/****
* Classes
****/
var Bomb = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Bomb specific update logic if needed
};
});
// Bottle class
var Bottle = Container.expand(function () {
var self = Container.call(this);
var bottleGraphics = self.attachAsset('bottle', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Bottle specific update logic if needed
};
});
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
characterGraphics.rotation = .5;
characterGraphics.alpha = .8;
self.update = function () {
// Character specific update logic if needed
};
});
var GameOverScreen = Container.expand(function () {
var self = Container.call(this);
var gameOverText = new Text2('Game Over', {
size: 200,
fill: "#ff0000"
});
gameOverText.anchor.set(0.5, 0.5);
gameOverText.x = 2048 / 2;
gameOverText.y = 2732 / 2 - 200;
self.addChild(gameOverText);
finalScoreText = new Text2('Final Score: ' + LK.getScore(), {
size: 150,
fill: "#ffffff"
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = 2048 / 2;
finalScoreText.y = 2732 / 2;
self.addChild(finalScoreText);
var restartButton = new Text2('Restart', {
size: 150,
fill: "#00ff00"
});
restartButton.anchor.set(0.5, 0.5);
restartButton.x = 2048 / 2;
restartButton.y = 2732 / 2 + 200;
self.addChild(restartButton);
restartButton.down = function () {
// Restart the game
LK.showGameOver();
};
return self;
});
var GoldenBottle = Container.expand(function () {
var self = Container.call(this);
var bottleGraphics = self.attachAsset('goldenbottle', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// GoldenBottle specific update logic if needed
};
});
//<Assets used in the game will automatically appear here>
// Stone class
var Stone = Container.expand(function () {
var self = Container.call(this);
var stoneGraphics = self.attachAsset('stone', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
};
});
// SuperBottle class
var SuperBottle = Container.expand(function () {
var self = Container.call(this);
var bottleGraphics = self.attachAsset('superbottle', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// SuperBottle specific update logic if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Add background image
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
// Function to handle stone throwing
function throwStone(x, y) {
var newStone = new Stone();
newStone.x = x;
newStone.y = y;
stones.push(newStone);
game.addChild(newStone);
// Play rock sound when shooting a stone
LK.getSound('rock').play();
}
// Initialize arrays and variables
var stones = [];
var bottles = [];
var powerups = [];
var finalScoreText;
var bombActive = false;
var powerups = [];
var score = 0;
var bottlesHit = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
// Removed interval to spawn bomb every 10 seconds
var character = null;
var goldenBottleSpawned = false;
scoreTxt.anchor.set(0.5, 0);
scoreTxt.y = 100; // Lower the score board a little bit
LK.gui.top.addChild(scoreTxt);
// Function to handle stone throwing
// Function to create bottles at random positions
function createBottle() {
var isBomb = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;
var newBottle;
if (isBomb || Math.random() < 0.05 && !bombActive) {
bombActive = true;
newBottle = new Bomb();
// Make the bomb disappear after 3 seconds
LK.setTimeout(function () {
if (bottles.includes(newBottle)) {
newBottle.destroy();
bottles.splice(bottles.indexOf(newBottle), 1);
bombActive = false;
}
}, 3000);
} else if (Math.random() < 0.01) {
// 1 in 100 chance
newBottle = new SuperBottle();
} else {
newBottle = new Bottle();
}
do {
newBottle.x = Math.random() * 2048;
newBottle.y = Math.random() * 1000 + 500;
} while (bottles.some(function (bottle) {
return Math.hypot(newBottle.x - bottle.x, newBottle.y - bottle.y) < 20;
}));
if (bottles.length < 5) {
bottles.push(newBottle);
game.addChild(newBottle);
}
}
// Create initial bottles
for (var i = 0; i < 5; i++) {
createBottle();
}
// Continuously spawn bottles
