/**** * 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 () { self.x -= 5; if (self.x < -coinGraphics.width / 2) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Class for Mario character var Mario = Container.expand(function () { var self = Container.call(this); var marioGraphics = self.attachAsset('mario', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 150; self.isJumping = false; self.update = function () { if (self.isJumping) { self.y -= self.speed; if (self.y <= self.jumpHeight) { self.isJumping = false; } } else if (self.y < 2732 - marioGraphics.height / 2 && !self.isJumping) { self.y += self.speed; } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; } }; }); // 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.update = function () { self.x -= 7; if (self.x < -obstacleGraphics.width / 2) { self.destroy(); } }; self.y = Math.random() * (2732 - 200) + 100; // Randomize the y position of the obstacle }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue sky background }); /**** * Game Code ****/ // Initialize Mario var mario = game.addChild(new Mario()); mario.x = 200; mario.y = 2732 - 100; // Start near the bottom of the screen // Arrays to keep track of coins and obstacles var coins = []; var obstacles = []; // Score display var score = 0; var scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Game update function game.update = function () { mario.update(); // Update coins and check for collection for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; coin.update(); if (mario.intersects(coin)) { score += 10; scoreTxt.setText('Score: ' + score); coin.destroy(); coins.splice(i, 1); } } // Update obstacles and check for collision for (var j = obstacles.length - 1; j >= 0; j--) { var obstacle = obstacles[j]; obstacle.update(); if (mario.intersects(obstacle)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Spawn new coins and obstacles if (LK.ticks % 60 == 0) { var newCoin = new Coin(); newCoin.x = 2048 + 50; newCoin.y = Math.random() * (2732 - 200) + 100; coins.push(newCoin); game.addChild(newCoin); } if (LK.ticks % 120 == 0) { var newObstacle = new Obstacle(); newObstacle.x = 2048 + 50; obstacles.push(newObstacle); game.addChild(newObstacle); } }; // Handle touch events for jumping game.down = function (x, y, obj) { if (mario.isJumping) { mario.isJumping = false; } else { mario.jump(); } };
/****
* 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 () {
self.x -= 5;
if (self.x < -coinGraphics.width / 2) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Class for Mario character
var Mario = Container.expand(function () {
var self = Container.call(this);
var marioGraphics = self.attachAsset('mario', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.jumpHeight = 150;
self.isJumping = false;
self.update = function () {
if (self.isJumping) {
self.y -= self.speed;
if (self.y <= self.jumpHeight) {
self.isJumping = false;
}
} else if (self.y < 2732 - marioGraphics.height / 2 && !self.isJumping) {
self.y += self.speed;
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
}
};
});
// 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.update = function () {
self.x -= 7;
if (self.x < -obstacleGraphics.width / 2) {
self.destroy();
}
};
self.y = Math.random() * (2732 - 200) + 100; // Randomize the y position of the obstacle
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue sky background
});
/****
* Game Code
****/
// Initialize Mario
var mario = game.addChild(new Mario());
mario.x = 200;
mario.y = 2732 - 100; // Start near the bottom of the screen
// Arrays to keep track of coins and obstacles
var coins = [];
var obstacles = [];
// Score display
var score = 0;
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game update function
game.update = function () {
mario.update();
// Update coins and check for collection
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
coin.update();
if (mario.intersects(coin)) {
score += 10;
scoreTxt.setText('Score: ' + score);
coin.destroy();
coins.splice(i, 1);
}
}
// Update obstacles and check for collision
for (var j = obstacles.length - 1; j >= 0; j--) {
var obstacle = obstacles[j];
obstacle.update();
if (mario.intersects(obstacle)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Spawn new coins and obstacles
if (LK.ticks % 60 == 0) {
var newCoin = new Coin();
newCoin.x = 2048 + 50;
newCoin.y = Math.random() * (2732 - 200) + 100;
coins.push(newCoin);
game.addChild(newCoin);
}
if (LK.ticks % 120 == 0) {
var newObstacle = new Obstacle();
newObstacle.x = 2048 + 50;
obstacles.push(newObstacle);
game.addChild(newObstacle);
}
};
// Handle touch events for jumping
game.down = function (x, y, obj) {
if (mario.isJumping) {
mario.isJumping = false;
} else {
mario.jump();
}
};