/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.move = function () { self.y += self.speed; }; }); // Assets will be automatically created based on usage in the code. // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.move = function (direction) { if (direction === 'left' && self.x > 0) { self.x -= self.speed; } else if (direction === 'right' && self.x < 2048) { self.x += self.speed; } }; }); // Zombie class var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.move = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var sky = game.addChild(LK.getAsset('sky', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); var player = game.addChild(new Player('player')); player.x = 1024; // Center horizontally player.y = 2500; // Near bottom var zombies = []; var bullets = []; var score = 0; var combo = 0; var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Create zombies at intervals var zombieInterval = LK.setInterval(function () { var zombie = new Zombie(); zombie.x = Math.random() * 2048; // Random horizontal position zombie.y = 0; // Start from top zombies.push(zombie); game.addChild(zombie); }, 2000); // Touch event to move player and shoot bullets var lastTouchPoint = null; game.on('move', function (obj) { lastTouchPoint = obj.event.getLocalPosition(game); }); game.on('down', function (obj) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); }); // Game tick LK.on('tick', function () { // Move zombies for (var i = zombies.length - 1; i >= 0; i--) { zombies[i].move(); if (zombies[i].y > 2732) { // Off screen zombies[i].destroy(); zombies.splice(i, 1); } } // Move player towards last touch point if (lastTouchPoint) { if (lastTouchPoint.x < player.x) { player.move('left'); } else if (lastTouchPoint.x > player.x) { player.move('right'); } } // Move bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].move(); if (bullets[j].y < 0) { // Off screen bullets[j].destroy(); bullets.splice(j, 1); combo = 0; // Reset combo multiplier when a bullet misses } } // Check for bullet-zombie collisions for (var b = bullets.length - 1; b >= 0; b--) { for (var z = zombies.length - 1; z >= 0; z--) { if (bullets[b] && zombies[z] && bullets[b].intersects(zombies[z])) { bullets[b].destroy(); bullets.splice(b, 1); zombies[z].destroy(); zombies.splice(z, 1); combo += 1; // Increase combo multiplier on zombie kill score += combo; // Increase score by combo multiplier LK.setScore(score); scoreTxt.setText(score.toString()); if (score === 10) { player.destroy(); player = game.addChild(new Player('playerType2')); player.x = 1024; // Center horizontally player.y = 2500; // Near bottom } else if (score === 20) { player.destroy(); player = game.addChild(new Player('playerType3')); player.x = 1024; // Center horizontally player.y = 2500; // Near bottom } break; } // Check for player-zombie collisions if (player && zombies[z] && player.intersects(zombies[z])) { // Game over LK.showGameOver(); break; } } } });
/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.move = function () {
self.y += self.speed;
};
});
// Assets will be automatically created based on usage in the code.
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.move = function (direction) {
if (direction === 'left' && self.x > 0) {
self.x -= self.speed;
} else if (direction === 'right' && self.x < 2048) {
self.x += self.speed;
}
};
});
// Zombie class
var Zombie = Container.expand(function () {
var self = Container.call(this);
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.move = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
var sky = game.addChild(LK.getAsset('sky', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
var player = game.addChild(new Player('player'));
player.x = 1024; // Center horizontally
player.y = 2500; // Near bottom
var zombies = [];
var bullets = [];
var score = 0;
var combo = 0;
var scoreTxt = new Text2(score.toString(), {
size: 150,
fill: "#ffffff"
});
LK.gui.top.addChild(scoreTxt);
// Create zombies at intervals
var zombieInterval = LK.setInterval(function () {
var zombie = new Zombie();
zombie.x = Math.random() * 2048; // Random horizontal position
zombie.y = 0; // Start from top
zombies.push(zombie);
game.addChild(zombie);
}, 2000);
// Touch event to move player and shoot bullets
var lastTouchPoint = null;
game.on('move', function (obj) {
lastTouchPoint = obj.event.getLocalPosition(game);
});
game.on('down', function (obj) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
});
// Game tick
LK.on('tick', function () {
// Move zombies
for (var i = zombies.length - 1; i >= 0; i--) {
zombies[i].move();
if (zombies[i].y > 2732) {
// Off screen
zombies[i].destroy();
zombies.splice(i, 1);
}
}
// Move player towards last touch point
if (lastTouchPoint) {
if (lastTouchPoint.x < player.x) {
player.move('left');
} else if (lastTouchPoint.x > player.x) {
player.move('right');
}
}
// Move bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].move();
if (bullets[j].y < 0) {
// Off screen
bullets[j].destroy();
bullets.splice(j, 1);
combo = 0; // Reset combo multiplier when a bullet misses
}
}
// Check for bullet-zombie collisions
for (var b = bullets.length - 1; b >= 0; b--) {
for (var z = zombies.length - 1; z >= 0; z--) {
if (bullets[b] && zombies[z] && bullets[b].intersects(zombies[z])) {
bullets[b].destroy();
bullets.splice(b, 1);
zombies[z].destroy();
zombies.splice(z, 1);
combo += 1; // Increase combo multiplier on zombie kill
score += combo; // Increase score by combo multiplier
LK.setScore(score);
scoreTxt.setText(score.toString());
if (score === 10) {
player.destroy();
player = game.addChild(new Player('playerType2'));
player.x = 1024; // Center horizontally
player.y = 2500; // Near bottom
} else if (score === 20) {
player.destroy();
player = game.addChild(new Player('playerType3'));
player.x = 1024; // Center horizontally
player.y = 2500; // Near bottom
}
break;
}
// Check for player-zombie collisions
if (player && zombies[z] && player.intersects(zombies[z])) {
// Game over
LK.showGameOver();
break;
}
}
}
});
Soldier in a zombie infested world. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Open road in a city that is plagued by zombies. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
zombie. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Orange coved sky for the zombie infested town. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.