/**** * 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 enemies 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.y = 0; self.x = Math.random() * 2048; } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, // scale player bigger scaleY: 2 // scale player bigger }); self.speed = 10; self.update = function () { // Player update logic }; }); /**** * Initialize Game ****/ // Initialize a score text object var game = new LK.Game(); /**** * Game Code ****/ LK.playMusic('bgmusic', { loop: true }); var background = game.attachAsset('background', { anchorX: 0, anchorY: 0 }); // Initialize a score text object // Initialize player var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); // Add the score text to the game GUI LK.gui.top.addChild(scoreTxt); // Initialize a timer text object var timerTxt = new Text2('120', { size: 150, fill: 0x0000FF }); // Add the timer text to the game GUI LK.gui.center.addChild(timerTxt); var player = game.addChild(new Player()); player.x = 1024; player.y = 2500; // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); } // Initialize bullets var bullets = []; // Initialize a timer variable to keep track of the game time var timer = 120 * 60; // Convert minutes to ticks // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Handle shooting game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); }; // Update game state game.update = function () { // Update enemies for (var i = 0; i < enemies.length; i++) { enemies[i].update(); } // Increase the enemies spawn count every 5 seconds if (LK.ticks % 50 == 0) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); if (bullets[j].y < 0) { bullets.splice(j, 1); } } // Check for collisions for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); enemies[l].destroy(); bullets.splice(k, 1); enemies.splice(l, 1); // Increase the score when an enemy is destroyed LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); // Play sound effect when player bullet hits the enemy LK.getSound('hit').play(); break; } } } // Decrease the timer every tick timer--; // Update the timer text timerTxt.setText(Math.ceil(timer / 60)); // Convert ticks to seconds // If the time is up, show the game over screen if (timer <= 0) { LK.showGameOver(); } };
/****
* 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 enemies
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.y = 0;
self.x = Math.random() * 2048;
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define a class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
// scale player bigger
scaleY: 2 // scale player bigger
});
self.speed = 10;
self.update = function () {
// Player update logic
};
});
/****
* Initialize Game
****/
// Initialize a score text object
var game = new LK.Game();
/****
* Game Code
****/
LK.playMusic('bgmusic', {
loop: true
});
var background = game.attachAsset('background', {
anchorX: 0,
anchorY: 0
});
// Initialize a score text object
// Initialize player
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
// Add the score text to the game GUI
LK.gui.top.addChild(scoreTxt);
// Initialize a timer text object
var timerTxt = new Text2('120', {
size: 150,
fill: 0x0000FF
});
// Add the timer text to the game GUI
LK.gui.center.addChild(timerTxt);
var player = game.addChild(new Player());
player.x = 1024;
player.y = 2500;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 1000;
enemies.push(enemy);
game.addChild(enemy);
}
// Initialize bullets
var bullets = [];
// Initialize a timer variable to keep track of the game time
var timer = 120 * 60; // Convert minutes to ticks
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
// Handle shooting
game.down = function (x, y, obj) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
};
// Update game state
game.update = function () {
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
// Increase the enemies spawn count every 5 seconds
if (LK.ticks % 50 == 0) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 1000;
enemies.push(enemy);
game.addChild(enemy);
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < 0) {
bullets.splice(j, 1);
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemies[l])) {
bullets[k].destroy();
enemies[l].destroy();
bullets.splice(k, 1);
enemies.splice(l, 1);
// Increase the score when an enemy is destroyed
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
// Play sound effect when player bullet hits the enemy
LK.getSound('hit').play();
break;
}
}
}
// Decrease the timer every tick
timer--;
// Update the timer text
timerTxt.setText(Math.ceil(timer / 60)); // Convert ticks to seconds
// If the time is up, show the game over screen
if (timer <= 0) {
LK.showGameOver();
}
};
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