/****
* 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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