/****
* Classes
****/
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5);
self.shoot = function () {
// Hero shoot logic
};
self.update = function () {
// Hero update logic
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.createAsset('enemy', 'Enemy character', 0.5, 0.5);
self.speed = 2;
self.move = function () {
self.y += self.speed;
};
});
// BlueSquareBullet class
var BlueSquareBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('blueSquare', 'Blue Square Bullet', 0.5, 0.5);
bulletGraphics.tint = 0x0000ff; // Tint the bullet blue
self.speed = -10;
self.move = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize important asset arrays
var bullets = [];
var enemies = [];
// Create hero instance
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200; // Position hero near the bottom of the screen
// Score display
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game logic
var isGameOver = false;
var score = 0;
// Event listeners
game.on('down', function (obj) {
var touchPos = obj.event.getLocalPosition(game);
hero.x = touchPos.x;
hero.shoot();
});
// Removed window.addEventListener as it's not supported by LK engine
// Implement touch-based controls instead
LK.on('tick', function () {
if (!isGameOver) {
// Update hero
hero.update();
// Move and check bullets
for (var b = bullets.length - 1; b >= 0; b--) {
bullets[b].move();
if (bullets[b].y < 0) {
bullets[b].destroy();
bullets.splice(b, 1);
} else {
// Check for bullet-enemy collisions
for (var e = enemies.length - 1; e >= 0; e--) {
if (bullets[b].intersects(enemies[e])) {
score += 1;
scoreTxt.setText(score.toString());
enemies[e].destroy();
enemies.splice(e, 1);
bullets[b].destroy();
bullets.splice(b, 1);
brea; // Exit the loop after destroying the intersected enemy
}
}
}
}
// Move and check enemies
for (var e = enemies.length - 1; e >= 0; e--) {
enemies[e].move();
if (enemies[e].y > 2732) {
enemies[e].destroy();
enemies.splice(e, 1);
} else if (enemies[e].intersects(hero)) {
isGameOver = true;
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Spawn enemies
if (LK.ticks % 120 == 0) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
}
});
// Hero shoot method
Hero.prototype.shoot = function () {
var newBullet = new BlueSquareBullet();
newBullet.x = this.x;
newBullet.y = this.y;
bullets.push(newBullet);
game.addChild(newBullet);
};
k;
// Hero update method
Hero.prototype.update = function () {
// Add hero update logic if needed
};
// Enemy move method
Enemy.prototype.move = function () {
this.y += this.speed;
};
// Bullet move method
Bullet.prototype.move = function () {
this.y += this.speed;
}; /****
* Classes
****/
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', 0.5, 0.5);
self.shoot = function () {
// Hero shoot logic
};
self.update = function () {
// Hero update logic
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.createAsset('enemy', 'Enemy character', 0.5, 0.5);
self.speed = 2;
self.move = function () {
self.y += self.speed;
};
});
// BlueSquareBullet class
var BlueSquareBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('blueSquare', 'Blue Square Bullet', 0.5, 0.5);
bulletGraphics.tint = 0x0000ff; // Tint the bullet blue
self.speed = -10;
self.move = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize important asset arrays
var bullets = [];
var enemies = [];
// Create hero instance
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200; // Position hero near the bottom of the screen
// Score display
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game logic
var isGameOver = false;
var score = 0;
// Event listeners
game.on('down', function (obj) {
var touchPos = obj.event.getLocalPosition(game);
hero.x = touchPos.x;
hero.shoot();
});
// Removed window.addEventListener as it's not supported by LK engine
// Implement touch-based controls instead
LK.on('tick', function () {
if (!isGameOver) {
// Update hero
hero.update();
// Move and check bullets
for (var b = bullets.length - 1; b >= 0; b--) {
bullets[b].move();
if (bullets[b].y < 0) {
bullets[b].destroy();
bullets.splice(b, 1);
} else {
// Check for bullet-enemy collisions
for (var e = enemies.length - 1; e >= 0; e--) {
if (bullets[b].intersects(enemies[e])) {
score += 1;
scoreTxt.setText(score.toString());
enemies[e].destroy();
enemies.splice(e, 1);
bullets[b].destroy();
bullets.splice(b, 1);
brea; // Exit the loop after destroying the intersected enemy
}
}
}
}
// Move and check enemies
for (var e = enemies.length - 1; e >= 0; e--) {
enemies[e].move();
if (enemies[e].y > 2732) {
enemies[e].destroy();
enemies.splice(e, 1);
} else if (enemies[e].intersects(hero)) {
isGameOver = true;
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Spawn enemies
if (LK.ticks % 120 == 0) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
}
});
// Hero shoot method
Hero.prototype.shoot = function () {
var newBullet = new BlueSquareBullet();
newBullet.x = this.x;
newBullet.y = this.y;
bullets.push(newBullet);
game.addChild(newBullet);
};
k;
// Hero update method
Hero.prototype.update = function () {
// Add hero update logic if needed
};
// Enemy move method
Enemy.prototype.move = function () {
this.y += this.speed;
};
// Bullet move method
Bullet.prototype.move = function () {
this.y += this.speed;
};