/****
* Classes
****/
var EnemyMissile = Container.expand(function () {
var self = Container.call(this);
var missileGraphics = self.attachAsset('enemyMissile', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 7;
self.hitCount = 0; // Initialize hit count
self.move = function () {
self.y += self.speed;
};
// Increment hit count
self.hit = function () {
self.hitCount++;
if (self.hitCount >= 2) {
self.destroy();
}
};
});
var EnemyPlane = Container.expand(function () {
var self = Container.call(this);
var enemyPlaneGraphics = self.attachAsset('enemyPlane', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.shootInterval = 4000; // Enemy plane shoots every 4000ms
self.lastShotTime = 0; // Last shot time initialization
self.move = function () {
self.y += self.speed;
};
self.shoot = function () {
var currentTime = LK.ticks;
if (currentTime - self.lastShotTime >= self.shootInterval / (1000 / 60)) {
var missile = new EnemyMissile();
missile.x = self.x;
missile.y = self.y + self.height / 2;
enemyMissiles.push(missile);
game.addChild(missile);
self.lastShotTime = currentTime;
}
};
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Hero update logic
};
self.powerUpActive = false;
self.powerUpEndTime = 0;
self.shoot = function () {
var bullet1 = new HeroBullet();
bullet1.x = self.x - 20;
bullet1.y = self.y - self.height / 2;
game.addChild(bullet1);
heroBullets.push(bullet1);
if (self.powerUpActive) {
var bullet2 = new HeroBullet();
bullet2.x = self.x + 20;
bullet2.y = self.y - self.height / 2;
game.addChild(bullet2);
heroBullets.push(bullet2);
}
};
});
// 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 = 2;
self.shootInterval = 3000; // Enemy shoots every 3000ms
self.lastShotTime = 0; // Last shot time initialization
self.move = function () {
self.y += self.speed;
};
self.shoot = function () {
var currentTime = LK.ticks;
if (currentTime - self.lastShotTime >= self.shootInterval / (1000 / 60)) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + self.height / 2;
enemyBullets.push(bullet);
game.addChild(bullet);
self.lastShotTime = currentTime;
}
};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.move = function () {
self.y += self.speed;
};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.move = function () {
self.y += self.speed;
};
});
// SupplyBox class
var SupplyBox = Container.expand(function () {
var self = Container.call(this);
var supplyBoxGraphics = self.attachAsset('supplyBox', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2; // Speed at which the supply box moves
self.active = false;
self.move = function () {
self.y += self.speed;
};
self.activatePowerUp = function (hero) {
hero.powerUpActive = true;
hero.powerUpEndTime = LK.ticks + 10 * 60; // Power-up lasts for 10 seconds at 60FPS
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
// Set a custom background image for the game
backgroundImage: '65b1e909e418008ae2f938e2',
// Ensure the background is always displayed and visible
backgroundAlwaysVisible: true,
backgroundCover: true
});
/****
* Game Code
****/
// Initialize hero
// Define assets for the hero, enemies, and bullets
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 150;
// Initialize arrays for bullets and enemies, and declare supplyBox
var heroBullets = [];
var enemyBullets = [];
var enemyMissiles = [];
var enemies = [];
var supplyBox;
// Game tick event
LK.on('tick', function () {
// Update hero
hero.update();
// Move and check hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].move();
// Check collision with enemies
for (var k = enemies.length - 1; k >= 0; k--) {
if (heroBullets[i] && heroBullets[i].intersects(enemies[k])) {
LK.clearInterval(enemies[k].shootTimer);
enemies[k].destroy();
enemies.splice(k, 1);
heroBullets[i].destroy();
heroBullets.splice(i, 1);
break;
}
}
// Check collision with enemy bullets
for (var j = enemyBullets.length - 1; j >= 0; j--) {
if (heroBullets[i] && heroBullets[i].intersects(enemyBullets[j])) {
enemyBullets[j].destroy();
enemyBullets.splice(j, 1);
heroBullets[i].destroy();
heroBullets.splice(i, 1);
break;
}
}
// Check collision with enemy missiles
for (var m = enemyMissiles.length - 1; m >= 0; m--) {
if (heroBullets[i] && heroBullets[i].intersects(enemyMissiles[m])) {
enemyMissiles[m].hit(); // Call hit method on missile
heroBullets[i].destroy();
heroBullets.splice(i, 1);
break;
}
}
// Destroy hero bullet if it goes off-screen
if (heroBullets[i] && heroBullets[i].y < 0) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
}
}
// Move and check enemy bullets and missiles
for (var j = enemyBullets.length - 1; j >= 0; j--) {
enemyBullets[j].move();
if (enemyBullets[j].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
if (enemyBullets[j] && enemyBullets[j].y > 2732) {
enemyBullets[j].destroy();
enemyBullets.splice(j, 1);
}
}
// Move and check enemy missiles
for (var m = enemyMissiles.length - 1; m >= 0; m--) {
enemyMissiles[m].move();
if (enemyMissiles[m].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
if (enemyMissiles[m] && enemyMissiles[m].y > 2732) {
enemyMissiles[m].destroy();
enemyMissiles.splice(m, 1);
}
}
// Move enemies, check for game over, handle supply box collision, and make enemies shoot
for (var k = enemies.length - 1; k >= 0; k--) {
enemies[k].move();
enemies[k].shoot(); // Enemies will shoot automatically
if (enemies[k].y > 2732) {
LK.showGameOver();
}
}
// Handle hero power-up duration
if (hero.powerUpActive && LK.ticks > hero.powerUpEndTime) {
hero.powerUpActive = false;
}
// Move supply box and check for off-screen
if (supplyBox && !supplyBox.active) {
supplyBox.move();
if (supplyBox.y > 2732) {
supplyBox.destroy();
supplyBox = null;
}
}
// Check for hero collision with supply box
if (supplyBox && !supplyBox.active && hero.intersects(supplyBox)) {
supplyBox.activatePowerUp(hero);
supplyBox.active = true;
supplyBox.destroy();
supplyBox = null;
}
// Spawn supply box every 10 seconds
if (!supplyBox && LK.ticks % (10 * 60) == 0) {
supplyBox = new SupplyBox();
supplyBox.x = Math.random() * (2048 - supplyBox.width) + supplyBox.width / 2;
supplyBox.y = -supplyBox.height / 2;
game.addChild(supplyBox);
}
// Spawn enemies and enemy planes
var enemySpawnRate = Math.max(20, 120 - Math.floor(LK.ticks / 600)); // Decrease spawn interval every 30 seconds to a minimum of 20 ticks
if (LK.ticks % enemySpawnRate == 0) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2;
newEnemy.y = -newEnemy.height / 2;
enemies.push(newEnemy);
game.addChild(newEnemy);
// Spawn enemy planes at a different rate
var enemyPlaneSpawnRate = 8 * 60; // Spawn enemy planes every 8 seconds
// Remove the conditional check to ensure continuous spawning
var newEnemyPlane = new EnemyPlane();
newEnemyPlane.x = Math.random() * (2048 - newEnemyPlane.width) + newEnemyPlane.width / 2;
newEnemyPlane.y = -newEnemyPlane.height / 2;
enemies.push(newEnemyPlane);
game.addChild(newEnemyPlane);
}
});
// Touch event to move hero
// Now hero can move freely in all directions
var lastTouchPosition = {
x: hero.x,
y: hero.y
};
game.on('move', function (obj) {
var pos = obj.event.getLocalPosition(game);
hero.x = lastTouchPosition.x + (pos.x - lastTouchPosition.x);
hero.y = lastTouchPosition.y + (pos.y - lastTouchPosition.y);
lastTouchPosition = pos;
});
game.on('down', function (obj) {
lastTouchPosition = obj.event.getLocalPosition(game);
});
// Touch event to shoot
game.on('up', function (obj) {
hero.shoot();
}); /****
* Classes
****/
var EnemyMissile = Container.expand(function () {
var self = Container.call(this);
var missileGraphics = self.attachAsset('enemyMissile', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 7;
self.hitCount = 0; // Initialize hit count
self.move = function () {
self.y += self.speed;
};
// Increment hit count
self.hit = function () {
self.hitCount++;
if (self.hitCount >= 2) {
self.destroy();
}
};
});
var EnemyPlane = Container.expand(function () {
var self = Container.call(this);
var enemyPlaneGraphics = self.attachAsset('enemyPlane', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.shootInterval = 4000; // Enemy plane shoots every 4000ms
self.lastShotTime = 0; // Last shot time initialization
self.move = function () {
self.y += self.speed;
};
self.shoot = function () {
var currentTime = LK.ticks;
if (currentTime - self.lastShotTime >= self.shootInterval / (1000 / 60)) {
var missile = new EnemyMissile();
missile.x = self.x;
missile.y = self.y + self.height / 2;
enemyMissiles.push(missile);
game.addChild(missile);
self.lastShotTime = currentTime;
}
};
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Hero update logic
};
self.powerUpActive = false;
self.powerUpEndTime = 0;
self.shoot = function () {
var bullet1 = new HeroBullet();
bullet1.x = self.x - 20;
bullet1.y = self.y - self.height / 2;
game.addChild(bullet1);
heroBullets.push(bullet1);
if (self.powerUpActive) {
var bullet2 = new HeroBullet();
bullet2.x = self.x + 20;
bullet2.y = self.y - self.height / 2;
game.addChild(bullet2);
heroBullets.push(bullet2);
}
};
});
// 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 = 2;
self.shootInterval = 3000; // Enemy shoots every 3000ms
self.lastShotTime = 0; // Last shot time initialization
self.move = function () {
self.y += self.speed;
};
self.shoot = function () {
var currentTime = LK.ticks;
if (currentTime - self.lastShotTime >= self.shootInterval / (1000 / 60)) {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + self.height / 2;
enemyBullets.push(bullet);
game.addChild(bullet);
self.lastShotTime = currentTime;
}
};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.move = function () {
self.y += self.speed;
};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.move = function () {
self.y += self.speed;
};
});
// SupplyBox class
var SupplyBox = Container.expand(function () {
var self = Container.call(this);
var supplyBoxGraphics = self.attachAsset('supplyBox', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2; // Speed at which the supply box moves
self.active = false;
self.move = function () {
self.y += self.speed;
};
self.activatePowerUp = function (hero) {
hero.powerUpActive = true;
hero.powerUpEndTime = LK.ticks + 10 * 60; // Power-up lasts for 10 seconds at 60FPS
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
// Set a custom background image for the game
backgroundImage: '65b1e909e418008ae2f938e2',
// Ensure the background is always displayed and visible
backgroundAlwaysVisible: true,
backgroundCover: true
});
/****
* Game Code
****/
// Initialize hero
// Define assets for the hero, enemies, and bullets
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 150;
// Initialize arrays for bullets and enemies, and declare supplyBox
var heroBullets = [];
var enemyBullets = [];
var enemyMissiles = [];
var enemies = [];
var supplyBox;
// Game tick event
LK.on('tick', function () {
// Update hero
hero.update();
// Move and check hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].move();
// Check collision with enemies
for (var k = enemies.length - 1; k >= 0; k--) {
if (heroBullets[i] && heroBullets[i].intersects(enemies[k])) {
LK.clearInterval(enemies[k].shootTimer);
enemies[k].destroy();
enemies.splice(k, 1);
heroBullets[i].destroy();
heroBullets.splice(i, 1);
break;
}
}
// Check collision with enemy bullets
for (var j = enemyBullets.length - 1; j >= 0; j--) {
if (heroBullets[i] && heroBullets[i].intersects(enemyBullets[j])) {
enemyBullets[j].destroy();
enemyBullets.splice(j, 1);
heroBullets[i].destroy();
heroBullets.splice(i, 1);
break;
}
}
// Check collision with enemy missiles
