/****
* 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.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
// 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.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y - 50;
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 < 0) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Black background
});
/****
* Game Code
****/
// Add stars to the background
for (var i = 0; i < 200; i++) {
var star = LK.getAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: Math.random() * 0.5,
scaleY: Math.random() * 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732
});
game.addChild(star);
}
// Add big stones to the game for protection
for (var i = 0; i < 10; i++) {
var bigStone = LK.getAsset('bigStone', {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732
});
game.addChild(bigStone);
}
// Initialize assets used in this game.
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
var hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 150;
game.addChild(hero);
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
game.down = function (x, y, obj) {
hero.shoot();
dragNode = {
x: x,
y: y
};
};
var dragNode = null;
game.update = function () {
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
for (var j = enemies.length - 1; j >= 0; j--) {
if (heroBullets[i].intersects(enemies[j])) {
enemies[j].destroy();
heroBullets[i].destroy();
enemies.splice(j, 1);
heroBullets.splice(i, 1);
break;
}
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Enemy shoots bullet
if (LK.ticks % 120 == 0) {
var bullet = new EnemyBullet();
bullet.x = enemies[i].x;
bullet.y = enemies[i].y + 50;
game.addChild(bullet);
enemyBullets.push(bullet);
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].update();
if (enemyBullets[i].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Spawn enemies
if (LK.ticks % 60 == 0) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -50;
game.addChild(enemy);
enemies.push(enemy);
}
// Move hero
if (dragNode) {
hero.x = dragNode.x;
hero.y = dragNode.y;
}
};
Fighter plane. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Sharpe bullet of plane. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Little stars. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Mountain rock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Dangerous fight plane. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.