/**** * Classes ****/ // AxeAttack class representing the hero's axe attack var AxeAttack = Container.expand(function () { var self = Container.call(this); var axeGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y -= self.speed; }; }); // Bullet class for projectiles 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.update = function () { self.y -= self.speed; }; }); // DmgAttack class representing the hero's attack with monsters var DmgAttack = Container.expand(function () { var self = Container.call(this); var dmgGraphics = self.attachAsset('goodMonster', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y -= self.speed; // Check for collision with enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (self.intersects(enemy)) { enemy.health -= hero.attack; self.destroy(); if (enemy.health <= 0) { enemy.destroy(); enemies.splice(i, 1); } break; } } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Hero class representing the player's character var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.attack = 10; self.update = function () { // Update logic for hero }; }); // HeroAttack class representing the hero's attack var HeroAttack = Container.expand(function () { var self = Container.call(this); var attackGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y -= self.speed; }; }); // Monster class representing enemy monsters var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 20; self.speed = 2; self.update = function () { self.y += self.speed; // Check for collision with hero if (self.intersects(hero)) { hero.health -= 10; self.destroy(); } }; }); // MonsterFollower class representing monsters that follow the hero var MonsterFollower = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.health = 20; self.speed = 2; self.update = function () { // Calculate direction towards the hero var directionX = hero.x - self.x; var directionY = hero.y - self.y; var length = Math.sqrt(directionX * directionX + directionY * directionY); // Normalize direction and move towards the hero self.x += directionX / length * self.speed; self.y += directionY / length * self.speed; // Check for collision with hero if (self.intersects(hero)) { hero.health -= 10; self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add background image to the game var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Initialize enemies array var enemies = []; // Create and add initial monsters to the game for (var i = 0; i < 3; i++) { var monster = new Monster(); monster.x = Math.random() * 2048; // Random x position monster.y = Math.random() * 500; // Random y position within the top 500 pixels enemies.push(monster); game.addChild(monster); } // Create and add initial MonsterFollowers to the game for (var i = 0; i < 3; i++) { var monsterFollower = new MonsterFollower(); monsterFollower.x = Math.random() * 2048; // Random x position monsterFollower.y = Math.random() * 500; // Random y position within the top 500 pixels enemies.push(monsterFollower); game.addChild(monsterFollower); } // Infinite monster spawning logic var spawnInterval = LK.setInterval(function () { var newMonster = new Monster(); newMonster.x = Math.random() * 2048; // Random x position newMonster.y = Math.random() * 500; // Random y position within the top 500 pixels enemies.push(newMonster); game.addChild(newMonster); var newMonsterFollower = new MonsterFollower(); newMonsterFollower.x = Math.random() * 2048; // Random x position newMonsterFollower.y = Math.random() * 500; // Random y position within the top 500 pixels enemies.push(newMonsterFollower); game.addChild(newMonsterFollower); }, 2000); // Spawn a new monster and a new MonsterFollower every 2 seconds // Create and add three dead monsters to the game for (var j = 0; j < 3; j++) { var deadMonster = new Monster(); deadMonster.x = Math.random() * 2048; // Random x position deadMonster.y = Math.random() * 500 + 500; // Random y position within the next 500 pixels deadMonster.health = 0; // Set health to 0 to indicate it's dead enemies.push(deadMonster); game.addChild(deadMonster); } // Initialize hero's attack array var heroAttacks = []; // Handle game updates game.update = function () { hero.update(); // Update all enemies including MonsterFollowers for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); } // Update hero's DmgAttack for (var j = heroAttacks.length - 1; j >= 0; j--) { var attack = heroAttacks[j]; attack.update(); // Remove off-screen attacks if (attack.y < -50) { attack.destroy(); heroAttacks.splice(j, 1); } } // Fire hero's attack if (LK.ticks % 30 == 0) { var newAttack = new HeroAttack(); newAttack.x = hero.x; newAttack.y = hero.y - hero.height / 2; heroAttacks.push(newAttack); game.addChild(newAttack); } }; // Handle touch events for hero movement game.down = function (x, y, obj) { hero.x = x; hero.y = y; // Fire hero's DmgAttack on click var newDmgAttack = new DmgAttack(); newDmgAttack.x = hero.x; newDmgAttack.y = hero.y - hero.height / 2; heroAttacks.push(newDmgAttack); game.addChild(newDmgAttack); }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; game.up = function (x, y, obj) { // Handle touch release if needed }; // Display hero health var healthTxt = new Text2('Health: ' + hero.health, { size: 100, fill: 0xFFFFFF }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); // Update health display game.update = function () { healthTxt.setText('Health: ' + hero.health); if (hero.health <= 0) { LK.showGameOver(); } }; // Add the health text to the GUI overlay LK.gui.top.addChild(healthTxt);
/****
* Classes
****/
// AxeAttack class representing the hero's axe attack
var AxeAttack = Container.expand(function () {
var self = Container.call(this);
var axeGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y -= self.speed;
};
});
