/**** * Classes ****/ var Car = Container.expand(function () { var self = Container.call(this); self.projectMovement = function (vector) { var angle = -Math.PI / 4; var cosAngle = Math.cos(angle); var sinAngle = Math.sin(angle); return { x: vector.x * cosAngle - vector.y * sinAngle, y: vector.x * sinAngle + vector.y * cosAngle }; }; var carGraphics = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.ORIGINAL_SPEED = 2; self.speed = self.ORIGINAL_SPEED; self.direction = 0; self.momentum = { x: 0, y: 0 }; self._move_migrated = function () { var momentumModifier = 0.1; self.speed *= 1.01; if (self.direction === 0) { self.momentum.x += self.speed * momentumModifier; } else { self.momentum.y -= self.speed * momentumModifier; } var projectedMovement = self.projectMovement(self.momentum); self.x += projectedMovement.x; self.y += projectedMovement.y; var nonTravelMomentum; if (self.direction === 0) { self.momentum.x *= 0.98; self.momentum.y *= 0.95; nonTravelMomentum = self.momentum.y; } else { self.momentum.x *= 0.95; self.momentum.y *= 0.98; nonTravelMomentum = self.momentum.x; } self.nonTravelMomentum = nonTravelMomentum; }; self.changeDirection = function () { self.direction = self.direction === 0 ? 1 : 0; self.speed = self.ORIGINAL_SPEED; carGraphics.scale.x *= -1; LK.getSound('Skid').play(); }; }); var Driver = Container.expand(function () { var self = Container.call(this); self.x = +1500; self.y = +1500; var driverGraphics = self.attachAsset('driver', { anchorX: 0.5, anchorY: 0.5 }); }); var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.rotation = Math.PI / 4; self.lifetime = 100; self.tick = function () { if (--self.lifetime <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ game.calculateDistanceToPoint = function (point, segmentStart, segmentEnd) { var A = point.x - segmentStart.x; var B = point.y - segmentStart.y; var C = segmentEnd.x - segmentStart.x; var D = segmentEnd.y - segmentStart.y; var dot = A * C + B * D; var len_sq = C * C + D * D; var param = -1; if (len_sq != 0) { param = dot / len_sq; } var xx, yy; if (param < 0) { xx = segmentStart.x; yy = segmentStart.y; } else if (param > 1) { xx = segmentEnd.x; yy = segmentEnd.y; } else { xx = segmentStart.x + param * C; yy = segmentStart.y + param * D; } var dx = point.x - xx; var dy = point.y - yy; return Math.sqrt(dx * dx + dy * dy); }; game.addRoadSegment = function () { var lastSegment = roadSegments[roadSegments.length - 1]; zigzag = !zigzag; var segment = roadContainer.attachAsset('roadSegment', { anchorX: 0.5 }); segment.width = segmentWidth; segmentWidth = Math.max(350, segmentWidth - 15); segment.height = i === 1 ? 3000 : Math.floor(Math.random() * (4000 - 1200 + 1)) + 1200; segment.rotation = zigzag ? -Math.PI - Math.PI / 4 : -Math.PI + Math.PI / 4; segment.y = currentY; segment.x = currentX; var adjustedHeight = segment.height - segmentWidth / 2; currentY += adjustedHeight * Math.cos(segment.rotation); currentX -= adjustedHeight * Math.sin(segment.rotation); segment.shadow = roadContainer.attachAsset('roadSegmentShadow', { anchorX: 0.5 }); segment.shadow.width = segment.width; segment.shadow.height = segment.height; segment.shadow.rotation = segment.rotation; segment.shadow.x = segment.x; segment.shadow.y = segment.y + 50; segment.shadow.alpha = 1; segment.used = false; roadSegments.push(segment); roadContainer.addChildAt(segment.shadow, 0); roadContainer.addChild(segment); }; game.setBackgroundColor(0xc39977); var particles = []; LK.playMusic('backgroundMusic'); var mainContainer = game.addChild(new Container()); var roadContainer = mainContainer.addChild(new Container()); var roadSegments = []; var segmentLength = Math.floor(Math.random() * (1000 - 200 + 1)) + 200; var segmentWidth = 1200; var currentX = 2048 / 2; var currentY = 2732 / 2; var zigzag = true; for (var i = 1; i <= 15; i++) { game.addRoadSegment(); } var scoreText = new Text2('0', { size: 150, fill: 0xFFFFFF, weight: '800', dropShadow: true, dropShadowColor: '#373330', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreText.anchor.set(0, 0); LK.gui.top.addChild(scoreText); var notificationTexts = ["Yükü bıraktım, gazı aldım!", "TIR gibi döndüm, mazot gibi yandım!", "Bu viraj da teslim edildi!", "Paletler sağlam, lastikler duman!", "Depoya değil, piste geldik!", "Sür, ama hasarsız teslim et!", "Navlun değil, duman konuşuyor!", "Rotadan çıktım, efsaneye girdim!", "ADR belgesi yetmedi, bu viraj yaktı!", "Bu drift, kargoya sığmaz!", "Full truckload of style!", "Teslimat değil, gösteri zamanı!", "Sürat + Sevkiyat = Şov!", "CMR mi? Ben direk yolda imzayı attım!", "ATR’ye yazamadım, viraja adımı yazdım!", "FTL dolu, ben de gazı doldurdum!", "Gümrükte takıldım, burada açıldım!", "Incoterms yetmedi, virajda anlaştık!", "EXW’den yola çıktım, driftte teslim ettim!", "Ders: Lojistik Planlama. Uygulama: Drift!", "Transit süre doldu, şimdi eğlence vakti!", "Yükleme alanı yok, pist var!", "CMR defterini yaktım, asfaltı çizdim!", "Staj yeri bulamadım, pistte CV bırakıyorum!", "Kapı kapı staj sordum, şimdi kapı kapı drift!", "Hocalar sorunca 'pratik yaptım' derim!", "Staja gidemem hocam, virajdayım!", "Sınav haftası? Bu viraj 100 puan eder!", "Yükleme alanı dar, ama bu viraj geniş!", "Konteyner boş, ruhum dolu!", "Depo yönetimi mi? Asfalt yönetiyorum!", "Kabul-depo ayrımı yok, ben direkt pistteyim!", "Forklift bulamadım, driftle taşıyorum!"]; var usedNotificationTexts = []; function getRandomNotificationText() { if (notificationTexts.length === 0) { notificationTexts = usedNotificationTexts.splice(0, usedNotificationTexts.length); } var index = Math.floor(Math.random() * notificationTexts.length); var text = notificationTexts.splice(index, 1)[0]; usedNotificationTexts.push(text); return text; } var notificationText = new Text2(getRandomNotificationText(), { size: 60, fill: 0xFFFFFF, weight: '400', align: 'center', stroke: '#000000', strokeThickness: 8 }); notificationText.anchor.set(0, 4); notificationText.x -= 350; LK.gui.bottom.addChild(notificationText); var car = mainContainer.addChild(new Car()); car.x = 2048 / 2; car.y = 2732 / 2; var driver = LK.gui.addChild(new Driver()); driver.x = 250; driver.y = 1800; var isGameOver = false; var score = 0; var closestSegment = null; game.on('down', function (x, y, obj) { car.changeDirection(); }); LK.on('tick', function () { car._move_migrated(); var carIsOnRoad = false; var carPosition = { x: car.x, y: car.y }; var currentClosestSegment = null; var currentClosestDistance = Infinity; roadSegments.forEach(function (segment) { var segmentStart = { x: segment.x + Math.sin(segment.rotation) * 100, y: segment.y - Math.cos(segment.rotation) * 100 }; var segmentEnd = { x: segment.x - Math.sin(segment.rotation) * (segment.height - segment.width / 2), y: segment.y + Math.cos(segment.rotation) * (segment.height - segment.width / 2) }; var distance = game.calculateDistanceToPoint(carPosition, segmentStart, segmentEnd); if (distance < currentClosestDistance) { currentClosestDistance = distance; currentClosestSegment = segment; } if (distance < segment.width / 2 - 50) { carIsOnRoad = true; } }); if (closestSegment !