/****
* 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;
}