/**** * Classes ****/ // Hurdle class var Hurdle = Container.expand(function () { var self = Container.call(this); var hurdleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.0 // Anchor at the top for easier sky alignment }); self.speedY = 5; self.move = function () { self.y += self.speedY; }; self.isOffScreen = function () { return self.y > game.height; }; }); // Assets are automatically created based on usage in the code. // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1.0 // Anchor at the bottom center for easier ground alignment }); self.speedY = 0; self.gravity = 0.5; self.jumpPower = -15; self.grounded = false; self.update = function () { // Apply gravity if (!self.grounded) { self.speedY += self.gravity; self.y += self.speedY; } // Check for ground if (self.y >= game.height - playerGraphics.height) { self.y = game.height - playerGraphics.height; self.grounded = true; self.speedY = 0; } }; self.jump = function () { if (self.grounded) { self.speedY = self.jumpPower; self.grounded = false; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate the sky }); /**** * Game Code ****/ var player = game.addChild(new Player()); player.x = 200; player.y = game.height - 100; // Start position near the bottom of the screen var obstacles = []; var spawnObstacleTimer = 0; var spawnObstacleInterval = 120; // Frames until next obstacle spawns game.on('down', function (obj) { player.jump(); }); LK.on('tick', function () { player.update(); // Handle obstacle movement and cleanup for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); if (obstacles[i].isOffScreen()) { obstacles[i].destroy(); obstacles.splice(i, 1); } else if (player.intersects(obstacles[i])) { // Game over logic LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Spawn hurdles spawnObstacleTimer++; if (spawnObstacleTimer >= spawnObstacleInterval) { var hurdle = game.addChild(new Hurdle()); hurdle.x = Math.random() * game.width; // Random position along the width of the screen hurdle.y = 0; // Position at the top of the screen obstacles.push(hurdle); spawnObstacleTimer = 0; } });
===================================================================
--- original.js
+++ change.js
@@ -1,94 +1,94 @@
-/****
+/****
* Classes
-****/
-// Obstacle class
-var Obstacle = Container.expand(function () {
- var self = Container.call(this);
- var obstacleGraphics = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 1.0 // Anchor at the bottom for easier ground alignment
- });
- self.speedX = -5;
- self.move = function () {
- self.x += self.speedX;
- };
- self.isOffScreen = function () {
- return self.x < -obstacleGraphics.width;
- };
+****/
+// Hurdle class
+var Hurdle = Container.expand(function () {
+ var self = Container.call(this);
+ var hurdleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.0 // Anchor at the top for easier sky alignment
+ });
+ self.speedY = 5;
+ self.move = function () {
+ self.y += self.speedY;
+ };
+ self.isOffScreen = function () {
+ return self.y > game.height;
+ };
});
// Assets are automatically created based on usage in the code.
// Player class
var Player = Container.expand(function () {
- var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
- anchorX: 0.5,
- anchorY: 1.0 // Anchor at the bottom center for easier ground alignment
- });
- self.speedY = 0;
- self.gravity = 0.5;
- self.jumpPower = -15;
- self.grounded = false;
- self.update = function () {
- // Apply gravity
- if (!self.grounded) {
- self.speedY += self.gravity;
- self.y += self.speedY;
- }
- // Check for ground
- if (self.y >= game.height - playerGraphics.height) {
- self.y = game.height - playerGraphics.height;
- self.grounded = true;
- self.speedY = 0;
- }
- };
- self.jump = function () {
- if (self.grounded) {
- self.speedY = self.jumpPower;
- self.grounded = false;
- }
- };
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 1.0 // Anchor at the bottom center for easier ground alignment
+ });
+ self.speedY = 0;
+ self.gravity = 0.5;
+ self.jumpPower = -15;
+ self.grounded = false;
+ self.update = function () {
+ // Apply gravity
+ if (!self.grounded) {
+ self.speedY += self.gravity;
+ self.y += self.speedY;
+ }
+ // Check for ground
+ if (self.y >= game.height - playerGraphics.height) {
+ self.y = game.height - playerGraphics.height;
+ self.grounded = true;
+ self.speedY = 0;
+ }
+ };
+ self.jump = function () {
+ if (self.grounded) {
+ self.speedY = self.jumpPower;
+ self.grounded = false;
+ }
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x87CEEB // Light blue background to simulate the sky
+ backgroundColor: 0x87CEEB // Light blue background to simulate the sky
});
-/****
+/****
* Game Code
-****/
+****/
var player = game.addChild(new Player());
player.x = 200;
player.y = game.height - 100; // Start position near the bottom of the screen
var obstacles = [];
var spawnObstacleTimer = 0;
var spawnObstacleInterval = 120; // Frames until next obstacle spawns
game.on('down', function (obj) {
- player.jump();
+ player.jump();
});
LK.on('tick', function () {
- player.update();
- // Handle obstacle movement and cleanup
- for (var i = obstacles.length - 1; i >= 0; i--) {
- obstacles[i].move();
- if (obstacles[i].isOffScreen()) {
- obstacles[i].destroy();
- obstacles.splice(i, 1);
- } else if (player.intersects(obstacles[i])) {
- // Game over logic
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
- }
- // Spawn obstacles
- spawnObstacleTimer++;
- if (spawnObstacleTimer >= spawnObstacleInterval) {
- var obstacle = game.addChild(new Obstacle());
- obstacle.x = game.width;
- obstacle.y = game.height - 100; // Position at ground level
- obstacles.push(obstacle);
- spawnObstacleTimer = 0;
- }
+ player.update();
+ // Handle obstacle movement and cleanup
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ obstacles[i].move();
+ if (obstacles[i].isOffScreen()) {
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ } else if (player.intersects(obstacles[i])) {
+ // Game over logic
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+ }
+ // Spawn hurdles
+ spawnObstacleTimer++;
+ if (spawnObstacleTimer >= spawnObstacleInterval) {
+ var hurdle = game.addChild(new Hurdle());
+ hurdle.x = Math.random() * game.width; // Random position along the width of the screen
+ hurdle.y = 0; // Position at the top of the screen
+ obstacles.push(hurdle);
+ spawnObstacleTimer = 0;
+ }
});
\ No newline at end of file