/****
* 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();
if (game.children[i]) {
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();
if (game.children[i]) {
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();
}
};
๐ฅ 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