/****
* 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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