/**** * Classes ****/ // 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.speed = 10; self.update = function () { // Update enemies to move towards the center if (self.x < 1024) { self.x += self.speed; } else if (self.x > 1024) { self.x -= self.speed; } if (self.y < 1366) { self.y += self.speed; } else if (self.y > 1366) { self.y -= self.speed; } }; }); // Define a simple Maze class var Maze = Container.expand(function () { var self = Container.call(this); var mazeGraphics = self.attachAsset('maze', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Maze update logic }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins 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.speed = 3; self.update = function () { // Player update logic }; }); // Define a simple Spike class var Spike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('spike', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Update spikes to move towards the player if (self.x < player.x) { self.x += self.speed; } else if (self.x > player.x) { self.x -= self.speed; } if (self.y < player.y) { self.y += self.speed; } else if (self.y > player.y) { self.y -= self.speed; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player, enemy arrays, score and round var player; var enemies = []; var score = 0; var round = 0; var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); LK.gui.top.addChild(scoreTxt); // Initialize game elements function initGame() { player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 150; player.speed += round * 5; // Create enemies on all sides with random gaps for (var i = 0; i < 10 + round; i++) { var gap = Math.random() * (100 - round * 5) + 50; // Random gap between 50 and 150 // Create enemies on all sides var enemyTop = new Enemy(); enemyTop.x = i * gap; enemyTop.y = 0; enemies.push(enemyTop); game.addChild(enemyTop); if (i % 2 == 0) { var enemyBottom = new Enemy(); enemyBottom.x = i * gap; enemyBottom.y = 2732; enemies.push(enemyBottom); game.addChild(enemyBottom); var enemyLeft = new Enemy(); enemyLeft.x = 0; enemyLeft.y = i * gap; enemies.push(enemyLeft); game.addChild(enemyLeft); var enemyRight = new Enemy(); enemyRight.x = 2048; enemyRight.y = i * gap; enemies.push(enemyRight); game.addChild(enemyRight); } } // Add infinite attack system var attackInterval = LK.setInterval(function () { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; enemies.push(enemy); game.addChild(enemy); // Add spikes that follow the player var spike = new Spike(); spike.x = Math.random() * 2048; spike.y = Math.random() * 2732; game.addChild(spike); }, 100); } // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Update game logic game.update = function () { for (var i = 0; i < enemies.length; i++) { enemies[i].update(); if (player.intersects(enemies[i])) { if (round >= 100) { LK.showVictory(); } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); round++; initGame(); } } else { score += 1; scoreTxt.setText(score); } } // Update the spikes for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof Spike) { game.children[i].update(); if (player.intersects(game.children[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); round++; initGame(); } } } }; // Initialize the game initGame(); if (round >= 1) { var maze = game.addChild(new Maze()); maze.x = 2048 / 2; maze.y = 2732 / 2; }
/****
* Classes
****/
// 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.speed = 10;
self.update = function () {
// Update enemies to move towards the center
if (self.x < 1024) {
self.x += self.speed;
} else if (self.x > 1024) {
self.x -= self.speed;
}
if (self.y < 1366) {
self.y += self.speed;
} else if (self.y > 1366) {
self.y -= self.speed;
}
};
});
// Define a simple Maze class
var Maze = Container.expand(function () {
var self = Container.call(this);
var mazeGraphics = self.attachAsset('maze', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Maze update logic
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins 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.speed = 3;
self.update = function () {
// Player update logic
};
});
// Define a simple Spike class
var Spike = Container.expand(function () {
var self = Container.call(this);
var spikeGraphics = self.attachAsset('spike', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Update spikes to move towards the player
if (self.x < player.x) {
self.x += self.speed;
} else if (self.x > player.x) {
self.x -= self.speed;
}
if (self.y < player.y) {
self.y += self.speed;
} else if (self.y > player.y) {
self.y -= self.speed;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player, enemy arrays, score and round
var player;
var enemies = [];
var score = 0;
var round = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
LK.gui.top.addChild(scoreTxt);
// Initialize game elements
function initGame() {
player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 150;
player.speed += round * 5;
// Create enemies on all sides with random gaps
for (var i = 0; i < 10 + round; i++) {
var gap = Math.random() * (100 - round * 5) + 50; // Random gap between 50 and 150
// Create enemies on all sides
var enemyTop = new Enemy();
enemyTop.x = i * gap;
enemyTop.y = 0;
enemies.push(enemyTop);
game.addChild(enemyTop);
if (i % 2 == 0) {
var enemyBottom = new Enemy();
enemyBottom.x = i * gap;
enemyBottom.y = 2732;
enemies.push(enemyBottom);
game.addChild(enemyBottom);
var enemyLeft = new Enemy();
enemyLeft.x = 0;
enemyLeft.y = i * gap;
enemies.push(enemyLeft);
game.addChild(enemyLeft);
var enemyRight = new Enemy();
enemyRight.x = 2048;
enemyRight.y = i * gap;
enemies.push(enemyRight);
game.addChild(enemyRight);
}
}
// Add infinite attack system
var attackInterval = LK.setInterval(function () {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 2732;
enemies.push(enemy);
game.addChild(enemy);
// Add spikes that follow the player
var spike = new Spike();
spike.x = Math.random() * 2048;
spike.y = Math.random() * 2732;
game.addChild(spike);
}, 100);
}
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
// Update game logic
game.update = function () {
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
if (player.intersects(enemies[i])) {
if (round >= 100) {
LK.showVictory();
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
round++;
initGame();
}
} else {
score += 1;
scoreTxt.setText(score);
}
}
// Update the spikes
for (var i = 0; i < game.children.length; i++) {
if (game.children[i] instanceof Spike) {
game.children[i].update();
if (player.intersects(game.children[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
round++;
initGame();
}
}
}
};
// Initialize the game
initGame();
if (round >= 1) {
var maze = game.addChild(new Maze());
maze.x = 2048 / 2;
maze.y = 2732 / 2;
}