/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('shadowEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
// Update enemy logic
};
});
// Orb class
var Orb = Container.expand(function () {
var self = Container.call(this);
var orbGraphics = self.attachAsset('lightOrb', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update orb logic
};
});
// Assets will be automatically initialized by the LK engine based on their usage in the code.
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('playerCharacter', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.orbsCollected = 0;
self.update = function () {
// Update player logic
};
self.collectOrb = function () {
self.orbsCollected++;
// Increase glow effect
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 2732;
enemies.push(enemy);
game.addChild(enemy);
}
// Initialize orbs
var orbs = [];
for (var i = 0; i < 10; i++) {
var orb = new Orb();
orb.x = Math.random() * 2048;
orb.y = Math.random() * 2732;
orbs.push(orb);
game.addChild(orb);
}
// Game update logic
game.update = function () {
// Update player
player.update();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
if (player.intersects(enemies[i])) {
// Handle player collision with enemy
}
}
// Update orbs
for (var i = 0; i < orbs.length; i++) {
orbs[i].update();
if (player.intersects(orbs[i])) {
player.collectOrb();
orbs[i].destroy();
orbs.splice(i, 1);
}
}
};
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
// Add UI elements
var orbCounter = new Text2('Orbs: 0', {
size: 50,
fill: "#ffffff"
});
orbCounter.anchor.set(0.5, 0);
LK.gui.top.addChild(orbCounter);
// Update orb counter
function updateOrbCounter() {
orbCounter.setText('Orbs: ' + player.orbsCollected);
}
// Call updateOrbCounter every tick
game.update = function () {
updateOrbCounter();
}; /****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('shadowEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
// Update enemy logic
};
});
// Orb class
var Orb = Container.expand(function () {
var self = Container.call(this);
var orbGraphics = self.attachAsset('lightOrb', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update orb logic
};
});
// Assets will be automatically initialized by the LK engine based on their usage in the code.
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('playerCharacter', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.orbsCollected = 0;
self.update = function () {
// Update player logic
};
self.collectOrb = function () {
self.orbsCollected++;
// Increase glow effect
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 2732;
enemies.push(enemy);
game.addChild(enemy);
}
// Initialize orbs
var orbs = [];
for (var i = 0; i < 10; i++) {
var orb = new Orb();
orb.x = Math.random() * 2048;
orb.y = Math.random() * 2732;
orbs.push(orb);
game.addChild(orb);
}
// Game update logic
game.update = function () {
// Update player
player.update();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
if (player.intersects(enemies[i])) {
// Handle player collision with enemy
}
}
// Update orbs
for (var i = 0; i < orbs.length; i++) {
orbs[i].update();
if (player.intersects(orbs[i])) {
player.collectOrb();
orbs[i].destroy();
orbs.splice(i, 1);
}
}
};
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
// Add UI elements
var orbCounter = new Text2('Orbs: 0', {
size: 50,
fill: "#ffffff"
});
orbCounter.anchor.set(0.5, 0);
LK.gui.top.addChild(orbCounter);
// Update orb counter
function updateOrbCounter() {
orbCounter.setText('Orbs: ' + player.orbsCollected);
}
// Call updateOrbCounter every tick
game.update = function () {
updateOrbCounter();
};