/**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Default speed, will be overridden when spawned self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define a class for the player character 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.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; // Calculate gravity based on score - decreases by 5% for each point var gravityReduction = LK.getScore() * 0.05; var currentGravity = 0.56 * (1 - gravityReduction); // Ensure gravity doesn't become negative or too small currentGravity = Math.max(currentGravity, 0.1); self.velocityY += currentGravity; if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; var baseEnemySpeed = 2; // Base speed for enemies at start // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Handle game updates game.update = function () { player.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; // Set enemy speed based on current score - increases by 0.5 for each point // Plus additional 7% increase for each gravity reduction (each point scored) var gravityReductions = LK.getScore(); var additionalSpeedBoost = baseEnemySpeed * gravityReductions * 0.07; enemy.speed = baseEnemySpeed + LK.getScore() * 0.5 + additionalSpeedBoost; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); // Reduce collision sensitivity by checking distance instead of full intersection var dx = player.x - enemies[j].x; var dy = player.y - enemies[j].y; var distance = Math.sqrt(dx * dx + dy * dy); // Only trigger collision if very close (reduced from full hitbox to smaller radius) // Reduced by 6% from 40 to 37.6 if (distance < 37.6) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); // Boost player forward by 10% player.x += player.speed * 0.1; // Make camera follow the player by moving all game elements backwards var cameraOffset = player.speed * 0.1; background.x -= cameraOffset; for (var k = 0; k < enemies.length; k++) { enemies[k].x -= cameraOffset; } } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
/****
* Classes
****/
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2; // Default speed, will be overridden when spawned
self.update = function () {
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Define a class for the player character
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.jumpHeight = 40;
self.isJumping = false;
self.velocityY = 0;
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
// Calculate gravity based on score - decreases by 5% for each point
var gravityReduction = LK.getScore() * 0.05;
var currentGravity = 0.56 * (1 - gravityReduction);
// Ensure gravity doesn't become negative or too small
currentGravity = Math.max(currentGravity, 0.1);
self.velocityY += currentGravity;
if (self.y >= 2732 / 2) {
// Ground level
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
}
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
background.x = 0;
background.y = 0;
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
var baseEnemySpeed = 2; // Base speed for enemies at start
// Create a new Text2 object to display the score
var scoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
// Add the score text to the game GUI at the top center of the screen
LK.gui.top.addChild(scoreText);
scoreText.x = 2048 / 2;
scoreText.y = 0;
// Handle game updates
game.update = function () {
player.update();
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
var enemy = new Enemy();
enemy.x = 2048;
enemy.y = 2732 / 2;
// Set enemy speed based on current score - increases by 0.5 for each point
// Plus additional 7% increase for each gravity reduction (each point scored)
var gravityReductions = LK.getScore();
var additionalSpeedBoost = baseEnemySpeed * gravityReductions * 0.07;
enemy.speed = baseEnemySpeed + LK.getScore() * 0.5 + additionalSpeedBoost;
enemies.push(enemy);
game.addChild(enemy);
// Randomize the spawn interval for the next enemy
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
// Reduce collision sensitivity by checking distance instead of full intersection
var dx = player.x - enemies[j].x;
var dy = player.y - enemies[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Only trigger collision if very close (reduced from full hitbox to smaller radius)
// Reduced by 6% from 40 to 37.6
if (distance < 37.6) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
} else if (player.x > enemies[j].x && !enemies[j].passed) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
// Boost player forward by 10%
player.x += player.speed * 0.1;
// Make camera follow the player by moving all game elements backwards
var cameraOffset = player.speed * 0.1;
background.x -= cameraOffset;
for (var k = 0; k < enemies.length; k++) {
enemies[k].x -= cameraOffset;
}
}
}
};
// Handle player jump
game.down = function (x, y, obj) {
player.jump();
};