/**** * 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 = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for floating text that appears and fades away var FloatingText = Container.expand(function () { var self = Container.call(this); // Generate random color for the text var randomColor = Math.floor(Math.random() * 0xFFFFFF); var text = new Text2('+1', { size: 120, // Increased text size from 60 to 120 fill: randomColor // Random color instead of fixed yellow }); text.anchor.set(0.5, 0.5); self.addChild(text); self.lifetime = 0; self.maxLifetime = 60; // 1 second at 60fps self.velocityY = -3; // Move upward self.update = function () { self.lifetime++; self.y += self.velocityY; // Fade out as lifetime increases self.alpha = 1 - self.lifetime / self.maxLifetime; // Remove when lifetime is over if (self.lifetime >= self.maxLifetime) { self.destroy(); } }; return self; }); // Define a class for flying enemies var FlyingEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('flyingEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7; self.amplitude = 100; self.frequency = 0.03; self.initialY = 0; self.angle = Math.random() * Math.PI * 2; self.passed = false; self.update = function () { self.x -= self.speed; self.y = self.initialY + Math.sin(self.angle) * self.amplitude; self.angle += self.frequency; if (self.x < -100) { self.destroy(); } }; return self; }); // Define a class for plant enemies var PlantEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('plantEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.passed = false; self.canJump = true; self.jumpInterval = Math.floor(Math.random() * 100) + 50; self.jumpCounter = 0; self.velocityY = 0; self.isJumping = false; self.update = function () { self.x -= self.speed; // Jump logic self.jumpCounter++; if (self.jumpCounter >= self.jumpInterval && self.canJump && !self.isJumping) { self.isJumping = true; self.velocityY = -15; self.jumpCounter = 0; } if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.6; if (self.y >= 2732 / 2) { self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } if (self.x < -100) { self.destroy(); } }; return self; }); //<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 = 25; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.3; // Decreased gravity effect by 30% 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 ****/ // Play background music LK.playMusic('school'); var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; var background2 = game.addChild(LK.getAsset('background2', { anchorX: 0, anchorY: 0 })); background2.x = 0; background2.y = 2732 - background2.height; // Position at the bottom of the screen // 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 lastEnemyType = -1; // Track the last enemy type that was spawned var sameTypeCount = 0; // Counter for consecutive same-type enemies var canSpawn = true; // Flag to control enemy spawning var lastScoreCheckpoint = 0; // Track the last score milestone for speed increases var speedMultiplier = 1.0; // Base speed multiplier // 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 && canSpawn) { // Check if any enemies are at the screen edge (about to enter) var enemiesEnteringScreen = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].x >= 2048 - 300) { // Buffer zone at screen edge enemiesEnteringScreen = true; break; } } if (!enemiesEnteringScreen) { // Randomly choose enemy type var enemyType = Math.floor(Math.random() * 3); // Check if we need to avoid the same enemy type if (enemyType === lastEnemyType) { sameTypeCount++; // If we already have 2 of the same type, choose a different type if (sameTypeCount >= 2) { do { enemyType = Math.floor(Math.random() * 3); } while (enemyType === lastEnemyType); sameTypeCount = 0; } } else { sameTypeCount = 0; } var enemy; if (enemyType === 0) { enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemy.speed *= speedMultiplier; } else if (enemyType === 1) { enemy = new FlyingEnemy(); enemy.x = 2048; enemy.y = 2732 / 3; // Flying enemy starts higher enemy.initialY = enemy.y; enemy.speed *= speedMultiplier; } else { enemy = new PlantEnemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemy.speed *= speedMultiplier; } // Save the current enemy type as the last one lastEnemyType = enemyType; enemy.passedMiddle = false; // Initialize the middle crossing property enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; // Prevent new enemies from spawning until current one crosses the middle canSpawn = false; } } // Update floating text elements for (var k = game.children.length - 1; k >= 0; k--) { if (game.children[k] instanceof FloatingText) { game.children[k].update(); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); // Check if enemy has just crossed the middle of the screen if (enemies[j].x < 2048 / 2 && !enemies[j].passedMiddle) { enemies[j].passedMiddle = true; // Allow new enemy to spawn when current enemy passes the middle canSpawn = true; } if (player.intersects(enemies[j])) { 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()); // Check if score is a multiple of 5 and increase speed var currentScore = LK.getScore(); if (currentScore % 5 === 0 && currentScore > lastScoreCheckpoint) { lastScoreCheckpoint = currentScore; speedMultiplier *= 1.1; // Increase speed by 10% console.log("Speed increased! New multiplier: " + speedMultiplier); } // Create floating +1 text var floatingText = new FloatingText(); floatingText.x = player.x; floatingText.y = player.y - 100; game.addChild(floatingText); } } }; // 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 = 5;
self.update = function () {
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
}
};
