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);
}
}