User prompt
reduce bullet counter
User prompt
Move the bullet counter far to the left
User prompt
Move the bullet counter far to the left
User prompt
Move the bullet counter far to the left
User prompt
Move bullet counter to the far left (x=500) to maximize left alignment
User prompt
Move bullet counter to the far left (x=1000) to maximize left alignment
User prompt
Move bullet counter to the far left (x=100) to maximize left alignment
User prompt
Move bullet counter to the far left (x=40) to maximize left alignment
User prompt
Move bullet counter to the far left (x=80) to maximize left alignment
User prompt
move the bullet counter to the far left
User prompt
Get the bullet counter at the top left of the screen
User prompt
Give 5 bullets at level 1 of your weapon, 10 at level 2, and 15 at level 3. And put a bullet counter so we can see how many bullets we have left.
User prompt
delete the white pause button at the top left of the screen
User prompt
and these 2 options appear right in the middle of the screen
User prompt
When we press the pause button at the top left of the screen, we will see 2 options: 1. Continue, 2. Main menu
User prompt
Delete the garage button at the bottom middle of the screen
User prompt
make the vehicle an armed vehicle
User prompt
pull a little more
User prompt
Move the fuel and health bars a little to the left
User prompt
Make the speedometer of the vehicle a little bigger and pull it to the left
User prompt
Write the speed of our vehicle a little to the left of the meter.
User prompt
Write down the number of remaining points to the right of the fuel and health bars.
User prompt
Make the sentence starting with weapon a little smaller
User prompt
make this text a little smaller
User prompt
make it a little smaller
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { coins: 0, bestDistance: 0, upgrade_fuel: 0, upgrade_armor: 0, upgrade_power: 0, upgrade_weapon: 0 }); /**** * Classes ****/ // Car (player vehicle) var Car = Container.expand(function () { var self = Container.call(this); var carSprite = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.width = carSprite.width; self.height = carSprite.height; self.fuel = 100; self.maxFuel = 100; self.health = 100; self.maxHealth = 100; self.speed = 1.3; self.alive = true; // For drag self.isDragging = false; // For upgrades self.applyUpgrades = function () { self.maxFuel = 100 + storage.upgrade_fuel * 30; self.fuel = self.maxFuel; self.maxHealth = 100 + storage.upgrade_armor * 40; self.health = self.maxHealth; self.speed = 16 + storage.upgrade_power * 2; // Weapon upgrade: if purchased, enable weapon and set damage self.hasWeapon = storage.upgrade_weapon > 0; self.weaponDamage = 20 + (storage.upgrade_weapon > 0 ? 20 * storage.upgrade_weapon : 0); }; self.takeDamage = function (amount) { self.health -= amount; if (self.health < 0) self.health = 0; if (self.health === 0) { self.alive = false; } }; self.refuel = function (amount) { self.fuel += amount; if (self.fuel > self.maxFuel) self.fuel = self.maxFuel; }; self.update = function () { // Move car forward if alive and runActive if (self.alive && typeof runActive !== "undefined" && runActive) { self.x += self.speed * 0.22; if (self.x > 800) self.x = 800; } }; return self; }); // Coin var Coin = Container.expand(function () { var self = Container.call(this); var coinSprite = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinSprite.width; self.height = coinSprite.height; self.speed = 1.5; self.collected = false; self.update = function () { self.x -= self.speed; }; return self; }); // Zombie var Zombie = Container.expand(function () { var self = Container.call(this); var zombieSprite = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.width = zombieSprite.width; self.height = zombieSprite.height; self.speed = 0.7 + Math.random() * 0.3; self.alive = true; self.update = function () { self.x -= self.speed; }; return self; }); // Zombie2 (new type) var Zombie2 = Container.expand(function () { var self = Container.call(this); var zombieSprite = self.attachAsset('zombie2', { anchorX: 0.5, anchorY: 0.5 }); self.width = zombieSprite.width; self.height = zombieSprite.height; // Slightly faster and smaller than regular zombie self.speed = 1.2 + Math.random() * 0.4; self.alive = true; self.update = function () { self.x -= self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Desert background // Car (player vehicle) // Zombie // Coin // Fuel Bar BG // Fuel Bar FG // Health Bar BG // Health Bar FG // Road // Sound effects // Music var desertBG = LK.getAsset('road', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); desertBG.tint = 0xF7E9A0; // pale desert sand color game.addChild(desertBG); // Road var road = LK.getAsset('road', { anchorX: 0, anchorY: 0, x: 0, y: 2200 }); road.tint = 0xE2C97B; // sandy yellow tint for desert game.addChild(road); // Car var car = new Car(); car.x = 400; car.y = 2200 + 100; // Centered on road car.applyUpgrades(); game.addChild(car); // Arrays for zombies and coins var zombies = []; var coins = []; // Distance tracking var distance = 0; var runActive = true; // GUI: Distance var distanceTxt = new Text2('0 m', { size: 90, fill: 0xFFFFFF }); distanceTxt.anchor.set(0.5, 0); LK.gui.top.addChild(distanceTxt); // GUI: Coins var coinsTxt = new Text2(storage.coins + '', { size: 90, fill: 0xFFD700 }); coinsTxt.anchor.set(0.5, 0); // Place coins