/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Particle class to represent each particle in the game
var Particle = Container.expand(function () {
var self = Container.call(this);
// Create and attach a simple circle shape for the particle
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize particle properties
self.vx = 0; // Velocity in x direction
self.vy = 0; // Velocity in y direction
// Update function to move the particle
self.update = function (mouseX, mouseY) {
// Calculate the direction towards the mouse
var dx = mouseX - self.x;
var dy = mouseY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Normalize the direction and apply a simple gravity effect
if (distance > 0) {
dx /= distance;
dy /= distance;
}
// Apply gravity towards the mouse
self.vx += dx * 0.1;
self.vy += dy * 0.1;
// Update particle position
self.x += self.vx;
self.y += self.vy;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize particles array
var particles = [];
// Create 1000 particles and add them to the game
for (var i = 0; i < 1000; i++) {
var particle = new Particle();
particle.x = Math.random() * 2048; // Random initial x position
particle.y = Math.random() * 2732; // Random initial y position
particles.push(particle);
game.addChild(particle);
}
// Handle mouse move events to update particle gravity
game.move = function (x, y, obj) {
// Update each particle with the current mouse position
particles.forEach(function (particle) {
particle.update(x, y);
});
};
// Update function called every game tick
game.update = function () {
// Update each particle's position
particles.forEach(function (particle) {
particle.update(game.mouseX, game.mouseY);
});
}; /****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Particle class to represent each particle in the game
var Particle = Container.expand(function () {
var self = Container.call(this);
// Create and attach a simple circle shape for the particle
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize particle properties
self.vx = 0; // Velocity in x direction
self.vy = 0; // Velocity in y direction
// Update function to move the particle
self.update = function (mouseX, mouseY) {
// Calculate the direction towards the mouse
var dx = mouseX - self.x;
var dy = mouseY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Normalize the direction and apply a simple gravity effect
if (distance > 0) {
dx /= distance;
dy /= distance;
}
// Apply gravity towards the mouse
self.vx += dx * 0.1;
self.vy += dy * 0.1;
// Update particle position
self.x += self.vx;
self.y += self.vy;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize particles array
var particles = [];
// Create 1000 particles and add them to the game
for (var i = 0; i < 1000; i++) {
var particle = new Particle();
particle.x = Math.random() * 2048; // Random initial x position
particle.y = Math.random() * 2732; // Random initial y position
particles.push(particle);
game.addChild(particle);
}
// Handle mouse move events to update particle gravity
game.move = function (x, y, obj) {
// Update each particle with the current mouse position
particles.forEach(function (particle) {
particle.update(x, y);
});
};
// Update function called every game tick
game.update = function () {
// Update each particle's position
particles.forEach(function (particle) {
particle.update(game.mouseX, game.mouseY);
});
};