/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.targetX = 0; self.targetY = 0; self.moveX = 0; self.moveY = 0; self.setTarget = function (targetX, targetY) { self.targetX = targetX; self.targetY = targetY; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.moveX = dx / distance * self.speed; self.moveY = dy / distance * self.speed; }; self.update = function () { self.x += self.moveX; self.y += self.moveY; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.direction = 0; // 0=right, 1=down, 2=left, 3=up self.directionVectors = [{ x: 1, y: 0 }, // right { x: 0, y: 1 }, // down { x: -1, y: 0 }, // left { x: 0, y: -1 } // up ]; self.changeDirection = function () { self.direction = (self.direction + 1) % 4; // Visual feedback tween(playerGraphics, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100 }); tween(playerGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100 }); LK.getSound('changeDirection').play(); }; self.update = function () { var vector = self.directionVectors[self.direction]; self.x += vector.x * self.speed; self.y += vector.y * self.speed; // Keep player within bounds if (self.x < 40) self.x = 40; if (self.x > 2008) self.x = 2008; if (self.y < 40) self.y = 40; if (self.y > 2692) self.y = 2692; }; return self; }); var TimerDisplay = Container.expand(function () { var self = Container.call(this); var timerBarBg = self.attachAsset('timerBarBg', { anchorX: 0.5, anchorY: 0.5 }); var timerBar = self.attachAsset('timerBar', { anchorX: 0, anchorY: 0.5 }); timerBar.x = -200; self.maxWidth = 400; self.timeLeft = 1000; // 1 second in ms self.maxTime = 1000; self.updateTimer = function (timeLeft) { self.timeLeft = timeLeft; var percentage = timeLeft / self.maxTime; timerBar.width = self.maxWidth * percentage; // Change color based on time left if (percentage > 0.5) { timerBar.tint = 0xFFC107; // Yellow } else if (percentage > 0.2) { timerBar.tint = 0xFF9800; // Orange } else { timerBar.tint = 0xF44336; // Red } }; self.reset = function () { self.timeLeft = self.maxTime; self.updateTimer(self.timeLeft); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x212121 }); /**** * Game Code ****/ var player = game.addChild(new Player()); player.x = 1024; player.y = 1366; var obstacles = []; var gameSpeed = 1; var survivalTime = 0; var directionChangeTimer = 1000; // 1 second var maxDirectionChangeTime = 1000; var lastDirectionChange = 0; var gameRunning = true; // Create timer display var timerDisplay = new TimerDisplay(); timerDisplay.x = 1024; timerDisplay.y = 150; LK.gui.addChild(timerDisplay); // Score display var scoreText = new Text2('0s', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); function spawnObstacle() { var obstacle = new Obstacle(); var side = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left // Position obstacle on screen edge switch (side) { case 0: // top obstacle.x = Math.random() * 2048; obstacle.y = -30; break; case 1: // right obstacle.x = 2078; obstacle.y = Math.random() * 2732; break; case 2: // bottom obstacle.x = Math.random() * 2048; obstacle.y = 2762; break; case 3: // left obstacle.x = -30; obstacle.y = Math.random() * 2732; break; } // Set target towards player with some randomness var targetX = player.x + (Math.random() - 0.5) * 200; var targetY = player.y + (Math.random() - 0.5) * 200; obstacle.setTarget(targetX, targetY); obstacle.speed = 2 + gameSpeed * 0.5; obstacles.push(obstacle); game.addChild(obstacle); } // Spawn initial obstacles for (var i = 0; i < 3; i++) { spawnObstacle(); } game.down = function (x, y, obj) { if (gameRunning) { player.changeDirection(); lastDirectionChange = LK.ticks; directionChangeTimer = maxDirectionChangeTime; } }; game.update = function () { if (!gameRunning) return; survivalTime++; // Update score every 60 ticks (1 second) if (survivalTime % 60 === 0) { var seconds = Math.floor(survivalTime / 60); scoreText.setText(seconds + 's'); LK.setScore(seconds); // Increase game speed gradually gameSpeed += 0.1; } // Update direction change timer directionChangeTimer -= 16.67; // Approximate ms per frame at 60fps timerDisplay.updateTimer(Math.max(0, directionChangeTimer)); // Check if player failed to change direction in time if (directionChangeTimer <= 0) { gameRunning = false; LK.getSound('hit').play(); LK.effects.flashScreen(0xFF0000, 500); LK.setTimeout(function () { LK.showGameOver(); }, 500); return; } // Spawn new obstacles if (survivalTime % Math.max(60, 120 - Math.floor(gameSpeed * 10)) === 0) { spawnObstacle(); } // Update and check obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; // Check collision with player if (obstacle.intersects(player)) { gameRunning = false; LK.getSound('hit').play(); LK.effects.flashScreen(0xFF0000, 500); LK.setTimeout(function () { LK.showGameOver(); }, 500); return; } // Remove obstacles that are too far off screen if (obstacle.x < -100 || obstacle.x > 2148 || obstacle.y < -100 || obstacle.y > 2832) { obstacle.destroy(); obstacles.splice(i, 1); } } // Reset direction change timer when player changes direction if (LK.ticks - lastDirectionChange < 5) { directionChangeTimer = maxDirectionChangeTime; timerDisplay.reset(); } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.targetX = 0;
