/****
* 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 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;
};
});
/****
* 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);
// Spawn a new enemy at a random position at the top
var newEnemy = game.addChild(new Enemy());
newEnemy.x = Math.random() * 2048;
newEnemy.y = Math.random() * -500; // spawn slightly above the screen
enemies.push(newEnemy);
break;
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,8 +1,7 @@
/****
* 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', {
@@ -32,40 +31,22 @@
}
};
});
//<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
};
});
/****
@@ -122,8 +103,13 @@
bullets[k].destroy();
enemies[l].destroy();
bullets.splice(k, 1);
enemies.splice(l, 1);
+ // Spawn a new enemy at a random position at the top
+ var newEnemy = game.addChild(new Enemy());
+ newEnemy.x = Math.random() * 2048;
+ newEnemy.y = Math.random() * -500; // spawn slightly above the screen
+ enemies.push(newEnemy);
break;
}
}
}
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