===================================================================
--- original.js
+++ change.js
@@ -1,70 +1,70 @@
-/****
+/****
* 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);
- }
- };
+ 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);
- };
+ 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);
- }
- };
+ 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
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
var hero;
var enemies = [];
var heroBullets = [];
var score = 0;
@@ -75,48 +75,50 @@
hero.y = 2732 - 200;
game.addChild(hero);
// Initialize score text
scoreTxt = new Text2('0', {
- size: 150,
- fill: "#ffffff"
+ 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);
+ 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;
- }
- }
- }
+ // 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();
+ hero.shoot();
+ hero.x = x;
+ hero.y = y;
};
\ No newline at end of file