== currentClosestSegment && !currentClosestSegment.used) { closestSegment = currentClosestSegment; closestSegment.used = true; score++; car.ORIGINAL_SPEED += 0.1; scoreText.setText(score.toString()); notificationText.setText(getRandomNotificationText()); } if (!carIsOnRoad) { LK.showGameOver(); } else {} var particleOffsets = [{ x: 20, y: 140 }, { x: 20 + 100, y: 140 - 100 }, { x: 20 - 150, y: 140 - 150 }, { x: 20 - 150 + 100, y: 140 - 150 - 100 }]; for (var i = 0; i < particleOffsets.length; i++) { var alphaValue = Math.max(0, Math.min(1, Math.abs(car.nonTravelMomentum) / 5 - 0.5)); if (alphaValue > 0) { var particle = new Particle(); particle.alpha = alphaValue; var noiseX = (Math.random() - 0.5) * 10; var noiseY = (Math.random() - 0.5) * 10; particle.x = car.x + (car.direction === 0 ? -1 : 1) * particleOffsets[i].x + noiseX; particle.y = car.y + particleOffsets[i].y + noiseY; mainContainer.addChildAt(particle, 1); particles.push(particle); } } particles.forEach(function (particle, index) { particle.tick(); if (particle.lifetime <= 0) { particles.splice(index, 1); } }); var carLocalPosition = game.toLocal(car.position, car.parent); var offsetX = (2048 / 2 - carLocalPosition.x) / 20; var offsetY = (2732 - 450 - carLocalPosition.y) / 20; mainContainer.x += offsetX; mainContainer.y += offsetY; for (var i = roadSegments.length - 1; i >= 0; i--) { var segmentGlobalPosition = game.toLocal(roadSegments[i].position, roadSegments[i].parent); if (segmentGlobalPosition.y - roadSegments[i].height > 2732 * 2) { roadSegments[i].shadow.destroy(); roadSegments[i].destroy(); roadSegments.splice(i, 1); game.addRoadSegment(); } } });
/****
* Classes
****/
var Car = Container.expand(function () {
var self = Container.call(this);
self.projectMovement = function (vector) {
var angle = -Math.PI / 4;
var cosAngle = Math.cos(angle);
var sinAngle = Math.sin(angle);
return {
x: vector.x * cosAngle - vector.y * sinAngle,
y: vector.x * sinAngle + vector.y * cosAngle
};
};
var carGraphics = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
self.ORIGINAL_SPEED = 2;
self.speed = self.ORIGINAL_SPEED;
self.direction = 0;
self.momentum = {
x: 0,
y: 0
};
self._move_migrated = function () {
var momentumModifier = 0.1;
self.speed *= 1.01;
if (self.direction === 0) {
self.momentum.x += self.speed * momentumModifier;
} else {
self.momentum.y -= self.speed * momentumModifier;
}
var projectedMovement = self.projectMovement(self.momentum);
self.x += projectedMovement.x;
self.y += projectedMovement.y;
var nonTravelMomentum;
if (self.direction === 0) {
self.momentum.x *= 0.98;
self.momentum.y *= 0.95;
nonTravelMomentum = self.momentum.y;
} else {
self.momentum.x *= 0.95;
self.momentum.y *= 0.98;
nonTravelMomentum = self.momentum.x;
}
self.nonTravelMomentum = nonTravelMomentum;
};
self.changeDirection = function () {
self.direction = self.direction === 0 ? 1 : 0;
self.speed = self.ORIGINAL_SPEED;
carGraphics.scale.x *= -1;
LK.getSound('Skid').play();
};
});
var Driver = Container.expand(function () {
var self = Container.call(this);
self.x = +1500;
self.y = +1500;
var driverGraphics = self.attachAsset('driver', {
anchorX: 0.5,
anchorY: 0.5
});
});
var Particle = Container.expand(function () {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
particleGraphics.rotation = Math.PI / 4;
self.lifetime = 100;
self.tick = function () {
if (--self.lifetime <= 0) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
