfW) {
car.x = roadCenter - roadWidth / 2 + carHalfW;
}
if (car.x > roadCenter + roadWidth / 2 - carHalfW) {
car.x = roadCenter + roadWidth / 2 - carHalfW;
}
// Move obstacles down (relative to car's movement)
for (var i = obstacles.length - 1; i >= 0; --i) {
var obs = obstacles[i];
// Obstacles move down at car's speed
obs.y += car.speed;
// Check for collision
if (!gameOver && car.intersects(obs)) {
// Flash screen red
LK.effects.flashScreen(0xff0000, 800);
gameOver = true;
LK.showGameOver();
return;
}
// Check if passed (car is below obstacle, and not already counted)
if (!obs.passed && obs.y > car.y) {
obs.passed = true;
LK.setScore(LK.getScore() + 5);
updateScore();
passedObstacles += 1;
// Speed up every N obstacles
if (passedObstacles % speedIncreaseEvery === 0 && car.speed < carMaxSpeed) {
car.speed += 2;
if (obstacleInterval > minObstacleInterval) {
obstacleInterval -= 6;
if (obstacleInterval < minObstacleInterval) obstacleInterval = minObstacleInterval;
}
}
}
// Remove if offscreen
if (obs.y > 2732 + 120) {
obs.destroy();
obstacles.splice(i, 1);
}
}
// Spawn new obstacles
ticksSinceLastObstacle += 1;
if (ticksSinceLastObstacle >= obstacleInterval) {
spawnObstacle();
ticksSinceLastObstacle = 0;
}
};
// Reset game on game over
game.on('reset', function () {
resetGame();
});
// Initial state
resetGame(); ===================================================================
--- original.js
+++ change.js
@@ -12,13 +12,13 @@
var carAsset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
- // Direction: 1 = right (45deg), -1 = left (-45deg)
+ // Direction: 1 = up-right (45deg), -1 = up-left (135deg)
self.direction = 1;
self.speed = 16; // initial speed in px per tick
- self.angleRight = 3 * Math.PI / 4; // 135deg (down-left)
- self.angleLeft = Math.PI / 4; // 45deg (down-right)
+ self.angleRight = Math.PI / 4; // 45deg (up-right)
+ self.angleLeft = 3 * Math.PI / 4; // 135deg (up-left)
carAsset.rotation = self.angleRight;
self.setDirection = function (dir) {
self.direction = dir;
// Animate rotation
@@ -32,9 +32,9 @@
// Move car forward in current direction
self.moveForward = function () {
var angle = self.direction === 1 ? self.angleRight : self.angleLeft;
self.x += Math.cos(angle) * self.speed;
- self.y += Math.sin(angle) * self.speed;
+ self.y -= Math.sin(angle) * self.speed;
};
// Reset to center bottom
self.resetPosition = function () {
self.x = 2048 / 2;
2d red car. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat,upper profile
A truck,2d,upper profile. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat.upper looking
A car crash effect,red,yellow and orange colors,put the outer side black line. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Coin with 10 on it . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat