/****
* 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
};