/****
* Classes
****/
// Bonus class for collectible bonuses
var Bonus = Container.expand(function () {
var self = Container.call(this);
var bonusGraphics = self.attachAsset('bonus', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += 3; // Speed of bonus falling
if (self.y > 2732) self.destroy(); // Destroy if out of bounds
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Character class for the player-controlled character
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10; // Speed of character movement
self.moveLeft = function () {
self.x -= self.speed;
if (self.x < 0) self.x = 0; // Prevent moving out of bounds
};
self.moveRight = function () {
self.x += self.speed;
if (self.x > 2048) self.x = 2048; // Prevent moving out of bounds
};
});
// Obstacle class for incoming obstacles
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Initial speed of obstacles
self.update = function () {
self.y += self.speed;
if (self.y > 2732) self.destroy(); // Destroy if out of bounds
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize variables
var character = game.addChild(new Character());
character.x = 1024; // Center character horizontally
character.y = 2500; // Position character near the bottom
var obstacles = [];
var bonuses = [];
var score = 0;
var survivalTime = 0;
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle touch events for character movement
game.down = function (x, y, obj) {
if (x < 1024) {
character.moveLeft();
} else {
character.moveRight();
}
};
// Update game state
game.update = function () {
// Update survival time
survivalTime += 1;
scoreTxt.setText('Score: ' + score);
// Increase obstacle speed over time
if (LK.ticks % 600 == 0) {
obstacles.forEach(function (obstacle) {
obstacle.speed += 1;
});
}
// Spawn obstacles
if (LK.ticks % 60 == 0) {
var newObstacle = new Obstacle();
newObstacle.x = Math.random() * 2048;
newObstacle.y = 0;
obstacles.push(newObstacle);
game.addChild(newObstacle);
}
// Spawn bonuses
if (LK.ticks % 300 == 0) {
var newBonus = new Bonus();
newBonus.x = Math.random() * 2048;
newBonus.y = 0;
bonuses.push(newBonus);
game.addChild(newBonus);
}
// Update obstacles and check for collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
if (character.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update bonuses and check for collection
for (var j = bonuses.length - 1; j >= 0; j--) {
bonuses[j].update();
if (character.intersects(bonuses[j])) {
score += 10;
bonuses[j].destroy();
bonuses.splice(j, 1);
}
}
}; /****
* Classes
****/
// Bonus class for collectible bonuses
var Bonus = Container.expand(function () {
var self = Container.call(this);
var bonusGraphics = self.attachAsset('bonus', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.y += 3; // Speed of bonus falling
if (self.y > 2732) self.destroy(); // Destroy if out of bounds
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Character class for the player-controlled character
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10; // Speed of character movement
self.moveLeft = function () {
self.x -= self.speed;
if (self.x < 0) self.x = 0; // Prevent moving out of bounds
};
self.moveRight = function () {
self.x += self.speed;
if (self.x > 2048) self.x = 2048; // Prevent moving out of bounds
};
});
// Obstacle class for incoming obstacles
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Initial speed of obstacles
self.update = function () {
self.y += self.speed;
if (self.y > 2732) self.destroy(); // Destroy if out of bounds
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize variables
var character = game.addChild(new Character());
character.x = 1024; // Center character horizontally
character.y = 2500; // Position character near the bottom
var obstacles = [];
var bonuses = [];
var score = 0;
var survivalTime = 0;
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle touch events for character movement
game.down = function (x, y, obj) {
if (x < 1024) {
character.moveLeft();
} else {
character.moveRight();
}
};
// Update game state
game.update = function () {
// Update survival time
survivalTime += 1;
scoreTxt.setText('Score: ' + score);
// Increase obstacle speed over time
if (LK.ticks % 600 == 0) {
obstacles.forEach(function (obstacle) {
obstacle.speed += 1;
});
}
// Spawn obstacles
if (LK.ticks % 60 == 0) {
var newObstacle = new Obstacle();
newObstacle.x = Math.random() * 2048;
newObstacle.y = 0;
obstacles.push(newObstacle);
game.addChild(newObstacle);
}
// Spawn bonuses
if (LK.ticks % 300 == 0) {
var newBonus = new Bonus();
newBonus.x = Math.random() * 2048;
newBonus.y = 0;
bonuses.push(newBonus);
game.addChild(newBonus);
}
// Update obstacles and check for collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
if (character.intersects(obstacles[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update bonuses and check for collection
for (var j = bonuses.length - 1; j >= 0; j--) {
bonuses[j].update();
if (character.intersects(bonuses[j])) {
score += 10;
bonuses[j].destroy();
bonuses.splice(j, 1);
}
}
};