/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Define a Bike class 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.x > 2048) self.x = 0; // Wrap around the screen }; self.accelerate = function () { if (self.speed < self.maxSpeed) { self.speed += self.acceleration; } }; self.decelerate = function () { if (self.speed > 0) { self.speed -= self.acceleration; } }; }); // Define an Obstacle class 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.y += 5; // Move down the screen if (self.y > 2732) self.y = 0; // Reset position if off screen }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize game variables var bike = game.addChild(new Bike()); bike.x = 1024; // Center horizontally bike.y = 2400; // Near the bottom of the screen 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); } // Handle touch events for acceleration game.down = function (x, y, obj) { bike.accelerate(); }; game.up = function (x, y, obj) { bike.decelerate(); }; // Update game state game.update = function () { bike.update(); for (var i = 0; i < obstacles.length; i++) { obstacles[i].update(); if (bike.intersects(obstacles[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } };
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Define a Bike class
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.x > 2048) self.x = 0; // Wrap around the screen
};
self.accelerate = function () {
if (self.speed < self.maxSpeed) {
self.speed += self.acceleration;
}
};
self.decelerate = function () {
if (self.speed > 0) {
self.speed -= self.acceleration;
}
};
});
// Define an Obstacle class
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.y += 5; // Move down the screen
if (self.y > 2732) self.y = 0; // Reset position if off screen
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var bike = game.addChild(new Bike());
bike.x = 1024; // Center horizontally
bike.y = 2400; // Near the bottom of the screen
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);
}
// Handle touch events for acceleration
game.down = function (x, y, obj) {
bike.accelerate();
};
game.up = function (x, y, obj) {
bike.decelerate();
};
// Update game state
game.update = function () {
bike.update();
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].update();
if (bike.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
};