/**** * Classes ****/ // Collectible class for treasures and coins var Collectible = Container.expand(function () { var self = Container.call(this); var collectibleGraphics = self.attachAsset('collectible', { anchorX: 0.5, anchorY: 0.5 }); self.collect = function () { LK.setScore(LK.getScore() + 10); // Increase score self.destroy(); }; }); // Platform class for floating platforms var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.isBreakable = false; self.isMoving = false; self.update = function () { if (self.isMoving) { self.x += Math.sin(LK.ticks / 60) * 2; // Simple horizontal movement } }; self.break = function () { if (self.isBreakable) { self.destroy(); } }; }); // Assets will be automatically initialized by the LK engine based on their usage in the code. // Player class with jetpack and grappling hook mechanics var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('playerCharacter', { anchorX: 0.5, anchorY: 0.5 }); self.jetpackFuel = 100; self.health = 100; self.isFlying = false; self.isGrappling = false; self.update = function () { if (self.isFlying) { self.y -= 5; // Move up when flying self.jetpackFuel -= 0.5; // Decrease fuel } if (self.isGrappling) { // Grappling logic here } if (self.jetpackFuel <= 0) { self.isFlying = false; // Stop flying if out of fuel } }; self.fly = function () { if (self.jetpackFuel > 0) { self.isFlying = true; } }; self.stopFly = function () { self.isFlying = false; }; self.grapple = function () { self.isGrappling = true; }; self.stopGrapple = function () { self.isGrappling = false; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue sky background }); /**** * Game Code ****/ // Initialize player var player = new Player(); player.x = 2048 / 2; player.y = 2732 - 200; game.addChild(player); // Initialize platforms var platforms = []; for (var i = 0; i < 5; i++) { var platform = new Platform(); platform.x = Math.random() * 2048; platform.y = 2732 - i * 500; platform.isMoving = i % 2 === 0; // Alternate moving platforms platforms.push(platform); game.addChild(platform); } // Initialize collectibles var collectibles = []; for (var j = 0; j < 10; j++) { var collectible = new Collectible(); collectible.x = Math.random() * 2048; collectible.y = Math.random() * 2732; collectibles.push(collectible); game.addChild(collectible); } // Game update loop game.update = function () { player.update(); platforms.forEach(function (platform) { platform.update(); if (player.intersects(platform)) { player.stopFly(); // Stop flying when on a platform } }); collectibles.forEach(function (collectible, index) { if (player.intersects(collectible)) { collectible.collect(); collectibles.splice(index, 1); } }); }; // Handle touch events for flying and grappling game.down = function (x, y, obj) { player.fly(); }; game.up = function (x, y, obj) { player.stopFly(); player.stopGrapple(); }; // Add UI elements var scoreTxt = new Text2('Score: 0', { size: 100, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var fuelBar = LK.getAsset('fuelBar', { anchorX: 0, anchorY: 0 }); fuelBar.x = 50; fuelBar.y = 50; game.addChild(fuelBar); game.update = function () { scoreTxt.setText('Score: ' + LK.getScore()); fuelBar.scaleX = player.jetpackFuel / 100; // Update fuel bar };
/****
* Classes
****/
// Collectible class for treasures and coins
var Collectible = Container.expand(function () {
var self = Container.call(this);
var collectibleGraphics = self.attachAsset('collectible', {
anchorX: 0.5,
anchorY: 0.5
});
self.collect = function () {
LK.setScore(LK.getScore() + 10); // Increase score
self.destroy();
};
});
// Platform class for floating platforms
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
self.isBreakable = false;
self.isMoving = false;
self.update = function () {
if (self.isMoving) {
self.x += Math.sin(LK.ticks / 60) * 2; // Simple horizontal movement
}
};
self.break = function () {
if (self.isBreakable) {
self.destroy();
}
};
});
// Assets will be automatically initialized by the LK engine based on their usage in the code.
// Player class with jetpack and grappling hook mechanics
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('playerCharacter', {
anchorX: 0.5,
anchorY: 0.5
});
self.jetpackFuel = 100;
self.health = 100;
self.isFlying = false;
self.isGrappling = false;
self.update = function () {
if (self.isFlying) {
self.y -= 5; // Move up when flying
self.jetpackFuel -= 0.5; // Decrease fuel
}
if (self.isGrappling) {
// Grappling logic here
}
if (self.jetpackFuel <= 0) {
self.isFlying = false; // Stop flying if out of fuel
}
};
self.fly = function () {
if (self.jetpackFuel > 0) {
self.isFlying = true;
}
};
self.stopFly = function () {
self.isFlying = false;
};
self.grapple = function () {
self.isGrappling = true;
};
self.stopGrapple = function () {
self.isGrappling = false;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue sky background
});
/****
* Game Code
****/
// Initialize player
var player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
// Initialize platforms
var platforms = [];
for (var i = 0; i < 5; i++) {
var platform = new Platform();
platform.x = Math.random() * 2048;
platform.y = 2732 - i * 500;
platform.isMoving = i % 2 === 0; // Alternate moving platforms
platforms.push(platform);
game.addChild(platform);
}
// Initialize collectibles
var collectibles = [];
for (var j = 0; j < 10; j++) {
var collectible = new Collectible();
collectible.x = Math.random() * 2048;
collectible.y = Math.random() * 2732;
collectibles.push(collectible);
game.addChild(collectible);
}
// Game update loop
game.update = function () {
player.update();
platforms.forEach(function (platform) {
platform.update();
if (player.intersects(platform)) {
player.stopFly(); // Stop flying when on a platform
}
});
collectibles.forEach(function (collectible, index) {
if (player.intersects(collectible)) {
collectible.collect();
collectibles.splice(index, 1);
}
});
};
// Handle touch events for flying and grappling
game.down = function (x, y, obj) {
player.fly();
};
game.up = function (x, y, obj) {
player.stopFly();
player.stopGrapple();
};
// Add UI elements
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var fuelBar = LK.getAsset('fuelBar', {
anchorX: 0,
anchorY: 0
});
fuelBar.x = 50;
fuelBar.y = 50;
game.addChild(fuelBar);
game.update = function () {
scoreTxt.setText('Score: ' + LK.getScore());
fuelBar.scaleX = player.jetpackFuel / 100; // Update fuel bar
};