/****
* Classes
****/
var Bullet = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.game = gameInstance;
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self._move_migrated = function () {
self.x += 240;
if (self.x > 2148) {
self.destroy();
}
};
});
var Enemy = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.game = gameInstance;
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self._move_migrated = function () {
self.y += 25.6 * 0.7 * 0.6;
if (self.y > 2732) {
self.destroy();
}
};
});
var FrameRateCounter = Container.expand(function () {
var self = Container.call(this);
self.lastTime = Date.now();
self.frameCount = 0;
self.framerate = 0;
self.display = new Text2('FPS: 0', {
size: 150,
fill: '#000000'
});
self.display.anchor.set(1, 0);
self.updateDisplay = function () {
self.display.setText('FPS: ' + Math.round(self.framerate).toString());
};
self._update_migrated = function () {
var currentTime = Date.now();
self.frameCount++;
if (currentTime - self.lastTime >= 1000) {
self.framerate = self.frameCount;
self.updateDisplay();
self.frameCount = 0;
self.lastTime = currentTime;
}
};
});
var Plain = Container.expand(function () {
var self = Container.call(this);
var plainGraphics = self.attachAsset('correct_plain_asset_id', {
anchorX: 0.5,
anchorY: 0.5
});
plainGraphics.scale.x = 2;
plainGraphics.scale.y = 2;
plainGraphics.alpha = 0;
self.shoot = function (enemies, bulletsContainer) {
if (self.cooldownTimer <= 0 && enemies.length > 0) {
var bullet = new Bullet(self);
bullet.x = self.x;
bullet.y = self.y;
bulletsContainer.addChild(bullet);
self.cooldownTimer = self.cooldown;
}
self.cooldownTimer--;
};
});
var Tower = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.game = gameInstance;
var towerGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
self.cooldown = 0.625 / 0.7 * (1 / 0.6) * 1.3;
self.cooldownTimer = 0;
self.shoot = function (enemies, bullets) {
if (self.cooldownTimer <= 0 && enemies.length > 0) {
self.fireBullet(bullets);
}
self.cooldownTimer--;
};
self.fireBullet = function (bullets) {
var bullet;
if (gameInstance.bulletPool && gameInstance.bulletPool.length > 0) {
// Optimization 9: Reuse bullet from pool
bullet = gameInstance.bulletPool.pop();
bullet.x = self.x;
bullet.y = self.y;
bullet._destroyed = false;
} else {
bullet = new Bullet(self.game);
bullet.x = self.x;
bullet.y = self.y;
}
gameInstance.bulletsContainer.addChild(bullet);
gameInstance.bullets.push(bullet);
self.cooldownTimer = self.cooldown;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
game.spawnEnemies = function () {
enemiesSpawnedLastRound = enemiesSpawnedLastRound * 4;
for (var i = 0; i < enemiesSpawnedLastRound; i++) {
var newEnemy;
if (game.enemyPool.length > 0) {
// Optimization 7: Reuse from pool
newEnemy = game.enemyPool.pop();
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50 * (i + 1);
newEnemy._destroyed = false;
} else {
newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50 * (i + 1);
}
game.enemies.push(newEnemy);
game.addChild(newEnemy);
}
if (game.lastEnemyCount !== game.enemies.length) {
game.enemyCounterTxt.setText('Enemies: ' + game.enemies.length.toString());
game.lastEnemyCount = game.enemies.length;
}
};
game.updateEnemyCounter = function () {};
game.score = 0;
game.gold = 100;
game.incrementScore = function () {
this.score++;
if (game.lastScore !== this.score) {
game.scoreTxt.setText(this.score.toString());
game.lastScore = this.score;
}
};
game.frameRateCounter = new FrameRateCounter();
LK.gui.topRight.addChild(game.frameRateCounter.display);
var enemiesSpawnedLastRound = 1;
game.scoreTxt = new Text2(game.score.toString(), {
size: 150,
fill: 0xFFFFFF
});
game.scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(game.scoreTxt);
game.goldTxt = new Text2(game.gold.toString(), {
size: 150,
fill: 0xFFFF00
});
game.goldTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(game.goldTxt);
game.enemies = [];
game.enemyPool = []; // Optimization 5: Enemy object pool
game.bulletPool = []; // Optimization 6: Bullet object pool
