/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.x += self.speed + LK.ticks / 1000; // Increase speed over time // Reset enemy position if it moves out of bounds if (self.x > 2048) { self.x = -self.width; self.y += (Math.random() - 0.5) * 10; // Add random vertical movement if (self.y < 0) { self.y = 0; } if (self.y > 2732) { self.y = 2732; } } }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { if (self.movingUp) { self.y -= self.speed; } else { self.y += self.speed / 2 + LK.ticks / 2000; // Increase downward speed over time } // Ensure player doesn't move out of bounds if (self.y < 0) { self.y = 0; } else if (self.y > 2732) { self.y = 2732; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize assets used in this game. var score = 0; var scoreTxt = new Text2('Score: 0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var player = game.addChild(new Player()); player.x = 1024; player.y = 2732 - player.height; var enemy = game.addChild(new Enemy()); enemy.x = 0; enemy.y = Math.random() * 2732; var obstacles = []; for (var i = 0; i < 10; i++) { var obstacle = game.addChild(new Obstacle()); obstacle.x = Math.random() * 2048; obstacle.y = Math.random() * 2732; obstacles.push(obstacle); } game.down = function (x, y, obj) { player.movingUp = true; }; game.up = function (x, y, obj) { player.movingUp = false; }; game.update = function () { player.update(); enemy.update(); if (LK.ticks % 600 === 0 && obstacles.length < 20) { // Add new obstacle every 10 seconds var newObstacle = game.addChild(new Obstacle()); newObstacle.x = 2048 + Math.random() * 2048; newObstacle.y = Math.random() * 2732; obstacles.push(newObstacle); } obstacles.forEach(function (obstacle) { if (player.intersects(obstacle)) { LK.showGameOver(); } }); obstacles.forEach(function (obstacle) { if (!obstacle.scored && !player.intersects(obstacle) && obstacle.x < player.x) { score += 1; // Increase score by 1 for each avoided obstacle scoreTxt.setText('Score: ' + score); obstacle.scored = true; // Mark obstacle as scored } if (obstacle.x > player.x) { obstacle.scored = false; // Reset scored status when obstacle is ahead } }); if (player.intersects(enemy) || obstacles.some(function (obstacle) { return player.intersects(obstacle); })) { LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -107,13 +107,16 @@
LK.showGameOver();
}
});
obstacles.forEach(function (obstacle) {
- if (!player.intersects(obstacle) && obstacle.x < player.x) {
- score += Math.floor(LK.ticks / 600); // Increase score incrementally
+ if (!obstacle.scored && !player.intersects(obstacle) && obstacle.x < player.x) {
+ score += 1; // Increase score by 1 for each avoided obstacle
scoreTxt.setText('Score: ' + score);
- obstacle.x = 2048 + Math.random() * 2048; // Reset obstacle position
+ obstacle.scored = true; // Mark obstacle as scored
}
+ if (obstacle.x > player.x) {
+ obstacle.scored = false; // Reset scored status when obstacle is ahead
+ }
});
if (player.intersects(enemy) || obstacles.some(function (obstacle) {
return player.intersects(obstacle);
})) {