/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + enemyGraphics.height / 2; game.addChild(bullet); enemyBullets.push(bullet); }; self.update = function () { self.y += self.speed; if (self.y > 2732 + enemyGraphics.height) { self.destroy(); enemies.splice(enemies.indexOf(self), 1); } }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + enemyGraphics.height / 2; game.addChild(bullet); enemyBullets.push(bullet); }; self.update = function () { self.y += self.speed; if (self.y > 2732 + bulletGraphics.height) { self.destroy(); enemyBullets.splice(enemyBullets.indexOf(self), 1); } }; }); //<Assets used in the game will automatically appear here> // FighterJet class var FighterJet = Container.expand(function () { var self = Container.call(this); var jetGraphics = self.attachAsset('fighterJet', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.speed = 10; self.update = function () { // Update logic for the fighter jet }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - jetGraphics.height / 2; game.addChild(bullet); heroBullets.push(bullet); }; }); // HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < -bulletGraphics.height) { self.destroy(); heroBullets.splice(heroBullets.indexOf(self), 1); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000022 // Set game with a space-themed dark blue background }); /**** * Game Code ****/ // Add stars and planets to the background function addBackgroundElements() { for (var i = 0; i < 100; i++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5 }); star.x = Math.random() * 2048; star.y = Math.random() * 2732; game.addChild(star); } for (var i = 0; i < 5; i++) { var planet = LK.getAsset('planet', { anchorX: 0.5, anchorY: 0.5 }); planet.x = Math.random() * 2048; planet.y = Math.random() * 2732; game.addChild(planet); } } // Initialize variables // Pause game method game.pause = function () { game.paused = true; }; // Resume game method game.resume = function () { game.paused = false; }; function levelUp() { currentLevel++; if (currentLevel <= 20) { var levelTxt = new Text2('Level ' + currentLevel, { size: 200, fill: "#ffffff" }); levelTxt.anchor.set(0.5, 0.5); levelTxt.x = 2048 / 2; levelTxt.y = 2732 / 2; game.addChild(levelTxt); LK.setTimeout(function () { game.removeChild(levelTxt); // Resume game after 2 seconds game.resume(); }, 2000); // Pause game during level up display game.pause(); } } var fighterJet; var heroBullets = []; var enemies = []; var enemyBullets = []; var score = 0; var scoreTxt; var currentLevel = 1; var levelUpTimeout; // Initialize game elements function initGame() { // Create fighter jet fighterJet = new FighterJet(); fighterJet.x = 2048 / 2; fighterJet.y = 2732 - 200; game.addChild(fighterJet); // Create score text scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Spawn enemies at intervals LK.setInterval(spawnEnemy, 1000); } // Spawn enemy function function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -enemy.height; game.addChild(enemy); // Add enemy shooting condition based on level if (currentLevel >= 2) { LK.setInterval(function () { if (enemies.includes(enemy)) { enemy.shoot(); } }, 1000); } enemies.push(enemy); } // Update game state game.update = function () { // Check if game is paused if (game.paused) { return; } // Update fighter jet fighterJet.update(); // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].update(); // Check for collision with fighter jet if (fighterJet.intersects(enemyBullets[i])) { // Flash screen red for 1 second (1000ms) to show we are dead. LK.effects.flashScreen(0xff0000, 1000); // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state. return; } // Check for collision with hero bullets for (var k = heroBullets.length - 1; k >= 0; k--) { if (enemyBullets[i] && heroBullets[k] && enemyBullets[i].intersects(heroBullets[k])) { enemyBullets[i].destroy(); heroBullets[k].destroy(); enemyBullets.splice(i, 1); heroBullets.splice(k, 1); break; } } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); // Check for collision with fighter jet if (fighterJet.intersects(enemies[j])) { // Flash screen red for 1 second (1000ms) to show we are dead. LK.effects.flashScreen(0xff0000, 1000); // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state. return; } // Check for collision with hero bullets for (var k = heroBullets.length - 1; k >= 0; k--) { if (enemies[j].intersects(heroBullets[k])) { enemies[j].destroy(); heroBullets[k].destroy(); enemies.splice(j, 1); heroBullets.splice(k, 1); score++; scoreTxt.setText(score); if (score % 10 === 0) { levelUpTimeout = LK.setTimeout(levelUp, 1000); } break; } } } }; // Handle touch events game.down = function (x, y, obj) { fighterJet.shoot(); }; game.move = function (x, y, obj) { fighterJet.x = x; fighterJet.y = y; }; game.up = function (x, y, obj) { // No action needed on touch up }; // Initialize game initGame();
/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.shoot = function () {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + enemyGraphics.height / 2;