// Removed duplicate initialization of game.enemies to prevent memory leaks and unnecessary allocations
game.enemyCounterTxt = new Text2('Enemies: ' + game.enemies.length.toString(), {
size: 150,
fill: 0xFF0000
});
game.lastGold = game.gold;
game.lastScore = game.score;
game.lastEnemyCount = game.enemies.length;
game.enemyCounterTxt.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(game.enemyCounterTxt);
game.setBackgroundColor(0xFFFFFF);
var towers = [];
game.bullets = [];
game.bulletsContainer = game.addChild(new Container());
var initialTower = new Tower(game);
initialTower.x = 0 + initialTower.width / 2 - 260;
initialTower.y = 500 + initialTower.height / 2 + 300 + 800 + 500;
towers.push(initialTower);
game.addChild(initialTower);
var plain = game.addChild(new Plain());
plain.x = 2048 / 2;
plain.y = 2732 / 2;
// Removed unnecessary initial enemy creation for performance
game.on('down', function (x, y, obj) {
var event = obj;
var pos = game.toLocal(event.global);
if (game.gold >= 50) {
var newTower = new Tower(game);
newTower.x = pos.x;
newTower.y = pos.y;
game.addChild(newTower);
towers.push(newTower);
game.gold -= 50;
if (game.lastGold !== game.gold) {
game.goldTxt.setText(game.gold.toString());
game.lastGold = game.gold;
}
}
});
LK.on('tick', function () {
game.frameRateCounter._update_migrated();
if (game.enemies.length === 0) {
game.spawnEnemies();
} else {
towers.forEach(function (tower) {
tower.shoot(game.enemies, game.bullets);
});
}
// Combined update loop for both enemies and bullets to minimize per-frame iteration and batch remove destroyed objects
if (!game._enemiesToRemove) game._enemiesToRemove = [];
if (!game._bulletsToRemove) game._bulletsToRemove = [];
var enemiesToRemove = game._enemiesToRemove;
var bulletsToRemove = game._bulletsToRemove;
enemiesToRemove.length = 0;
bulletsToRemove.length = 0;
// Update enemies and mark for removal if out of bounds
for (var ei = 0; ei < game.enemies.length; ei++) {
var enemy = game.enemies[ei];
enemy._move_migrated();
if (enemy.y > 2732) {
if (!enemy._destroyed) {
// Optimization 10: Only destroy if not already destroyed
enemy.destroy();
}
enemiesToRemove.push(ei);
}
}
// Update bullets, check for collisions, and mark for removal if destroyed or out of bounds
for (var bi = 0; bi < game.bullets.length; bi++) {
var bullet = game.bullets[bi];
if (bullet._destroyed) continue; // Optimization 1: Skip destroyed bullets
bullet._move_migrated();
var destroyed = false;
for (var j = game.enemies.length - 1; j >= 0; j--) {
if (game.enemies[j]._destroyed) continue; // Optimization 2: Skip destroyed enemies
if (bullet.intersects(game.enemies[j])) {
if (!game.enemies[j]._destroyed) {
game.enemies[j].destroy();
game.enemies.splice(j, 1);
game.incrementScore();
}
if (game.lastScore !== game.score) {
game.scoreTxt.setText(game.score.toString());
game.lastScore = game.score;
}
game.gold += 50;
if (game.lastGold !== game.gold) {
game.goldTxt.setText(game.gold.toString());
game.lastGold = game.gold;
}
bullet.destroy();
if (game.lastEnemyCount !== game.enemies.length) {
game.enemyCounterTxt.setText('Enemies: ' + game.enemies.length.toString());
game.lastEnemyCount = game.enemies.length;
}
destroyed = true;
break;
}
}
if (destroyed || bullet.x > 2048) {
bullet.destroy();
bulletsToRemove.push(bi);
}
}
// Remove destroyed enemies and bullets using filter for better performance
// Optimization 8: Return destroyed objects to pools
for (var i = 0; i < game.enemies.length; i++) {
if (game.enemies[i]._destroyed) {
game.enemyPool.push(game.enemies[i]);
}
}
for (var i = 0; i < game.bullets.length; i++) {
if (game.bullets[i]._destroyed) {
game.bulletPool.push(game.bullets[i]);
}
}
game.enemies = game.enemies.filter(function (enemy) {
return !enemy._destroyed;
}); // Optimization 3
game.bullets = game.bullets.filter(function (bullet) {
return !bullet._destroyed;
}); // Optimization 4
}); /****
* Classes
****/
var Bullet = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.game = gameInstance;
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self._move_migrated = function () {
