/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function (startX, startY, direction) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.speed = 10; self.direction = direction; self.update = function () { self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function (startX, startY) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.speed = 2; self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; if (self.intersects(player)) { // Handle player damage playerHealth -= 10; self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.shootDirection = { x: 0, y: 0 }; self.update = function () { // Player shooting logic if (LK.ticks % 15 === 0) { var bullet = new Bullet(self.x, self.y, self.shootDirection); game.addChild(bullet); bullets.push(bullet); } }; }); /**** * 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 = 1024; player.y = 1366; // Initialize bullets and enemies arrays var bullets = []; var enemies = []; // Player health var playerHealth = 100; // Game update function game.update = function () { // Update player direction based on pointer game.move = function (x, y, obj) { var dx = x - player.x; var dy = y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); player.shootDirection = { x: dx / distance, y: dy / distance }; }; // Spawn enemies at random edges if (LK.ticks % 60 === 0) { var edge = Math.floor(Math.random() * 4); var startX, startY; if (edge === 0) { // Top startX = Math.random() * 2048; startY = 0; } else if (edge === 1) { // Right startX = 2048; startY = Math.random() * 2732; } else if (edge === 2) { // Bottom startX = Math.random() * 2048; startY = 2732; } else { // Left startX = 0; startY = Math.random() * 2732; } var enemy = new Enemy(startX, startY); game.addChild(enemy); enemies.push(enemy); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].destroyed) { bullets.splice(i, 1); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (enemies[j].destroyed) { enemies.splice(j, 1); } } // Check for game over if (playerHealth <= 0) { LK.showGameOver(); } };
/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function (startX, startY, direction) {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = startX;
self.y = startY;
self.speed = 10;
self.direction = direction;
self.update = function () {
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) {
self.destroy();
}
};
});
// Enemy class
var Enemy = Container.expand(function (startX, startY) {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = startX;
self.y = startY;
self.speed = 2;
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
if (self.intersects(player)) {
// Handle player damage
playerHealth -= 10;
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.shootDirection = {
x: 0,
y: 0
};
self.update = function () {
// Player shooting logic
if (LK.ticks % 15 === 0) {
var bullet = new Bullet(self.x, self.y, self.shootDirection);
game.addChild(bullet);
bullets.push(bullet);
}
};
});
/****
* 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 = 1024;
player.y = 1366;
// Initialize bullets and enemies arrays
var bullets = [];
var enemies = [];
// Player health
var playerHealth = 100;
// Game update function
game.update = function () {
// Update player direction based on pointer
game.move = function (x, y, obj) {
var dx = x - player.x;
var dy = y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
player.shootDirection = {
x: dx / distance,
y: dy / distance
};
};
// Spawn enemies at random edges
if (LK.ticks % 60 === 0) {
var edge = Math.floor(Math.random() * 4);
var startX, startY;
if (edge === 0) {
// Top
startX = Math.random() * 2048;
startY = 0;
} else if (edge === 1) {
// Right
startX = 2048;
startY = Math.random() * 2732;
} else if (edge === 2) {
// Bottom
startX = Math.random() * 2048;
startY = 2732;
} else {
// Left
startX = 0;
startY = Math.random() * 2732;
}
var enemy = new Enemy(startX, startY);
game.addChild(enemy);
enemies.push(enemy);
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].destroyed) {
bullets.splice(i, 1);
}
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (enemies[j].destroyed) {
enemies.splice(j, 1);
}
}
// Check for game over
if (playerHealth <= 0) {
LK.showGameOver();
}
};
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