/**** * Classes ****/ // 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 = -2; self.update = function () { self.x += self.speed; // Update enemy logic }; }); // Troop class var Troop = Container.expand(function () { var self = Container.call(this); var troopGraphics = self.attachAsset('troop', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { self.x += self.speed; // Update troop logic }; }); //<Assets used in the game will automatically appear here> // Village class var Village = Container.expand(function () { var self = Container.call(this); var villageGraphics = self.attachAsset('village', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.update = function () { // Update village logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var villages = []; var troops = []; var enemies = []; // Create and position the village var village = new Village(); village.x = 1024; village.y = 1366; game.addChild(village); villages.push(village); // Function to spawn a troop function spawnTroop() { var troop = new Troop(); troop.x = village.x; troop.y = village.y; game.addChild(troop); troops.push(troop); } // Function to spawn an enemy function spawnEnemy() { var enemy = new Enemy(); enemy.x = 2048; enemy.y = Math.random() * 2732; game.addChild(enemy); enemies.push(enemy); } // Handle game updates game.update = function () { // Update all troops for (var i = troops.length - 1; i >= 0; i--) { troops[i].update(); // Check for collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { if (troops[i].intersects(enemies[j])) { // Destroy both troop and enemy troops[i].destroy(); enemies[j].destroy(); troops.splice(i, 1); enemies.splice(j, 1); break; } } } // Update all enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); // Check for collision with village if (enemies[i].intersects(village)) { // Reduce village health village.health -= 10; // Destroy enemy enemies[i].destroy(); enemies.splice(i, 1); // Check if village is destroyed if (village.health <= 0) { LK.showGameOver(); } } } // Spawn new enemies periodically if (LK.ticks % 60 == 0) { spawnEnemy(); } }; // Handle touch events to spawn troops game.down = function (x, y, obj) { spawnTroop(); };
/****
* Classes
****/
// 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 = -2;
self.update = function () {
self.x += self.speed;
// Update enemy logic
};
});
// Troop class
var Troop = Container.expand(function () {
var self = Container.call(this);
var troopGraphics = self.attachAsset('troop', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
self.x += self.speed;
// Update troop logic
};
});
//<Assets used in the game will automatically appear here>
// Village class
var Village = Container.expand(function () {
var self = Container.call(this);
var villageGraphics = self.attachAsset('village', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.update = function () {
// Update village logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var villages = [];
var troops = [];
var enemies = [];
// Create and position the village
var village = new Village();
village.x = 1024;
village.y = 1366;
game.addChild(village);
villages.push(village);
// Function to spawn a troop
function spawnTroop() {
var troop = new Troop();
troop.x = village.x;
troop.y = village.y;
game.addChild(troop);
troops.push(troop);
}
// Function to spawn an enemy
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = 2048;
enemy.y = Math.random() * 2732;
game.addChild(enemy);
enemies.push(enemy);
}
// Handle game updates
game.update = function () {
// Update all troops
for (var i = troops.length - 1; i >= 0; i--) {
troops[i].update();
// Check for collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
if (troops[i].intersects(enemies[j])) {
// Destroy both troop and enemy
troops[i].destroy();
enemies[j].destroy();
troops.splice(i, 1);
enemies.splice(j, 1);
break;
}
}
}
// Update all enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
// Check for collision with village
if (enemies[i].intersects(village)) {
// Reduce village health
village.health -= 10;
// Destroy enemy
enemies[i].destroy();
enemies.splice(i, 1);
// Check if village is destroyed
if (village.health <= 0) {
LK.showGameOver();
}
}
}
// Spawn new enemies periodically
if (LK.ticks % 60 == 0) {
spawnEnemy();
}
};
// Handle touch events to spawn troops
game.down = function (x, y, obj) {
spawnTroop();
};