counter next to distance counter (right side) coinsTxt.x = 220; coinsTxt.y = 0; LK.gui.top.addChild(coinsTxt); // Add 'Coins' label to the right of the coins counter var coinsLabel = new Text2("Coins", { size: 38, fill: 0xFFD700 }); coinsLabel.anchor.set(0, 0); // left-top anchor coinsLabel.x = coinsTxt.x + coinsTxt.width / 2 + 18; // 18px right of coins counter coinsLabel.y = coinsTxt.y + 18; // align baseline with coinsTxt LK.gui.top.addChild(coinsLabel); // GUI: Fuel Bar (moved to top left) var fuelBarBG = LK.getAsset('fuelBarBG', { anchorX: 0, anchorY: 0.5, x: 120, // 120px from left edge, to avoid menu button y: 120 }); var fuelBarFG = LK.getAsset('fuelBarFG', { anchorX: 0, anchorY: 0.5, x: 120, y: 120 }); LK.gui.top.addChild(fuelBarBG); LK.gui.top.addChild(fuelBarFG); // Add 'Fuel' label next to the fuel bar (to the left) var fuelLabel = new Text2("Fuel", { size: 60, fill: "#fff" }); fuelLabel.anchor.set(1, 0.5); fuelLabel.x = 110; // 10px left of the bar's left edge fuelLabel.y = 120; LK.gui.top.addChild(fuelLabel); // GUI: Health Bar (moved under fuel bar, top left) var healthBarBG = LK.getAsset('healthBarBG', { anchorX: 0, anchorY: 0.5, x: 120, y: 200 }); var healthBarFG = LK.getAsset('healthBarFG', { anchorX: 0, anchorY: 0.5, x: 120, y: 200 }); LK.gui.top.addChild(healthBarBG); LK.gui.top.addChild(healthBarFG); // Add 'Health' label next to the health bar (to the left) var healthLabel = new Text2("Health", { size: 60, fill: "#fff" }); healthLabel.anchor.set(1, 0.5); healthLabel.x = 110; healthLabel.y = 200; LK.gui.top.addChild(healthLabel); // PC controls: keyboard arrow keys or WASD for car movement var keyState = { up: false, down: false }; // Listen for keydown and keyup events using LK.on (simulated for PC) // LK does not provide keyboard events, so we simulate with a global object for testing // NOTE: In the FRVR/LK environment, keyboard events are not natively supported. // For PC testing, you may need to use a custom event system or test with touch/mouse events. // Here, we provide a fallback for environments that do support document events. if (typeof document !== "undefined" && typeof document.addEventListener === "function") { document.addEventListener('keydown', function (e) { if (!runActive) return; if (e.code === 'ArrowUp' || e.code === 'KeyW') keyState.up = true; if (e.code === 'ArrowDown' || e.code === 'KeyS') keyState.down = true; }); document.addEventListener('keyup', function (e) { if (e.code === 'ArrowUp' || e.code === 'KeyW') keyState.up = false; if (e.code === 'ArrowDown' || e.code === 'KeyS') keyState.down = false; }); } // Spawn zombies function spawnZombie() { // 50% chance for each zombie type var zombie; if (Math.random() < 0.5) { zombie = new Zombie(); } else { zombie = new Zombie2(); } zombie.x = 2048 + 100; // Random vertical position on road var minY = road.y + zombie.height / 2; var maxY = road.y + road.height - zombie.height / 2; zombie.y = minY + Math.random() * (maxY - minY); zombies.push(zombie); game.addChild(zombie); } // Spawn coins function spawnCoin() { var coin = new Coin(); coin.x = 2048 - 300; // Random vertical position on road var minY = road.y + coin.height / 2; var maxY = road.y + road.height - coin.height / 2; coin.y = minY + Math.random() * (maxY - minY); coins.push(coin); game.addChild(coin); } // Reset run function startRun() { // Remove all zombies and coins for (var i = 0; i < zombies.length; ++i) zombies[i].destroy(); for (var i = 0; i < coins.length; ++i) coins[i].destroy(); zombies = []; coins = []; // Reset car car.applyUpgrades(); car.x = 400; car.y = 2200 + 100; car.alive = true; // Reset distance distance = 0; runActive = true; // Update GUI distanceTxt.setText('0 m'); coinsTxt.setText(storage.coins + ''); // Reset bars updateBars(); // Play music LK.playMusic('bgmusic'); } // Update fuel and health bars function updateBars() { // Fuel var fuelFrac = car.fuel / car.maxFuel; if (fuelFrac < 0) fuelFrac = 0; if (fuelFrac > 1) fuelFrac = 1; fuelBarFG.width = 400 * fuelFrac; // Health var healthFrac = car.health / car.maxHealth; if (healthFrac < 0) healthFrac = 0; if (healthFrac > 1) healthFrac = 1; healthBarFG.width = 400 * healthFrac; } // Game update game.update = function () { if (!runActive) return; // PC controls: move car up/down with keyboard var moveAmount = 18 + storage.upgrade_power * 1.5; if (keyState.up) { car.y -= moveAmount; } if (keyState.down) { car.y += moveAmount; } // Clamp car to road var minY = road.y + car.height / 2; var maxY = road.y + road.height - car.height / 2; if (car.y < minY) car.y = minY; if (car.y > maxY) car.y = maxY; // Move car forward car.x += car.speed * 0.22; if (car.x > 800) car.x = 800; // Car stays at 800, world scrolls // Scroll world: move all objects left by car.speed for (var i = 0; i < zombies.length; ++i) zombies[i].x -= car.speed * 0.13; for (var i = 0; i < coins.length; ++i) coins[i].x -= car.speed * 0.13; // Fuel consumption car.fuel -= 0.022 + 0.0015 * car.speed; if (car.fuel < 0) car.fuel = 0; // Distance distance += car.speed * 0.09; distanceTxt.setText(parseInt(distance / 10) + ' m'); // Spawn zombies if (LK.ticks % 45 === 0) { spawnZombie(); } // Spawn coins if (LK.ticks % 90 === 0) { spawnCoin(); } // Update zombies for (var i = zombies.length - 1; i >= 0; --i) { var z = zombies[i]; z.update(); // Remove if off screen if (z.x < -200) { z.destroy(); zombies.splice(i, 