/**** * Classes ****/ // Class for enemy syndicate members 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 () { // Update logic for enemies }; }); // Class for bullets fired by enemies 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.update = function () { self.y += self.speed; }; }); // Class for bullets fired by Kane Voss 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.update = function () { self.y += self.speed; }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Class for the main character, Kane Voss var KaneVoss = Container.expand(function () { var self = Container.call(this); var kaneGraphics = self.attachAsset('kane', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Update logic for Kane Voss }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize game variables var kane = game.addChild(new KaneVoss()); kane.x = 2048 / 2; kane.y = 2732 - 200; var enemies = []; var heroBullets = []; var enemyBullets = []; // Function to handle movement function handleMove(x, y, obj) { if (kane) { kane.x = x; kane.y = y; } } // Function to handle shooting function shootBullet() { var newBullet = new HeroBullet(); newBullet.x = kane.x; newBullet.y = kane.y; heroBullets.push(newBullet); game.addChild(newBullet); } // Function to spawn enemies function spawnEnemy() { var newEnemy = new Enemy(); newEnemy.x = Math.random() * 2048; newEnemy.y = 0; enemies.push(newEnemy); game.addChild(newEnemy); } // Game update loop game.update = function () { // Update Kane Voss kane.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].y > 2732) { enemies[i].destroy(); enemies.splice(i, 1); } } // Update hero bullets for (var j = heroBullets.length - 1; j >= 0; j--) { heroBullets[j].update(); if (heroBullets[j].y < 0) { heroBullets[j].destroy(); heroBullets.splice(j, 1); } } // Update enemy bullets for (var k = enemyBullets.length - 1; k >= 0; k--) { enemyBullets[k].update(); if (enemyBullets[k].y > 2732) { enemyBullets[k].destroy(); enemyBullets.splice(k, 1); } } // Collision detection for (var m = enemies.length - 1; m >= 0; m--) { for (var n = heroBullets.length - 1; n >= 0; n--) { if (enemies[m].intersects(heroBullets[n])) { enemies[m].destroy(); heroBullets[n].destroy(); enemies.splice(m, 1); heroBullets.splice(n, 1); break; } } } }; // Event listeners game.down = function (x, y, obj) { handleMove(x, y, obj); }; game.move = function (x, y, obj) { handleMove(x, y, obj); }; // Set intervals for shooting and spawning enemies LK.setInterval(shootBullet, 500); LK.setInterval(spawnEnemy, 2000);
/****
* Classes
****/
// Class for enemy syndicate members
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 () {
// Update logic for enemies
};
});
// Class for bullets fired by enemies
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.update = function () {
self.y += self.speed;
};
});
// Class for bullets fired by Kane Voss
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.update = function () {
self.y += self.speed;
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Class for the main character, Kane Voss
var KaneVoss = Container.expand(function () {
var self = Container.call(this);
var kaneGraphics = self.attachAsset('kane', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Update logic for Kane Voss
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var kane = game.addChild(new KaneVoss());
kane.x = 2048 / 2;
kane.y = 2732 - 200;
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
// Function to handle movement
function handleMove(x, y, obj) {
if (kane) {
kane.x = x;
kane.y = y;
}
}
// Function to handle shooting
function shootBullet() {
var newBullet = new HeroBullet();
newBullet.x = kane.x;
newBullet.y = kane.y;
heroBullets.push(newBullet);
game.addChild(newBullet);
}
// Function to spawn enemies
function spawnEnemy() {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = 0;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
// Game update loop
game.update = function () {
// Update Kane Voss
kane.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Update hero bullets
for (var j = heroBullets.length - 1; j >= 0; j--) {
heroBullets[j].update();
if (heroBullets[j].y < 0) {
heroBullets[j].destroy();
heroBullets.splice(j, 1);
}
}
// Update enemy bullets
for (var k = enemyBullets.length - 1; k >= 0; k--) {
enemyBullets[k].update();
if (enemyBullets[k].y > 2732) {
enemyBullets[k].destroy();
enemyBullets.splice(k, 1);
}
}
// Collision detection
for (var m = enemies.length - 1; m >= 0; m--) {
for (var n = heroBullets.length - 1; n >= 0; n--) {
if (enemies[m].intersects(heroBullets[n])) {
enemies[m].destroy();
heroBullets[n].destroy();
enemies.splice(m, 1);
heroBullets.splice(n, 1);
break;
}
}
}
};
// Event listeners
game.down = function (x, y, obj) {
handleMove(x, y, obj);
};
game.move = function (x, y, obj) {
handleMove(x, y, obj);
};
// Set intervals for shooting and spawning enemies
LK.setInterval(shootBullet, 500);
LK.setInterval(spawnEnemy, 2000);
{ "A dark and intimidating enemy, standing tall in a futuristic battlefield. They wear black, heavy armor, with glowing red eyes visible through a helmet. The background shows a war-torn city, with smoke rising from ruined buildings. The enemy holds a large, menacing sword, ready for battle. Their posture is aggressive, exuding power and malice. The atmosphere is tense, with a sense of impending doom.". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A high-speed enemy bullet in mid-flight, with a sleek, metallic surface reflecting light. The bullet is slightly blurred, showing its incredible speed and motion, cutting through the air. The background shows a dark, intense battlefield, with flashes of gunfire and smoke in the distance. The bullet leaves behind a small trail of air distortion or vapor, emphasizing its rapid movement. It has a sharp, pointed tip and appears to be shot from a modern military rifle, with its design sleek and aerodynamic.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create an image of a dynamic, powerful hero in a futuristic, action-packed setting. The hero is wearing a sleek, dark armored suit with metallic accents that reflect light. The suit features high-tech elements, such as glowing blue and red energy lines running across the chest and limbs, and advanced weaponry mounted on the arms. The hero’s face is partially visible behind a helmet with a visor, showing intense determination. They stand confidently in a battle-ready pose, with a backdrop of a city in ruins, engulfed in smoke and flames. In the hero's hand, there’s a futuristic gun that looks like a high-powered sniper rifle, glowing with energy. The atmosphere is tense, with sparks flying around as if from recent explosions.". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A muscular, imposing man with short spiky black hair, dark eyes, and a cold expression. He wears a long, dark trench coat and carries a large gun. His body language is strong and aggressive, with a gritty, rugged look, evoking a sense of danger. The background is desolate, with dusty windblown landscapes, reflecting the harsh environment of the anime world. The atmosphere should feel intense and full of tension, emphasizing his role as a tough, battle-hardened character.". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.