/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Class for the main character
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Update logic for hero
};
});
// Class for obstacles
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5;
self.update = function () {
self.x += self.speed;
if (self.x < -100) {
self.destroy();
}
};
});
// Class for treasures
var Treasure = Container.expand(function () {
var self = Container.call(this);
var treasureGraphics = self.attachAsset('treasure', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for treasure
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var hero = game.addChild(new Hero());
hero.x = 1024;
hero.y = 1366;
var obstacles = [];
var treasures = [];
var score = 0;
// Function to handle game updates
game.update = function () {
// Update hero
hero.update();
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].update();
if (hero.intersects(obstacles[i])) {
// Handle collision with obstacle
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update treasures
for (var j = treasures.length - 1; j >= 0; j--) {
treasures[j].update();
if (hero.intersects(treasures[j])) {
// Handle collection of treasure
score += 10;
treasures[j].destroy();
treasures.splice(j, 1);
}
}
// Spawn new obstacles
if (LK.ticks % 60 == 0) {
var newObstacle = new Obstacle();
newObstacle.x = 2048;
newObstacle.y = Math.random() * 2732;
obstacles.push(newObstacle);
game.addChild(newObstacle);
}
// Spawn new treasures
if (LK.ticks % 180 == 0) {
var newTreasure = new Treasure();
newTreasure.x = 2048;
newTreasure.y = Math.random() * 2732;
treasures.push(newTreasure);
game.addChild(newTreasure);
}
};
// Handle touch events for hero movement
game.down = function (x, y, obj) {
hero.x = x;
hero.y = y;
};
game.move = function (x, y, obj) {
hero.x = x;
hero.y = y;
};
game.up = function (x, y, obj) {
// Stop hero movement
};