/****
* Classes
****/
// Create a class for the obstacles
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -3;
self.update = function () {
self.y += self.speed;
if (self.y < -self.height) {
self.destroy();
}
};
});
// The assets will be automatically created and loaded by the LK engine
// Create 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 () {
// Add code here to update the player's position based on input
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize player and add to game
var player = game.addChild(new Player());
player.x = game.width / 2;
player.y = game.height - player.height;
// Initialize array to hold obstacles
var obstacles = [];
// Initialize score
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
LK.gui.top.addChild(scoreTxt);
// Game update function
game.update = function () {
// Update player
player.update();
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
obstacle.update();
// Check for collision with player
if (player.intersects(obstacle)) {
LK.showGameOver();
}
// Remove off-screen obstacles
if (obstacle.y < -obstacle.height) {
obstacles.splice(i, 1);
obstacle.destroy();
// Increase score when an obstacle is successfully avoided
score++;
scoreTxt.setText(score);
}
}
// Add new obstacles
if (LK.ticks % 120 == 0) {
// Every 2 seconds
var obstacle = new Obstacle();
obstacle.x = Math.random() * (game.width - obstacle.width);
obstacle.y = game.height;
obstacles.push(obstacle);
game.addChild(obstacle);
}
};
// Handle touch events
game.down = function (x, y, obj) {
player.x = x;
player.y = y;
};
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};