/**** * 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(); // Check for collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { if (bullets[i].intersects(enemies[j])) { // Destroy both bullet and enemy bullets[i].destroy(); bullets.splice(i, 1); enemies[j].destroy(); enemies.splice(j, 1); break; } } if (bullets[i] && 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(); } };
===================================================================
--- original.js
+++ change.js
@@ -1,82 +1,82 @@
-/****
+/****
* 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();
- }
- };
+ 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();
- }
- };
+ 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);
- }
- };
+ 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
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize player
var player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
@@ -86,58 +86,69 @@
// 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();
- }
+ // 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();
+ // Check for collision with enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ if (bullets[i].intersects(enemies[j])) {
+ // Destroy both bullet and enemy
+ bullets[i].destroy();
+ bullets.splice(i, 1);
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ break;
+ }
+ }
+ if (bullets[i] && 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();
+ }
};
\ No newline at end of file
fire with eyes and mouth. Single Game Texture. In-Game asset. 2d. High contrast. No shadows
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