game.addChild(bullet);
enemyBullets.push(bullet);
};
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + enemyGraphics.height) {
self.destroy();
enemies.splice(enemies.indexOf(self), 1);
}
};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.shoot = function () {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + enemyGraphics.height / 2;
game.addChild(bullet);
enemyBullets.push(bullet);
};
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + bulletGraphics.height) {
self.destroy();
enemyBullets.splice(enemyBullets.indexOf(self), 1);
}
};
});
//<Assets used in the game will automatically appear here>
// FighterJet class
var FighterJet = Container.expand(function () {
var self = Container.call(this);
var jetGraphics = self.attachAsset('fighterJet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 10;
self.update = function () {
// Update logic for the fighter jet
};
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y - jetGraphics.height / 2;
game.addChild(bullet);
heroBullets.push(bullet);
};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < -bulletGraphics.height) {
self.destroy();
heroBullets.splice(heroBullets.indexOf(self), 1);
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000022 // Set game with a space-themed dark blue background
});
/****
* Game Code
****/
// Add stars and planets to the background
function addBackgroundElements() {
for (var i = 0; i < 100; i++) {
var star = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
game.addChild(star);
}
for (var i = 0; i < 5; i++) {
var planet = LK.getAsset('planet', {
anchorX: 0.5,
anchorY: 0.5
});
planet.x = Math.random() * 2048;
planet.y = Math.random() * 2732;
game.addChild(planet);
}
}
// Initialize variables
// Pause game method
game.pause = function () {
game.paused = true;
};
// Resume game method
game.resume = function () {
game.paused = false;
};
function levelUp() {
currentLevel++;
if (currentLevel <= 20) {
var levelTxt = new Text2('Level ' + currentLevel, {
size: 200,
fill: "#ffffff"
});
levelTxt.anchor.set(0.5, 0.5);
levelTxt.x = 2048 / 2;
levelTxt.y = 2732 / 2;
game.addChild(levelTxt);
LK.setTimeout(function () {
game.removeChild(levelTxt);
// Resume game after 2 seconds
game.resume();
}, 2000);
// Pause game during level up display
game.pause();
}
}
var fighterJet;
var heroBullets = [];
var enemies = [];
var enemyBullets = [];
var score = 0;
var scoreTxt;
var currentLevel = 1;
var levelUpTimeout;
// Initialize game elements
function initGame() {
// Create fighter jet
fighterJet = new FighterJet();
fighterJet.x = 2048 / 2;
fighterJet.y = 2732 - 200;
game.addChild(fighterJet);
// Create score text
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Spawn enemies at intervals
LK.setInterval(spawnEnemy, 1000);
}
// Spawn enemy function
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -enemy.height;
game.addChild(enemy);
// Add enemy shooting condition based on level
if (currentLevel >= 2) {
LK.setInterval(function () {
if (enemies.includes(enemy)) {
enemy.shoot();
}
}, 1000);
}
enemies.push(enemy);
}
// Update game state
game.update = function () {
// Check if game is paused
if (game.paused) {
return;
}
// Update fighter jet
fighterJet.update();
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].update();
// Check for collision with fighter jet
if (fighterJet.intersects(enemyBullets[i])) {
// Flash screen red for 1 second (1000ms) to show we are dead.
LK.effects.flashScreen(0xff0000, 1000);
// Show game over. The game will be automatically paused while game over is showing.
LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state.
return;
}
// Check for collision with hero bullets
for (var k = heroBullets.length - 1; k >= 0; k--) {
if (enemyBullets[i] && heroBullets[k] && enemyBullets[i].intersects(heroBullets[k])) {
enemyBullets[i].destroy();
heroBullets[k].destroy();
enemyBullets.splice(i, 1);
heroBullets.splice(k, 1);
break;
}
}
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
// Check for collision with fighter jet
if (fighterJet.intersects(enemies[j])) {
// Flash screen red for 1 second (1000ms) to show we are dead.
LK.effects.flashScreen(0xff0000, 1000);
// Show game over. The game will be automatically paused while game over is showing.
LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state.
return;
}
// Check for collision with hero bullets
for (var k = heroBullets.length - 1; k >= 0; k--) {
if (enemies[j].intersects(heroBullets[k])) {
enemies[j].destroy();
heroBullets[k].destroy();
enemies.splice(j, 1);
heroBullets.splice(k, 1);
score++;
scoreTxt.setText(score);
if (score % 10 === 0) {
levelUpTimeout = LK.setTimeout(levelUp, 1000);
}
break;
}
}
}
};
// Handle touch events
game.down = function (x, y, obj) {
fighterJet.shoot();
};
game.move = function (x, y, obj) {
fighterJet.x = x;
fighterJet.y = y;
};
game.up = function (x, y, obj) {
// No action needed on touch up
};
// Initialize game
initGame();