/**** * Classes ****/ // Define a simple 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 = -15; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; return self; }); // Define a simple Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; return self; }); //<Assets used in the game will automatically appear here> // Define a simple Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); self.speed = 10; self.update = function () { // Player update logic }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 200; // Add leaf assets to the left and right sides of the screen var leftLeaf = game.addChild(LK.getAsset('leaf', { x: 0, y: 0 })); var rightLeaf = game.addChild(LK.getAsset('leaf', { x: 2048 - 100, y: 0 })); var line = game.addChild(LK.getAsset('line', { x: 0, y: 2732 / 2 })); var centerCircle = game.addChild(LK.getAsset('centerCircle', { x: 2048 / 2, y: 2732 / 2, anchorX: 0.5, anchorY: 0.5, fill: false })); // Initialize enemies array var enemies = []; // Initialize bullets array var bullets = []; var destroyedEnemies = 0; // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; if (player.y < line.y) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; // 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 player player.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { bullets[j].destroy(); enemies[k].destroy(); bullets.splice(j, 1); enemies.splice(k, 1); LK.effects.flashScreen(0xaaaaaa, 1000); // Add flash screen effect destroyedEnemies++; if (destroyedEnemies == 5) { var superText = new Text2('Super!', { size: 150, fill: "#ffffff" }); superText.anchor.set(0.5, 0); LK.gui.center.addChild(superText); LK.setTimeout(function () { superText.destroy(); }, 3000); } if (destroyedEnemies % 20 == 0 && destroyedEnemies != 0) { var goodText = new Text2('Good!', { size: 150, fill: "#ffffff" }); goodText.anchor.set(0.5, 0); LK.gui.center.addChild(goodText); LK.setTimeout(function () { goodText.destroy(); }, 3000); } break; } } } // Spawn enemies if (LK.ticks % 60 == 0) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); game.addChild(enemy); } };
/****
* Classes
****/
// Define a simple 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 = -15;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
return self;
});
// Define a simple Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
return self;
});
//<Assets used in the game will automatically appear here>
// Define a simple Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
self.speed = 10;
self.update = function () {
// Player update logic
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Add leaf assets to the left and right sides of the screen
var leftLeaf = game.addChild(LK.getAsset('leaf', {
x: 0,
y: 0
}));
var rightLeaf = game.addChild(LK.getAsset('leaf', {
x: 2048 - 100,
y: 0
}));
var line = game.addChild(LK.getAsset('line', {
x: 0,
y: 2732 / 2
}));
var centerCircle = game.addChild(LK.getAsset('centerCircle', {
x: 2048 / 2,
y: 2732 / 2,
anchorX: 0.5,
anchorY: 0.5,
fill: false
}));
// Initialize enemies array
var enemies = [];
// Initialize bullets array
var bullets = [];
var destroyedEnemies = 0;
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
if (player.y < line.y) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
};
// 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 player
player.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
for (var k = enemies.length - 1; k >= 0; k--) {
if (bullets[j].intersects(enemies[k])) {
bullets[j].destroy();
enemies[k].destroy();
bullets.splice(j, 1);
enemies.splice(k, 1);
LK.effects.flashScreen(0xaaaaaa, 1000); // Add flash screen effect
destroyedEnemies++;
if (destroyedEnemies == 5) {
var superText = new Text2('Super!', {
size: 150,
fill: "#ffffff"
});
superText.anchor.set(0.5, 0);
LK.gui.center.addChild(superText);
LK.setTimeout(function () {
superText.destroy();
}, 3000);
}
if (destroyedEnemies % 20 == 0 && destroyedEnemies != 0) {
var goodText = new Text2('Good!', {
size: 150,
fill: "#ffffff"
});
goodText.anchor.set(0.5, 0);
LK.gui.center.addChild(goodText);
LK.setTimeout(function () {
goodText.destroy();
}, 3000);
}
break;
}
}
}
// Spawn enemies
if (LK.ticks % 60 == 0) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
game.addChild(enemy);
}
};