===================================================================
--- original.js
+++ change.js
@@ -1,122 +1,132 @@
-/****
+/****
* Classes
-****/
+****/
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Bullet class for both player and enemy bullets
var Bullet = Container.expand(function (type) {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset(type === 'player' ? 'playerBullet' : 'enemyBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = type === 'player' ? -10 : 10; // Player bullets move up, enemy bullets move down
- self.update = function () {
- self.y += self.speed;
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset(type === 'player' ? 'playerBullet' : 'enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = type === 'player' ? -10 : 10; // Player bullets move up, enemy bullets move down
+ self.update = function () {
+ self.y += self.speed;
+ };
});
// Enemy class
var Enemy = Container.expand(function () {
- var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.shoot = function () {
- var bullet = new Bullet('enemy');
- bullet.x = self.x;
- bullet.y = self.y + enemyGraphics.height / 2;
- game.addChild(bullet);
- enemyBullets.push(bullet);
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.shoot = function () {
+ var bullet = new Bullet('enemy');
+ bullet.x = self.x;
+ bullet.y = self.y + enemyGraphics.height / 2;
+ game.addChild(bullet);
+ enemyBullets.push(bullet);
+ };
});
// Player class
var Player = Container.expand(function () {
- var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.shoot = function () {
- var bullet = new Bullet('player');
- bullet.x = self.x;
- bullet.y = self.y - playerGraphics.height / 2;
- game.addChild(bullet);
- playerBullets.push(bullet);
- };
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.shoot = function () {
+ var bullet = new Bullet('player');
+ bullet.x = self.x;
+ bullet.y = self.y - playerGraphics.height / 2;
+ game.addChild(bullet);
+ playerBullets.push(bullet);
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 // Init game with black background
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
var player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
+// Initialize player movement
+game.move = function (x, y, obj) {
+ player.x = x;
+ player.y = y;
+};
var enemies = [];
var playerBullets = [];
var enemyBullets = [];
// Create enemies
for (var i = 0; i < 5; i++) {
- var enemy = new Enemy();
- enemy.x = 400 + i * 300;
- enemy.y = 200;
- game.addChild(enemy);
- enemies.push(enemy);
+ var enemy = new Enemy();
+ enemy.x = 400 + i * 300;
+ enemy.y = 200;
+ game.addChild(enemy);
+ enemies.push(enemy);
}
// Handle player shooting
game.down = function (x, y, obj) {
- player.shoot();
+ player.shoot();
};
// Game update loop
game.update = function () {
- // Update player bullets
- for (var i = playerBullets.length - 1; i >= 0; i--) {
- playerBullets[i].update();
- if (playerBullets[i].y < -50) {
- playerBullets[i].destroy();
- playerBullets.splice(i, 1);
- }
- }
- // Update enemy bullets
- for (var i = enemyBullets.length - 1; i >= 0; i--) {
- enemyBullets[i].update();
- if (enemyBullets[i].y > 2732 + 50) {
- enemyBullets[i].destroy();
- enemyBullets.splice(i, 1);
- }
- }
- // Enemy shooting logic
- if (LK.ticks % 60 === 0) {
- // Enemies shoot every second
- enemies.forEach(function (enemy) {
- enemy.shoot();
- });
- }
- // Check for collisions between player bullets and enemies
- for (var i = playerBullets.length - 1; i >= 0; i--) {
- for (var j = enemies.length - 1; j >= 0; j--) {
- if (playerBullets[i].intersects(enemies[j])) {
- playerBullets[i].destroy();
- playerBullets.splice(i, 1);
- enemies[j].destroy();
- enemies.splice(j, 1);
- break;
- }
- }
- }
- // Check for collisions between enemy bullets and player
- for (var i = enemyBullets.length - 1; i >= 0; i--) {
- if (enemyBullets[i].intersects(player)) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- break;
- }
- }
+ // Update player position based on touch input
+ game.move = function (x, y, obj) {
+ player.x = x;
+ player.y = y;
+ };
+ // Update player bullets
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ playerBullets[i].update();
+ if (playerBullets[i].y < -50) {
+ playerBullets[i].destroy();
+ playerBullets.splice(i, 1);
+ }
+ }
+ // Update enemy bullets
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ enemyBullets[i].update();
+ if (enemyBullets[i].y > 2732 + 50) {
+ enemyBullets[i].destroy();
+ enemyBullets.splice(i, 1);
+ }
+ }
+ // Enemy shooting logic
+ if (LK.ticks % 60 === 0) {
+ // Enemies shoot every second
+ enemies.forEach(function (enemy) {
+ enemy.shoot();
+ });
+ }
+ // Check for collisions between player bullets and enemies
+ for (var i = playerBullets.length - 1; i >= 0; i--) {
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ if (playerBullets[i].intersects(enemies[j])) {
+ playerBullets[i].destroy();
+ playerBullets.splice(i, 1);
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ break;
+ }
+ }
+ }
+ // Check for collisions between enemy bullets and player
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ if (enemyBullets[i].intersects(player)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ break;
+ }
+ }
};
\ No newline at end of file