/****
* Classes
****/
// Class for coins
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Coin update logic
};
});
// Class for obstacles
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -self.height;
}
};
});
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Player update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Initialize obstacles
var obstacles = [];
for (var i = 0; i < 5; i++) {
var obstacle = new Obstacle();
obstacle.x = Math.random() * 2048;
obstacle.y = Math.random() * 2732;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Initialize coins
var coins = [];
for (var i = 0; i < 10; i++) {
var coin = new Coin();
coin.x = Math.random() * 2048;
coin.y = Math.random() * 2732;
coins.push(coin);
game.addChild(coin);
}
// Score display
var score = 0;
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game update logic
game.update = function () {
// Update player
player.update();
// Update obstacles
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].update();
if (player.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update coins
for (var i = 0; i < coins.length; i++) {
coins[i].update();
if (player.intersects(coins[i])) {
score += 10;
scoreTxt.setText('Score: ' + score);
coins[i].destroy();
coins.splice(i, 1);
}
}
// Check for level completion
if (score >= 100) {
// Advance to next level
score = 0;
scoreTxt.setText('Score: ' + score);
// Reset coins and obstacles
for (var i = 0; i < coins.length; i++) {
coins[i].destroy();
}
coins = [];
for (var i = 0; i < 10; i++) {
var coin = new Coin();
coin.x = Math.random() * 2048;
coin.y = Math.random() * 2732;
coins.push(coin);
game.addChild(coin);
}
}
};
// Handle player movement
game.down = function (x, y, obj) {
player.x = x;
player.y = y;
};
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
game.up = function (x, y, obj) {
// Stop player movement
};