User prompt
Make the green machine text a little smaller
User prompt
Put the prices in car skins above the buy option
User prompt
Move car skins and shop menu texts further up in the shop menu
User prompt
Open up the spaces between the skins in car skins a bit
User prompt
Increase all car prices in car skins a bit
User prompt
lift a little more
User prompt
After entering the shop menu, move the car skins and other texts up a little bit
User prompt
Add back option to shop menu
User prompt
delete pause menu
User prompt
Add a skin system that can be attached to the game car and add a shop to the main menu. There should be car skins in the shop and they can be purchased with coins.
User prompt
health bar increases by itself but it needs to decrease fix this
User prompt
When zombies hit the car, health drops
User prompt
When zombies hit the vehicle, the vehicle's health will decrease
User prompt
Increase the ammo to 25 at weapon level 5
User prompt
Increase the ammo to 20 at weapon level 4.
User prompt
turn your bullet counter up a little bit
User prompt
Move the bullet counter down and to the left a little bit
User prompt
Reduce the bullet counter a bit
User prompt
Reduce the bullet counter a bit
User prompt
Move the bullet counter a little to the right
User prompt
Move the bullet counter slightly to the left
User prompt
Move the bullet counter slightly to the left
User prompt
Make your bullet counter a little bigger
User prompt
Make the bullet counter a little bigger and move it a little to the right
User prompt
make the bullet counter very small
/****
* 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
****/
// Bullet (for armed vehicle)
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletSprite = self.attachAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
width: 36,
height: 16
});
bulletSprite.tint = 0xffe066;
self.width = bulletSprite.width;
self.height = bulletSprite.height;
self.speed = 22;
self.damage = 20 + (storage.upgrade_weapon > 0 ? 20 * storage.upgrade_weapon : 0);
self.update = function () {
self.x += self.speed;
};
return self;
});
// Car (player vehicle)
var Car = Container.expand(function () {
var self = Container.call(this);
// --- Car Skin System ---
function applyCarSkin(sprite) {
// Defensive: always check storage
var skinKey = storage && storage.selectedCarSkin ? storage.selectedCarSkin : "default";
if (!skinKey) skinKey = "default";
// Find skin definition
var skinDef = null;
var carSkinsArr = [{
key: "default",
asset: "car"
}, {
key: "red",
asset: "car",
tint: 0xff4444
}, {
key: "blue",
asset: "car",
tint: 0x4488ff
}, {
key: "green",
asset: "car",
tint: 0x44ff44
}];
for (var i = 0; i < carSkinsArr.length; ++i) {
if (carSkinsArr[i].key === skinKey) {
skinDef = carSkinsArr[i];
break;
}
}
if (!skinDef) skinDef = carSkinsArr[0];
// Set tint if needed
if (skinDef.tint) {
sprite.tint = skinDef.tint;
} else {
sprite.tint = 0xffffff;
}
}
// Always use selected skin
var carSprite = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
applyCarSkin(carSprite);
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);
// Re-apply skin in case it changed
applyCarSkin(carSprite);
};
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, coins, and bullets
var zombies = [];
var coins = [];
var bullets = [];
// Distance tracking
var distance = 0;
var runActive = true;
// Shooting state
var shootCooldown = 0;
// GUI: Speed (to the left of distance)
var speedTxt = new Text2('0 km/h', {
size: 90,
fill: 0xFFFFFF
});
speedTxt.anchor.set(1, 0); // right edge, top
