/**** * Classes ****/ // Define the 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.y += self.speed; }; }); // Define the EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var enemyBulletGraphics = self.attachAsset('fire', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; }; }); var FieryBullet = Container.expand(function () { var self = Container.call(this); var fieryBulletGraphics = self.attachAsset('fieryBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y -= self.speed; }; }); // Define the Fire class var Fire = Container.expand(function () { var self = Container.call(this); var fireGraphics = self.attachAsset('fire', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y -= self.speed; }; }); //<Assets used in the game will automatically appear here> // Define the Player class var Rocket = Container.expand(function () { var self = Container.call(this); var rocketGraphics = self.attachAsset('rocket', { anchorX: 0.5, anchorY: 0.5, color: 0xffa500 }); self.speed = 40; self.update = function () { // Rocket update logic }; self.move = function (x, y) { self.x = x; self.y = y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var background = game.attachAsset('background', { anchorX: 0, anchorY: 0 }); game.addChild(background); // Create a home screen with a play button and a quit button var homeScreen = new Container(); game.addChild(homeScreen); // Initialize player, target, fire, enemies, joystick and score var rocket = game.addChild(new Rocket()); rocket.x = 2048 / 2; rocket.y = 2732 - 200; rocket.lives = 3 * 3; // Initialize rocket with 9 lives var score = game.addChild(new Text2('0', { size: 150, fill: "#ffffff" })); score.x = 2048 / 2; score.y = 50; var fieryBullets = []; var enemyBullets = []; var fire = game.addChild(new Fire()); fire.x = rocket.x; fire.y = rocket.y; var enemies = []; // Create a pool of enemies var enemyPool = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemyPool.push(enemy); } // Function to get an enemy from the pool function getEnemy() { for (var i = 0; i < enemyPool.length; i++) { if (!enemyPool[i].parent) { return enemyPool[i]; } } // If all enemies are in use, create a new one var enemy = new Enemy(); enemyPool.push(enemy); return enemy; } // Add enemies to the game for (var i = 0; i < 5; i++) { var enemy = getEnemy(); enemy.x = Math.random() * 2048; enemy.y = 0; game.addChild(enemy); enemies.push(enemy); } // Handle player movement and fire breathing game.down = function (x, y, obj) { var dx = x - rocket.x; var dy = y - rocket.y; var angle = Math.atan2(dy, dx); rocket.x += Math.cos(angle) * rocket.speed; rocket.y += Math.sin(angle) * rocket.speed; var newFieryBullet = new FieryBullet(); newFieryBullet.x = rocket.x; newFieryBullet.y = rocket.y; fieryBullets.push(newFieryBullet); game.addChild(newFieryBullet); }; // Check for win condition, player lives and enemy movement game.update = function () { for (var i = enemyBullets.length - 1; i >= 0; i--) { var enemyBullet = enemyBullets[i]; if (enemyBullet.intersects(rocket)) { rocket.lives--; enemyBullet.destroy(); enemyBullets.splice(i, 1); } for (var j = fieryBullets.length - 1; j >= 0; j--) { var fieryBullet = fieryBullets[j]; if (fieryBullet.intersects(enemyBullet)) { enemyBullet.destroy(); enemyBullets.splice(i, 1); fieryBullet.destroy(); fieryBullets.splice(j, 1); // Increase the score by 50 each time an enemy bullet is hit score.text = (parseInt(score.text) + 50).toString(); } } } if (rocket.lives <= 0) { LK.showGameOver(); // Show game over when rocket has no more lives LK.gui.top.addChild(new Text2("Game Over.", { size: 150, fill: "#ffffff" })); } for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.y > 2732) { enemy.y = 0; enemy.x = Math.random() * 2048; } else if (LK.ticks % 120 == 0) { var newEnemyBullet = new EnemyBullet(); newEnemyBullet.x = enemy.x; newEnemyBullet.y = enemy.y; enemyBullets.push(newEnemyBullet); game.addChild(newEnemyBullet); } if (enemy.intersects(rocket)) { rocket.lives--; enemy.y = 0; enemy.x = Math.random() * 2048; } for (var j = fieryBullets.length - 1; j >= 0; j--) { var fieryBullet = fieryBullets[j]; if (fieryBullet.intersects(enemy)) { enemy.destroy(); enemies.splice(i, 1); fieryBullet.destroy(); fieryBullets.splice(j, 1); // Increase the score by 100 each time an enemy is destroyed score.setText(parseInt(score.text) + 100); } } } };
/****
* Classes
****/
// Define the 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.y += self.speed;
};
});
// Define the EnemyBullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var enemyBulletGraphics = self.attachAsset('fire', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
