/**** * Classes ****/ // Define a class for Bullets var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); // Define a class for Enemy Ships var EnemyShip = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define a class for the Player's Ship var PlayerShip = Container.expand(function () { var self = Container.call(this); var shipGraphics = self.attachAsset('playerShip', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Update logic for the player's ship }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player ship var playerShip = game.addChild(new PlayerShip()); playerShip.x = 2048 / 2; playerShip.y = 2500; // Array to hold enemy ships var enemies = []; // Array to hold bullets var bullets = []; // Function to spawn enemy ships function spawnEnemy() { var enemy = new EnemyShip(); enemy.x = Math.random() * 2048; enemy.y = -50; enemies.push(enemy); game.addChild(enemy); } // Function to handle shooting function shoot() { var bullet = new Bullet(); bullet.x = playerShip.x; bullet.y = playerShip.y - 50; bullets.push(bullet); game.addChild(bullet); } // Handle game updates game.update = function () { // Update player ship playerShip.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(playerShip)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { bullets[j].destroy(); enemies[k].destroy(); bullets.splice(j, 1); enemies.splice(k, 1); LK.setScore(LK.getScore() + 1); break; } } } // Spawn enemies periodically if (LK.ticks % 60 == 0) { spawnEnemy(); } }; // Handle player ship movement game.move = function (x, y, obj) { playerShip.x = x; }; // Handle shooting game.down = function (x, y, obj) { shoot(); };
/****
* Classes
****/
// Define a class for Bullets
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
// Define a class for Enemy Ships
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Define a class for the Player's Ship
var PlayerShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Update logic for the player's ship
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player ship
var playerShip = game.addChild(new PlayerShip());
playerShip.x = 2048 / 2;
playerShip.y = 2500;
// Array to hold enemy ships
var enemies = [];
// Array to hold bullets
var bullets = [];
// Function to spawn enemy ships
function spawnEnemy() {
var enemy = new EnemyShip();
enemy.x = Math.random() * 2048;
enemy.y = -50;
enemies.push(enemy);
game.addChild(enemy);
}
// Function to handle shooting
function shoot() {
var bullet = new Bullet();
bullet.x = playerShip.x;
bullet.y = playerShip.y - 50;
bullets.push(bullet);
game.addChild(bullet);
}
// Handle game updates
game.update = function () {
// Update player ship
playerShip.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(playerShip)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
for (var k = enemies.length - 1; k >= 0; k--) {
if (bullets[j].intersects(enemies[k])) {
bullets[j].destroy();
enemies[k].destroy();
bullets.splice(j, 1);
enemies.splice(k, 1);
LK.setScore(LK.getScore() + 1);
break;
}
}
}
// Spawn enemies periodically
if (LK.ticks % 60 == 0) {
spawnEnemy();
}
};
// Handle player ship movement
game.move = function (x, y, obj) {
playerShip.x = x;
};
// Handle shooting
game.down = function (x, y, obj) {
shoot();
};
Bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Straight White fighter jet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Straight black fighter jet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.