===================================================================
--- original.js
+++ change.js
@@ -1,70 +1,70 @@
-/****
+/****
* Classes
-****/
+****/
// Define the Obstacle class
var Obstacle = Container.expand(function () {
- var self = Container.call(this);
- var obstacleGraphics = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5;
- self.update = function () {
- self.x -= self.speed;
- if (self.x < -self.width) {
- self.destroy();
- }
- };
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.update = function () {
+ self.x -= self.speed;
+ if (self.x < -self.width) {
+ self.destroy();
+ }
+ };
});
//<Assets used in the game will automatically appear here>
// Define the Player class
var Player = Container.expand(function () {
- var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10;
- self.jumpSpeed = -20;
- self.gravity = 1;
- self.isJumping = false;
- self.isFalling = false;
- self.update = function () {
- if (self.isJumping) {
- self.y += self.jumpSpeed;
- self.jumpSpeed += self.gravity;
- if (self.jumpSpeed >= 0) {
- self.isJumping = false;
- self.isFalling = true;
- }
- } else if (self.isFalling) {
- self.y += self.jumpSpeed;
- self.jumpSpeed += self.gravity;
- if (self.y >= game.groundLevel) {
- self.y = game.groundLevel;
- self.isFalling = false;
- self.jumpSpeed = -20;
- }
- }
- };
- self.jump = function () {
- if (!self.isJumping && !self.isFalling) {
- self.isJumping = true;
- }
- };
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.jumpSpeed = -60;
+ self.gravity = 1;
+ self.isJumping = false;
+ self.isFalling = false;
+ self.update = function () {
+ if (self.isJumping) {
+ self.y += self.jumpSpeed;
+ self.jumpSpeed += self.gravity;
+ if (self.jumpSpeed >= 0) {
+ self.isJumping = false;
+ self.isFalling = true;
+ }
+ } else if (self.isFalling) {
+ self.y += self.jumpSpeed;
+ self.jumpSpeed += self.gravity;
+ if (self.y >= game.groundLevel) {
+ self.y = game.groundLevel;
+ self.isFalling = false;
+ self.jumpSpeed = -60;
+ }
+ }
+ };
+ self.jump = function () {
+ if (!self.isJumping && !self.isFalling) {
+ self.isJumping = true;
+ }
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x87CEEB // Sky blue background
+ backgroundColor: 0x87CEEB // Sky blue background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize game variables
game.groundLevel = 2500;
game.obstacles = [];
game.score = 0;
@@ -73,37 +73,37 @@
player.x = 200;
player.y = game.groundLevel;
// Create score text
var scoreTxt = new Text2('0', {
- size: 150,
- fill: "#ffffff"
+ size: 150,
+ fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Function to handle player jump
game.down = function (x, y, obj) {
- player.jump();
+ player.jump();
};
// Function to spawn obstacles
function spawnObstacle() {
- var obstacle = new Obstacle();
- obstacle.x = 2048;
- obstacle.y = game.groundLevel;
- game.obstacles.push(obstacle);
- game.addChild(obstacle);
+ var obstacle = new Obstacle();
+ obstacle.x = 2048;
+ obstacle.y = game.groundLevel;
+ game.obstacles.push(obstacle);
+ game.addChild(obstacle);
}
// Update game state
game.update = function () {
- player.update();
- for (var i = game.obstacles.length - 1; i >= 0; i--) {
- game.obstacles[i].update();
- if (player.intersects(game.obstacles[i])) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
- }
- if (LK.ticks % 60 == 0) {
- spawnObstacle();
- game.score++;
- scoreTxt.setText(game.score);
- }
+ player.update();
+ for (var i = game.obstacles.length - 1; i >= 0; i--) {
+ game.obstacles[i].update();
+ if (player.intersects(game.obstacles[i])) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+ }
+ if (LK.ticks % 60 == 0) {
+ spawnObstacle();
+ game.score++;
+ scoreTxt.setText(game.score);
+ }
};
\ No newline at end of file