/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Class for Echo Crystals
var EchoCrystal = Container.expand(function () {
var self = Container.call(this);
var crystalGraphics = self.attachAsset('echoCrystal', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Add any update logic for Echo Crystals here
};
});
// Class for Hero
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Add any update logic for Hero here
};
});
// Class for Void Enemies
var VoidEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('voidEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Add any update logic for Void Enemies here
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var hero;
var echoCrystals = [];
var voidEnemies = [];
var score = 0;
// Function to initialize game elements
function initializeGame() {
// Create and position the hero
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Create Echo Crystals
for (var i = 0; i < 5; i++) {
var crystal = new EchoCrystal();
crystal.x = Math.random() * 2048;
crystal.y = Math.random() * 1000;
echoCrystals.push(crystal);
game.addChild(crystal);
}
// Create Void Enemies
for (var j = 0; j < 3; j++) {
var enemy = new VoidEnemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 1000;
voidEnemies.push(enemy);
game.addChild(enemy);
}
}
// Function to handle game updates
game.update = function () {
// Update hero
hero.update();
// Update Echo Crystals
echoCrystals.forEach(function (crystal) {
crystal.update();
if (hero.intersects(crystal)) {
score += 10;
crystal.destroy();
echoCrystals.splice(echoCrystals.indexOf(crystal), 1);
}
});
// Update Void Enemies
voidEnemies.forEach(function (enemy) {
enemy.update();
if (hero.intersects(enemy)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
};
// Initialize game elements
initializeGame();
// 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
};