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
****/
// 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);
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, 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: 90,
fill: 0xFFE066
});
bulletCounterTxt.anchor.set(0.5, 0);
bulletCounterTxt.x = coinsLabel.x + coinsLabel.width + 120; // 120px right of coins label
bulletCounterTxt.y = 0;
LK.gui.top.addChild(bulletCounterTxt);
// --- Pause Button and Pause Menu ---
var pauseBtn = LK.getAsset('fuelBarFG', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 100,
height: 100
});
pauseBtn.tint = 0x888888;
LK.gui.top.addChild(pauseBtn);
var pauseIcon = new Text2("II", {
size: 70,
fill: "#222"
});
pauseIcon.anchor.set(0.5, 0.5);
pauseIcon.x = pauseBtn.x + pauseBtn.width / 2;
pauseIcon.y = pauseBtn.y + pauseBtn.height / 2;
LK.gui.top.addChild(pauseIcon);
var pauseMenuUI = null;
pauseBtn.interactive = true;
pauseBtn.down = function (x, y, obj) {
if (pauseMenuUI) return;
runActive = false;
pauseMenuUI = new Container();
// Dim background
var bg = LK.getAsset('fuelBarBG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
width: 900,
height: 700
});
bg.alpha = 0.92;
pauseMenuUI.addChild(bg);
// "Paused" title
var pausedTitle = new Text2("Paused", {
size: 120,
fill: "#fff"
});
pausedTitle.anchor.set(0.5, 0);
pausedTitle.x = 0;
pausedTitle.y = -260;
pauseMenuUI.addChild(pausedTitle);
// Continue button (centered)
var continueBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -40,
width: 500,
height: 140
});
continueBtn.tint = 0x44bbff;
pauseMenuUI.addChild(continueBtn);
var continueLabel = new Text2("Continue", {
size: 90,
fill: "#fff"
});
continueLabel.anchor.set(0.5, 0.5);
continueLabel.x = continueBtn.x;
continueLabel.y = continueBtn.y;
pauseMenuUI.addChild(continueLabel);
// Main Menu button (centered below Continue)
var mainMenuBtn = LK.getAsset('fuelBarFG', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 140,
// 180px below Continue button for even spacing
width: 500,
height: 140
});
mainMenuBtn.tint = 0xcccccc;
pauseMenuUI.addChild(mainMenuBtn);
var mainMenuLabel = new Text2("Main Menu", {
size: 90,
fill: "#222"
});
mainMenuLabel.anchor.set(0.5, 0.5);
mainMenuLabel.x = mainMenuBtn.x;
mainMenuLabel.y = mainMenuBtn.y;
pauseMenuUI.addChild(mainMenuLabel);
// Continue handler
continueBtn.interactive = true;
continueBtn.down = function (x, y, obj) {
if (pauseMenuUI) {
LK.gui.center.removeChild(pauseMenuUI);
pauseMenuUI = null;
runActive = true;
}
};
// Main Menu handler
mainMenuBtn.interactive = true;
mainMenuBtn.down = function (x, y, obj) {
if (pauseMenuUI) {
LK.gui.center.removeChild(pauseMenuUI);
pauseMenuUI = null;
// Show main menu UI
if (typeof mainMenuUI !== "undefined" && mainMenuUI) {
LK.gui.center.addChild(mainMenuUI);
}
runActive = false;
}
};
pauseMenuUI.x = 0;
pauseMenuUI.y = 0;
// Center the pause menu in the middle of the screen
// LK.gui.center is already centered, so (0,0) is the center
LK.gui.center.addChild(pauseMenuUI);
};
// --- End Pause Button and Pause Menu ---
// 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 {
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;
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);
// 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 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);
// 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();
// }); ===================================================================
--- original.js
+++ change.js
@@ -221,16 +221,15 @@
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 (move far to the left, but not in top left 100x100 area)
+// Show remaining bullets (right of coins, but before edge)
var bulletCounterTxt = new Text2("", {
size: 90,
fill: 0xFFE066
});
-bulletCounterTxt.anchor.set(0, 0);
-// Move bullet counter as far left as possible, but not in the top left 100x100 area (menu button is at 0,0, 100x100)
-bulletCounterTxt.x = 105; // 105px from the left edge, just outside the 100px safe zone
+bulletCounterTxt.anchor.set(0.5, 0);
+bulletCounterTxt.x = coinsLabel.x + coinsLabel.width + 120; // 120px right of coins label
bulletCounterTxt.y = 0;
LK.gui.top.addChild(bulletCounterTxt);
// --- Pause Button and Pause Menu ---
var pauseBtn = LK.getAsset('fuelBarFG', {
@@ -426,9 +425,9 @@
bullet.y = car.y;
bullets.push(bullet);
game.addChild(bullet);
shootCooldown = 12; // frames between shots (~0.2s at 60fps)
- car.bulletsLeft--;
+ car.bulletsLeft = Math.max(0, car.bulletsLeft - 1);
if (typeof bulletCounterTxt !== "undefined") {
bulletCounterTxt.setText("Bullets: " + car.bulletsLeft);
}
}