game.calculateDistanceToPoint = function (point, segmentStart, segmentEnd) {
var A = point.x - segmentStart.x;
var B = point.y - segmentStart.y;
var C = segmentEnd.x - segmentStart.x;
var D = segmentEnd.y - segmentStart.y;
var dot = A * C + B * D;
var len_sq = C * C + D * D;
var param = -1;
if (len_sq != 0) {
param = dot / len_sq;
}
var xx, yy;
if (param < 0) {
xx = segmentStart.x;
yy = segmentStart.y;
} else if (param > 1) {
xx = segmentEnd.x;
yy = segmentEnd.y;
} else {
xx = segmentStart.x + param * C;
yy = segmentStart.y + param * D;
}
var dx = point.x - xx;
var dy = point.y - yy;
return Math.sqrt(dx * dx + dy * dy);
};
game.addRoadSegment = function () {
var lastSegment = roadSegments[roadSegments.length - 1];
zigzag = !zigzag;
var segment = roadContainer.attachAsset('roadSegment', {
anchorX: 0.5
});
segment.width = segmentWidth;
segmentWidth = Math.max(350, segmentWidth - 15);
segment.height = i === 1 ? 3000 : Math.floor(Math.random() * (4000 - 1200 + 1)) + 1200;
segment.rotation = zigzag ? -Math.PI - Math.PI / 4 : -Math.PI + Math.PI / 4;
segment.y = currentY;
segment.x = currentX;
var adjustedHeight = segment.height - segmentWidth / 2;
currentY += adjustedHeight * Math.cos(segment.rotation);
currentX -= adjustedHeight * Math.sin(segment.rotation);
segment.shadow = roadContainer.attachAsset('roadSegmentShadow', {
anchorX: 0.5
});
segment.shadow.width = segment.width;
segment.shadow.height = segment.height;
segment.shadow.rotation = segment.rotation;
segment.shadow.x = segment.x;
segment.shadow.y = segment.y + 50;
segment.shadow.alpha = 1;
segment.used = false;
roadSegments.push(segment);
roadContainer.addChildAt(segment.shadow, 0);
roadContainer.addChild(segment);
};
game.setBackgroundColor(0xc39977);
var particles = [];
LK.playMusic('backgroundMusic');
var mainContainer = game.addChild(new Container());
var roadContainer = mainContainer.addChild(new Container());
var roadSegments = [];
var segmentLength = Math.floor(Math.random() * (1000 - 200 + 1)) + 200;
var segmentWidth = 1200;
var currentX = 2048 / 2;
var currentY = 2732 / 2;
var zigzag = true;
for (var i = 1; i <= 15; i++) {
game.addRoadSegment();
}
var scoreText = new Text2('0', {
size: 150,
fill: 0xFFFFFF,
weight: '800',
dropShadow: true,
dropShadowColor: '#373330',
dropShadowBlur: 4,
dropShadowAngle: Math.PI / 6,
dropShadowDistance: 6
});
scoreText.anchor.set(0, 0);
LK.gui.top.addChild(scoreText);
var notificationTexts = ["Yükü bıraktım, gazı aldım!", "TIR gibi döndüm, mazot gibi yandım!", "Bu viraj da teslim edildi!", "Paletler sağlam, lastikler duman!", "Depoya değil, piste geldik!", "Sür, ama hasarsız teslim et!", "Navlun değil, duman konuşuyor!", "Rotadan çıktım, efsaneye girdim!", "ADR belgesi yetmedi, bu viraj yaktı!", "Bu drift, kargoya sığmaz!", "Full truckload of style!", "Teslimat değil, gösteri zamanı!", "Sürat + Sevkiyat = Şov!", "CMR mi? Ben direk yolda imzayı attım!", "ATR’ye yazamadım, viraja adımı yazdım!", "FTL dolu, ben de gazı doldurdum!", "Gümrükte takıldım, burada açıldım!", "Incoterms yetmedi, virajda anlaştık!", "EXW’den yola çıktım, driftte teslim ettim!", "Ders: Lojistik Planlama. Uygulama: Drift!", "Transit süre doldu, şimdi eğlence vakti!", "Yükleme alanı yok, pist var!", "CMR defterini yaktım, asfaltı çizdim!", "Staj yeri bulamadım, pistte CV bırakıyorum!", "Kapı kapı staj sordum, şimdi kapı kapı drift!", "Hocalar sorunca 'pratik yaptım' derim!", "Staja gidemem hocam, virajdayım!", "Sınav haftası? Bu viraj 100 puan eder!", "Yükleme alanı dar, ama bu viraj geniş!", "Konteyner boş, ruhum dolu!", "Depo yönetimi mi? Asfalt yönetiyorum!", "Kabul-depo ayrımı yok, ben direkt pistteyim!", "Forklift bulamadım, driftle taşıyorum!"];
