/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ // Player character controlled by face var FaceChar = Container.expand(function () { var self = Container.call(this); var _char = self.attachAsset('faceChar', { anchorX: 0.5, anchorY: 0.5 }); // For hit flash self.flash = function () { tween(self, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // For possible future animation self.update = function () { self.y += self.speed; }; return self; }); // Point collectible class var PointItem = Container.expand(function () { var self = Container.call(this); var pt = self.attachAsset('point', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.y += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c2c }); /**** * Game Code ****/ /* We use simple shapes for the character, obstacles, and points. - character: ellipse, bright color - obstacle: box, dark color - point: ellipse, gold color */ // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var CHAR_START_X = GAME_WIDTH / 2; var CHAR_START_Y = GAME_HEIGHT * 0.8; var OBSTACLE_MIN_X = 180; var OBSTACLE_MAX_X = GAME_WIDTH - 180; var OBSTACLE_MIN_GAP = 400; var OBSTACLE_MAX_GAP = 900; var OBSTACLE_MIN_SPEED = 12; var OBSTACLE_MAX_SPEED = 32; var POINT_MIN_GAP = 600; var POINT_MAX_GAP = 1400; var POINT_SPEED_FACTOR = 1.0; // Game state var faceChar; var obstacles = []; var points = []; var score = 0; var scoreTxt; var lastObstacleY = 0; var lastPointY = 0; var gameSpeed = 1.0; var ticksSinceStart = 0; var isGameOver = false; // Score display scoreTxt = new Text2('0', { size: 140, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create player character faceChar = new FaceChar(); game.addChild(faceChar); faceChar.x = CHAR_START_X; faceChar.y = CHAR_START_Y; // Helper: Clamp value function clamp(val, min, max) { return Math.max(min, Math.min(max, val)); } // Helper: Generate random integer in [min, max] function randInt(min, max) { return min + Math.floor(Math.random() * (max - min + 1)); } // Helper: Place new obstacle at top function spawnObstacle() { var obs = new Obstacle(); obs.x = randInt(OBSTACLE_MIN_X, OBSTACLE_MAX_X); obs.y = -100; obs.speed = OBSTACLE_MIN_SPEED + (OBSTACLE_MAX_SPEED - OBSTACLE_MIN_SPEED) * Math.min(1, gameSpeed / 3); obstacles.push(obs); game.addChild(obs); } // Helper: Place new point at top function spawnPoint() { var pt = new PointItem(); pt.x = randInt(OBSTACLE_MIN_X, OBSTACLE_MAX_X); pt.y = -80; pt.speed = (OBSTACLE_MIN_SPEED + (OBSTACLE_MAX_SPEED - OBSTACLE_MIN_SPEED) * Math.min(1, gameSpeed / 3)) * POINT_SPEED_FACTOR; points.push(pt); game.addChild(pt); } // Main update loop game.update = function () { if (isGameOver) return; ticksSinceStart++; // Increase speed over time if (ticksSinceStart % 120 === 0) { gameSpeed += 0.08; } // Face tracking: Use mouth center if available, else nose tip var fx = facekit.mouthCenter && facekit.mouthCenter.x ? facekit.mouthCenter.x : facekit.noseTip && facekit.noseTip.x ? facekit.noseTip.x : CHAR_START_X; var fy = facekit.mouthCenter && facekit.mouthCenter.y ? facekit.mouthCenter.y : facekit.noseTip && facekit.noseTip.y ? facekit.noseTip.y : CHAR_START_Y; // Clamp to game area, avoid top 100px (menu) faceChar.x = clamp(fx, 100 + faceChar.width / 2, GAME_WIDTH - faceChar.width / 2); faceChar.y = clamp(fy, 200 + faceChar.height / 2, GAME_HEIGHT - faceChar.height / 2); // Spawn obstacles if (obstacles.length === 0 || obstacles[obstacles.length - 1].y > randInt(OBSTACLE_MIN_GAP, OBSTACLE_MAX_GAP)) { spawnObstacle(); } // Spawn points if (points.length === 0 || points[points.length - 1].y > randInt(POINT_MIN_GAP, POINT_MAX_GAP)) { spawnPoint(); } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.y += obs.speed * gameSpeed; if (obs.y > GAME_HEIGHT + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with player if (faceChar.intersects(obs)) { isGameOver = true; faceChar.flash(); LK.effects.flashScreen(0xff2222, 800); LK.showGameOver(); return; } } // Update points for (var j = points.length - 1; j >= 0; j--) { var pt = points[j]; pt.y += pt.speed * gameSpeed; if (pt.y > GAME_HEIGHT + 80) { pt.destroy(); points.splice(j, 1); continue; } // Collect point if (faceChar.intersects(pt)) { score += 1; scoreTxt.setText(score); // Flash effect LK.effects.flashObject(faceChar, 0xffd700, 200); pt.destroy(); points.splice(j, 1); continue; } } }; // Reset state on game restart game.on('reset', function () { // Remove all obstacles and points for (var i = 0; i < obstacles.length; i++) { obstacles[i].destroy(); } for (var j = 0; j < points.length; j++) { points[j].destroy(); } obstacles = []; points = []; score = 0; scoreTxt.setText(score); faceChar.x = CHAR_START_X; faceChar.y = CHAR_START_Y; gameSpeed = 1.0; ticksSinceStart = 0; isGameOver = false; });
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
// Player character controlled by face
var FaceChar = Container.expand(function () {
var self = Container.call(this);
var _char = self.attachAsset('faceChar', {
anchorX: 0.5,
anchorY: 0.5
});
// For hit flash
self.flash = function () {
tween(self, {
alpha: 0.3
}, {
duration: 80,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 120
});
}
});
};
return self;
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obs = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
// For possible future animation
self.update = function () {
self.y += self.speed;
};
return self;
});
// Point collectible class
var PointItem = Container.expand(function () {
var self = Container.call(this);
var pt = self.attachAsset('point', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181c2c
});
/****
* Game Code
****/
/*
We use simple shapes for the character, obstacles, and points.
