/**** * 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 / 300; // Increase speed over time more rapidly self.y += Math.sin(LK.ticks / 100) * 2; // Add vertical oscillation // Reset enemy position if it moves out of bounds if (self.x > 2048) { self.x = -self.width; self.y += (Math.random() - 0.5) * 20; // 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 }); self.speed = 2; self.update = function () { self.x -= self.speed + LK.ticks / 1000; // Increase speed over time if (self.x < -self.width) { self.x = 2048 + Math.random() * 2048; self.y = Math.random() * 2732; } }; }); // 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 / 1000; // Increase downward speed more rapidly } // Add horizontal movement self.x += self.horizontalSpeed; if (self.x < 0) { self.x = 0; } else if (self.x > 2048) { self.x = 2048; } // 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.horizontalSpeed = 2; // Initialize horizontal speed player.x = 1024; player.y = 2732 - player.height; var enemies = []; for (var i = 0; i < 10; i++) { var enemy = game.addChild(new Enemy()); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; enemies.push(enemy); } var obstacles = []; for (var i = 0; i < 15; 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; // Toggle horizontal movement direction player.horizontalSpeed = -player.horizontalSpeed; }; game.up = function (x, y, obj) { player.movingUp = false; }; game.update = function () { player.update(); enemies.forEach(function (enemy) { enemy.update(); if (player.intersects(enemy)) { LK.showGameOver(); } }); obstacles.forEach(function (obstacle) { obstacle.update(); }); if (LK.ticks % 60 === 0 && enemies.length < 20) { // Add new enemy every second var newEnemy = game.addChild(new Enemy()); newEnemy.x = -newEnemy.width; newEnemy.y = Math.random() * 2732; enemies.push(newEnemy); } if (LK.ticks % 120 === 0 && obstacles.length < 40) { // Add new obstacle every 2 seconds // 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 (obstacles.some(function (obstacle) { return player.intersects(obstacle); })) { LK.showGameOver(); } };
===================================================================
--- original.js
+++ change.js
@@ -9,9 +9,9 @@
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
- self.x += self.speed + LK.ticks / 500; // Increase speed over time
+ self.x += self.speed + LK.ticks / 300; // Increase speed over time more rapidly
self.y += Math.sin(LK.ticks / 100) * 2; // Add vertical oscillation
// Reset enemy position if it moves out of bounds
if (self.x > 2048) {
self.x = -self.width;
@@ -33,9 +33,9 @@
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
- self.x -= self.speed;
+ self.x -= self.speed + LK.ticks / 1000; // Increase speed over time
if (self.x < -self.width) {
self.x = 2048 + Math.random() * 2048;
self.y = Math.random() * 2732;
}
@@ -52,9 +52,9 @@
self.update = function () {
if (self.movingUp) {
self.y -= self.speed;
} else {
- self.y += self.speed / 2 + LK.ticks / 1500; // Increase downward speed over time
+ self.y += self.speed / 2 + LK.ticks / 1000; // Increase downward speed more rapidly
}
// Add horizontal movement
self.x += self.horizontalSpeed;
if (self.x < 0) {
@@ -125,15 +125,17 @@
});
obstacles.forEach(function (obstacle) {
obstacle.update();
});
- if (LK.ticks % 120 === 0 && enemies.length < 15) {
+ if (LK.ticks % 60 === 0 && enemies.length < 20) {
+ // Add new enemy every second
var newEnemy = game.addChild(new Enemy());
newEnemy.x = -newEnemy.width;
newEnemy.y = Math.random() * 2732;
enemies.push(newEnemy);
}
- if (LK.ticks % 240 === 0 && obstacles.length < 30) {
+ if (LK.ticks % 120 === 0 && obstacles.length < 40) {
+ // Add new obstacle every 2 seconds
// Add new obstacle every 10 seconds
var newObstacle = game.addChild(new Obstacle());
newObstacle.x = 2048 + Math.random() * 2048;
newObstacle.y = Math.random() * 2732;