/****
* 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;
};
});
// 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);
};
});
// 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);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
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);
}
// Handle player shooting
game.down = function (x, y, obj) {
player.shoot();
};
// Game update loop
game.update = function () {
// 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;
}
}
};