1); continue; } // Collision with car if (car.alive && z.alive && car.intersects(z)) { z.alive = false; LK.getSound('zombiehit').play(); tween(z, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { z.destroy(); } }); zombies.splice(i, 1); // If car has weapon, deal extra damage to zombie and reduce car damage if (car.hasWeapon) { // Instantly destroy zombie (already handled above), reduce car damage car.takeDamage(8 - storage.upgrade_armor * 3); // Less damage to car // Optionally, add a visual effect for weapon hit LK.effects.flashObject(z, 0xffff00, 200); // Flash zombie yellow for weapon hit } else { // Normal damage car.takeDamage(20 - storage.upgrade_armor * 3); } // Flash car LK.effects.flashObject(car, 0xff0000, 300); // Bump car back tween(car, { x: car.x - 40 }, { duration: 120, easing: tween.easeOut }); // If car dead, end run if (!car.alive) { endRun(); return; } } } // Update coins for (var i = coins.length - 1; i >= 0; --i) { var c = coins[i]; c.update(); // Remove if off screen if (c.x < -100) { c.destroy(); coins.splice(i, 1); continue; } // Collect coin if (!c.collected && car.intersects(c)) { c.collected = true; LK.getSound('coin').play(); storage.coins += 1; coinsTxt.setText(storage.coins + ''); tween(c, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, onFinish: function onFinish() { c.destroy(); } }); coins.splice(i, 1); } } // Update bars updateBars(); // Out of fuel if (car.fuel <= 0) { car.fuel = 0; endRun(); return; } }; // End run function endRun() { runActive = false; // Save best distance var meters = parseInt(distance / 10); if (meters > storage.bestDistance) storage.bestDistance = meters; // Show game over LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); LK.stopMusic(); } // On game over, reset run LK.on('gameover', function () { startRun(); }); // On you win (not used, but for completeness) LK.on('youwin', function () { startRun(); }); // Garage menu logic function showGarageMenu(onDone) { // Pause run and world when garage menu is open var wasActive = runActive; runActive = false; // Simple garage menu using Text2 and GUI overlay // Remove any previous garage UI if (typeof garageUI !== "undefined" && garageUI) { LK.gui.center.removeChild(garageUI); garageUI = null; } var garageUI = new Container(); // Title var title = new Text2("Garage", { size: 120, fill: "#fff" }); title.anchor.set(0.5, 0); title.x = 0; title.y = 0; garageUI.addChild(title); // Coin display var coinsLabel = new Text2("Coins: " + storage.coins, { size: 80, fill: 0xFFD700 }); coinsLabel.anchor.set(0.5, 0); coinsLabel.x = 0; coinsLabel.y = 140; garageUI.addChild(coinsLabel); // Upgrade buttons and labels var upgrades = [{ key: "upgrade_fuel", label: "Fuel", cost: 10, y: 300, desc: "+30 max fuel" }, { key: "upgrade_armor", label: "Armor", cost: 15, y: 500, desc: "+40 max health" }, { key: "upgrade_power", label: "Power", cost: 20, y: 700, desc: "+2 speed" }, { key: "upgrade_weapon", label: "Weapon", cost: 30, y: 900, desc: "Add weapon, +damage to zombies" }]; var upgradeButtons = []; for (var i = 0; i < upgrades.length; ++i) { (function (i) { var upg = upgrades[i]; // Label var upgLabel = new Text2(upg.label + " Lv." + (storage[upg.key] || 0) + " (" + upg.desc + ")", { size: 70, fill: "#fff" }); upgLabel.anchor.set(0.5, 0); upgLabel.x = 0; upgLabel.y = upg.y; garageUI.addChild(upgLabel); // Cost var costLabel = new Text2("Cost: " + upg.cost, { size: 60, fill: 0xFFD700 }); costLabel.anchor.set(0.5, 0); costLabel.x = -200; costLabel.y = upg.y + 90; garageUI.addChild(costLabel); // Upgrade button var btn = LK.getAsset('fuelBarFG', { anchorX: 0.5, anchorY: 0.5, x: 200, y: upg.y + 120, width: 220, height: 80 }); btn.tint = 0x44ff44; garageUI.addChild(btn); // Button label var btnLabel = new Text2("Upgrade", { size: 50, fill: "#222" }); btnLabel.anchor.set(0.5, 0.5); btnLabel.x = btn.x; btnLabel.y = btn.y; garageUI.addChild(btnLabel); // Touch/click handler btn.interactive = true; btn.down = function (x, y, obj) { if (storage.coins >= upg.cost) { storage.coins -= upg.cost; storage[upg.key] = (storage[upg.key] || 0) + 1; coinsLabel.setText("Coins: " + storage.coins); upgLabel.setText(upg.label + " Lv." + storage[upg.key] + " (" + upg.desc + ")"); } }; upgradeButtons.push(btn); })(i); } // (Start Run button removed) // Back button for garage var garageBackBtn = LK.getAsset('fuelBarFG', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 1250, width: 400, height: 120 }); garageBackBtn.tint = 0xcccccc; garageUI.addChild(garageBackBtn); var garageBackLabel = new Text2("Back", { size: 70, fill: "#222" }); garageBackLabel.anchor.set(0.5, 0.5); garageBackLabel.x = garageBackBtn.x; garageBackLabel.y = garageBackBtn.y; garageUI.addChild(garageBackLabel); garageBackBtn.interactive = true; garageBackBtn.down = function (x, y, obj) { LK.gui.center.removeChild(garageUI); garageUI = null; // Resume previous state (main menu or game paused) if (typeof onDone === "function") onDone(); }; // Center garage UI garageUI.x = 0; garageUI.y = -350; // Move the garage menu up by 350px (higher than before) LK.gui.center.addChild(garageUI); } // --- Main Menu UI --- var mainMenuUI = new Container(); // Title var mainTitle = new Text2("Desert Run", { size: 150, fill: 0xF7E9A0 }); mainTitle.anchor.set(0.5, 0); mainTitle.x = 0; mainTitle.y = 0; mainMenuUI.addChild(mainTitle); // Play Button var playBtn = LK.getAsset('fuelBarFG', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 400, width: 500, height: 140 }); playBtn.tint = 0x44bbff; mainMenuUI.addChild(playBtn); var playLabel = new Text2("Play", { size: 90, fill: "#fff" }); playLabel.anchor.set(0.5, 0.5); playLabel.x = playBtn.x; playLabel.y = playBtn.y; mainMenuUI.addChild(playLabel); // Garage Button var menuGarageBtn = LK.getAsset('fuelBarFG', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 600, width: 500, height: 140 }); menuGarageBtn.tint = 0x8888ff; mainMenuUI.addChild(menuGarageBtn); var menuGarageLabel = new Text2("Garage", { size: 90, fill: "#fff" }); menuGarageLabel.anchor.set(0.5, 0.5); menuGarageLabel.x = menuGarageBtn.x; menuGarageLabel.y = menuGarageBtn.y; mainMenuUI.addChild(menuGarageLabel); // Settings Button var settingsBtn = LK.getAsset('fuelBarFG', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 800, width: 500, height: 140 }); settingsBtn.tint = 0xcccccc; mainMenuUI.addChild(settingsBtn); var settingsLabel = new Text2("Settings", { size: 90, fill: "#222" }); settingsLabel.anchor.set(0.5, 0.5); settingsLabel.x = settingsBtn.x; settingsLabel.y = settingsBtn.y; mainMenuUI.addChild(settingsLabel); // Music On/Off Button (in settings menu) var settingsMenuUI = new Container(); var musicOn = true; var musicBtn = LK.getAsset('fuelBarFG', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 200, width: 400, height: 120 }); musicBtn.tint = 0x44ff88; settingsMenuUI.addChild(musicBtn); var musicLabel = new Text2("Music: On", { size: 70, fill: "#222" }); musicLabel.anchor.set(0.5, 0.5); musicLabel.x = musicBtn.x; musicLabel.y = musicBtn.y; settingsMenuUI.addChild(musicLabel); // Language selection button var languageBtn = LK.getAsset('fuelBarFG', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 340, width: 400, height: 120 }); languageBtn.tint = 0xffe066; settingsMenuUI.addChild(languageBtn); var languageOptions = ["English", "Türkçe"]; var languageIndex = 0; var languageLabel = new Text2("Language: " + languageOptions[languageIndex], { size: 70, fill: "#222" }); languageLabel.anchor.set(0.5, 0.5); languageLabel.x = languageBtn.x; languageLabel.y = languageBtn.y; settingsMenuUI.addChild(languageLabel); languageBtn.interactive = true; languageBtn.down = function (x, y, obj) { languageIndex = (languageIndex + 1) % languageOptions.length; languageLabel.setText("Language: " + languageOptions[languageIndex]); // Here you could add logic to update UI text based on language selection }; // Back button for settings var settingsBackBtn = LK.getAsset('fuelBarFG', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 520, width: 400, height: 120 }); settingsBackBtn.tint = 0xcccccc; settingsMenuUI.addChild(settingsBackBtn); var settingsBackLabel = new Text2("Back", { size: 70, fill: "#222" }); settingsBackLabel.anchor.set(0.5, 0.5); settingsBackLabel.x = settingsBackBtn.x; settingsBackLabel.y = settingsBackBtn.y; settingsMenuUI.addChild(settingsBackLabel); // Center main menu UI mainMenuUI.x = 0; mainMenuUI.y = -350; LK.gui.center.addChild(mainMenuUI); // Hide all game UI and pause game while in menu runActive = false; // Play button handler playBtn.interactive = true; playBtn.down = function (x, y, obj) { LK.gui.center.removeChild(mainMenuUI); runActive = true; startRun(); }; // Garage button handler menuGarageBtn.interactive = true; menuGarageBtn.down = function (x, y, obj) { LK.gui.center.removeChild(mainMenuUI); showGarageMenu(function () { // After garage, return to main menu LK.gui.center.addChild(mainMenuUI); runActive = false; }); }; // Settings button handler settingsBtn.interactive = true; settingsBtn.down = function (x, y, obj) { LK.gui.center.removeChild(mainMenuUI); LK.gui.center.addChild(settingsMenuUI); }; // Music on/off handler musicBtn.interactive = true; musicBtn.down = function (x, y, obj) { musicOn = !musicOn; if (musicOn) { musicLabel.setText("Music: On"); LK.playMusic('bgmusic'); } else { musicLabel.setText("Music: Off"); LK.stopMusic(); } }; // Settings back button handler settingsBackBtn.interactive = true; settingsBackBtn.down = function (x, y, obj) { LK.gui.center.removeChild(settingsMenuUI); LK.gui.center.addChild(mainMenuUI); }; // --- End Main Menu UI --- // Remove original auto-start garage menu and run // Show garage menu before starting run // showGarageMenu(function () { // startRun(); // }); // Add a garage button under the game that opens the garage menu when pressed var garageBtn = LK.getAsset('fuelBarFG', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, // moved up by 80px width: 400, height: 120 }); garageBtn.tint = 0x8888ff; var garageBtnLabel = new Text2("Garage", { size: 70, fill: "#fff" }); garageBtnLabel.anchor.set(0.5, 0.5); garageBtnLabel.x = garageBtn.x; garageBtnLabel.y = garageBtn.y; // Container for button and label var garageBtnContainer = new Container(); garageBtnContainer.addChild(garageBtn); garageBtnContainer.addChild(garageBtnLabel); // Place the button at the bottom center of the GUI LK.gui.bottom.addChild(garageBtnContainer); // Button handler to open garage menu garageBtn.interactive = true; garageBtn.down = function (x, y, obj) { // Just open the garage menu, do not end the run or stop the game showGarageMenu(function () { // Do not resume run, as game is over }); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
coins: 0,
bestDistance: 0,
upgrade_fuel: 0,
upgrade_armor: 0,
