/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Bullet movement speed
// Update method called every game tick
self.update = function () {
self.y += self.speed;
};
});
// EnemyBullet class representing the enemy's bullets
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Bullet movement speed
self.direction = 'down'; // Bullet direction
// Update method called every game tick
self.update = function () {
if (self.direction === 'down') {
self.y += self.speed;
}
};
});
var Menu = Container.expand(function () {
var self = Container.call(this);
var menuGraphics = self.attachAsset('Cube_bullet_hell_icon', {
anchorX: 0.5,
anchorY: 0.5
});
// Create a start button
var startButton = self.attachAsset('Start_button', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
// Increase size horizontally
scaleY: 2 // Increase size vertically
});
startButton.y = 500; // Position further below the icon
self.addChild(startButton);
// Add event listener for the start button
startButton.down = function () {
self.visible = false; // Hide the menu
game.startGame(); // Start the game
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Player class representing the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10; // Player movement speed
self.lives = 3; // Player lives
// Method to move the player
self.move = function (x, y) {
self.x = x;
self.y = y;
};
// Method to shoot a bullet
self.shoot = function () {
var bulletUp = new PlayerBullet();
bulletUp.x = self.x;
bulletUp.y = self.y;
bulletUp.direction = 'up';
game.addChild(bulletUp);
playerBullets.push(bulletUp);
var bulletDown = new PlayerBullet();
bulletDown.x = self.x;
bulletDown.y = self.y;
bulletDown.direction = 'down';
game.addChild(bulletDown);
playerBullets.push(bulletDown);
var bulletLeft = new PlayerBullet();
bulletLeft.x = self.x;
bulletLeft.y = self.y;
bulletLeft.direction = 'left';
game.addChild(bulletLeft);
playerBullets.push(bulletLeft);
var bulletRight = new PlayerBullet();
bulletRight.x = self.x;
bulletRight.y = self.y;
bulletRight.direction = 'right';
game.addChild(bulletRight);
playerBullets.push(bulletRight);
var bulletUpLeft = new PlayerBullet();
bulletUpLeft.x = self.x;
bulletUpLeft.y = self.y;
bulletUpLeft.direction = 'up-left';
game.addChild(bulletUpLeft);
playerBullets.push(bulletUpLeft);
var bulletUpRight = new PlayerBullet();
bulletUpRight.x = self.x;
bulletUpRight.y = self.y;
bulletUpRight.direction = 'up-right';
game.addChild(bulletUpRight);
playerBullets.push(bulletUpRight);
var bulletDownLeft = new PlayerBullet();
bulletDownLeft.x = self.x;
bulletDownLeft.y = self.y;
bulletDownLeft.direction = 'down-left';
game.addChild(bulletDownLeft);
playerBullets.push(bulletDownLeft);
var bulletDownRight = new PlayerBullet();
bulletDownRight.x = self.x;
bulletDownRight.y = self.y;
bulletDownRight.direction = 'down-right';
game.addChild(bulletDownRight);
playerBullets.push(bulletDownRight);
};
});
// PlayerBullet class representing the player's bullets
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5; // Bullet movement speed
self.direction = 'up'; // Bullet direction
// Update method called every game tick
self.update = function () {
if (self.direction === 'up') {
self.y += self.speed;
} else if (self.direction === 'down') {
self.y -= self.speed;
} else if (self.direction === 'left') {
self.x -= self.speed;
} else if (self.direction === 'right') {
self.x += self.speed;
} else if (self.direction === 'up-left') {
self.y += self.speed;
self.x -= self.speed;
} else if (self.direction === 'up-right') {
self.y += self.speed;
self.x += self.speed;
} else if (self.direction === 'down-left') {
self.y -= self.speed;
self.x -= self.speed;
} else if (self.direction === 'down-right') {
self.y -= self.speed;
self.x += self.speed;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Function to update heart icons based on player lives
function updateHearts() {
// Clear existing hearts
LK.gui.topRight.removeChildren();
// Add heart icons based on the number of lives
for (var i = 0; i < player.lives; i++) {
var heartIcon = LK.getAsset('Heart_icon', {
anchorX: 0.5,