// Bullet class for projectiles
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.update = function () {
self.y -= self.speed;
};
});
// DmgAttack class representing the hero's attack with monsters
var DmgAttack = Container.expand(function () {
var self = Container.call(this);
var dmgGraphics = self.attachAsset('goodMonster', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y -= self.speed;
// Check for collision with enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (self.intersects(enemy)) {
enemy.health -= hero.attack;
self.destroy();
if (enemy.health <= 0) {
enemy.destroy();
enemies.splice(i, 1);
}
break;
}
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Hero class representing the player's character
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.attack = 10;
self.update = function () {
// Update logic for hero
};
});
// HeroAttack class representing the hero's attack
var HeroAttack = Container.expand(function () {
var self = Container.call(this);
var attackGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y -= self.speed;
};
});
// Monster class representing enemy monsters
var Monster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 20;
self.speed = 2;
self.update = function () {
self.y += self.speed;
// Check for collision with hero
if (self.intersects(hero)) {
hero.health -= 10;
self.destroy();
}
};
});
// MonsterFollower class representing monsters that follow the hero
var MonsterFollower = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 20;
self.speed = 2;
self.update = function () {
// Calculate direction towards the hero
var directionX = hero.x - self.x;
var directionY = hero.y - self.y;
var length = Math.sqrt(directionX * directionX + directionY * directionY);
// Normalize direction and move towards the hero
self.x += directionX / length * self.speed;
self.y += directionY / length * self.speed;
// Check for collision with hero
if (self.intersects(hero)) {
hero.health -= 10;
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Add background image to the game
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChild(background);
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize enemies array
var enemies = [];
// Create and add initial monsters to the game
for (var i = 0; i < 3; i++) {
var monster = new Monster();
monster.x = Math.random() * 2048; // Random x position
monster.y = Math.random() * 500; // Random y position within the top 500 pixels
enemies.push(monster);
game.addChild(monster);
}
// Create and add initial MonsterFollowers to the game
for (var i = 0; i < 3; i++) {
var monsterFollower = new MonsterFollower();
monsterFollower.x = Math.random() * 2048; // Random x position
monsterFollower.y = Math.random() * 500; // Random y position within the top 500 pixels
enemies.push(monsterFollower);
game.addChild(monsterFollower);
}
// Infinite monster spawning logic
var spawnInterval = LK.setInterval(function () {
var newMonster = new Monster();
newMonster.x = Math.random() * 2048; // Random x position
newMonster.y = Math.random() * 500; // Random y position within the top 500 pixels
enemies.push(newMonster);
game.addChild(newMonster);
var newMonsterFollower = new MonsterFollower();
newMonsterFollower.x = Math.random() * 2048; // Random x position
newMonsterFollower.y = Math.random() * 500; // Random y position within the top 500 pixels
enemies.push(newMonsterFollower);
game.addChild(newMonsterFollower);
}, 2000); // Spawn a new monster and a new MonsterFollower every 2 seconds
// Create and add three dead monsters to the game
for (var j = 0; j < 3; j++) {
var deadMonster = new Monster();
deadMonster.x = Math.random() * 2048; // Random x position
deadMonster.y = Math.random() * 500 + 500; // Random y position within the next 500 pixels
deadMonster.health = 0; // Set health to 0 to indicate it's dead
enemies.push(deadMonster);
game.addChild(deadMonster);
}
// Initialize hero's attack array
var heroAttacks = [];
// Handle game updates
game.update = function () {
hero.update();
// Update all enemies including MonsterFollowers
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
}
// Update hero's DmgAttack
for (var j = heroAttacks.length - 1; j >= 0; j--) {
var attack = heroAttacks[j];
attack.update();
// Remove off-screen attacks
if (attack.y < -50) {
attack.destroy();
heroAttacks.splice(j, 1);
}
}
// Fire hero's attack
if (LK.ticks % 30 == 0) {
var newAttack = new HeroAttack();
newAttack.x = hero.x;
newAttack.y = hero.y - hero.height / 2;
heroAttacks.push(newAttack);
game.addChild(newAttack);
}
};
// Handle touch events for hero movement
game.down = function (x, y, obj) {
hero.x = x;
hero.y = y;
// Fire hero's DmgAttack on click
var newDmgAttack = new DmgAttack();
newDmgAttack.x = hero.x;
newDmgAttack.y = hero.y - hero.height / 2;
heroAttacks.push(newDmgAttack);
game.addChild(newDmgAttack);
};
game.move = function (x, y, obj) {
hero.x = x;
hero.y = y;
};
game.up = function (x, y, obj) {
// Handle touch release if needed
};
// Display hero health
var healthTxt = new Text2('Health: ' + hero.health, {
size: 100,
fill: 0xFFFFFF
});
healthTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(healthTxt);
// Update health display
game.update = function () {
healthTxt.setText('Health: ' + hero.health);
if (hero.health <= 0) {
LK.showGameOver();
}
};
// Add the health text to the GUI overlay
LK.gui.top.addChild(healthTxt);
MG hero red and blu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
monster dark red. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
monster blu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bullet red and blu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
background red and blu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fire red. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows