/**** * Classes ****/ // Define a class for bullets 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.x += self.speedX; self.y += self.speedY; if (self.x > 2048 + 50 || self.y < -50) { self.destroy(); } }; }); // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyAssetId = LK.getScore() >= 90 ? 'Enemy10' : LK.getScore() >= 80 ? 'Enemy9' : LK.getScore() >= 70 ? 'Enemy8' : LK.getScore() >= 60 ? 'Enemy7' : LK.getScore() >= 50 ? 'Enemy6' : LK.getScore() >= 40 ? 'Enemy5' : LK.getScore() >= 30 ? 'enemy4' : LK.getScore() >= 20 ? 'enemy3' : LK.getScore() >= 10 ? 'enemy2' : 'enemy'; var enemyGraphics = self.attachAsset(enemyAssetId, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5 + Math.floor(LK.getScore() / 20); self.update = function () { self.x -= self.speed; self.y += Math.sin(LK.ticks / 20) * 5; // Make enemy fly up and down if (enemyAssetId === 'enemy2' || enemyAssetId === 'enemy3') { self.y += Math.sin(LK.ticks / 10) * 10; // Make enemy2 and enemy3 fly in small circles self.x += Math.cos(LK.ticks / 10) * 10; // Add horizontal movement for circular path } if (self.y > 1366) { // Ensure enemies stay in the top half of the screen self.y = 1366; } if (self.x < -50) { self.destroy(); } }; }); // Define a class for a steady moving background var MovingBackground = Container.expand(function () { var self = Container.call(this); var bg1 = self.attachAsset('background', { anchorX: 0, anchorY: 0 }); var bg2 = self.attachAsset('background2', { anchorX: 0, anchorY: 0 }); bg1.x = 0; bg2.x = 2048; // Position the second background right after the first one self.speed = 4 + Math.floor(LK.getScore() / 50); self.update = function () { bg1.x -= self.speed; bg2.x -= self.speed; // Reset positions to create a continuous loop if (bg1.x <= -2048) { bg1.x = bg2.x + 2048; } if (bg2.x <= -2048) { bg2.x = bg1.x + 2048; } }; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.lives = 3; self.speed = 5; self.jumpHeight = 40; self.update = function () {}; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var movingBackground = game.addChild(new MovingBackground()); LK.getSound('Startmusic').play(); // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2 - 600; // Move player further back player.y = 2732 / 2 - 100; // Move player up a bit // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.anchor.set(0.5, 0); // Center the score text horizontally scoreText.x = 2048 / 2; scoreText.y = 0; // Create a new Text2 object to display the level var levelText = new Text2('Level 1', { size: 100, fill: 0xFFFFFF }); // Add the level text to the game GUI at the top left of the screen LK.gui.topLeft.addChild(levelText); levelText.x = 20; levelText.y = 0; // Create a new Text2 object to display the lives var livesText = new Text2('Lives: 3', { size: 100, fill: 0xFFFFFF }); // Add the lives text to the game GUI at the top right of the screen LK.gui.topRight.addChild(livesText); livesText.x = -20 - livesText.width; livesText.y = 0; // Add the score text next to the level text scoreText.x = levelText.x + levelText.width + 20 - 300; scoreText.y = levelText.y; // Handle game updates game.update = function () { player.update(); movingBackground.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { // Add more enemies every 10 points if (LK.getScore() % 10 === 0 && LK.getScore() !== 0) { // Check if the player has reached level 11 if (Math.floor(LK.getScore() / 10) + 1 >= 11) { LK.showYouWin(); // Show "you win" screen return; // Exit the update function to prevent further updates } // Update level text var currentLevel = Math.floor(LK.getScore() / 10) + 1; levelText.setText('Level ' + currentLevel); for (var i = 0; i < 2; i++) { // Add two enemies var extraEnemy = new Enemy(); extraEnemy.x = 2048; extraEnemy.y = Math.random() * (2732 / 2); // Randomize Y position in the top half enemies.push(extraEnemy); game.addChild(extraEnemy); } } var enemy = new Enemy(); enemy.x = 2048; enemy.y = Math.random() * (2732 / 2); // Randomize Y position in the top half to allow flying enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); player.lives -= 1; livesText.setText('Lives: ' + player.lives); if (player.lives <= 0) { LK.showGameOver(); } enemies[j].destroy(); enemies.splice(j, 1); continue; } // Check for bullet collision with enemies for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Bullet && game.children[i].intersects(enemies[j])) { // Create explosion effect var explosion = LK.getAsset('fire', { anchorX: 0.5, anchorY: 0.5, x: enemies[j].x, y: enemies[j].y }); game.addChild(explosion); // Remove explosion after a short delay LK.setTimeout(function () { explosion.destroy(); }, 500); if (game.children[i]) { game.children[i].destroy(); } enemies[j].destroy(); if (enemies[j].attachAsset('enemy2')) { // Check if the player has reached 50 kills if (LK.getScore() % 50 === 0 && LK.getScore() !== 0) { // Add 1up asset in front of the player var oneUp = LK.getAsset('1up', { anchorX: 0.5, anchorY: 0.5, x: player.x + player.width + 50, // Position it in front of the player y: player.y }); game.addChild(oneUp); // Allow player to collect 1up for extra life oneUp.update = function () { for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Bullet && game.children[i].intersects(oneUp)) { player.lives += 1; livesText.setText('Lives: ' + player.lives); LK.getSound('1up').play(); oneUp.destroy(); game.children[i].destroy(); break; } } }; } LK.getSound('enemy2_destroyed').play(); } else { LK.getSound('enemy_destroyed').play(); } LK.setScore(LK.getScore() + 1); // Add 1 point to score scoreText.setText(LK.getScore()); enemies.splice(j, 1); break; enemies.splice(j, 1); break; } } } }; // Handle player jump game.down = function (x, y, obj) { // Check if the number of bullets on screen is less than 3 var bulletCount = 0; for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof Bullet) { bulletCount++; } } if (bulletCount < 3) { var newBullet = new Bullet(); var angle = Math.atan2(y - player.y, x - player.x); newBullet.x = player.x + player.width / 2; // Adjust the bullet's initial x position to the cannon's position newBullet.y = player.y; // Adjust the bullet's initial y position to the cannon's position newBullet.speedX = Math.cos(angle) * newBullet.speed; newBullet.speedY = Math.sin(angle) * newBullet.speed; game.addChild(newBullet); LK.getSound('shoot').play(); } };
/****
* Classes
****/
// Define a class for bullets
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.x += self.speedX;
self.y += self.speedY;
if (self.x > 2048 + 50 || self.y < -50) {
self.destroy();
}
};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyAssetId = LK.getScore() >= 90 ? 'Enemy10' : LK.getScore() >= 80 ? 'Enemy9' : LK.getScore() >= 70 ? 'Enemy8' : LK.getScore() >= 60 ? 'Enemy7' : LK.getScore() >= 50 ? 'Enemy6' : LK.getScore() >= 40 ? 'Enemy5' : LK.getScore() >= 30 ? 'enemy4' : LK.getScore() >= 20 ? 'enemy3' : LK.getScore() >= 10 ? 'enemy2' : 'enemy';
var enemyGraphics = self.attachAsset(enemyAssetId, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5 + Math.floor(LK.getScore() / 20);
self.update = function () {
self.x -= self.speed;
self.y += Math.sin(LK.ticks / 20) * 5; // Make enemy fly up and down
if (enemyAssetId === 'enemy2' || enemyAssetId === 'enemy3') {
self.y += Math.sin(LK.ticks / 10) * 10; // Make enemy2 and enemy3 fly in small circles
self.x += Math.cos(LK.ticks / 10) * 10; // Add horizontal movement for circular path
}
if (self.y > 1366) {
// Ensure enemies stay in the top half of the screen
self.y = 1366;
}
if (self.x < -50) {
self.destroy();
}
};
});
// Define a class for a steady moving background
var MovingBackground = Container.expand(function () {
var self = Container.call(this);
var bg1 = self.attachAsset('background', {
anchorX: 0,
anchorY: 0
});
var bg2 = self.attachAsset('background2', {
anchorX: 0,
anchorY: 0
});
bg1.x = 0;
bg2.x = 2048; // Position the second background right after the first one
self.speed = 4 + Math.floor(LK.getScore() / 50);
self.update = function () {
bg1.x -= self.speed;
bg2.x -= self.speed;
// Reset positions to create a continuous loop
if (bg1.x <= -2048) {
bg1.x = bg2.x + 2048;
}
if (bg2.x <= -2048) {
bg2.x = bg1.x + 2048;
}
};
});
//<Assets used in the game will automatically appear here>
// Define a class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.lives = 3;
self.speed = 5;
self.jumpHeight = 40;
self.update = function () {};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
var movingBackground = game.addChild(new MovingBackground());
LK.getSound('Startmusic').play();
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2 - 600; // Move player further back
player.y = 2732 / 2 - 100; // Move player up a bit
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
// Create a new Text2 object to display the score
var scoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
// Add the score text to the game GUI at the top center of the screen
LK.gui.top.addChild(scoreText);
