/**** * Classes ****/ // Arrow class var Arrow = Container.expand(function (direction) { var self = Container.call(this); var arrowGraphics = self.createAsset('arrow_' + direction, { anchorX: 0.5 }); arrowGraphics.height = 2732 * 2; self.direction = direction; self.on('down', function () { self.isHeld = true; }); self.on('up', function () { self.isHeld = false; }); self.on('out', function () { self.isHeld = false; }); self.update = function (player) { if (self.isHeld) { if (self.direction === 'left') { player.moveLeft(); } else if (self.direction === 'right') { player.moveRight(); } } // Check if player's y position is less than arrow's y position self.alpha = 0; // Make arrow completely see-through }; }); // BlockObstacle class var BlockObstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('block_obstacle', { anchorX: 0.5, anchorY: 1 }); obstacleGraphics.scale.set(0.8); // Scale down the obstacle self.speed = Math.random() * 3 + 2; // Random speed between 2 and 5 self.speedMultiplier = 1; self.increaseSpeed = function () { self.speedMultiplier += 0.001; }; self.move = function () { self.speedMultiplier += 0.001; self.y += self.speed * self.speedMultiplier; }; }); // GameStats class to keep track of game statistics var GameStats = Container.expand(function () { var self = Container.call(this); self.gamesPlayed = 0; self.incrementGamesPlayed = function () { self.gamesPlayed++; }; self.getGamesPlayed = function () { return self.gamesPlayed; }; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); playerGraphics.scale.set(1.5); // Scale up the player self.speed = 10; self.moveLeft = function () { self.x = Math.max(self.width / 2, self.x - self.speed); }; self.moveRight = function () { self.x = Math.min(2048 - self.width / 2, self.x + self.speed); }; self.update = function () { // Player update logic }; }); // Stopwatch class var Stopwatch = Container.expand(function () { var self = Container.call(this); var timeText = new Text2('00:00', { size: 100, fill: '#ffffff' }); timeText.anchor.set(0.5, 0); LK.gui.top.addChild(timeText); var startTime = Date.now(); self.updateTime = function () { var elapsed = Date.now() - startTime; var minutes = Math.floor(elapsed / 60000).toString().padStart(2, '0'); var seconds = (Math.floor(elapsed / 1000) % 60).toString().padStart(2, '0'); timeText.setText(minutes + ':' + seconds); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var spaceBackground = game.addChild(LK.getAsset('space_background', { x: 1024, y: 1366, anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732 })); // Game variables var player = game.addChild(new Player()); player.x = 1024; // Center of the screen player.y = 2732 - 100; // Near the bottom of the screen var obstacles = []; var isGameOver = false; var gameStats = game.addChild(new GameStats()); var stopwatch = game.addChild(new Stopwatch()); // Create left and right arrow objects var leftArrow = game.addChild(new Arrow('left')); leftArrow.width = 1024; // Half of the screen width leftArrow.x = leftArrow.width / 2; leftArrow.y = player.y - player.height * 3 - leftArrow.height / 2; var rightArrow = game.addChild(new Arrow('right')); rightArrow.width = 1024; // Half of the screen width rightArrow.x = 2048 - rightArrow.width / 2; rightArrow.y = player.y - player.height * 3 - rightArrow.height / 2; // Touch event handlers // Add touch event listener to the game // Game tick event LK.on('tick', function () { if (isGameOver) { LK.effects.flashScreen(0x00ff00, 1000); LK.showGameOver(); return; } // Update player and arrows player.update(); leftArrow.update(player); rightArrow.update(player); stopwatch.updateTime(); // Generate obstacles if (LK.ticks % 60 == 0) { // Every 1 second var newObstacle = new BlockObstacle(); newObstacle.x = Math.random() * (2048 - newObstacle.width) + newObstacle.width / 2; newObstacle.y = -newObstacle.height; obstacles.push(newObstacle); game.addChild(newObstacle); } // Move obstacles and check for collisions for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); obstacles[i].increaseSpeed(); if (obstacles[i].y > 2732) { obstacles[i].destroy(); obstacles.splice(i, 1); } else if (player.intersects(obstacles[i])) { isGameOver = true; gameStats.incrementGamesPlayed(); } } });
/****
* Classes
****/
// Arrow class
var Arrow = Container.expand(function (direction) {
var self = Container.call(this);
var arrowGraphics = self.createAsset('arrow_' + direction, {
anchorX: 0.5
});
arrowGraphics.height = 2732 * 2;
self.direction = direction;
self.on('down', function () {
self.isHeld = true;
});
self.on('up', function () {
self.isHeld = false;
});
self.on('out', function () {
self.isHeld = false;
});
self.update = function (player) {
if (self.isHeld) {
if (self.direction === 'left') {
player.moveLeft();
} else if (self.direction === 'right') {
player.moveRight();
}
}
// Check if player's y position is less than arrow's y position
self.alpha = 0; // Make arrow completely see-through
};
});
// BlockObstacle class
var BlockObstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('block_obstacle', {
anchorX: 0.5,
anchorY: 1
});
obstacleGraphics.scale.set(0.8); // Scale down the obstacle
self.speed = Math.random() * 3 + 2; // Random speed between 2 and 5
self.speedMultiplier = 1;
self.increaseSpeed = function () {
self.speedMultiplier += 0.001;
};
self.move = function () {
self.speedMultiplier += 0.001;
self.y += self.speed * self.speedMultiplier;
};
});
// GameStats class to keep track of game statistics
var GameStats = Container.expand(function () {
var self = Container.call(this);
self.gamesPlayed = 0;
self.incrementGamesPlayed = function () {
self.gamesPlayed++;
};
self.getGamesPlayed = function () {
return self.gamesPlayed;
};
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
playerGraphics.scale.set(1.5); // Scale up the player
self.speed = 10;
self.moveLeft = function () {
self.x = Math.max(self.width / 2, self.x - self.speed);
};
self.moveRight = function () {
self.x = Math.min(2048 - self.width / 2, self.x + self.speed);
};
self.update = function () {
// Player update logic
};
});
// Stopwatch class
var Stopwatch = Container.expand(function () {
var self = Container.call(this);
var timeText = new Text2('00:00', {
size: 100,
fill: '#ffffff'
});
timeText.anchor.set(0.5, 0);
LK.gui.top.addChild(timeText);
var startTime = Date.now();
self.updateTime = function () {
var elapsed = Date.now() - startTime;
var minutes = Math.floor(elapsed / 60000).toString().padStart(2, '0');
var seconds = (Math.floor(elapsed / 1000) % 60).toString().padStart(2, '0');
timeText.setText(minutes + ':' + seconds);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
var spaceBackground = game.addChild(LK.getAsset('space_background', {
x: 1024,
y: 1366,
anchorX: 0.5,
anchorY: 0.5,
width: 2048,
height: 2732
}));
// Game variables
var player = game.addChild(new Player());
player.x = 1024; // Center of the screen
player.y = 2732 - 100; // Near the bottom of the screen
var obstacles = [];
var isGameOver = false;
var gameStats = game.addChild(new GameStats());
var stopwatch = game.addChild(new Stopwatch());
// Create left and right arrow objects
var leftArrow = game.addChild(new Arrow('left'));
leftArrow.width = 1024; // Half of the screen width
leftArrow.x = leftArrow.width / 2;
leftArrow.y = player.y - player.height * 3 - leftArrow.height / 2;
var rightArrow = game.addChild(new Arrow('right'));
rightArrow.width = 1024; // Half of the screen width
rightArrow.x = 2048 - rightArrow.width / 2;
rightArrow.y = player.y - player.height * 3 - rightArrow.height / 2;
// Touch event handlers
// Add touch event listener to the game
// Game tick event
LK.on('tick', function () {
if (isGameOver) {
LK.effects.flashScreen(0x00ff00, 1000);
LK.showGameOver();
return;
}
// Update player and arrows
player.update();
leftArrow.update(player);
rightArrow.update(player);
stopwatch.updateTime();
// Generate obstacles
if (LK.ticks % 60 == 0) {
// Every 1 second
var newObstacle = new BlockObstacle();
newObstacle.x = Math.random() * (2048 - newObstacle.width) + newObstacle.width / 2;
newObstacle.y = -newObstacle.height;
obstacles.push(newObstacle);
game.addChild(newObstacle);
}
// Move obstacles and check for collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].move();
obstacles[i].increaseSpeed();
if (obstacles[i].y > 2732) {
obstacles[i].destroy();
obstacles.splice(i, 1);
} else if (player.intersects(obstacles[i])) {
isGameOver = true;
gameStats.incrementGamesPlayed();
}
}
});
Spaceship 2D Pixel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Asteroid 2D Pixel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Galaxy Background 2D Pixel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.