upgrade_power: 0,
upgrade_weapon: 0
});
/****
* Classes
****/
// Car (player vehicle)
var Car = Container.expand(function () {
var self = Container.call(this);
var carSprite = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = carSprite.width;
self.height = carSprite.height;
self.fuel = 100;
self.maxFuel = 100;
self.health = 100;
self.maxHealth = 100;
self.speed = 1.3;
self.alive = true;
// For drag
self.isDragging = false;
// For upgrades
self.applyUpgrades = function () {
self.maxFuel = 100 + storage.upgrade_fuel * 30;
self.fuel = self.maxFuel;
self.maxHealth = 100 + storage.upgrade_armor * 40;
self.health = self.maxHealth;
self.speed = 16 + storage.upgrade_power * 2;
// Weapon upgrade: if purchased, enable weapon and set damage
self.hasWeapon = storage.upgrade_weapon > 0;
self.weaponDamage = 20 + (storage.upgrade_weapon > 0 ? 20 * storage.upgrade_weapon : 0);
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) self.health = 0;
if (self.health === 0) {
self.alive = false;
}
};
self.refuel = function (amount) {
self.fuel += amount;
if (self.fuel > self.maxFuel) self.fuel = self.maxFuel;
};
self.update = function () {
// Move car forward if alive and runActive
if (self.alive && typeof runActive !== "undefined" && runActive) {
self.x += self.speed * 0.22;
if (self.x > 800) self.x = 800;
}
};
return self;
});
// Coin
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinSprite = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = coinSprite.width;
self.height = coinSprite.height;
self.speed = 1.5;
self.collected = false;
self.update = function () {
self.x -= self.speed;
};
return self;
});
// Zombie
var Zombie = Container.expand(function () {
var self = Container.call(this);
var zombieSprite = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = zombieSprite.width;
self.height = zombieSprite.height;
self.speed = 0.7 + Math.random() * 0.3;
self.alive = true;
self.update = function () {
self.x -= self.speed;
};
return self;
});
// Zombie2 (new type)
var Zombie2 = Container.expand(function () {
var self = Container.call(this);
var zombieSprite = self.attachAsset('zombie2', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = zombieSprite.width;
self.height = zombieSprite.height;
// Slightly faster and smaller than regular zombie
self.speed = 1.2 + Math.random() * 0.4;
self.alive = true;
self.update = function () {
self.x -= self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Desert background
// Car (player vehicle)
// Zombie
// Coin
// Fuel Bar BG
// Fuel Bar FG
// Health Bar BG
// Health Bar FG
// Road
// Sound effects
// Music
var desertBG = LK.getAsset('road', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
});
desertBG.tint = 0xF7E9A0; // pale desert sand color
game.addChild(desertBG);
// Road
var road = LK.getAsset('road', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 2200
});
road.tint = 0xE2C97B; // sandy yellow tint for desert
game.addChild(road);
// Car
var car = new Car();
car.x = 400;
car.y = 2200 + 100; // Centered on road
car.applyUpgrades();
game.addChild(car);
// Arrays for zombies and coins
var zombies = [];
var coins = [];
// Distance tracking
var distance = 0;
var runActive = true;
// GUI: Distance
var distanceTxt = new Text2('0 m', {
size: 90,
fill: 0xFFFFFF
});
distanceTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(distanceTxt);
// GUI: Coins
var coinsTxt = new Text2(storage.coins + '', {
size: 90,
fill: 0xFFD700
});
coinsTxt.anchor.set(0.5, 0);
// Place coins counter next to distance counter (right side)
coinsTxt.x = 220;
coinsTxt.y = 0;
LK.gui.top.addChild(coinsTxt);
// Add 'Coins' label to the right of the coins counter
var coinsLabel = new Text2("Coins", {
size: 38,
fill: 0xFFD700
});
coinsLabel.anchor.set(0, 0); // left-top anchor
coinsLabel.x = coinsTxt.x + coinsTxt.width / 2 + 18; // 18px right of coins counter
coinsLabel.y = coinsTxt.y + 18; // align baseline with coinsTxt
LK.gui.top.addChild(coinsLabel);
// GUI: Fuel Bar (moved to top left)
var fuelBarBG = LK.getAsset('fuelBarBG', {
anchorX: 0,
anchorY: 0.5,
x: 120,
// 120px from left edge, to avoid menu button
y: 120
});
var fuelBarFG = LK.getAsset('fuelBarFG', {
anchorX: 0,
anchorY: 0.5,
x: 120,
y: 120
});
LK.gui.top.addChild(fuelBarBG);
LK.gui.top.addChild(fuelBarFG);
// Add 'Fuel' label next to the fuel bar (to the left)
var fuelLabel = new Text2("Fuel", {
size: 60,
fill: "#fff"
});
fuelLabel.anchor.set(1, 0.5);
fuelLabel.x = 110; // 10px left of the bar's left edge
fuelLabel.y = 120;
LK.gui.top.addChild(fuelLabel);
// GUI: Health Bar (moved under fuel bar, top left)
var healthBarBG = LK.getAsset('healthBarBG', {
anchorX: 0,
anchorY: 0.5,
x: 120,
y: 200
});
var healthBarFG = LK.getAsset('healthBarFG', {
anchorX: 0,
anchorY: 0.5,
x: 120,
y: 200
});
LK.gui.top.addChild(healthBarBG);
LK.gui.top.addChild(healthBarFG);
// Add 'Health' label next to the health bar (to the left)
var healthLabel = new Text2("Health", {
size: 60,
fill: "#fff"
});
healthLabel.anchor.set(1, 0.5);
healthLabel.x = 110;
healthLabel.y = 200;
LK.gui.top.addChild(healthLabel);
// PC controls: keyboard arrow keys or WASD for car movement
var keyState = {
up: false,
down: false
};
// Listen for keydown and keyup events using LK.on (simulated for PC)
// LK does not provide keyboard events, so we simulate with a global object for testing
// NOTE: In the FRVR/LK environment, keyboard events are not natively supported.
// For PC testing, you may need to use a custom event system or test with touch/mouse events.
// Here, we provide a fallback for environments that do support document events.
if (typeof document !== "undefined" && typeof document.addEventListener === "function") {
document.addEventListener('keydown', function (e) {
if (!runActive) return;
if (e.code === 'ArrowUp' || e.code === 'KeyW') keyState.up = true;
if (e.code === 'ArrowDown' || e.code === 'KeyS') keyState.down = true;
});
document.addEventListener('keyup', function (e) {
if (e.code === 'ArrowUp' || e.code === 'KeyW') keyState.up = false;
if (e.code === 'ArrowDown' || e.code === 'KeyS') keyState.down = false;
});
}
// Spawn zombies
function spawnZombie() {
// 50% chance for each zombie type
var zombie;
if (Math.random() < 0.5) {
zombie = new Zombie();
} else {
zombie = new Zombie2();
}
zombie.x = 2048 + 100;
// Random vertical position on road
var minY = road.y + zombie.height / 2;
var maxY = road.y + road.height - zombie.height / 2;
zombie.y = minY + Math.random() * (maxY - minY);
zombies.push(zombie);
game.addChild(zombie);
}
// Spawn coins
function spawnCoin() {
var coin = new Coin();
coin.x = 2048 - 300;
// Random vertical position on road
var minY = road.y + coin.height / 2;
var maxY = road.y + road.height - coin.height / 2;
coin.y = minY + Math.random() * (maxY - minY);
coins.push(coin);
game.addChild(coin);
}
// Reset run
function startRun() {
// Remove all zombies and coins
for (var i = 0; i < zombies.length; ++i) zombies[i].destroy();
for (var i = 0; i < coins.length; ++i) coins[i].destroy();
zombies = [];
coins = [];
// Reset car
car.applyUpgrades();
car.x = 400;
car.y = 2200 + 100;
car.alive = true;
// Reset distance
distance = 0;
runActive = true;
// Update GUI
distanceTxt.setText('0 m');
coinsTxt.setText(storage.coins + '');
// Reset bars
updateBars();
// Play music
LK.playMusic('bgmusic');
}
// Update fuel and health bars
function updateBars() {
// Fuel
var fuelFrac = car.fuel / car.maxFuel;
if (fuelFrac < 0) fuelFrac = 0;
if (fuelFrac > 1) fuelFrac = 1;
fuelBarFG.width = 400 * fuelFrac;
// Health
var healthFrac = car.health / car.maxHealth;
if (healthFrac < 0) healthFrac = 0;
if (healthFrac > 1) healthFrac = 1;
healthBarFG.width = 400 * healthFrac;
}
// Game update
game.update = function () {
if (!runActive) return;
// PC controls: move car up/down with keyboard
var moveAmount = 18 + storage.upgrade_power * 1.5;
if (keyState.up) {
car.y -= moveAmount;
}
if (keyState.down) {
car.y += moveAmount;
}
// Clamp car to road
var minY = road.y + car.height / 2;
var maxY = road.y + road.height - car.height / 2;
if (car.y < minY) car.y = minY;
if (car.y > maxY) car.y = maxY;
// Move car forward
car.x += car.speed * 0.22;
if (car.x > 800) car.x = 800; // Car stays at 800, world scrolls
// Scroll world: move all objects left by car.speed
for (var i = 0; i < zombies.length; ++i) zombies[i].x -= car.speed * 0.13;
for (var i = 0; i < coins.length; ++i) coins[i].x -= car.speed * 0.13;
// Fuel consumption
car.fuel -= 0.022 + 0.0015 * car.speed;
if (car.fuel < 0) car.fuel = 0;
// Distance
distance += car.speed * 0.09;
distanceTxt.setText(parseInt(distance / 10) + ' m');
// Spawn zombies
if (LK.ticks % 45 === 0) {
spawnZombie();
}
// Spawn coins
if (LK.ticks % 90 === 0) {
spawnCoin();
}
// Update zombies
for (var i = zombies.length - 1; i >= 0; --i) {
var z = zombies[i];
z.update();
// Remove if off screen
if (z.x < -200) {
z.destroy();
zombies.splice(i, 1);
continue;
}
// Collision with car
if (car.alive && z.alive && car.intersects(z)) {
z.alive = false;
LK.getSound('zombiehit').play();
tween(z, {
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
z.destroy();
}
});
zombies.splice(i, 1);
// If car has weapon, deal extra damage to zombie and reduce car damage
if (car.hasWeapon) {
// Instantly destroy zombie (already handled above), reduce car damage
car.takeDamage(8 - storage.upgrade_armor * 3); // Less damage to car
// Optionally, add a visual effect for weapon hit
LK.effects.flashObject(z, 0xffff00, 200); // Flash zombie yellow for weapon hit
} else {
// Normal damage
car.takeDamage(20 - storage.upgrade_armor * 3);
}
// Flash car
LK.effects.flashObject(car, 0xff0000, 300);
// Bump car back
tween(car, {
x: car.x - 40
}, {
duration: 120,
easing: tween.easeOut
});
// If car dead, end run
if (!car.alive) {
endRun();
return;
}
}
}
// Update coins
for (var i = coins.length - 1; i >= 0; --i) {
var c = coins[i];
c.update();
// Remove if off screen
if (c.x < -100) {
c.destroy();
coins.splice(i, 1);
continue;
}
// Collect coin
if (!c.collected && car.intersects(c)) {
c.collected = true;
LK.getSound('coin').play();
storage.coins += 1;
coinsTxt.setText(storage.coins + '');
tween(c, {
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 200,
onFinish: function onFinish() {
c.destroy();
}
});
coins.splice(i, 1);
}
}
// Update bars
updateBars();
// Out of fuel
if (car.fuel <= 0) {
car.fuel = 0;
endRun();
return;
}
};
// End run
function endRun() {
runActive = false;
// Save best distance
var meters = parseInt(distance / 10);
if (meters > storage.bestDistance) storage.bestDistance = meters;
// Show game over
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
LK.stopMusic();
}
// On game over, reset run
LK.on('gameover', function () {
startRun();
});
// On you win (not used, but for completeness)
LK.on('youwin', function () {
startRun();
});
// Garage menu logic
function showGarageMenu(onDone) {
// Pause run and world when garage menu is open
var wasActive = runActive;
runActive = false;
// Simple garage menu using Text2 and GUI overlay
// Remove any previous garage UI
if (typeof garageUI !== "undefined" && garageUI) {
LK.gui.center.removeChild(garageUI);
garageUI = null;
}
var garageUI = new Container();
// Title
var title = new Text2("Garage", {
size: 120,
fill: "#fff"
});
title.anchor.set(0.5, 0);
title.x = 0;
title.y = 0;
garageUI.addChild(title);
// Coin display
var coinsLabel = new Text2("Coins: " + storage.coins, {
size: 80,
fill: 0xFFD700
});
coinsLabel.anchor.set(0.5, 0);
coinsLabel.x = 0;
coinsLabel.y = 140;
garageUI.addChild(coinsLabel);
// Upgrade buttons and labels
var upgrades = [{
key: "upgrade_fuel",
label: "Fuel",
cost: 10,
y: 300,
desc: "+30 max fuel"
}, {
key: "upgrade_armor",
label: "Armor",
cost: 15,
y: 500,
desc: "+40 max health"
}, {
key: "upgrade_power",
label: "Power",
cost: 20,
y: 700,
desc: "+2 speed"
}, {
key: "upgrade_weapon",
label: "Weapon",
cost: 30,
y: 900,
desc: "Add weapon, +damage to zombies"
}];
var upgradeButtons = [];
for (var i = 0; i < upgrades.length; ++i) {
(function (i) {
var upg = upgrades[i];
// Label
var upgLabel = new Text2(upg.label + " Lv." + (storage[upg.key] || 0) + " (" + upg.desc + ")", {
size: 70,
fill: "#fff"
});
upgLabel.anchor.set(0.5, 0);
upgLabel.x = 0;
upgLabel.y = upg.y;
garageUI.addChild(upgLabel);
// Cost
var costLabel = new Text2("Cost: " + upg.cost, {
size: 60,
fill: 0xFFD700
});
costLabel.anchor.set(0.5, 0);
costLabel.x = -200;
costLabel.y = upg.y + 90;
garageUI.addChild(costLabel);
// Upgrade button
var btn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 200,
y: upg.y + 120,
width: 220,
height: 80
});
btn.tint = 0x44ff44;
garageUI.addChild(btn);
// Button label
var btnLabel = new Text2("Upgrade", {
size: 50,
fill: "#222"
});
btnLabel.anchor.set(0.5, 0.5);
btnLabel.x = btn.x;
btnLabel.y = btn.y;
garageUI.addChild(btnLabel);
// Touch/click handler
btn.interactive = true;
btn.down = function (x, y, obj) {
if (storage.coins >= upg.cost) {
storage.coins -= upg.cost;
storage[upg.key] = (storage[upg.key] || 0) + 1;
coinsLabel.setText("Coins: " + storage.coins);
upgLabel.setText(upg.label + " Lv." + storage[upg.key] + " (" + upg.desc + ")");
}
};
upgradeButtons.push(btn);
})(i);
}
// (Start Run button removed)
// Back button for garage
var garageBackBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 1250,
width: 400,
height: 120
});
garageBackBtn.tint = 0xcccccc;
garageUI.addChild(garageBackBtn);
var garageBackLabel = new Text2("Back", {
size: 70,
fill: "#222"
});
garageBackLabel.anchor.set(0.5, 0.5);
garageBackLabel.x = garageBackBtn.x;
garageBackLabel.y = garageBackBtn.y;
garageUI.addChild(garageBackLabel);
garageBackBtn.interactive = true;
garageBackBtn.down = function (x, y, obj) {
LK.gui.center.removeChild(garageUI);
garageUI = null;
// Resume previous state (main menu or game paused)
if (typeof onDone === "function") onDone();
};
// Center garage UI
garageUI.x = 0;
garageUI.y = -350; // Move the garage menu up by 350px (higher than before)
LK.gui.center.addChild(garageUI);
}
// --- Main Menu UI ---
var mainMenuUI = new Container();
// Title
var mainTitle = new Text2("Desert Run", {
size: 150,
fill: 0xF7E9A0
});
mainTitle.anchor.set(0.5, 0);
mainTitle.x = 0;
mainTitle.y = 0;
mainMenuUI.addChild(mainTitle);
// Play Button
var playBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 400,
width: 500,
height: 140
});
playBtn.tint = 0x44bbff;
mainMenuUI.addChild(playBtn);
var playLabel = new Text2("Play", {
size: 90,
fill: "#fff"
});
playLabel.anchor.set(0.5, 0.5);
playLabel.x = playBtn.x;
playLabel.y = playBtn.y;
mainMenuUI.addChild(playLabel);
// Garage Button
var menuGarageBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 600,
width: 500,
height: 140
});
menuGarageBtn.tint = 0x8888ff;