- character: ellipse, bright color
- obstacle: box, dark color
- point: ellipse, gold color
*/
// Game constants
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var CHAR_START_X = GAME_WIDTH / 2;
var CHAR_START_Y = GAME_HEIGHT * 0.8;
var OBSTACLE_MIN_X = 180;
var OBSTACLE_MAX_X = GAME_WIDTH - 180;
var OBSTACLE_MIN_GAP = 400;
var OBSTACLE_MAX_GAP = 900;
var OBSTACLE_MIN_SPEED = 12;
var OBSTACLE_MAX_SPEED = 32;
var POINT_MIN_GAP = 600;
var POINT_MAX_GAP = 1400;
var POINT_SPEED_FACTOR = 1.0;
// Game state
var faceChar;
var obstacles = [];
var points = [];
var score = 0;
var scoreTxt;
var lastObstacleY = 0;
var lastPointY = 0;
var gameSpeed = 1.0;
var ticksSinceStart = 0;
var isGameOver = false;
// Score display
scoreTxt = new Text2('0', {
size: 140,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create player character
faceChar = new FaceChar();
game.addChild(faceChar);
faceChar.x = CHAR_START_X;
faceChar.y = CHAR_START_Y;
// Helper: Clamp value
function clamp(val, min, max) {
return Math.max(min, Math.min(max, val));
}
// Helper: Generate random integer in [min, max]
function randInt(min, max) {
return min + Math.floor(Math.random() * (max - min + 1));
}
// Helper: Place new obstacle at top
function spawnObstacle() {
var obs = new Obstacle();
obs.x = randInt(OBSTACLE_MIN_X, OBSTACLE_MAX_X);
obs.y = -100;
obs.speed = OBSTACLE_MIN_SPEED + (OBSTACLE_MAX_SPEED - OBSTACLE_MIN_SPEED) * Math.min(1, gameSpeed / 3);
obstacles.push(obs);
game.addChild(obs);
}
// Helper: Place new point at top
function spawnPoint() {
var pt = new PointItem();
pt.x = randInt(OBSTACLE_MIN_X, OBSTACLE_MAX_X);
pt.y = -80;
pt.speed = (OBSTACLE_MIN_SPEED + (OBSTACLE_MAX_SPEED - OBSTACLE_MIN_SPEED) * Math.min(1, gameSpeed / 3)) * POINT_SPEED_FACTOR;
points.push(pt);
game.addChild(pt);
}
// Main update loop
game.update = function () {
if (isGameOver) return;
ticksSinceStart++;
// Increase speed over time
if (ticksSinceStart % 120 === 0) {
gameSpeed += 0.08;
}
// Face tracking: Use mouth center if available, else nose tip
var fx = facekit.mouthCenter && facekit.mouthCenter.x ? facekit.mouthCenter.x : facekit.noseTip && facekit.noseTip.x ? facekit.noseTip.x : CHAR_START_X;
var fy = facekit.mouthCenter && facekit.mouthCenter.y ? facekit.mouthCenter.y : facekit.noseTip && facekit.noseTip.y ? facekit.noseTip.y : CHAR_START_Y;
// Clamp to game area, avoid top 100px (menu)
faceChar.x = clamp(fx, 100 + faceChar.width / 2, GAME_WIDTH - faceChar.width / 2);
faceChar.y = clamp(fy, 200 + faceChar.height / 2, GAME_HEIGHT - faceChar.height / 2);
// Spawn obstacles
if (obstacles.length === 0 || obstacles[obstacles.length - 1].y > randInt(OBSTACLE_MIN_GAP, OBSTACLE_MAX_GAP)) {
spawnObstacle();
}
// Spawn points
if (points.length === 0 || points[points.length - 1].y > randInt(POINT_MIN_GAP, POINT_MAX_GAP)) {
spawnPoint();
}
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.y += obs.speed * gameSpeed;
if (obs.y > GAME_HEIGHT + 100) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision with player
if (faceChar.intersects(obs)) {
isGameOver = true;
faceChar.flash();
LK.effects.flashScreen(0xff2222, 800);
LK.showGameOver();
return;
}
}
// Update points
for (var j = points.length - 1; j >= 0; j--) {
var pt = points[j];
pt.y += pt.speed * gameSpeed;
if (pt.y > GAME_HEIGHT + 80) {
pt.destroy();
points.splice(j, 1);
continue;
}
// Collect point
if (faceChar.intersects(pt)) {
score += 1;
scoreTxt.setText(score);
// Flash effect
LK.effects.flashObject(faceChar, 0xffd700, 200);
pt.destroy();
points.splice(j, 1);
continue;
}
}
};
// Reset state on game restart
game.on('reset', function () {
// Remove all obstacles and points
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
for (var j = 0; j < points.length; j++) {
points[j].destroy();
}
obstacles = [];
points = [];
score = 0;
scoreTxt.setText(score);
faceChar.x = CHAR_START_X;
faceChar.y = CHAR_START_Y;
gameSpeed = 1.0;
ticksSinceStart = 0;
isGameOver = false;
});