self.targetY = 0;
self.moveX = 0;
self.moveY = 0;
self.setTarget = function (targetX, targetY) {
self.targetX = targetX;
self.targetY = targetY;
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
self.moveX = dx / distance * self.speed;
self.moveY = dy / distance * self.speed;
};
self.update = function () {
self.x += self.moveX;
self.y += self.moveY;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.direction = 0; // 0=right, 1=down, 2=left, 3=up
self.directionVectors = [{
x: 1,
y: 0
},
// right
{
x: 0,
y: 1
},
// down
{
x: -1,
y: 0
},
// left
{
x: 0,
y: -1
} // up
];
self.changeDirection = function () {
self.direction = (self.direction + 1) % 4;
// Visual feedback
tween(playerGraphics, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 100
});
tween(playerGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
LK.getSound('changeDirection').play();
};
self.update = function () {
var vector = self.directionVectors[self.direction];
self.x += vector.x * self.speed;
self.y += vector.y * self.speed;
// Keep player within bounds
if (self.x < 40) self.x = 40;
if (self.x > 2008) self.x = 2008;
if (self.y < 40) self.y = 40;
if (self.y > 2692) self.y = 2692;
};
return self;
});
var TimerDisplay = Container.expand(function () {
var self = Container.call(this);
var timerBarBg = self.attachAsset('timerBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
var timerBar = self.attachAsset('timerBar', {
anchorX: 0,
anchorY: 0.5
});
timerBar.x = -200;
self.maxWidth = 400;
self.timeLeft = 1000; // 1 second in ms
self.maxTime = 1000;
self.updateTimer = function (timeLeft) {
self.timeLeft = timeLeft;
var percentage = timeLeft / self.maxTime;
timerBar.width = self.maxWidth * percentage;
// Change color based on time left
if (percentage > 0.5) {
timerBar.tint = 0xFFC107; // Yellow
} else if (percentage > 0.2) {
timerBar.tint = 0xFF9800; // Orange
} else {
timerBar.tint = 0xF44336; // Red
}
};
self.reset = function () {
self.timeLeft = self.maxTime;
self.updateTimer(self.timeLeft);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x212121
});
/****
* Game Code
****/
var player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
var obstacles = [];
var gameSpeed = 1;
var survivalTime = 0;
var directionChangeTimer = 1000; // 1 second
var maxDirectionChangeTime = 1000;
var lastDirectionChange = 0;
var gameRunning = true;
// Create timer display
var timerDisplay = new TimerDisplay();
timerDisplay.x = 1024;
timerDisplay.y = 150;
LK.gui.addChild(timerDisplay);
// Score display
var scoreText = new Text2('0s', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
function spawnObstacle() {
var obstacle = new Obstacle();
var side = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left
// Position obstacle on screen edge
switch (side) {
case 0:
// top
obstacle.x = Math.random() * 2048;
obstacle.y = -30;
break;
case 1:
// right
obstacle.x = 2078;
obstacle.y = Math.random() * 2732;
break;
case 2:
// bottom
obstacle.x = Math.random() * 2048;
obstacle.y = 2762;
break;
case 3:
// left
obstacle.x = -30;
obstacle.y = Math.random() * 2732;
break;
}
// Set target towards player with some randomness
var targetX = player.x + (Math.random() - 0.5) * 200;
var targetY = player.y + (Math.random() - 0.5) * 200;
obstacle.setTarget(targetX, targetY);
obstacle.speed = 2 + gameSpeed * 0.5;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Spawn initial obstacles
for (var i = 0; i < 3; i++) {
spawnObstacle();
}
game.down = function (x, y, obj) {
if (gameRunning) {
player.changeDirection();
lastDirectionChange = LK.ticks;
directionChangeTimer = maxDirectionChangeTime;
}
};
game.update = function () {
if (!gameRunning) return;
survivalTime++;
// Update score every 60 ticks (1 second)
if (survivalTime % 60 === 0) {
var seconds = Math.floor(survivalTime / 60);
scoreText.setText(seconds + 's');
LK.setScore(seconds);
// Increase game speed gradually
gameSpeed += 0.1;
}
// Update direction change timer
directionChangeTimer -= 16.67; // Approximate ms per frame at 60fps
timerDisplay.updateTimer(Math.max(0, directionChangeTimer));
// Check if player failed to change direction in time
if (directionChangeTimer <= 0) {
gameRunning = false;
LK.getSound('hit').play();
LK.effects.flashScreen(0xFF0000, 500);
LK.setTimeout(function () {
LK.showGameOver();
}, 500);
return;
}
// Spawn new obstacles
if (survivalTime % Math.max(60, 120 - Math.floor(gameSpeed * 10)) === 0) {
spawnObstacle();
}
// Update and check obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
// Check collision with player
if (obstacle.intersects(player)) {
gameRunning = false;
LK.getSound('hit').play();
LK.effects.flashScreen(0xFF0000, 500);
LK.setTimeout(function () {
LK.showGameOver();
}, 500);
return;
}
// Remove obstacles that are too far off screen
if (obstacle.x < -100 || obstacle.x > 2148 || obstacle.y < -100 || obstacle.y > 2832) {
obstacle.destroy();
obstacles.splice(i, 1);
}
}
// Reset direction change timer when player changes direction
if (LK.ticks - lastDirectionChange < 5) {
directionChangeTimer = maxDirectionChangeTime;
timerDisplay.reset();
}
};