mainMenuUI.addChild(menuGarageBtn);
var menuGarageLabel = new Text2("Garage", {
size: 90,
fill: "#fff"
});
menuGarageLabel.anchor.set(0.5, 0.5);
menuGarageLabel.x = menuGarageBtn.x;
menuGarageLabel.y = menuGarageBtn.y;
mainMenuUI.addChild(menuGarageLabel);
// Settings Button
var settingsBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 800,
width: 500,
height: 140
});
settingsBtn.tint = 0xcccccc;
mainMenuUI.addChild(settingsBtn);
var settingsLabel = new Text2("Settings", {
size: 90,
fill: "#222"
});
settingsLabel.anchor.set(0.5, 0.5);
settingsLabel.x = settingsBtn.x;
settingsLabel.y = settingsBtn.y;
mainMenuUI.addChild(settingsLabel);
// Music On/Off Button (in settings menu)
var settingsMenuUI = new Container();
var musicOn = true;
var musicBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 200,
width: 400,
height: 120
});
musicBtn.tint = 0x44ff88;
settingsMenuUI.addChild(musicBtn);
var musicLabel = new Text2("Music: On", {
size: 70,
fill: "#222"
});
musicLabel.anchor.set(0.5, 0.5);
musicLabel.x = musicBtn.x;
musicLabel.y = musicBtn.y;
settingsMenuUI.addChild(musicLabel);
// Language selection button
var languageBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 340,
width: 400,
height: 120
});
languageBtn.tint = 0xffe066;
settingsMenuUI.addChild(languageBtn);
var languageOptions = ["English", "Türkçe"];
var languageIndex = 0;
var languageLabel = new Text2("Language: " + languageOptions[languageIndex], {
size: 70,
fill: "#222"
});
languageLabel.anchor.set(0.5, 0.5);
languageLabel.x = languageBtn.x;
languageLabel.y = languageBtn.y;
settingsMenuUI.addChild(languageLabel);
languageBtn.interactive = true;
languageBtn.down = function (x, y, obj) {
languageIndex = (languageIndex + 1) % languageOptions.length;
languageLabel.setText("Language: " + languageOptions[languageIndex]);
// Here you could add logic to update UI text based on language selection
};
// Back button for settings
var settingsBackBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 520,
width: 400,
height: 120
});
settingsBackBtn.tint = 0xcccccc;
settingsMenuUI.addChild(settingsBackBtn);
var settingsBackLabel = new Text2("Back", {
size: 70,
fill: "#222"
});
settingsBackLabel.anchor.set(0.5, 0.5);
settingsBackLabel.x = settingsBackBtn.x;
settingsBackLabel.y = settingsBackBtn.y;
settingsMenuUI.addChild(settingsBackLabel);
// Center main menu UI
mainMenuUI.x = 0;
mainMenuUI.y = -350;
LK.gui.center.addChild(mainMenuUI);
// Hide all game UI and pause game while in menu
runActive = false;
// Play button handler
playBtn.interactive = true;
playBtn.down = function (x, y, obj) {
LK.gui.center.removeChild(mainMenuUI);
runActive = true;
startRun();
};
// Garage button handler
menuGarageBtn.interactive = true;
menuGarageBtn.down = function (x, y, obj) {
LK.gui.center.removeChild(mainMenuUI);
showGarageMenu(function () {
// After garage, return to main menu
LK.gui.center.addChild(mainMenuUI);
runActive = false;
});
};
// Settings button handler
settingsBtn.interactive = true;
settingsBtn.down = function (x, y, obj) {
LK.gui.center.removeChild(mainMenuUI);
LK.gui.center.addChild(settingsMenuUI);
};
// Music on/off handler
musicBtn.interactive = true;
musicBtn.down = function (x, y, obj) {
musicOn = !musicOn;
if (musicOn) {
musicLabel.setText("Music: On");
LK.playMusic('bgmusic');
} else {
musicLabel.setText("Music: Off");
LK.stopMusic();
}
};
// Settings back button handler
settingsBackBtn.interactive = true;
settingsBackBtn.down = function (x, y, obj) {
LK.gui.center.removeChild(settingsMenuUI);
LK.gui.center.addChild(mainMenuUI);
};
// --- End Main Menu UI ---
// Remove original auto-start garage menu and run
// Show garage menu before starting run
// showGarageMenu(function () {
// startRun();
// });
// Add a garage button under the game that opens the garage menu when pressed
var garageBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -80,
// moved up by 80px
width: 400,
height: 120
});
garageBtn.tint = 0x8888ff;
var garageBtnLabel = new Text2("Garage", {
size: 70,
fill: "#fff"
});
garageBtnLabel.anchor.set(0.5, 0.5);
garageBtnLabel.x = garageBtn.x;
garageBtnLabel.y = garageBtn.y;
// Container for button and label
var garageBtnContainer = new Container();
garageBtnContainer.addChild(garageBtn);
garageBtnContainer.addChild(garageBtnLabel);
// Place the button at the bottom center of the GUI
LK.gui.bottom.addChild(garageBtnContainer);
// Button handler to open garage menu
garageBtn.interactive = true;
garageBtn.down = function (x, y, obj) {
// Just open the garage menu, do not end the run or stop the game
showGarageMenu(function () {
// Do not resume run, as game is over
});
};