/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Car class var Car = Container.expand(function () { var self = Container.call(this); var carGraphics = self.attachAsset('carImage', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.angle = 0; self.update = function () { self.x += self.speed * Math.cos(self.angle); self.y += self.speed * Math.sin(self.angle); }; self.drift = function (direction) { if (direction === 'left') { self.angle -= 0.1; } else if (direction === 'right') { self.angle += 0.1; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xC2B280 // Desert sand color }); /**** * Game Code ****/ // Initialize car var car = game.addChild(new Car()); car.x = 2048 / 2; car.y = 2732 / 2; car.speed = 5; car.angle = 0; // Event listeners for touch controls var dragNode = null; function handleMove(x, y, obj) { if (dragNode) { var game_position = game.toLocal(obj.global); if (game_position.x < 2048 / 2) { dragNode.drift('left'); } else { dragNode.drift('right'); } } } game.down = function (x, y, obj) { dragNode = car; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; game.move = handleMove; // Update game state game.update = function () { car.update(); };
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Car class
var Car = Container.expand(function () {
var self = Container.call(this);
var carGraphics = self.attachAsset('carImage', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.angle = 0;
self.update = function () {
self.x += self.speed * Math.cos(self.angle);
self.y += self.speed * Math.sin(self.angle);
};
self.drift = function (direction) {
if (direction === 'left') {
self.angle -= 0.1;
} else if (direction === 'right') {
self.angle += 0.1;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xC2B280 // Desert sand color
});
/****
* Game Code
****/
// Initialize car
var car = game.addChild(new Car());
car.x = 2048 / 2;
car.y = 2732 / 2;
car.speed = 5;
car.angle = 0;
// Event listeners for touch controls
var dragNode = null;
function handleMove(x, y, obj) {
if (dragNode) {
var game_position = game.toLocal(obj.global);
if (game_position.x < 2048 / 2) {
dragNode.drift('left');
} else {
dragNode.drift('right');
}
}
}
game.down = function (x, y, obj) {
dragNode = car;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
dragNode = null;
};
game.move = handleMove;
// Update game state
game.update = function () {
car.update();
};