self.x += 240;
if (self.x > 2148) {
self.destroy();
}
};
});
var Enemy = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.game = gameInstance;
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self._move_migrated = function () {
self.y += 25.6 * 0.7 * 0.6;
if (self.y > 2732) {
self.destroy();
}
};
});
var FrameRateCounter = Container.expand(function () {
var self = Container.call(this);
self.lastTime = Date.now();
self.frameCount = 0;
self.framerate = 0;
self.display = new Text2('FPS: 0', {
size: 150,
fill: '#000000'
});
self.display.anchor.set(1, 0);
self.updateDisplay = function () {
self.display.setText('FPS: ' + Math.round(self.framerate).toString());
};
self._update_migrated = function () {
var currentTime = Date.now();
self.frameCount++;
if (currentTime - self.lastTime >= 1000) {
self.framerate = self.frameCount;
self.updateDisplay();
self.frameCount = 0;
self.lastTime = currentTime;
}
};
});
var Plain = Container.expand(function () {
var self = Container.call(this);
var plainGraphics = self.attachAsset('correct_plain_asset_id', {
anchorX: 0.5,
anchorY: 0.5
});
plainGraphics.scale.x = 2;
plainGraphics.scale.y = 2;
plainGraphics.alpha = 0;
self.shoot = function (enemies, bulletsContainer) {
if (self.cooldownTimer <= 0 && enemies.length > 0) {
var bullet = new Bullet(self);
bullet.x = self.x;
bullet.y = self.y;
bulletsContainer.addChild(bullet);
self.cooldownTimer = self.cooldown;
}
self.cooldownTimer--;
};
});
var Tower = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.game = gameInstance;
var towerGraphics = self.attachAsset('tower', {
anchorX: 0.5,
anchorY: 0.5
});
self.cooldown = 0.625 / 0.7 * (1 / 0.6) * 1.3;
self.cooldownTimer = 0;
self.shoot = function (enemies, bullets) {
if (self.cooldownTimer <= 0 && enemies.length > 0) {
self.fireBullet(bullets);
}
self.cooldownTimer--;
};
self.fireBullet = function (bullets) {
var bullet;
if (gameInstance.bulletPool && gameInstance.bulletPool.length > 0) {
// Optimization 9: Reuse bullet from pool
bullet = gameInstance.bulletPool.pop();
bullet.x = self.x;
bullet.y = self.y;
bullet._destroyed = false;
} else {
bullet = new Bullet(self.game);
bullet.x = self.x;
bullet.y = self.y;
}
gameInstance.bulletsContainer.addChild(bullet);
gameInstance.bullets.push(bullet);
self.cooldownTimer = self.cooldown;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
game.spawnEnemies = function () {
enemiesSpawnedLastRound = enemiesSpawnedLastRound * 4;
for (var i = 0; i < enemiesSpawnedLastRound; i++) {
var newEnemy;
if (game.enemyPool.length > 0) {
// Optimization 7: Reuse from pool
newEnemy = game.enemyPool.pop();
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50 * (i + 1);
newEnemy._destroyed = false;
} else {
newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50 * (i + 1);
}
game.enemies.push(newEnemy);
game.addChild(newEnemy);
}
if (game.lastEnemyCount !== game.enemies.length) {
game.enemyCounterTxt.setText('Enemies: ' + game.enemies.length.toString());
game.lastEnemyCount = game.enemies.length;
}
};
game.updateEnemyCounter = function () {};
game.score = 0;
game.gold = 100;
game.incrementScore = function () {
this.score++;
if (game.lastScore !== this.score) {
game.scoreTxt.setText(this.score.toString());
game.lastScore = this.score;
}
};
game.frameRateCounter = new FrameRateCounter();
LK.gui.topRight.addChild(game.frameRateCounter.display);
var enemiesSpawnedLastRound = 1;
game.scoreTxt = new Text2(game.score.toString(), {
size: 150,
fill: 0xFFFFFF
});
game.scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(game.scoreTxt);
game.goldTxt = new Text2(game.gold.toString(), {
size: 150,
fill: 0xFFFF00
});
game.goldTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(game.goldTxt);
game.enemies = [];
game.enemyPool = []; // Optimization 5: Enemy object pool
game.bulletPool = []; // Optimization 6: Bullet object pool
// Removed duplicate initialization of game.enemies to prevent memory leaks and unnecessary allocations
game.enemyCounterTxt = new Text2('Enemies: ' + game.enemies.length.toString(), {
size: 150,
