/****
* 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