/**** * 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; } }; }); // Define a second type of enemy with a different speed and asset (reuse 'enemy' asset for demo) var EnemyType2 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; // Faster than Enemy 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 ****/ // Add city road background var cityRoadBg = LK.getAsset('cityroad', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 0, width: 2048, height: 2732 }); game.addChild(cityRoadBg); // 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; if (i % 2 === 0) { enemy = game.addChild(new Enemy()); } else { enemy = game.addChild(new EnemyType2()); } 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; if (Math.random() < 0.5) { newEnemy = game.addChild(new Enemy()); } else { newEnemy = game.addChild(new EnemyType2()); } newEnemy.x = Math.random() * 2048; newEnemy.y = Math.random() * -500; // spawn slightly above the screen enemies.push(newEnemy); break; } } } };
/****
* 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;
}
};
});
// Define a second type of enemy with a different speed and asset (reuse 'enemy' asset for demo)
var EnemyType2 = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6; // Faster than Enemy
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
****/
// Add city road background
var cityRoadBg = LK.getAsset('cityroad', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 0,
width: 2048,
height: 2732
});
game.addChild(cityRoadBg);
// 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;
if (i % 2 === 0) {
enemy = game.addChild(new Enemy());
} else {
enemy = game.addChild(new EnemyType2());
}
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;
if (Math.random() < 0.5) {
newEnemy = game.addChild(new Enemy());
} else {
newEnemy = game.addChild(new EnemyType2());
}
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