/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
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.update = function () {
// Enemy update logic
var speedIncrease;
if (LK.getScore() >= 40) {
speedIncrease = 4;
} else if (LK.getScore() >= 30) {
speedIncrease = 2;
} else {
speedIncrease = Math.floor(LK.getScore() / 30);
}
self.y += 2 + speedIncrease; // Move the enemy downwards
};
});
//<Assets used in the game will automatically appear here>
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Hero update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000,
//Init game with black background
name: 'Foot 2.0'
});
/****
* Game Code
****/
// Initialize variables
var hero;
var enemies = [];
var bullets = [];
var score = 0;
var scoreTxt;
var dragNode = null;
// Initialize game elements
function initGame() {
// Create background
var background = LK.getAsset('background', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 0
});
game.addChild(background);
// Create hero
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
hero.zIndex = 1000; // Set a high z-index to make the 'hero' asset appear in front of other elements
// Create score text
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create enemies
for (var i = 0; i < 10; i++) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 1000;
enemies.push(enemy);
game.addChild(enemy);
}
}
// Handle game updates
game.update = function () {
// Update hero
hero.update();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
if (hero.intersects(enemies[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Remove enemy if it is off the screen
if (enemies[i].y > 2732) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
enemies[i].destroy();
enemies.splice(i, 1);
i--;
}
}
// Create new enemy every 60 ticks
// Double the spawn rate when the player reaches 50 points
// Quadruple the spawn rate when the player reaches 150 points
var spawnRate;
if (score >= 200) {
spawnRate = 120;
} else if (score >= 150) {
spawnRate = 15;
} else if (score >= 50) {
spawnRate = 30;
} else {
spawnRate = 60;
}
if (LK.ticks % spawnRate == 0) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -100;
enemies.push(enemy);
game.addChild(enemy);
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < -50) {
bullets[j].destroy();
bullets.splice(j, 1);
}
for (var k = enemies.length - 1; k >= 0; k--) {
if (bullets[j] && bullets[j].intersects(enemies[k])) {
score++;
scoreTxt.setText(score);
bullets[j].destroy();
bullets.splice(j, 1);
enemies[k].destroy();
enemies.splice(k, 1);
break;
}
}
}
// Add a giant donut when the player reaches 100 points
if (score == 100) {
var donut = LK.getAsset('donut', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(donut);
}
// Add a '3' asset when the player reaches 500 points to the right of the screen
if (score == 500) {
var three = LK.getAsset('3', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
x: 2048 - 100,
y: 2732 / 2
});
game.addChild(three);
three.zIndex = 1000; // Set a high z-index to make the '3' asset appear in front of other elements
}
// Add a 'Raclette' asset when the player reaches 1000 points to the right of the screen
if (score == 1000) {
var raclette = LK.getAsset('Raclette', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
x: 2048 - 100,
y: 2732 / 2
});
game.addChild(raclette);
}
// Fire bullet
var bulletSpawnRate = score >= 150 ? 3.75 : score >= 100 ? 7.5 : score >= 30 ? 15 : 30;
if (LK.ticks % bulletSpawnRate == 0) {
var newBullet = new Bullet();
newBullet.x = hero.x;
newBullet.y = hero.y;
bullets.push(newBullet);
game.addChild(newBullet);
}
};
// Define handleMove function
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = x;
dragNode.y = y;
}
}
// Handle touch/mouse down
game.down = function (x, y, obj) {
dragNode = hero;
handleMove(x, y, obj);
};
// Handle touch/mouse up
game.up = function (x, y, obj) {
dragNode = null;
};
// Handle touch/mouse move
game.move = handleMove;
// Initialize game
initGame();
Balle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Footballeur couleur. Single Game Texture. In-Game asset. 3D Blank background. High contrast. No shadows.
Cage de foot. Single Game Texture. In-Game asset. 3D Blank background. High contrast. No shadows.
Donut nappage chocolat fraise. Single Game Texture. In-Game asset. 3D Blank background. High contrast. No shadows.
Pizza à l'ananas. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Raclette. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Stade de foot à Paris. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.