for (var m = enemyMissiles.length - 1; m >= 0; m--) {
if (heroBullets[i] && heroBullets[i].intersects(enemyMissiles[m])) {
enemyMissiles[m].hit(); // Call hit method on missile
heroBullets[i].destroy();
heroBullets.splice(i, 1);
break;
}
}
// Destroy hero bullet if it goes off-screen
if (heroBullets[i] && heroBullets[i].y < 0) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
}
}
// Move and check enemy bullets and missiles
for (var j = enemyBullets.length - 1; j >= 0; j--) {
enemyBullets[j].move();
if (enemyBullets[j].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
if (enemyBullets[j] && enemyBullets[j].y > 2732) {
enemyBullets[j].destroy();
enemyBullets.splice(j, 1);
}
}
// Move and check enemy missiles
for (var m = enemyMissiles.length - 1; m >= 0; m--) {
enemyMissiles[m].move();
if (enemyMissiles[m].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
if (enemyMissiles[m] && enemyMissiles[m].y > 2732) {
enemyMissiles[m].destroy();
enemyMissiles.splice(m, 1);
}
}
// Move enemies, check for game over, handle supply box collision, and make enemies shoot
for (var k = enemies.length - 1; k >= 0; k--) {
enemies[k].move();
enemies[k].shoot(); // Enemies will shoot automatically
if (enemies[k].y > 2732) {
LK.showGameOver();
}
}
// Handle hero power-up duration
if (hero.powerUpActive && LK.ticks > hero.powerUpEndTime) {
hero.powerUpActive = false;
}
// Move supply box and check for off-screen
if (supplyBox && !supplyBox.active) {
supplyBox.move();
if (supplyBox.y > 2732) {
supplyBox.destroy();
supplyBox = null;
}
}
// Check for hero collision with supply box
if (supplyBox && !supplyBox.active && hero.intersects(supplyBox)) {
supplyBox.activatePowerUp(hero);
supplyBox.active = true;
supplyBox.destroy();
supplyBox = null;
}
// Spawn supply box every 10 seconds
if (!supplyBox && LK.ticks % (10 * 60) == 0) {
supplyBox = new SupplyBox();
supplyBox.x = Math.random() * (2048 - supplyBox.width) + supplyBox.width / 2;
supplyBox.y = -supplyBox.height / 2;
game.addChild(supplyBox);
}
// Spawn enemies and enemy planes
var enemySpawnRate = Math.max(20, 120 - Math.floor(LK.ticks / 600)); // Decrease spawn interval every 30 seconds to a minimum of 20 ticks
if (LK.ticks % enemySpawnRate == 0) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2;
newEnemy.y = -newEnemy.height / 2;
enemies.push(newEnemy);
game.addChild(newEnemy);
// Spawn enemy planes at a different rate
var enemyPlaneSpawnRate = 8 * 60; // Spawn enemy planes every 8 seconds
// Remove the conditional check to ensure continuous spawning
var newEnemyPlane = new EnemyPlane();
newEnemyPlane.x = Math.random() * (2048 - newEnemyPlane.width) + newEnemyPlane.width / 2;
newEnemyPlane.y = -newEnemyPlane.height / 2;
enemies.push(newEnemyPlane);
game.addChild(newEnemyPlane);
}
});
// Touch event to move hero
// Now hero can move freely in all directions
var lastTouchPosition = {
x: hero.x,
y: hero.y
};
game.on('move', function (obj) {
var pos = obj.event.getLocalPosition(game);
hero.x = lastTouchPosition.x + (pos.x - lastTouchPosition.x);
hero.y = lastTouchPosition.y + (pos.y - lastTouchPosition.y);
lastTouchPosition = pos;
});
game.on('down', function (obj) {
lastTouchPosition = obj.event.getLocalPosition(game);
});
// Touch event to shoot
game.on('up', function (obj) {
hero.shoot();
});
射出的是子弹形状. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
一个圆形的,黄铜色,补给包,里面是一堆子弹. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
一个坦克垂直乡下,炮筒垂直向下. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
坦克常用地形,科幻大片级别的. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
沙漠,大片级别的. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
很酷炫的飞机,科幻大片级别的那种. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
很酷炫的导弹,颜色很酷炫,比较明亮,导弹很长,没有火焰,导弹垂直向上,导弹在画面的正中间,科幻大片级别的那种效果,很逼真. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.