fill: 0xFF0000
});
game.lastGold = game.gold;
game.lastScore = game.score;
game.lastEnemyCount = game.enemies.length;
game.enemyCounterTxt.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(game.enemyCounterTxt);
game.setBackgroundColor(0xFFFFFF);
var towers = [];
game.bullets = [];
game.bulletsContainer = game.addChild(new Container());
var initialTower = new Tower(game);
initialTower.x = 0 + initialTower.width / 2 - 260;
initialTower.y = 500 + initialTower.height / 2 + 300 + 800 + 500;
towers.push(initialTower);
game.addChild(initialTower);
var plain = game.addChild(new Plain());
plain.x = 2048 / 2;
plain.y = 2732 / 2;
// Removed unnecessary initial enemy creation for performance
game.on('down', function (x, y, obj) {
var event = obj;
var pos = game.toLocal(event.global);
if (game.gold >= 50) {
var newTower = new Tower(game);
newTower.x = pos.x;
newTower.y = pos.y;
game.addChild(newTower);
towers.push(newTower);
game.gold -= 50;
if (game.lastGold !== game.gold) {
game.goldTxt.setText(game.gold.toString());
game.lastGold = game.gold;
}
}
});
LK.on('tick', function () {
game.frameRateCounter._update_migrated();
if (game.enemies.length === 0) {
game.spawnEnemies();
} else {
towers.forEach(function (tower) {
tower.shoot(game.enemies, game.bullets);
});
}
// Combined update loop for both enemies and bullets to minimize per-frame iteration and batch remove destroyed objects
if (!game._enemiesToRemove) game._enemiesToRemove = [];
if (!game._bulletsToRemove) game._bulletsToRemove = [];
var enemiesToRemove = game._enemiesToRemove;
var bulletsToRemove = game._bulletsToRemove;
enemiesToRemove.length = 0;
bulletsToRemove.length = 0;
// Update enemies and mark for removal if out of bounds
for (var ei = 0; ei < game.enemies.length; ei++) {
var enemy = game.enemies[ei];
enemy._move_migrated();
if (enemy.y > 2732) {
if (!enemy._destroyed) {
// Optimization 10: Only destroy if not already destroyed
enemy.destroy();
}
enemiesToRemove.push(ei);
}
}
// Update bullets, check for collisions, and mark for removal if destroyed or out of bounds
for (var bi = 0; bi < game.bullets.length; bi++) {
var bullet = game.bullets[bi];
if (bullet._destroyed) continue; // Optimization 1: Skip destroyed bullets
bullet._move_migrated();
var destroyed = false;
for (var j = game.enemies.length - 1; j >= 0; j--) {
if (game.enemies[j]._destroyed) continue; // Optimization 2: Skip destroyed enemies
if (bullet.intersects(game.enemies[j])) {
if (!game.enemies[j]._destroyed) {
game.enemies[j].destroy();
game.enemies.splice(j, 1);
game.incrementScore();
}
if (game.lastScore !== game.score) {
game.scoreTxt.setText(game.score.toString());
game.lastScore = game.score;
}
game.gold += 50;
if (game.lastGold !== game.gold) {
game.goldTxt.setText(game.gold.toString());
game.lastGold = game.gold;
}
bullet.destroy();
if (game.lastEnemyCount !== game.enemies.length) {
game.enemyCounterTxt.setText('Enemies: ' + game.enemies.length.toString());
game.lastEnemyCount = game.enemies.length;
}
destroyed = true;
break;
}
}
if (destroyed || bullet.x > 2048) {
bullet.destroy();
bulletsToRemove.push(bi);
}
}
// Remove destroyed enemies and bullets using filter for better performance
// Optimization 8: Return destroyed objects to pools
for (var i = 0; i < game.enemies.length; i++) {
if (game.enemies[i]._destroyed) {
game.enemyPool.push(game.enemies[i]);
}
}
for (var i = 0; i < game.bullets.length; i++) {
if (game.bullets[i]._destroyed) {
game.bulletPool.push(game.bullets[i]);
}
}
game.enemies = game.enemies.filter(function (enemy) {
return !enemy._destroyed;
}); // Optimization 3
game.bullets = game.bullets.filter(function (bullet) {
return !bullet._destroyed;
}); // Optimization 4
});
A plain in a comic style with a dirt road with 4 turn staring to top to the botom see from a top and 50 meter high view Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A tower shooting at enemy in a modern style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A single soldat walking downard in a 16 bit style Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.