/****
* Classes
****/
// 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;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
enemies.splice(enemies.indexOf(self), 1);
}
};
});
//<Assets used in the game will automatically appear 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 () {
// Update logic for hero
};
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y - heroGraphics.height / 2;
game.addChild(bullet);
heroBullets.push(bullet);
};
});
// 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 = -15;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
heroBullets.splice(heroBullets.indexOf(self), 1);
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var hero;
var enemies = [];
var heroBullets = [];
var score = 0;
var scoreTxt;
// Initialize hero
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
// Initialize score text
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Spawn enemies at intervals
var enemySpawnInterval = LK.setInterval(function () {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -100;
game.addChild(enemy);
enemies.push(enemy);
}, 1000);
// Handle game updates
game.update = function () {
// Update hero
hero.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
}
// Update hero bullets
for (var j = heroBullets.length - 1; j >= 0; j--) {
heroBullets[j].update();
}
// Check for collisions
for (var k = enemies.length - 1; k >= 0; k--) {
for (var l = heroBullets.length - 1; l >= 0; l--) {
if (enemies[k].intersects(heroBullets[l])) {
enemies[k].destroy();
heroBullets[l].destroy();
enemies.splice(k, 1);
heroBullets.splice(l, 1);
score++;
scoreTxt.setText(score);
break;
}
}
}
};
// Handle touch events for shooting
game.down = function (x, y, obj) {
hero.shoot();
};