speedTxt.x = -120; // move it further to the left of distanceTxt (will be set after distanceTxt is placed)
speedTxt.y = 0;
// GUI: Distance
var distanceTxt = new Text2('0 m', {
size: 90,
fill: 0xFFFFFF
});
distanceTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(distanceTxt);
LK.gui.top.addChild(speedTxt);
// 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);
// --- Bullet Counter GUI ---
// Show remaining bullets (right of coins, but before edge)
var bulletCounterTxt = new Text2("", {
size: 48,
fill: 0xFFE066
});
bulletCounterTxt.anchor.set(0.5, 0);
bulletCounterTxt.x = coinsLabel.x + coinsLabel.width + 140; // moved 40px to the right, now 40px more left
bulletCounterTxt.y = 18; // moved up a little bit
LK.gui.top.addChild(bulletCounterTxt);
// Pause menu removed
// GUI: Fuel Bar (moved to top left)
var fuelBarBG = LK.getAsset('fuelBarBG', {
anchorX: 0,
anchorY: 0.5,
x: 60,
// 60px from left edge, to avoid menu button
y: 120
});
var fuelBarFG = LK.getAsset('fuelBarFG', {
anchorX: 0,
anchorY: 0.5,
x: 60,
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 = 50; // 10px left of the new bar's left edge
fuelLabel.y = 120;
LK.gui.top.addChild(fuelLabel);
// Add remaining fuel text to the right of the fuel bar
var fuelRemainTxt = new Text2("", {
size: 48,
fill: "#fff"
});
fuelRemainTxt.anchor.set(0, 0.5);
fuelRemainTxt.x = 60 + 400 + 18; // right of new bar + 18px
fuelRemainTxt.y = 120;
LK.gui.top.addChild(fuelRemainTxt);
// GUI: Health Bar (moved under fuel bar, top left)
var healthBarBG = LK.getAsset('healthBarBG', {
anchorX: 0,
anchorY: 0.5,
x: 60,
y: 200
});
var healthBarFG = LK.getAsset('healthBarFG', {
anchorX: 0,
anchorY: 0.5,
x: 60,
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 = 50;
healthLabel.y = 200;
LK.gui.top.addChild(healthLabel);
// Add remaining health text to the right of the health bar
var healthRemainTxt = new Text2("", {
size: 48,
fill: "#fff"
});
healthRemainTxt.anchor.set(0, 0.5);
healthRemainTxt.x = 60 + 400 + 18; // right of new bar + 18px
healthRemainTxt.y = 200;
LK.gui.top.addChild(healthRemainTxt);
// PC controls: keyboard arrow keys or WASD for car movement
var keyState = {
up: false,
down: false
};
// Touch/click to shoot (mobile-friendly)
game.down = function (x, y, obj) {
// Only shoot if car is alive, has weapon, run is active, and has bullets left
if (car.alive && car.hasWeapon && runActive && shootCooldown <= 0 && car.bulletsLeft > 0) {
var bullet = new Bullet();
bullet.x = car.x + car.width / 2 + 30;
bullet.y = car.y;
bullets.push(bullet);
game.addChild(bullet);
shootCooldown = 12; // frames between shots (~0.2s at 60fps)
car.bulletsLeft = Math.max(0, car.bulletsLeft - 1);
if (typeof bulletCounterTxt !== "undefined") {
bulletCounterTxt.setText("Bullets: " + car.bulletsLeft);
}
}
};
// 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;
// Set bullet count based on weapon level
if (typeof car !== "undefined" && car.hasWeapon) {
if (storage.upgrade_weapon === 1) {
car.bulletsLeft = 5;
} else if (storage.upgrade_weapon === 2) {
car.bulletsLeft = 10;
} else if (storage.upgrade_weapon === 3) {
car.bulletsLeft = 15;
} else if (storage.upgrade_weapon === 4) {
car.bulletsLeft = 20;
} else if (storage.upgrade_weapon >= 5) {
car.bulletsLeft = 25;
} else {
car.bulletsLeft = 0;
}
} else {
car.bulletsLeft = 0;
}
// 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;
if (typeof fuelRemainTxt !== "undefined") {
fuelRemainTxt.setText(Math.round(car.fuel) + " / " + car.maxFuel);
}
// Health
var healthFrac = car.health / car.maxHealth;
if (healthFrac < 0) healthFrac = 0;
if (healthFrac > 1) healthFrac = 1;
