/****
* Classes
****/
// 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 = -15;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
// 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.y = 0;
self.x = Math.random() * 2048;
}
};
});
//<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 () {
// Hero 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 hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 1000;
enemies.push(enemy);
game.addChild(enemy);
}
// Initialize bullets array
var bullets = [];
// Handle game move event
game.move = function (x, y, obj) {
hero.move(x, y);
};
// Handle game down event
game.down = function (x, y, obj) {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
bullets.push(bullet);
game.addChild(bullet);
};
// Game update logic
game.update = function () {
// Update hero
hero.update();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
// Check for bullet-enemy collision
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullets[i].intersects(enemies[j])) {
bullets[i].destroy();
bullets.splice(i, 1);
enemies[j].destroy();
enemies.splice(j, 1);
break;
}
}
}
};