/****
* Classes
****/
// Define the 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 = -10;
self.update = function () {
self.y += self.speed;
if (self.y < -self.height) {
self.destroy();
}
};
});
// Define the 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 = 3;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -self.height;
}
};
});
//<Assets used in the game will automatically appear here>
// Define the 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 = 5;
self.update = function () {
// Update logic for the hero
};
self.move = function (x, y) {
self.x = x;
self.y = y;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var hero;
var enemies = [];
var bullets = [];
var score = 0;
var scoreTxt;
// Initialize the hero
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize the score text
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Function to spawn enemies
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -enemy.height;
enemies.push(enemy);
game.addChild(enemy);
}
// Function to shoot bullets
function shootBullet() {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y - hero.height / 2;
bullets.push(bullet);
game.addChild(bullet);
}
// Handle game updates
game.update = function () {
// Update hero
hero.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update bullets
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])) {
bullets[j].destroy();
enemies[k].destroy();
bullets.splice(j, 1);
enemies.splice(k, 1);
score++;
scoreTxt.setText(score);
break;
}
}
}
// Spawn enemies periodically
if (LK.ticks % 60 == 0) {
spawnEnemy();
}
};
// Handle touch/mouse events
game.down = function (x, y, obj) {
hero.move(x, y);
};
game.move = function (x, y, obj) {
hero.move(x, y);
};
game.up = function (x, y, obj) {
shootBullet();
};