// Health bar should decrease as health decreases
healthBarFG.width = 400 * healthFrac;
if (typeof healthRemainTxt !== "undefined") {
healthRemainTxt.setText(Math.round(car.health) + " / " + car.maxHealth);
}
}
// 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');
// Update speed text (show as integer, km/h style)
if (typeof speedTxt !== "undefined") {
speedTxt.setText(Math.round(car.speed * 7.5) + " km/h");
// Position speedTxt further to the left of distanceTxt and vertically aligned
speedTxt.x = distanceTxt.x - distanceTxt.width / 2 - 100;
speedTxt.y = distanceTxt.y + 6;
}
// 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;
}
// Bullet collision
for (var j = bullets.length - 1; j >= 0; --j) {
var b = bullets[j];
if (z.alive && b && b.intersects(z)) {
z.alive = false;
tween(z, {
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
z.destroy();
}
});
zombies.splice(i, 1);
b.destroy();
bullets.splice(j, 1);
// Optionally, add a visual effect for weapon hit
LK.effects.flashObject(z, 0xffff00, 200);
break;
}
}
// 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);
// Decrease car health when zombies hit the car
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 bullets
for (var i = bullets.length - 1; i >= 0; --i) {
var b = bullets[i];
b.update();
if (b.x > 2048 + 100) {
b.destroy();
bullets.splice(i, 1);
}
}
// 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();
// Update bullet counter GUI
if (typeof bulletCounterTxt !== "undefined" && typeof car !== "undefined" && car.hasWeapon) {
bulletCounterTxt.setText("Bullets: " + car.bulletsLeft);
} else if (typeof bulletCounterTxt !== "undefined") {
bulletCounterTxt.setText("");
}
// Decrement shoot cooldown
if (shootCooldown > 0) shootCooldown--;
// 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",
descSize: 54 // Make this description smaller
}];
var upgradeButtons = [];
for (var i = 0; i < upgrades.length; ++i) {
(function (i) {
var upg = upgrades[i];
// Label
var labelSize = upg.key === "upgrade_weapon" && upg.descSize ? upg.descSize : 70;
var upgLabel = new Text2(upg.label + " Lv." + (storage[upg.key] || 0) + " (" + upg.desc + ")", {
size: labelSize,
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);
// Shop Button
var shopBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 800,
width: 500,
height: 140
});
shopBtn.tint = 0xffb347;
mainMenuUI.addChild(shopBtn);
var shopLabel = new Text2("Shop", {
size: 90,
fill: "#fff"
});
shopLabel.anchor.set(0.5, 0.5);
shopLabel.x = shopBtn.x;
shopLabel.y = shopBtn.y;
mainMenuUI.addChild(shopLabel);
// Settings Button
var settingsBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 1000,
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);
// --- Shop Menu UI ---
var shopUI = new Container();
var shopTitle = new Text2("Car Skins", {
size: 120,
fill: "#fff"
});
shopTitle.anchor.set(0.5, 0);
shopTitle.x = 0;
shopTitle.y = -180; // moved up further by 60px (was -120)
shopUI.addChild(shopTitle);
// Define available skins
var carSkins = [{
key: "default",
name: "Classic",
asset: "car",
price: 0
}, {
key: "red",
name: "Red Racer",
asset: "car",
price: 80,
tint: 0xff4444
}, {
key: "blue",
name: "Blue Bolt",
asset: "car",
price: 120,
tint: 0x4488ff
}, {
key: "green",
name: "Green Machine",
asset: "car",
price: 160,
tint: 0x44ff44
}];
// Persistent storage for owned skins and selected skin
if (!storage.carSkins) storage.carSkins = {
"default": true
};
if (!storage.selectedCarSkin) storage.selectedCarSkin = "default";
// Coin display in shop
var shopCoinsLabel = new Text2("Coins: " + storage.coins, {
size: 80,
fill: 0xFFD700
