/****
* Classes
****/
// Define a simple Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5;
self.update = function () {
self.y += self.speed;
};
});
// Define a simple Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Enemy update logic
};
});
//<Assets used in the game will automatically appear here>
// Define a simple Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Player update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Initialize enemies array
var enemies = [];
// Initialize bullets array
var bullets = [];
// Create score text
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle game move events
function handleMove(x, y, obj) {
player.x = x;
player.y = y;
}
game.move = handleMove;
// Handle game down events
game.down = function (x, y, obj) {
handleMove(x, y, obj);
};
// Handle game up events
game.up = function (x, y, obj) {
// No specific action on up event
};
// Game update logic
game.update = function () {
// Update player
player.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < -50) {
bullets[j].destroy();
bullets.splice(j, 1);
}
}
// Fire bullet
if (LK.ticks % 30 == 0) {
var newBullet = new Bullet();
newBullet.x = player.x;
newBullet.y = player.y;
bullets.push(newBullet);
game.addChild(newBullet);
}
};
// Create enemies at intervals
var enemyInterval = LK.setInterval(function () {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50;
enemies.push(newEnemy);
game.addChild(newEnemy);
}, 2000); /****
* Classes
****/
// Define a simple Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5;
self.update = function () {
self.y += self.speed;
};
});
// Define a simple Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Enemy update logic
};
});
//<Assets used in the game will automatically appear here>
// Define a simple Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Player update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Initialize enemies array
var enemies = [];
// Initialize bullets array
var bullets = [];
// Create score text
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle game move events
function handleMove(x, y, obj) {
player.x = x;
player.y = y;
}
game.move = handleMove;
// Handle game down events
game.down = function (x, y, obj) {
handleMove(x, y, obj);
};
// Handle game up events
game.up = function (x, y, obj) {
// No specific action on up event
};
// Game update logic
game.update = function () {
// Update player
player.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < -50) {
bullets[j].destroy();
bullets.splice(j, 1);
}
}
// Fire bullet
if (LK.ticks % 30 == 0) {
var newBullet = new Bullet();
newBullet.x = player.x;
newBullet.y = player.y;
bullets.push(newBullet);
game.addChild(newBullet);
}
};
// Create enemies at intervals
var enemyInterval = LK.setInterval(function () {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50;
enemies.push(newEnemy);
game.addChild(newEnemy);
}, 2000);