/**** * 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 = -50 - Math.floor(LK.getScore() / 10); self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); // 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 = 5 + Math.floor(LK.getScore() / 10); self.update = function () { var dx = karakter.x - self.x; var dy = karakter.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Hero update logic }; }); // Character class var Karakter = Container.expand(function () { var self = Container.call(this); var karakterGraphics = self.attachAsset('karakter', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Character update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Set the background color to black }); /**** * Game Code ****/ var map = game.addChild(LK.getAsset('harita', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); // The border line has been removed var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2500; var enemies = []; var bullets = []; var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(scoreTxt); function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; // Randomly assign speed to enemy enemy.speed = Math.random() * (10 - 5) + 5; enemies.push(enemy); game.addChild(enemy); } function shootBullet() { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; bullets.push(bullet); game.addChild(bullet); } var karakter = game.addChild(new Karakter()); karakter.x = 2048 / 2; karakter.y = 2500; game.down = function (x, y, obj) { hero.x = x; hero.y = y; karakter.x = x; }; game.update = function () { if (LK.ticks % Math.max(5, 30 - Math.floor(LK.getScore() / 10)) === 0) { var enemyCount = Math.floor(LK.getScore() / 20) + 1; for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(); enemy.speed += Math.floor(LK.getScore() / 20); spawnEnemy(); } } for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(karakter)) { LK.showGameOver(); } } for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { score += 1; scoreTxt.setText('score: ' + score); // Update the score display bullets[j].destroy(); // Add explosion effect LK.effects.flashObject(enemies[k], 0xff0000, 1000); enemies[k].destroy(); bullets.splice(j, 1); enemies.splice(k, 1); break; } } } if (LK.ticks % 30 === 0) { shootBullet(); } };
/****
* 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 = -50 - Math.floor(LK.getScore() / 10);
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
// 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 = 5 + Math.floor(LK.getScore() / 10);
self.update = function () {
var dx = karakter.x - self.x;
var dy = karakter.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Hero update logic
};
});
// Character class
var Karakter = Container.expand(function () {
var self = Container.call(this);
var karakterGraphics = self.attachAsset('karakter', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Character update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Set the background color to black
});
/****
* Game Code
****/
var map = game.addChild(LK.getAsset('harita', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// The border line has been removed
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2500;
var enemies = [];
var bullets = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(scoreTxt);
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
// Randomly assign speed to enemy
enemy.speed = Math.random() * (10 - 5) + 5;
enemies.push(enemy);
game.addChild(enemy);
}
function shootBullet() {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
bullets.push(bullet);
game.addChild(bullet);
}
var karakter = game.addChild(new Karakter());
karakter.x = 2048 / 2;
karakter.y = 2500;
game.down = function (x, y, obj) {
hero.x = x;
hero.y = y;
karakter.x = x;
};
game.update = function () {
if (LK.ticks % Math.max(5, 30 - Math.floor(LK.getScore() / 10)) === 0) {
var enemyCount = Math.floor(LK.getScore() / 20) + 1;
for (var i = 0; i < enemyCount; i++) {
var enemy = new Enemy();
enemy.speed += Math.floor(LK.getScore() / 20);
spawnEnemy();
}
}
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(karakter)) {
LK.showGameOver();
}
}
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
for (var k = enemies.length - 1; k >= 0; k--) {
if (bullets[j].intersects(enemies[k])) {
score += 1;
scoreTxt.setText('score: ' + score); // Update the score display
bullets[j].destroy();
// Add explosion effect
LK.effects.flashObject(enemies[k], 0xff0000, 1000);
enemies[k].destroy();
bullets.splice(j, 1);
enemies.splice(k, 1);
break;
}
}
}
if (LK.ticks % 30 === 0) {
shootBullet();
}
};