anchorY: 0.5
});
heartIcon.x = -50 * i; // Position hearts with some spacing
LK.gui.topRight.addChild(heartIcon);
}
}
var menu = new Menu();
menu.x = 2048 / 2;
menu.y = 2732 / 2;
game.addChild(menu);
// Define player in the global scope
var player;
// Function to start the game
game.startGame = function () {
// Display "Ready? Set Go!" sequence
var readyText = new Text2('Ready?', {
size: 200,
fill: 0xFFFFFF
});
readyText.anchor.set(0.5, 0.5);
readyText.x = 2048 / 2;
readyText.y = 2732 / 2;
game.addChild(readyText);
LK.getSound('Ready').play(); // Moved here to play immediately
LK.setTimeout(function () {
readyText.setText('Set');
LK.getSound('Beep').play();
LK.setTimeout(function () {
readyText.setText('Go!');
LK.getSound('Go').play();
LK.setTimeout(function () {
game.removeChild(readyText);
// Initialize player
player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
updateHearts(); // Display hearts when the game starts
}, 1000);
}, 1000);
}, 1000);
};
// Variable to track player's score
var playerScore = 0;
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var bullets = [];
var playerBullets = [];
var enemyBullets = [];
// Function to spawn bullets
function spawnBullet() {
var bullet = new EnemyBullet();
bullet.x = Math.random() * (2048 - 400) + 200;
bullet.y = -50; // Start above the screen
enemyBullets.push(bullet);
game.addChild(bullet);
}
// Game update function
game.update = function () {
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
bullet.update();
// Check if bullet is off-screen
if (bullet.y > 2732) {
bullet.destroy();
bullets.splice(i, 1);
playerScore += 1; // Increase score by 1
scoreTxt.setText('Score: ' + playerScore); // Update score display
}
// Check for collision with player
if (bullet.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Spawn a new bullet every 30 ticks
// Update player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
var bullet = playerBullets[i];
bullet.update();
// Check if bullet is off-screen
if (bullet.y < 0 || bullet.y > 2732 || bullet.x < 0 || bullet.x > 2048) {
bullet.destroy();
playerBullets.splice(i, 1);
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var bullet = enemyBullets[i];
bullet.update();
// Check if bullet is off-screen
if (bullet.y > 2732) {
if (playerScore >= 100 && playerScore < 200) {
bullet.speed += 2; // Increase bullet speed
} else if (playerScore >= 200) {
bullet.speed += 5; // Double bullet speed after 200 points
}
bullet.destroy();
enemyBullets.splice(i, 1);
if (player) {
// Ensure player has spawned
playerScore += 1; // Increase score by 1
scoreTxt.setText('Score: ' + playerScore); // Update score display
if (playerScore === 100) {
var speedUpText = new Text2('Bullets Speed Up!', {
size: 150,
fill: 0xFF0000
});
speedUpText.anchor.set(0.5, 0.5);
speedUpText.x = 2048 / 2;
speedUpText.y = 2732 / 2;
game.addChild(speedUpText);
LK.setTimeout(function () {
game.removeChild(speedUpText);
}, 2000);
}
}
}
// Check for collision with player
if (bullet.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
player.lives -= 1;
LK.getSound('Hit').play();
bullet.destroy(); // Remove the bullet upon collision
enemyBullets.splice(i, 1); // Remove bullet from array
updateHearts(); // Update hearts when player loses a life
if (player.lives <= 0) {
LK.showGameOver();
}
}
}
// Spawn a new enemy bullet every 10 ticks
if (LK.ticks % 10 === 0) {
spawnBullet();
}
};
// Handle player movement
game.move = function (x, y, obj) {
if (player) {
player.move(x, y);
// Check if player is touching the screen border
var touchingBorder = player.x <= 0 || player.x >= 2048 || player.y <= 0 || player.y >= 2732;
// If player is touching the border, reset score
if (touchingBorder) {
playerScore = 0;
scoreTxt.setText('Score: ' + playerScore);
}
}
};
game.down = function (x, y, obj) {
// player.shoot();
};
Cube. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Cube bullet hell icon. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Start_button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Heart_icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows