/**** * Classes ****/ // Class for the exit point var Exit = Container.expand(function () { var self = Container.call(this); var exitGraphics = self.attachAsset('exit', { anchorX: 0.5, anchorY: 0.5 }); }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // 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.update = function () { // Player update logic }; }); // Class for maze walls var Wall = Container.expand(function () { var self = Container.call(this); var wallGraphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player var player = new Player(); player.x = 100; player.y = 100; game.addChild(player); // Initialize maze walls var walls = []; function createWall(x, y) { var wall = new Wall(); wall.x = x; wall.y = y; walls.push(wall); game.addChild(wall); } // Initialize exit var exit = new Exit(); exit.x = 1800; exit.y = 2500; game.addChild(exit); // Create a simple maze createWall(500, 500); createWall(600, 500); createWall(700, 500); createWall(800, 500); createWall(900, 500); createWall(1000, 500); // Handle player movement game.down = function (x, y, obj) { var targetX = x; var targetY = y; var dx = targetX - player.x; var dy = targetY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { player.x += dx / distance * player.speed; player.y += dy / distance * player.speed; } }; // Check for collisions with walls function checkCollisions() { for (var i = 0; i < walls.length; i++) { if (player.intersects(walls[i])) { // Handle collision player.x -= (player.x - walls[i].x) * 0.1; player.y -= (player.y - walls[i].y) * 0.1; } } } // Check if player reaches the exit function checkExit() { if (player.intersects(exit)) { // Player reached the exit LK.showGameOver(); } } // Game update loop game.update = function () { checkCollisions(); checkExit(); };
/****
* Classes
****/
// Class for the exit point
var Exit = Container.expand(function () {
var self = Container.call(this);
var exitGraphics = self.attachAsset('exit', {
anchorX: 0.5,
anchorY: 0.5
});
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// 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.update = function () {
// Player update logic
};
});
// Class for maze walls
var Wall = Container.expand(function () {
var self = Container.call(this);
var wallGraphics = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = new Player();
player.x = 100;
player.y = 100;
game.addChild(player);
// Initialize maze walls
var walls = [];
function createWall(x, y) {
var wall = new Wall();
wall.x = x;
wall.y = y;
walls.push(wall);
game.addChild(wall);
}
// Initialize exit
var exit = new Exit();
exit.x = 1800;
exit.y = 2500;
game.addChild(exit);
// Create a simple maze
createWall(500, 500);
createWall(600, 500);
createWall(700, 500);
createWall(800, 500);
createWall(900, 500);
createWall(1000, 500);
// Handle player movement
game.down = function (x, y, obj) {
var targetX = x;
var targetY = y;
var dx = targetX - player.x;
var dy = targetY - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
player.x += dx / distance * player.speed;
player.y += dy / distance * player.speed;
}
};
// Check for collisions with walls
function checkCollisions() {
for (var i = 0; i < walls.length; i++) {
if (player.intersects(walls[i])) {
// Handle collision
player.x -= (player.x - walls[i].x) * 0.1;
player.y -= (player.y - walls[i].y) * 0.1;
}
}
}
// Check if player reaches the exit
function checkExit() {
if (player.intersects(exit)) {
// Player reached the exit
LK.showGameOver();
}
}
// Game update loop
game.update = function () {
checkCollisions();
checkExit();
};