/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Define a class for the Bike
var Bike = Container.expand(function () {
var self = Container.call(this);
var bikeGraphics = self.attachAsset('bike', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.acceleration = 0.2;
self.maxSpeed = 10;
self.update = function () {
self.x += self.speed;
if (self.speed < self.maxSpeed) {
self.speed += self.acceleration;
}
};
});
// Define a 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.x += self.speed;
};
});
// Define a class for the Track
var Track = Container.expand(function () {
var self = Container.call(this);
var trackGraphics = self.attachAsset('track', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Track logic if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
var bike = game.addChild(new Bike());
bike.x = 2048 / 2;
bike.y = 2732 - 200;
var obstacles = [];
var track = game.addChild(new Track());
track.x = 2048 / 2;
track.y = 2732 / 2;
// Function to create obstacles
function createObstacle() {
var obstacle = new Obstacle();
obstacle.x = Math.random() * 2048;
obstacle.y = -100;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Set interval to create obstacles
var obstacleInterval = LK.setInterval(createObstacle, 2000);
// Handle game updates
game.update = function () {
bike.update();
track.update();
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
if (obstacles[i].y > 2732) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
if (bike.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
};
// Handle touch events for bike control
game.down = function (x, y, obj) {
if (x < 2048 / 2) {
bike.speed = -bike.maxSpeed;
} else {
bike.speed = bike.maxSpeed;
}
};
game.up = function (x, y, obj) {
bike.speed = 0;
}; /****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Define a class for the Bike
var Bike = Container.expand(function () {
var self = Container.call(this);
var bikeGraphics = self.attachAsset('bike', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.acceleration = 0.2;
self.maxSpeed = 10;
self.update = function () {
self.x += self.speed;
if (self.speed < self.maxSpeed) {
self.speed += self.acceleration;
}
};
});
// Define a 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.x += self.speed;
};
});
// Define a class for the Track
var Track = Container.expand(function () {
var self = Container.call(this);
var trackGraphics = self.attachAsset('track', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Track logic if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
var bike = game.addChild(new Bike());
bike.x = 2048 / 2;
bike.y = 2732 - 200;
var obstacles = [];
var track = game.addChild(new Track());
track.x = 2048 / 2;
track.y = 2732 / 2;
// Function to create obstacles
function createObstacle() {
var obstacle = new Obstacle();
obstacle.x = Math.random() * 2048;
obstacle.y = -100;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Set interval to create obstacles
var obstacleInterval = LK.setInterval(createObstacle, 2000);
// Handle game updates
game.update = function () {
bike.update();
track.update();
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
if (obstacles[i].y > 2732) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
if (bike.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
};
// Handle touch events for bike control
game.down = function (x, y, obj) {
if (x < 2048 / 2) {
bike.speed = -bike.maxSpeed;
} else {
bike.speed = bike.maxSpeed;
}
};
game.up = function (x, y, obj) {
bike.speed = 0;
};