var usedNotificationTexts = [];
function getRandomNotificationText() {
if (notificationTexts.length === 0) {
notificationTexts = usedNotificationTexts.splice(0, usedNotificationTexts.length);
}
var index = Math.floor(Math.random() * notificationTexts.length);
var text = notificationTexts.splice(index, 1)[0];
usedNotificationTexts.push(text);
return text;
}
var notificationText = new Text2(getRandomNotificationText(), {
size: 60,
fill: 0xFFFFFF,
weight: '400',
align: 'center',
stroke: '#000000',
strokeThickness: 8
});
notificationText.anchor.set(0, 4);
notificationText.x -= 350;
LK.gui.bottom.addChild(notificationText);
var car = mainContainer.addChild(new Car());
car.x = 2048 / 2;
car.y = 2732 / 2;
var driver = LK.gui.addChild(new Driver());
driver.x = 250;
driver.y = 1800;
var isGameOver = false;
var score = 0;
var closestSegment = null;
game.on('down', function (x, y, obj) {
car.changeDirection();
});
LK.on('tick', function () {
car._move_migrated();
var carIsOnRoad = false;
var carPosition = {
x: car.x,
y: car.y
};
var currentClosestSegment = null;
var currentClosestDistance = Infinity;
roadSegments.forEach(function (segment) {
var segmentStart = {
x: segment.x + Math.sin(segment.rotation) * 100,
y: segment.y - Math.cos(segment.rotation) * 100
};
var segmentEnd = {
x: segment.x - Math.sin(segment.rotation) * (segment.height - segment.width / 2),
y: segment.y + Math.cos(segment.rotation) * (segment.height - segment.width / 2)
};
var distance = game.calculateDistanceToPoint(carPosition, segmentStart, segmentEnd);
if (distance < currentClosestDistance) {
currentClosestDistance = distance;
currentClosestSegment = segment;
}
if (distance < segment.width / 2 - 50) {
carIsOnRoad = true;
}
});
if (closestSegment !== currentClosestSegment && !currentClosestSegment.used) {
closestSegment = currentClosestSegment;
closestSegment.used = true;
score++;
car.ORIGINAL_SPEED += 0.1;
scoreText.setText(score.toString());
notificationText.setText(getRandomNotificationText());
}
if (!carIsOnRoad) {
LK.showGameOver();
} else {}
var particleOffsets = [{
x: 20,
y: 140
}, {
x: 20 + 100,
y: 140 - 100
}, {
x: 20 - 150,
y: 140 - 150
}, {
x: 20 - 150 + 100,
y: 140 - 150 - 100
}];
for (var i = 0; i < particleOffsets.length; i++) {
var alphaValue = Math.max(0, Math.min(1, Math.abs(car.nonTravelMomentum) / 5 - 0.5));
if (alphaValue > 0) {
var particle = new Particle();
particle.alpha = alphaValue;
var noiseX = (Math.random() - 0.5) * 10;
var noiseY = (Math.random() - 0.5) * 10;
particle.x = car.x + (car.direction === 0 ? -1 : 1) * particleOffsets[i].x + noiseX;
particle.y = car.y + particleOffsets[i].y + noiseY;
mainContainer.addChildAt(particle, 1);
particles.push(particle);
}
}
particles.forEach(function (particle, index) {
particle.tick();
if (particle.lifetime <= 0) {
particles.splice(index, 1);
}
});
var carLocalPosition = game.toLocal(car.position, car.parent);
var offsetX = (2048 / 2 - carLocalPosition.x) / 20;
var offsetY = (2732 - 450 - carLocalPosition.y) / 20;
mainContainer.x += offsetX;
mainContainer.y += offsetY;
for (var i = roadSegments.length - 1; i >= 0; i--) {
var segmentGlobalPosition = game.toLocal(roadSegments[i].position, roadSegments[i].parent);
if (segmentGlobalPosition.y - roadSegments[i].height > 2732 * 2) {
roadSegments[i].shadow.destroy();
roadSegments[i].destroy();
roadSegments.splice(i, 1);
game.addRoadSegment();
}
}
});