};
});
var FieryBullet = Container.expand(function () {
var self = Container.call(this);
var fieryBulletGraphics = self.attachAsset('fieryBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y -= self.speed;
};
});
// Define the Fire class
var Fire = Container.expand(function () {
var self = Container.call(this);
var fireGraphics = self.attachAsset('fire', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y -= self.speed;
};
});
//<Assets used in the game will automatically appear here>
// Define the Player class
var Rocket = Container.expand(function () {
var self = Container.call(this);
var rocketGraphics = self.attachAsset('rocket', {
anchorX: 0.5,
anchorY: 0.5,
color: 0xffa500
});
self.speed = 40;
self.update = function () {
// Rocket update logic
};
self.move = function (x, y) {
self.x = x;
self.y = y;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var background = game.attachAsset('background', {
anchorX: 0,
anchorY: 0
});
game.addChild(background);
// Create a home screen with a play button and a quit button
var homeScreen = new Container();
game.addChild(homeScreen);
// Initialize player, target, fire, enemies, joystick and score
var rocket = game.addChild(new Rocket());
rocket.x = 2048 / 2;
rocket.y = 2732 - 200;
rocket.lives = 3 * 3; // Initialize rocket with 9 lives
var score = game.addChild(new Text2('0', {
size: 150,
fill: "#ffffff"
}));
score.x = 2048 / 2;
score.y = 50;
var fieryBullets = [];
var enemyBullets = [];
var fire = game.addChild(new Fire());
fire.x = rocket.x;
fire.y = rocket.y;
var enemies = [];
// Create a pool of enemies
var enemyPool = [];
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemyPool.push(enemy);
}
// Function to get an enemy from the pool
function getEnemy() {
for (var i = 0; i < enemyPool.length; i++) {
if (!enemyPool[i].parent) {
return enemyPool[i];
}
}
// If all enemies are in use, create a new one
var enemy = new Enemy();
enemyPool.push(enemy);
return enemy;
}
// Add enemies to the game
for (var i = 0; i < 5; i++) {
var enemy = getEnemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
game.addChild(enemy);
enemies.push(enemy);
}
// Handle player movement and fire breathing
game.down = function (x, y, obj) {
var dx = x - rocket.x;
var dy = y - rocket.y;
var angle = Math.atan2(dy, dx);
rocket.x += Math.cos(angle) * rocket.speed;
rocket.y += Math.sin(angle) * rocket.speed;
var newFieryBullet = new FieryBullet();
newFieryBullet.x = rocket.x;
newFieryBullet.y = rocket.y;
fieryBullets.push(newFieryBullet);
game.addChild(newFieryBullet);
};
// Check for win condition, player lives and enemy movement
game.update = function () {
for (var i = enemyBullets.length - 1; i >= 0; i--) {
var enemyBullet = enemyBullets[i];
if (enemyBullet.intersects(rocket)) {
rocket.lives--;
enemyBullet.destroy();
enemyBullets.splice(i, 1);
}
for (var j = fieryBullets.length - 1; j >= 0; j--) {
var fieryBullet = fieryBullets[j];
if (fieryBullet.intersects(enemyBullet)) {
enemyBullet.destroy();
enemyBullets.splice(i, 1);
fieryBullet.destroy();
fieryBullets.splice(j, 1);
// Increase the score by 50 each time an enemy bullet is hit
score.text = (parseInt(score.text) + 50).toString();
}
}
}
if (rocket.lives <= 0) {
LK.showGameOver(); // Show game over when rocket has no more lives
LK.gui.top.addChild(new Text2("Game Over.", {
size: 150,
fill: "#ffffff"
}));
}
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.y > 2732) {
enemy.y = 0;
enemy.x = Math.random() * 2048;
} else if (LK.ticks % 120 == 0) {
var newEnemyBullet = new EnemyBullet();
newEnemyBullet.x = enemy.x;
newEnemyBullet.y = enemy.y;
enemyBullets.push(newEnemyBullet);
game.addChild(newEnemyBullet);
}
if (enemy.intersects(rocket)) {
rocket.lives--;
enemy.y = 0;
enemy.x = Math.random() * 2048;
}
for (var j = fieryBullets.length - 1; j >= 0; j--) {
var fieryBullet = fieryBullets[j];
if (fieryBullet.intersects(enemy)) {
enemy.destroy();
enemies.splice(i, 1);
fieryBullet.destroy();
fieryBullets.splice(j, 1);
// Increase the score by 100 each time an enemy is destroyed
score.setText(parseInt(score.text) + 100);
}
}
}
};
Red fiery bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Monster. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Rocket. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Space scene that would be good for an app background. Single Game Texture. In-Game asset. 3d. Blank background. High contrast. No shadows.
Bullet dropping downward. Single Game Texture. In-Game asset. 3D. Blank background. High contrast. No shadows.