var GreyBox = Container.expand(function () {
var self = Container.call(this);
var boxGraphics = self.createAsset('greyBox', 'Grey Box', .5, .5);
});
var Upgrade = Container.expand(function () {
var self = Container.call(this);
var upgradeGraphics = self.createAsset('upgrade', 'Upgrade', .5, .5);
self.speed = -5;
self.move = function () {
self.x += self.speed;
};
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.createAsset('player', 'Player character', .5, .5);
self.speed = 5;
self.move = function () {
if (self.moveUp) {
self.y -= self.speed;
}
if (self.moveDown) {
self.y += self.speed;
}
};
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.createAsset('obstacle', 'Obstacle', .5, .5);
self.speed = -5;
self.move = function () {
self.x += self.speed;
};
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.createAsset('coin', 'Coin', .5, .5);
self.speed = -5;
self.move = function () {
self.x += self.speed;
};
});
var Game = Container.expand(function () {
var self = Container.call(this);
var background = self.createAsset('background', 'Background', 0, 0);
background.width = 2048;
background.height = 2732;
var player = self.addChild(new Player());
player.x = 200;
player.y = 2732 / 2;
var upButton = self.createAsset('upButton', 'Button for moving up', .5, .5);
upButton.x = 700;
upButton.y = 2732 - 400;
upButton.on('down', function () {
player.moveUp = true;
});
upButton.on('up', function () {
player.moveUp = false;
});
var downButton = self.createAsset('downButton', 'Button for moving down', .5, .5);
downButton.x = 2048 - 700;
downButton.y = 2732 - 400;
downButton.on('down', function () {
player.moveDown = true;
});
downButton.on('up', function () {
player.moveDown = false;
});
var obstacles = [];
var coins = [];
var upgrades = [];
var coinCounter = 0;
var scoreTxt = new Text2('Coins: ' + coinCounter, {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(.5, 0);
LK.gui.topCenter.addChild(scoreTxt);
var isGameOver = false;
var tickOffset = 0;
LK.on('tick', function () {
player.move();
if (isGameOver) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
for (var a = obstacles.length - 1; a >= 0; a--) {
if (obstacles[a]) {
obstacles[a].move();
if (obstacles[a].x < -50) {
obstacles[a].destroy();
obstacles.splice(a, 1);
} else if (player.intersects(obstacles[a])) {
isGameOver = true;
}
}
}
for (var b = coins.length - 1; b >= 0; b--) {
if (coins[b]) {
coins[b].move();
if (coins[b].x < -50) {
coins[b].destroy();
coins.splice(b, 1);
} else if (player.intersects(coins[b])) {
coins[b].destroy();
coins.splice(b, 1);
coinCounter++;
scoreTxt.setText('' + coinCounter);
}
}
}
for (var c = upgrades.length - 1; c >= 0; c--) {
if (upgrades[c]) {
upgrades[c].move();
if (upgrades[c].x < -50) {
upgrades[c].destroy();
upgrades.splice(c, 1);
} else if (player.intersects(upgrades[c])) {
upgrades[c].destroy();
upgrades.splice(c, 1);
player.speed += 2;
}
}
}
if (tickOffset++ % 60 == 0) {
var newObstacle = new Obstacle();
newObstacle.x = 2048;
newObstacle.y = Math.random() * (2732 * 0.75);
obstacles.push(newObstacle);
self.addChild(newObstacle);
var newCoin = new Coin();
newCoin.x = 2048;
newCoin.y = Math.random() * (2732 * 0.75);
coins.push(newCoin);
self.addChild(newCoin);
}
if (tickOffset % 240 == 0) {
var newUpgrade = new Upgrade();
newUpgrade.x = 2048;
newUpgrade.y = Math.random() * (2732 * 0.75);
upgrades.push(newUpgrade);
self.addChild(newUpgrade);
}
console.log(LK.ticks);
});
});
maak een player met de voor kant naar rechts Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
maak een 8bit coin Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
maak rode muren bricks Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
make a power up symbol
make a arrow down button
make a arrow up button