/****
* Classes
****/
// Gun uses bullet asset for now, but you can add a new gun asset if available
// 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 Gun class
var Gun = Container.expand(function () {
var self = Container.call(this);
// Use a simple box as gun for now, you can replace with an image asset if available
var gunGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.8,
scaleX: 0.5,
scaleY: 1.5
});
// Offset gun so it appears above the player
self.x = 0;
self.y = -60;
return self;
});
// Define the Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
// Attach gun to player
self.gun = self.addChild(new Gun());
self.update = function () {
// Player update logic
};
self.move = function (x, y) {
self.x = x;
self.y = y;
// Gun is a child, so it moves with player automatically, but you could update its position here if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
var enemy = game.addChild(new Enemy());
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * -2732;
enemies.push(enemy);
}
// Initialize bullets
var bullets = [];
// Handle player movement
game.move = function (x, y, obj) {
player.move(x, y);
};
// Handle shooting
game.down = function (x, y, obj) {
var bullet = game.addChild(new Bullet());
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
};
// Update game state
game.update = function () {
// Update player
player.update();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
// Update bullets
for (var j = 0; j < bullets.length; j++) {
bullets[j].update();
}
// Check for collisions
for (var k = 0; k < bullets.length; k++) {
for (var l = 0; l < enemies.length; l++) {
if (bullets[k].intersects(enemies[l])) {
bullets[k].destroy();
enemies[l].destroy();
bullets.splice(k, 1);
enemies.splice(l, 1);
break;
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,111 +1,130 @@
-/****
+/****
* Classes
-****/
+****/
+// Gun uses bullet asset for now, but you can add a new gun asset if available
// 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();
- }
- };
+ 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;
- }
- };
+ 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 Gun class
+var Gun = Container.expand(function () {
+ var self = Container.call(this);
+ // Use a simple box as gun for now, you can replace with an image asset if available
+ var gunGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.8,
+ scaleX: 0.5,
+ scaleY: 1.5
+ });
+ // Offset gun so it appears above the player
+ self.x = 0;
+ self.y = -60;
+ return self;
+});
// Define the Player class
var Player = Container.expand(function () {
- var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5;
- self.update = function () {
- // Player update logic
- };
- self.move = function (x, y) {
- self.x = x;
- self.y = y;
- };
+ var self = Container.call(this);
+ var playerGraphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ // Attach gun to player
+ self.gun = self.addChild(new Gun());
+ self.update = function () {
+ // Player update logic
+ };
+ self.move = function (x, y) {
+ self.x = x;
+ self.y = y;
+ // Gun is a child, so it moves with player automatically, but you could update its position here if needed
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
- var enemy = game.addChild(new Enemy());
- enemy.x = Math.random() * 2048;
- enemy.y = Math.random() * -2732;
- enemies.push(enemy);
+ var enemy = game.addChild(new Enemy());
+ enemy.x = Math.random() * 2048;
+ enemy.y = Math.random() * -2732;
+ enemies.push(enemy);
}
// Initialize bullets
var bullets = [];
// Handle player movement
game.move = function (x, y, obj) {
- player.move(x, y);
+ player.move(x, y);
};
// Handle shooting
game.down = function (x, y, obj) {
- var bullet = game.addChild(new Bullet());
- bullet.x = player.x;
- bullet.y = player.y;
- bullets.push(bullet);
+ var bullet = game.addChild(new Bullet());
+ bullet.x = player.x;
+ bullet.y = player.y;
+ bullets.push(bullet);
};
// Update game state
game.update = function () {
- // Update player
- player.update();
- // Update enemies
- for (var i = 0; i < enemies.length; i++) {
- enemies[i].update();
- }
- // Update bullets
- for (var j = 0; j < bullets.length; j++) {
- bullets[j].update();
- }
- // Check for collisions
- for (var k = 0; k < bullets.length; k++) {
- for (var l = 0; l < enemies.length; l++) {
- if (bullets[k].intersects(enemies[l])) {
- bullets[k].destroy();
- enemies[l].destroy();
- bullets.splice(k, 1);
- enemies.splice(l, 1);
- break;
- }
- }
- }
+ // Update player
+ player.update();
+ // Update enemies
+ for (var i = 0; i < enemies.length; i++) {
+ enemies[i].update();
+ }
+ // Update bullets
+ for (var j = 0; j < bullets.length; j++) {
+ bullets[j].update();
+ }
+ // Check for collisions
+ for (var k = 0; k < bullets.length; k++) {
+ for (var l = 0; l < enemies.length; l++) {
+ if (bullets[k].intersects(enemies[l])) {
+ bullets[k].destroy();
+ enemies[l].destroy();
+ bullets.splice(k, 1);
+ enemies.splice(l, 1);
+ break;
+ }
+ }
+ }
};
\ No newline at end of file
bulet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
police. In-Game asset. 2d. High contrast. No shadows
criminal. In-Game asset. 2d. High contrast. No shadows
Road. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat