/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Car class
var Car = Container.expand(function () {
var self = Container.call(this);
// Car body
var carSprite = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
// Drift state
self.isDrifting = false;
self.driftAngle = 0; // radians
self.driftTimer = 0; // ms
self.smokeTimer = 0; // ms
// For collision
self.width = carSprite.width;
self.height = carSprite.height;
// For smooth rotation
self.targetRotation = 0;
// Show smoke when drifting
self.showSmoke = function () {
var smoke = LK.getAsset('smoke', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x - Math.cos(self.rotation) * 60,
y: self.y - Math.sin(self.rotation) * 60,
scaleX: 1,
scaleY: 1,
alpha: 0.7
});
game.addChild(smoke);
tween(smoke, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 400,
easing: tween.linear,
onFinish: function onFinish() {
smoke.destroy();
}
});
};
// Called every tick
self.update = function () {
// Smoothly rotate to targetRotation
var diff = self.targetRotation - self.rotation;
// Normalize angle to [-PI, PI]
while (diff > Math.PI) diff -= Math.PI * 2;
while (diff < -Math.PI) diff += Math.PI * 2;
self.rotation += diff * 0.15;
// Smoke effect
if (self.isDrifting) {
self.smokeTimer += 1;
if (self.smokeTimer % 6 === 0) {
self.showSmoke();
}
} else {
self.smokeTimer = 0;
}
};
return self;
});
// Track segment class (straight or curve)
var TrackSegment = Container.expand(function () {
var self = Container.call(this);
// type: 'straight' or 'curve'
self.type = 'straight';
self.length = 900; // px
self.curve = 0; // radians, for curve segments
self.driftZone = false; // is this a drift zone
// Visuals
self.trackSprite = self.attachAsset('track', {
anchorX: 0.5,
anchorY: 0.5
});
self.roadSprite = self.attachAsset('road', {
anchorX: 0.5,
anchorY: 0.5
});
// Drift zone visual
self.driftZoneSprite = null;
self.setType = function (type, curve, driftZone) {
self.type = type;
self.curve = curve || 0;
self.driftZone = !!driftZone;
if (self.driftZone && !self.driftZoneSprite) {
self.driftZoneSprite = self.attachAsset('driftzone', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.25
});
}
if (!self.driftZone && self.driftZoneSprite) {
self.driftZoneSprite.destroy();
self.driftZoneSprite = null;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// Tire smoke: white ellipse
// Off-track: red overlay for flash
// Drift zone: semi-transparent yellow ellipse
// Road: narrower dark gray box (drivable area)
// Track: wide gray box (background)
// Car: rectangle, blue
// Game constants
var CAR_START_X = 2048 / 2;
var CAR_START_Y = 1800;
var TRACK_START_Y = 1200;
var SEGMENT_LENGTH = 900;
var ROAD_WIDTH = 1200;
var ROAD_HEIGHT = 400;
var TRACK_WIDTH = 2048;
var TRACK_HEIGHT = 800;
var DRIFTZONE_WIDTH = 600;
var DRIFTZONE_HEIGHT = 400;
// Game state
var car;
var segments = [];
var driftScore = 0;
var driftCombo = 0;
var driftActive = false;
var driftStartTime = 0;
var driftZoneActive = false;
var driftZoneStart = 0;
var driftZoneEnd = 0;
var driftZoneSegment = null;
var speed = 18; // px per frame, increases over time
var maxSpeed = 36;
var speedTimer = 0;
var trackOffsetY = 0; // How much the track has scrolled
var currentCurve = 0; // radians, current curve angle
var targetCurve = 0; // radians, for smooth transitions
var curveProgress = 0; // 0-1, for curve segments
var gameOver = false;
var score = 0;
var lastScore = 0;
var lastDriftZone = -1;
var driftZoneId = 0;
var driftZoneScore = 0;
// GUI
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Helper: create a new track segment
function createSegment(type, curve, driftZone) {
var seg = new TrackSegment();
seg.setType(type, curve, driftZone);
return seg;
}
// Helper: generate a random track segment
function randomSegment() {
// 60% straight, 40% curve
if (Math.random() < 0.6) {
return createSegment('straight', 0, false);
} else {
// Curve: -0.35 to 0.35 radians (about -20 to 20 deg)
var curve = (Math.random() < 0.5 ? -1 : 1) * (0.18 + Math.random() * 0.17);
// 60% chance to be a drift zone
var driftZone = Math.random() < 0.6;
return createSegment('curve', curve, driftZone);
}
}
// Helper: position segments vertically
function layoutSegments() {
var y = TRACK_START_Y - trackOffsetY;
for (var i = 0; i < segments.length; i++) {
var seg = segments[i];
seg.x = 2048 / 2;
seg.y = y;
seg.rotation = 0;
if (seg.type === 'curve') {
seg.rotation = seg.curve * 0.5; // visually tilt
}
y += SEGMENT_LENGTH;
}
}
// Helper: get car's position relative to current segment
function getCarSegmentIndex() {
var carY = car.y;
for (var i = 0; i < segments.length; i++) {
var seg = segments[i];
if (carY >= seg.y - SEGMENT_LENGTH / 2 && carY < seg.y + SEGMENT_LENGTH / 2) {
return i;
}
}
return -1;
}
// Helper: check if car is on road
function isCarOnRoad() {
var idx = getCarSegmentIndex();
if (idx === -1) return true; // off segments, treat as on road
var seg = segments[idx];
// Road is centered at seg.x, seg.y, width ROAD_WIDTH, height ROAD_HEIGHT
var dx = car.x - seg.x;
var dy = car.y - seg.y;
// Rotate car's position by -seg.rotation to align with road
var angle = -seg.rotation;
var rx = dx * Math.cos(angle) - dy * Math.sin(angle);
var ry = dx * Math.sin(angle) + dy * Math.cos(angle);
// Check bounds
if (Math.abs(rx) > ROAD_WIDTH / 2 - car.width / 2 - 10) return false;
if (Math.abs(ry) > ROAD_HEIGHT / 2 - car.height / 2 - 10) return false;
return true;
}
// Helper: check if car is in drift zone
function isCarInDriftZone() {
var idx = getCarSegmentIndex();
if (idx === -1) return false;
var seg = segments[idx];
if (!seg.driftZone) return false;
// Drift zone is ellipse at seg.x, seg.y, width DRIFTZONE_WIDTH, height DRIFTZONE_HEIGHT
var dx = car.x - seg.x;
var dy = car.y - seg.y;
var angle = -seg.rotation;
var rx = dx * Math.cos(angle) - dy * Math.sin(angle);
var ry = dx * Math.sin(angle) + dy * Math.cos(angle);
var ex = DRIFTZONE_WIDTH / 2;
var ey = DRIFTZONE_HEIGHT / 2;
return rx * rx / (ex * ex) + ry * ry / (ey * ey) <= 1;
}
// Helper: update score text
function updateScoreText() {
scoreTxt.setText(score);
}
// Helper: flash screen red
function flashOffTrack() {
LK.effects.flashScreen(0xff0000, 600);
}
// Initialize game
function initGame() {
// Reset state
for (var i = 0; i < segments.length; i++) {
segments[i].destroy();
}
segments = [];
driftScore = 0;
driftCombo = 0;
driftActive = false;
driftStartTime = 0;
driftZoneActive = false;
driftZoneStart = 0;
driftZoneEnd = 0;
driftZoneSegment = null;
speed = 18;
speedTimer = 0;
trackOffsetY = 0;
currentCurve = 0;
targetCurve = 0;
curveProgress = 0;
gameOver = false;
score = 0;
lastScore = 0;
lastDriftZone = -1;
driftZoneId = 0;
driftZoneScore = 0;
// Remove car if exists
if (car) car.destroy();
// Create car
car = new Car();
car.x = CAR_START_X;
car.y = CAR_START_Y;
car.rotation = 0;
car.targetRotation = 0;
game.addChild(car);
// Create initial track segments (enough to fill screen + buffer)
var y = TRACK_START_Y;
for (var i = 0; i < 6; i++) {
var seg;
if (i === 0) {
seg = createSegment('straight', 0, false);
} else if (i === 2) {
seg = createSegment('curve', 0.25, true);
} else {
seg = randomSegment();
}
seg.x = 2048 / 2;
seg.y = y;
game.addChild(seg);
segments.push(seg);
y += SEGMENT_LENGTH;
}
layoutSegments();
updateScoreText();
}
// Handle touch/tap: start drift
game.down = function (x, y, obj) {
if (gameOver) return;
driftActive = true;
driftStartTime = LK.ticks;
car.isDrifting = true;
// Set drift angle: depends on current curve
var idx = getCarSegmentIndex();
var seg = idx !== -1 ? segments[idx] : null;
var driftDir = 0;
if (seg && seg.type === 'curve') {
driftDir = seg.curve > 0 ? 1 : -1;
}
car.driftAngle = driftDir * 0.45; // 0.45 rad ~ 25 deg
car.targetRotation = car.driftAngle;
};
// Handle touch release: end drift
game.up = function (x, y, obj) {
if (gameOver) return;
driftActive = false;
car.isDrifting = false;
car.driftAngle = 0;
car.targetRotation = 0;
// If drift was in drift zone, award points
if (driftZoneActive && driftZoneScore > 0) {
score += driftZoneScore;
updateScoreText();
driftZoneScore = 0;
}
};
// Main game update loop
game.update = function () {
if (gameOver) return;
// Increase speed over time
speedTimer++;
if (speedTimer % 1800 === 0 && speed < maxSpeed) {
// every 30s
speed += 2;
}
// Move car forward (down the screen)
car.y -= speed;
// If drifting, move car sideways (simulate drift)
if (driftActive) {
// Drift direction: depends on current curve
var idx = getCarSegmentIndex();
var seg = idx !== -1 ? segments[idx] : null;
var driftDir = 0;
if (seg && seg.type === 'curve') {
driftDir = seg.curve > 0 ? 1 : -1;
}
// Lateral movement
car.x += driftDir * speed * 0.7;
// Clamp to screen
if (car.x < 180) car.x = 180;
if (car.x > 2048 - 180) car.x = 2048 - 180;
} else {
// Gradually center car if not drifting
car.x += (2048 / 2 - car.x) * 0.08;
}
// Track scroll: move all segments up as car moves
trackOffsetY += speed;
layoutSegments();
// Remove segments that are off screen
while (segments.length > 0 && segments[0].y < -SEGMENT_LENGTH / 2) {
segments[0].destroy();
segments.shift();
}
// Add new segments at the end
while (segments.length < 7) {
var last = segments[segments.length - 1];
var seg = randomSegment();
seg.x = 2048 / 2;
seg.y = last.y + SEGMENT_LENGTH;
game.addChild(seg);
segments.push(seg);
}
// Check if car is on road
if (!isCarOnRoad()) {
// Game over
flashOffTrack();
LK.showGameOver();
gameOver = true;
return;
}
// Drift zone logic
if (isCarInDriftZone() && driftActive) {
if (!driftZoneActive) {
driftZoneActive = true;
driftZoneStart = LK.ticks;
driftZoneScore = 0;
}
// Award points for drifting in zone
driftZoneScore += 1 + Math.floor(speed * 0.2);
// Visual feedback: flash car
if (LK.ticks % 12 === 0) {
LK.effects.flashObject(car, 0xffeb3b, 120);
}
} else {
if (driftZoneActive) {
// Drift zone ended, award points
if (driftZoneScore > 0) {
score += driftZoneScore;
updateScoreText();
driftZoneScore = 0;
}
driftZoneActive = false;
}
}
};
/****
* Start game
****/
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,420 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Car class
+var Car = Container.expand(function () {
+ var self = Container.call(this);
+ // Car body
+ var carSprite = self.attachAsset('car', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Drift state
+ self.isDrifting = false;
+ self.driftAngle = 0; // radians
+ self.driftTimer = 0; // ms
+ self.smokeTimer = 0; // ms
+ // For collision
+ self.width = carSprite.width;
+ self.height = carSprite.height;
+ // For smooth rotation
+ self.targetRotation = 0;
+ // Show smoke when drifting
+ self.showSmoke = function () {
+ var smoke = LK.getAsset('smoke', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: self.x - Math.cos(self.rotation) * 60,
+ y: self.y - Math.sin(self.rotation) * 60,
+ scaleX: 1,
+ scaleY: 1,
+ alpha: 0.7
+ });
+ game.addChild(smoke);
+ tween(smoke, {
+ alpha: 0,
+ scaleX: 2,
+ scaleY: 2
+ }, {
+ duration: 400,
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ smoke.destroy();
+ }
+ });
+ };
+ // Called every tick
+ self.update = function () {
+ // Smoothly rotate to targetRotation
+ var diff = self.targetRotation - self.rotation;
+ // Normalize angle to [-PI, PI]
+ while (diff > Math.PI) diff -= Math.PI * 2;
+ while (diff < -Math.PI) diff += Math.PI * 2;
+ self.rotation += diff * 0.15;
+ // Smoke effect
+ if (self.isDrifting) {
+ self.smokeTimer += 1;
+ if (self.smokeTimer % 6 === 0) {
+ self.showSmoke();
+ }
+ } else {
+ self.smokeTimer = 0;
+ }
+ };
+ return self;
+});
+// Track segment class (straight or curve)
+var TrackSegment = Container.expand(function () {
+ var self = Container.call(this);
+ // type: 'straight' or 'curve'
+ self.type = 'straight';
+ self.length = 900; // px
+ self.curve = 0; // radians, for curve segments
+ self.driftZone = false; // is this a drift zone
+ // Visuals
+ self.trackSprite = self.attachAsset('track', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.roadSprite = self.attachAsset('road', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Drift zone visual
+ self.driftZoneSprite = null;
+ self.setType = function (type, curve, driftZone) {
+ self.type = type;
+ self.curve = curve || 0;
+ self.driftZone = !!driftZone;
+ if (self.driftZone && !self.driftZoneSprite) {
+ self.driftZoneSprite = self.attachAsset('driftzone', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.25
+ });
+ }
+ if (!self.driftZone && self.driftZoneSprite) {
+ self.driftZoneSprite.destroy();
+ self.driftZoneSprite = null;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x222222
+});
+
+/****
+* Game Code
+****/
+// Tire smoke: white ellipse
+// Off-track: red overlay for flash
+// Drift zone: semi-transparent yellow ellipse
+// Road: narrower dark gray box (drivable area)
+// Track: wide gray box (background)
+// Car: rectangle, blue
+// Game constants
+var CAR_START_X = 2048 / 2;
+var CAR_START_Y = 1800;
+var TRACK_START_Y = 1200;
+var SEGMENT_LENGTH = 900;
+var ROAD_WIDTH = 1200;
+var ROAD_HEIGHT = 400;
+var TRACK_WIDTH = 2048;
+var TRACK_HEIGHT = 800;
+var DRIFTZONE_WIDTH = 600;
+var DRIFTZONE_HEIGHT = 400;
+// Game state
+var car;
+var segments = [];
+var driftScore = 0;
+var driftCombo = 0;
+var driftActive = false;
+var driftStartTime = 0;
+var driftZoneActive = false;
+var driftZoneStart = 0;
+var driftZoneEnd = 0;
+var driftZoneSegment = null;
+var speed = 18; // px per frame, increases over time
+var maxSpeed = 36;
+var speedTimer = 0;
+var trackOffsetY = 0; // How much the track has scrolled
+var currentCurve = 0; // radians, current curve angle
+var targetCurve = 0; // radians, for smooth transitions
+var curveProgress = 0; // 0-1, for curve segments
+var gameOver = false;
+var score = 0;
+var lastScore = 0;
+var lastDriftZone = -1;
+var driftZoneId = 0;
+var driftZoneScore = 0;
+// GUI
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: "#fff"
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Helper: create a new track segment