LK.setInterval(function () {
if (bottles.length < 5) {
createBottle();
}
}, 1000);
// Initialize character
character = new Character();
character.visible = false; // Initially hide the character
game.addChild(character);
character.x = 200;
character.y = 200;
// Initialize character icon and timer text for buff duration
var characterIcon = LK.getAsset('characterIcon', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 - 100,
y: 50
});
characterIcon.visible = false; // Initially hide the character icon
LK.gui.topRight.addChild(characterIcon);
var buffTimerTxt = new Text2('0:00', {
size: 50,
fill: "#ffffff"
});
buffTimerTxt.anchor.set(0.5, 0); // Set anchor to the center of the top edge
buffTimerTxt.x = characterIcon.x;
buffTimerTxt.y = characterIcon.y + 60; // Position it below the character icon
buffTimerTxt.visible = false; // Initially hide the timer text
LK.gui.topRight.addChild(buffTimerTxt);
// Handle game down event
game.down = function (x, y, obj) {
throwStone(x, y);
};
// Update game logic
game.update = function () {
// Update stones
for (var i = stones.length - 1; i >= 0; i--) {
stones[i].update();
// Check for collision with bottles
for (var j = bottles.length - 1; j >= 0; j--) {
if (stones[i].intersects(bottles[j])) {
if (bottles[j] instanceof Bomb) {
// Play bombblast sound when a bomb is hit
LK.getSound('bombblast').play();
// Handle bomb explosion logic
// For example, destroy all bottles in a certain radius
for (var k = bottles.length - 1; k >= 0; k--) {
if (bottles[k] && bottles[j] && Math.hypot(bottles[k].x - bottles[j].x, bottles[k].y - bottles[j].y) < 200) {
bottles[k].destroy();
bottles.splice(k, 1);
}
}
// Show game over screen
var gameOverScreen = new GameOverScreen();
game.addChild(gameOverScreen);
// Update final score text
if (finalScoreText) {
finalScoreText.setText('Final Score: ' + LK.getScore());
}
// Reset score and timer
score = 0;
LK.setScore(score);
scoreTxt.setText(score);
gameStartTime = Date.now();
bombActive = false;
}
// Update score
if (bottles[j] instanceof SuperBottle) {
score += 50;
} else {
score += 1;
}
bottlesHit += 1;
// Removed bomb creation logic
LK.setScore(score);
scoreTxt.setText(score);
LK.getSound('glass').play();
// Destroy bottle and stone
if (bottles[j]) {
bottles[j].destroy();
bottles.splice(j, 1);
}
stones[i].destroy();
stones.splice(i, 1);
goldenBottleSpawned = false;
// Create a new bottle
createBottle();
break;
}
}
// Destroy stones that are off screen
if (stones[i] && stones[i].y < -50) {
stones[i].destroy();
stones.splice(i, 1);
}
}
// Update powerups
for (var k = powerups.length - 1; k >= 0; k--) {
powerups[k].update();
}
// Update timer text
var elapsedTime = Math.floor((Date.now() - gameStartTime) / 1000);
timerTxt.setText(formatTime(elapsedTime));
};
var lastStoneThrowTime = 0;
// Initialize timer text
var timerTxt = new Text2('0:00', {
size: 100,
fill: "#ffffff"
});
timerTxt.anchor.set(0, 0); // Set anchor to the top-left corner
timerTxt.x = 20; // Position it with some padding from the top-left corner
timerTxt.y = 150;
LK.gui.topLeft.addChild(timerTxt);
// Function to format time in minutes and seconds
function formatTime(seconds) {
var minutes = Math.floor(seconds / 60);
var remainingSeconds = seconds % 60;
return "".concat(minutes, ":").concat(remainingSeconds < 10 ? '0' : '').concat(remainingSeconds);
}
// Initialize game start time
var gameStartTime = Date.now();
// Removed bombActive variable initialization
2d stone transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Shop icon in a square box. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
golden bottle transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
shopmenu transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark wooden floor. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2x points buff. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bomb transparent background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.