});
// Define a class for floating text that appears and fades away
var FloatingText = Container.expand(function () {
var self = Container.call(this);
// Generate random color for the text
var randomColor = Math.floor(Math.random() * 0xFFFFFF);
var text = new Text2('+1', {
size: 120,
// Increased text size from 60 to 120
fill: randomColor // Random color instead of fixed yellow
});
text.anchor.set(0.5, 0.5);
self.addChild(text);
self.lifetime = 0;
self.maxLifetime = 60; // 1 second at 60fps
self.velocityY = -3; // Move upward
self.update = function () {
self.lifetime++;
self.y += self.velocityY;
// Fade out as lifetime increases
self.alpha = 1 - self.lifetime / self.maxLifetime;
// Remove when lifetime is over
if (self.lifetime >= self.maxLifetime) {
self.destroy();
}
};
return self;
});
// Define a class for flying enemies
var FlyingEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('flyingEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 7;
self.amplitude = 100;
self.frequency = 0.03;
self.initialY = 0;
self.angle = Math.random() * Math.PI * 2;
self.passed = false;
self.update = function () {
self.x -= self.speed;
self.y = self.initialY + Math.sin(self.angle) * self.amplitude;
self.angle += self.frequency;
if (self.x < -100) {
self.destroy();
}
};
return self;
});
// Define a class for plant enemies
var PlantEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('plantEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.passed = false;
self.canJump = true;
self.jumpInterval = Math.floor(Math.random() * 100) + 50;
self.jumpCounter = 0;
self.velocityY = 0;
self.isJumping = false;
self.update = function () {
self.x -= self.speed;
// Jump logic
self.jumpCounter++;
if (self.jumpCounter >= self.jumpInterval && self.canJump && !self.isJumping) {
self.isJumping = true;
self.velocityY = -15;
self.jumpCounter = 0;
}
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.6;
if (self.y >= 2732 / 2) {
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
}
}
if (self.x < -100) {
self.destroy();
}
};
return self;
});
//<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 = 25;
self.isJumping = false;
self.velocityY = 0;
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.3; // Decreased gravity effect by 30%
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
****/
// Play background music
LK.playMusic('school');
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
background.x = 0;
background.y = 0;
var background2 = game.addChild(LK.getAsset('background2', {
anchorX: 0,
anchorY: 0
}));
background2.x = 0;
background2.y = 2732 - background2.height; // Position at the bottom of the screen
// 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 lastEnemyType = -1; // Track the last enemy type that was spawned
var sameTypeCount = 0; // Counter for consecutive same-type enemies
var canSpawn = true; // Flag to control enemy spawning
var lastScoreCheckpoint = 0; // Track the last score milestone for speed increases
var speedMultiplier = 1.0; // Base speed multiplier
// 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 && canSpawn) {
// Check if any enemies are at the screen edge (about to enter)
var enemiesEnteringScreen = false;
for (var i = 0; i < enemies.length; i++) {
if (enemies[i].x >= 2048 - 300) {
// Buffer zone at screen edge
enemiesEnteringScreen = true;
break;
}
}
if (!enemiesEnteringScreen) {
// Randomly choose enemy type
var enemyType = Math.floor(Math.random() * 3);
// Check if we need to avoid the same enemy type
if (enemyType === lastEnemyType) {
sameTypeCount++;
// If we already have 2 of the same type, choose a different type
if (sameTypeCount >= 2) {
do {
enemyType = Math.floor(Math.random() * 3);
} while (enemyType === lastEnemyType);
sameTypeCount = 0;
}
} else {
sameTypeCount = 0;
}
var enemy;
if (enemyType === 0) {
enemy = new Enemy();
enemy.x = 2048;
enemy.y = 2732 / 2;
enemy.speed *= speedMultiplier;
} else if (enemyType === 1) {
enemy = new FlyingEnemy();
enemy.x = 2048;
enemy.y = 2732 / 3; // Flying enemy starts higher
enemy.initialY = enemy.y;
enemy.speed *= speedMultiplier;
} else {
enemy = new PlantEnemy();
enemy.x = 2048;
enemy.y = 2732 / 2;
enemy.speed *= speedMultiplier;
}
// Save the current enemy type as the last one
lastEnemyType = enemyType;
enemy.passedMiddle = false; // Initialize the middle crossing property
enemies.push(enemy);
game.addChild(enemy);
// Randomize the spawn interval for the next enemy
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;
// Prevent new enemies from spawning until current one crosses the middle
canSpawn = false;
}
}
// Update floating text elements
for (var k = game.children.length - 1; k >= 0; k--) {
if (game.children[k] instanceof FloatingText) {
game.children[k].update();
}
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
// Check if enemy has just crossed the middle of the screen
if (enemies[j].x < 2048 / 2 && !enemies[j].passedMiddle) {
enemies[j].passedMiddle = true;
// Allow new enemy to spawn when current enemy passes the middle
canSpawn = true;
}
if (player.intersects(enemies[j])) {
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());
// Check if score is a multiple of 5 and increase speed
var currentScore = LK.getScore();
if (currentScore % 5 === 0 && currentScore > lastScoreCheckpoint) {
lastScoreCheckpoint = currentScore;
speedMultiplier *= 1.1; // Increase speed by 10%
console.log("Speed increased! New multiplier: " + speedMultiplier);
}
// Create floating +1 text
var floatingText = new FloatingText();
floatingText.x = player.x;
floatingText.y = player.y - 100;
game.addChild(floatingText);
}
}
};
// Handle player jump
game.down = function (x, y, obj) {
player.jump();
};