+function createSegment(type, curve, driftZone) {
+ var seg = new TrackSegment();
+ seg.setType(type, curve, driftZone);
+ return seg;
+}
+// Helper: generate a random track segment
+function randomSegment() {
+ // 60% straight, 40% curve
+ if (Math.random() < 0.6) {
+ return createSegment('straight', 0, false);
+ } else {
+ // Curve: -0.35 to 0.35 radians (about -20 to 20 deg)
+ var curve = (Math.random() < 0.5 ? -1 : 1) * (0.18 + Math.random() * 0.17);
+ // 60% chance to be a drift zone
+ var driftZone = Math.random() < 0.6;
+ return createSegment('curve', curve, driftZone);
+ }
+}
+// Helper: position segments vertically
+function layoutSegments() {
+ var y = TRACK_START_Y - trackOffsetY;
+ for (var i = 0; i < segments.length; i++) {
+ var seg = segments[i];
+ seg.x = 2048 / 2;
+ seg.y = y;
+ seg.rotation = 0;
+ if (seg.type === 'curve') {
+ seg.rotation = seg.curve * 0.5; // visually tilt
+ }
+ y += SEGMENT_LENGTH;
+ }
+}
+// Helper: get car's position relative to current segment
+function getCarSegmentIndex() {
+ var carY = car.y;
+ for (var i = 0; i < segments.length; i++) {
+ var seg = segments[i];
+ if (carY >= seg.y - SEGMENT_LENGTH / 2 && carY < seg.y + SEGMENT_LENGTH / 2) {
+ return i;
+ }
+ }
+ return -1;
+}
+// Helper: check if car is on road
+function isCarOnRoad() {
+ var idx = getCarSegmentIndex();
+ if (idx === -1) return true; // off segments, treat as on road
+ var seg = segments[idx];
+ // Road is centered at seg.x, seg.y, width ROAD_WIDTH, height ROAD_HEIGHT
+ var dx = car.x - seg.x;
+ var dy = car.y - seg.y;
+ // Rotate car's position by -seg.rotation to align with road
+ var angle = -seg.rotation;
+ var rx = dx * Math.cos(angle) - dy * Math.sin(angle);
+ var ry = dx * Math.sin(angle) + dy * Math.cos(angle);
+ // Check bounds
+ if (Math.abs(rx) > ROAD_WIDTH / 2 - car.width / 2 - 10) return false;
+ if (Math.abs(ry) > ROAD_HEIGHT / 2 - car.height / 2 - 10) return false;
+ return true;
+}
+// Helper: check if car is in drift zone
+function isCarInDriftZone() {
+ var idx = getCarSegmentIndex();
+ if (idx === -1) return false;
+ var seg = segments[idx];
+ if (!seg.driftZone) return false;
+ // Drift zone is ellipse at seg.x, seg.y, width DRIFTZONE_WIDTH, height DRIFTZONE_HEIGHT
+ var dx = car.x - seg.x;
+ var dy = car.y - seg.y;
+ var angle = -seg.rotation;
+ var rx = dx * Math.cos(angle) - dy * Math.sin(angle);
+ var ry = dx * Math.sin(angle) + dy * Math.cos(angle);
+ var ex = DRIFTZONE_WIDTH / 2;
+ var ey = DRIFTZONE_HEIGHT / 2;
+ return rx * rx / (ex * ex) + ry * ry / (ey * ey) <= 1;
+}
+// Helper: update score text
+function updateScoreText() {
+ scoreTxt.setText(score);
+}
+// Helper: flash screen red
+function flashOffTrack() {
+ LK.effects.flashScreen(0xff0000, 600);
+}
+// Initialize game
+function initGame() {
+ // Reset state
+ for (var i = 0; i < segments.length; i++) {
+ segments[i].destroy();
+ }
+ segments = [];
+ driftScore = 0;
+ driftCombo = 0;
+ driftActive = false;
+ driftStartTime = 0;
+ driftZoneActive = false;
+ driftZoneStart = 0;
+ driftZoneEnd = 0;
+ driftZoneSegment = null;
+ speed = 18;
+ speedTimer = 0;
+ trackOffsetY = 0;
+ currentCurve = 0;
+ targetCurve = 0;
+ curveProgress = 0;
+ gameOver = false;
+ score = 0;
+ lastScore = 0;
+ lastDriftZone = -1;
+ driftZoneId = 0;
+ driftZoneScore = 0;
+ // Remove car if exists
+ if (car) car.destroy();
+ // Create car
+ car = new Car();
+ car.x = CAR_START_X;
+ car.y = CAR_START_Y;
+ car.rotation = 0;
