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In the grid class set the X of the grid to half the width of the game
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Add a bubble lesson to the bubble class.
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Bubble Shooter
/****
* Classes
****/
// Assets will be automatically created and loaded by the LK engine based on usage in the game code.
// Bubble class for the game bubbles
var Bubble = Container.expand(function () {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
self.pop = function () {
// Placeholder for bubble pop logic
LK.effects.flashObject(self, 0xFFFFFF, 300);
self.destroy();
};
self.update = function () {
// Placeholder for bubble movement or other update logic
};
});
// Shooter class for the bubble shooter
var Shooter = Container.expand(function () {
var self = Container.call(this);
var shooterGraphics = self.attachAsset('shooter', {
anchorX: 0.5,
anchorY: 0.5
});
self.shoot = function () {
// Placeholder for shooting logic
var bubble = new Bubble();
bubble.x = self.x;
bubble.y = self.y;
game.addChild(bubble);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to represent the sky
});
/****
* Game Code
****/
// Initialize shooter
var shooter = game.addChild(new Shooter());
shooter.x = game.width / 2;
shooter.y = game.height - 100; // Position shooter at the bottom center of the screen
// Initialize bubbles array
var bubbles = [];
// Function to create bubbles at random positions
function createBubbles() {
for (var i = 0; i < 10; i++) {
var bubble = new Bubble();
bubble.x = Math.random() * game.width;
bubble.y = Math.random() * (game.height / 2); // Position bubbles in the upper half of the screen
game.addChild(bubble);
bubbles.push(bubble);
}
}
createBubbles(); // Call function to create initial bubbles
// Game update function
game.update = function () {
// Check for bubble and shooter interactions or other game logic
};
// Touch event to shoot bubbles
game.down = function (x, y, obj) {
shooter.shoot();
};
// Example of handling bubble popping
game.up = function (x, y, obj) {
bubbles.forEach(function (bubble, index) {
if (bubble.intersects(obj)) {
bubble.pop();
bubbles.splice(index, 1);
}
});
if (bubbles.length === 0) {
// All bubbles popped, create new bubbles
createBubbles();
}
};
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