});
shopCoinsLabel.anchor.set(0.5, 0);
shopCoinsLabel.x = 0;
shopCoinsLabel.y = -60; // moved up by 60px (was 0)
shopUI.addChild(shopCoinsLabel);
// Skin buttons
var skinButtons = [];
for (var i = 0; i < carSkins.length; ++i) {
(function (i) {
var skin = carSkins[i];
// Increase vertical spacing between skins
var y = 60 + i * 220; // moved all skins up by 80px (was 140 + i * 220)
// Car preview
var preview = LK.getAsset(skin.asset, {
anchorX: 0.5,
anchorY: 0.5,
x: -320,
y: y,
width: 320,
height: 120
});
if (skin.tint) preview.tint = skin.tint;
shopUI.addChild(preview);
// Skin name
var nameLabel = new Text2(skin.name, {
size: skin.key === "green" ? 56 : 70,
fill: "#fff"
});
nameLabel.anchor.set(0, 0.5);
nameLabel.x = -120;
nameLabel.y = y;
shopUI.addChild(nameLabel);
// Price or "Owned"
var priceLabel = new Text2(storage.carSkins[skin.key] ? "Owned" : "Price: " + skin.price, {
size: 60,
fill: storage.carSkins[skin.key] ? "#44ff44" : "#FFD700"
});
priceLabel.anchor.set(0.5, 1);
priceLabel.x = 400;
priceLabel.y = y - 50; // 50px above the button
shopUI.addChild(priceLabel);
// Select/Buy button
var btn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 400,
y: y,
width: 220,
height: 80
});
btn.tint = storage.selectedCarSkin === skin.key ? 0x44bbff : 0xcccccc;
shopUI.addChild(btn);
var btnLabel = new Text2(storage.carSkins[skin.key] ? storage.selectedCarSkin === skin.key ? "Selected" : "Select" : "Buy", {
size: 50,
fill: "#222"
});
btnLabel.anchor.set(0.5, 0.5);
btnLabel.x = btn.x;
btnLabel.y = btn.y;
shopUI.addChild(btnLabel);
btn.interactive = true;
btn.down = function (x, y, obj) {
if (storage.carSkins[skin.key]) {
// Select skin
storage.selectedCarSkin = skin.key;
// Update all button tints and labels
for (var j = 0; j < skinButtons.length; ++j) {
var b = skinButtons[j];
b.btn.tint = carSkins[j].key === skin.key ? 0x44bbff : 0xcccccc;
b.btnLabel.setText(storage.carSkins[carSkins[j].key] ? carSkins[j].key === skin.key ? "Selected" : "Select" : "Buy");
}
} else if (storage.coins >= skin.price) {
// Buy skin
storage.coins -= skin.price;
storage.carSkins[skin.key] = true;
shopCoinsLabel.setText("Coins: " + storage.coins);
priceLabel.setText("Owned");
priceLabel.setStyle({
fill: 0x44FF44
});
btnLabel.setText("Select");
}
};
skinButtons.push({
btn: btn,
btnLabel: btnLabel
});
})(i);
}
// Back button for shop
var shopBackBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -20 + carSkins.length * 220,
// moved up by 80px (was 60 + carSkins.length * 220)
width: 400,
height: 120
});
shopBackBtn.tint = 0xcccccc;
shopUI.addChild(shopBackBtn);
var shopBackLabel = new Text2("Back", {
size: 70,
fill: "#222"
});
shopBackLabel.anchor.set(0.5, 0.5);
shopBackLabel.x = shopBackBtn.x;
shopBackLabel.y = shopBackBtn.y;
shopUI.addChild(shopBackLabel);
shopBackBtn.interactive = true;
shopBackBtn.down = function (x, y, obj) {
LK.gui.center.removeChild(shopUI);
LK.gui.center.addChild(mainMenuUI);
};
// 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;
});
};
// Shop button handler
shopBtn.interactive = true;
shopBtn.down = function (x, y, obj) {
LK.gui.center.removeChild(mainMenuUI);
LK.gui.center.addChild(shopUI);
};
// 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();
// });; ===================================================================
--- original.js
+++ change.js
@@ -953,9 +953,9 @@
if (skin.tint) preview.tint = skin.tint;
shopUI.addChild(preview);
// Skin name
var nameLabel = new Text2(skin.name, {
- size: 70,
+ size: skin.key === "green" ? 56 : 70,
fill: "#fff"
});
nameLabel.anchor.set(0, 0.5);
nameLabel.x = -120;