+ car.targetRotation = 0;
+ game.addChild(car);
+ // Create initial track segments (enough to fill screen + buffer)
+ var y = TRACK_START_Y;
+ for (var i = 0; i < 6; i++) {
+ var seg;
+ if (i === 0) {
+ seg = createSegment('straight', 0, false);
+ } else if (i === 2) {
+ seg = createSegment('curve', 0.25, true);
+ } else {
+ seg = randomSegment();
+ }
+ seg.x = 2048 / 2;
+ seg.y = y;
+ game.addChild(seg);
+ segments.push(seg);
+ y += SEGMENT_LENGTH;
+ }
+ layoutSegments();
+ updateScoreText();
+}
+// Handle touch/tap: start drift
+game.down = function (x, y, obj) {
+ if (gameOver) return;
+ driftActive = true;
+ driftStartTime = LK.ticks;
+ car.isDrifting = true;
+ // Set drift angle: depends on current curve
+ var idx = getCarSegmentIndex();
+ var seg = idx !== -1 ? segments[idx] : null;
+ var driftDir = 0;
+ if (seg && seg.type === 'curve') {
+ driftDir = seg.curve > 0 ? 1 : -1;
+ }
+ car.driftAngle = driftDir * 0.45; // 0.45 rad ~ 25 deg
+ car.targetRotation = car.driftAngle;
+};
+// Handle touch release: end drift
+game.up = function (x, y, obj) {
+ if (gameOver) return;
+ driftActive = false;
+ car.isDrifting = false;
+ car.driftAngle = 0;
+ car.targetRotation = 0;
+ // If drift was in drift zone, award points
+ if (driftZoneActive && driftZoneScore > 0) {
+ score += driftZoneScore;
+ updateScoreText();
+ driftZoneScore = 0;
+ }
+};
+// Main game update loop
+game.update = function () {
+ if (gameOver) return;
+ // Increase speed over time
+ speedTimer++;
+ if (speedTimer % 1800 === 0 && speed < maxSpeed) {
+ // every 30s
+ speed += 2;
+ }
+ // Move car forward (down the screen)
+ car.y -= speed;
+ // If drifting, move car sideways (simulate drift)
+ if (driftActive) {
+ // Drift direction: depends on current curve
+ var idx = getCarSegmentIndex();
+ var seg = idx !== -1 ? segments[idx] : null;
+ var driftDir = 0;
+ if (seg && seg.type === 'curve') {
+ driftDir = seg.curve > 0 ? 1 : -1;
+ }
+ // Lateral movement
+ car.x += driftDir * speed * 0.7;
+ // Clamp to screen
+ if (car.x < 180) car.x = 180;
+ if (car.x > 2048 - 180) car.x = 2048 - 180;
+ } else {
+ // Gradually center car if not drifting
+ car.x += (2048 / 2 - car.x) * 0.08;
+ }
+ // Track scroll: move all segments up as car moves
+ trackOffsetY += speed;
+ layoutSegments();
+ // Remove segments that are off screen
+ while (segments.length > 0 && segments[0].y < -SEGMENT_LENGTH / 2) {
+ segments[0].destroy();
+ segments.shift();
+ }
+ // Add new segments at the end
+ while (segments.length < 7) {
+ var last = segments[segments.length - 1];
+ var seg = randomSegment();
+ seg.x = 2048 / 2;
+ seg.y = last.y + SEGMENT_LENGTH;
+ game.addChild(seg);
+ segments.push(seg);
+ }
+ // Check if car is on road
+ if (!isCarOnRoad()) {
+ // Game over
+ flashOffTrack();
+ LK.showGameOver();
+ gameOver = true;
+ return;
+ }
+ // Drift zone logic
+ if (isCarInDriftZone() && driftActive) {
+ if (!driftZoneActive) {
+ driftZoneActive = true;
+ driftZoneStart = LK.ticks;
+ driftZoneScore = 0;
+ }
+ // Award points for drifting in zone
+ driftZoneScore += 1 + Math.floor(speed * 0.2);
+ // Visual feedback: flash car
+ if (LK.ticks % 12 === 0) {
+ LK.effects.flashObject(car, 0xffeb3b, 120);
+ }
+ } else {
+ if (driftZoneActive) {
+ // Drift zone ended, award points
+ if (driftZoneScore > 0) {
+ score += driftZoneScore;
+ updateScoreText();
+ driftZoneScore = 0;
+ }
+ driftZoneActive = false;
+ }
+ }
+};
+/****
+* Start game
+****/
+initGame();
\ No newline at end of file