scoreText.anchor.set(0.5, 0); // Center the score text horizontally
scoreText.x = 2048 / 2;
scoreText.y = 0;
// Create a new Text2 object to display the level
var levelText = new Text2('Level 1', {
size: 100,
fill: 0xFFFFFF
});
// Add the level text to the game GUI at the top left of the screen
LK.gui.topLeft.addChild(levelText);
levelText.x = 20;
levelText.y = 0;
// Create a new Text2 object to display the lives
var livesText = new Text2('Lives: 3', {
size: 100,
fill: 0xFFFFFF
});
// Add the lives text to the game GUI at the top right of the screen
LK.gui.topRight.addChild(livesText);
livesText.x = -20 - livesText.width;
livesText.y = 0;
// Add the score text next to the level text
scoreText.x = levelText.x + levelText.width + 20 - 300;
scoreText.y = levelText.y;
// Handle game updates
game.update = function () {
player.update();
movingBackground.update();
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
// Add more enemies every 10 points
if (LK.getScore() % 10 === 0 && LK.getScore() !== 0) {
// Check if the player has reached level 11
if (Math.floor(LK.getScore() / 10) + 1 >= 11) {
LK.showYouWin(); // Show "you win" screen
return; // Exit the update function to prevent further updates
}
// Update level text
var currentLevel = Math.floor(LK.getScore() / 10) + 1;
levelText.setText('Level ' + currentLevel);
for (var i = 0; i < 2; i++) {
// Add two enemies
var extraEnemy = new Enemy();
extraEnemy.x = 2048;
extraEnemy.y = Math.random() * (2732 / 2); // Randomize Y position in the top half
enemies.push(extraEnemy);
game.addChild(extraEnemy);
}
}
var enemy = new Enemy();
enemy.x = 2048;
enemy.y = Math.random() * (2732 / 2); // Randomize Y position in the top half to allow flying
enemies.push(enemy);
game.addChild(enemy);
// Randomize the spawn interval for the next enemy
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (player.intersects(enemies[j])) {
LK.effects.flashScreen(0xff0000, 1000);
player.lives -= 1;
livesText.setText('Lives: ' + player.lives);
if (player.lives <= 0) {
LK.showGameOver();
}
enemies[j].destroy();
enemies.splice(j, 1);
continue;
}
// Check for bullet collision with enemies
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Bullet && game.children[i].intersects(enemies[j])) {
// Create explosion effect
var explosion = LK.getAsset('fire', {
anchorX: 0.5,
anchorY: 0.5,
x: enemies[j].x,
y: enemies[j].y
});
game.addChild(explosion);
// Remove explosion after a short delay
LK.setTimeout(function () {
explosion.destroy();
}, 500);
if (game.children[i]) {
game.children[i].destroy();
}
enemies[j].destroy();
if (enemies[j].attachAsset('enemy2')) {
// Check if the player has reached 50 kills
if (LK.getScore() % 50 === 0 && LK.getScore() !== 0) {
// Add 1up asset in front of the player
var oneUp = LK.getAsset('1up', {
anchorX: 0.5,
anchorY: 0.5,
x: player.x + player.width + 50,
// Position it in front of the player
y: player.y
});
game.addChild(oneUp);
// Allow player to collect 1up for extra life
oneUp.update = function () {
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Bullet && game.children[i].intersects(oneUp)) {
player.lives += 1;
livesText.setText('Lives: ' + player.lives);
LK.getSound('1up').play();
oneUp.destroy();
game.children[i].destroy();
break;
}
}
};
}
LK.getSound('enemy2_destroyed').play();
} else {
LK.getSound('enemy_destroyed').play();
}
LK.setScore(LK.getScore() + 1); // Add 1 point to score
scoreText.setText(LK.getScore());
enemies.splice(j, 1);
break;
enemies.splice(j, 1);
break;
}
}
}
};
// Handle player jump
game.down = function (x, y, obj) {
// Check if the number of bullets on screen is less than 3
var bulletCount = 0;
for (var i = 0; i < game.children.length; i++) {
if (game.children[i] instanceof Bullet) {
bulletCount++;
}
}
if (bulletCount < 3) {
var newBullet = new Bullet();
var angle = Math.atan2(y - player.y, x - player.x);
newBullet.x = player.x + player.width / 2; // Adjust the bullet's initial x position to the cannon's position
newBullet.y = player.y; // Adjust the bullet's initial y position to the cannon's position
newBullet.speedX = Math.cos(angle) * newBullet.speed;
newBullet.speedY = Math.sin(angle) * newBullet.speed;
game.addChild(newBullet);
LK.getSound('shoot').play();
}
};
🔥 fire. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Mario driving a tank. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Wario flying an aeroplane. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Waluigi flying a helicopter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows