/**** * 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 };
/****
* 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
};