/****
* Classes
****/
// Define a class for bullets
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
};
});
// Define a class for candy blocks
var Candy = Container.expand(function () {
var self = Container.call(this);
var candyGraphics = self.attachAsset('candy', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Check if the candy is in a collection zone
if (self.y > 2732) {
// Logic for collecting the candy
self.y = 0; // Reset position
self.x = Math.random() * 2048; // Randomize x position
}
};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = 0;
self.x = Math.random() * 2048;
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define a 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 () {
// Update logic for player
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize candy blocks
var candies = [];
for (var i = 0; i < 8; i++) {
for (var j = 0; j < 8; j++) {
var candy = new Candy();
candy.x = i * 256;
candy.y = j * 342;
candies.push(candy);
game.addChild(candy);
}
}
// Handle candy block selection and dragging
var selectedCandy = null;
game.down = function (x, y, obj) {
// Select the candy block at the clicked position
for (var i = 0; i < candies.length; i++) {
if (candies[i].intersects({
x: x,
y: y,
width: 1,
height: 1
})) {
// Highlight the selected candy block
candies[i].tint = 0xaaaaaa;
selectedCandy = candies[i];
break;
}
}
};
game.move = function (x, y, obj) {
// Drag the selected candy block
if (selectedCandy) {
selectedCandy.x = x;
selectedCandy.y = y;
}
};
game.up = function (x, y, obj) {
// Drop the selected candy block
if (selectedCandy) {
selectedCandy.tint = 0xffffff; // Reset tint
selectedCandy = null;
}
};
// Update game state
game.update = function () {
// Update candy blocks
for (var i = 0; i < candies.length; i++) {
candies[i].update();
}
};