/**** * 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 = -15; self.update = function () { self.y += self.speed; }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define the 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 }; }); // Define the Monster class var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Monster update logic self.y += self.speed; if (self.y > 2732) { self.y = 0; } }; }); // Define the Score class var Score = Container.expand(function () { var self = Container.call(this); var scoreText = new Text2('0', { size: 150, fill: 0xFFFFFF }); self.addChild(scoreText); self.update = function () { scoreText.setText(score); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize game variables var hero = game.addChild(new Hero()); hero.x = 1024; // Center horizontally hero.y = 2400; // Near the bottom var monster = game.addChild(new Monster()); monster.x = 1024; // Center horizontally monster.y = 200; // Near the top var bullets = []; var score = 0; var scoreDisplay = game.addChild(new Score()); scoreDisplay.x = 1024; // Center horizontally scoreDisplay.y = 50; // Near the top // Function to handle shooting function shootBullet() { var newBullet = new Bullet(); newBullet.x = hero.x; newBullet.y = hero.y; bullets.push(newBullet); game.addChild(newBullet); } // Function to handle hero movement function moveHero(x, y) { hero.x = x; hero.y = y; } // Game update loop game.update = function () { // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].y < -50) { bullets[i].destroy(); bullets.splice(i, 1); } } // Check for collisions for (var j = bullets.length - 1; j >= 0; j--) { if (bullets[j].intersects(monster)) { score += 10; bullets[j].destroy(); bullets.splice(j, 1); // Flash monster to indicate hit LK.effects.flashObject(monster, 0xff0000, 500); } } // Update monster monster.update(); if (hero.intersects(monster)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }; // Handle touch events for hero movement game.down = function (x, y, obj) { moveHero(x, y); }; game.move = function (x, y, obj) { moveHero(x, y); }; game.up = function (x, y, obj) { // Optionally handle touch release }; // Set interval for shooting bullets var shootInterval = LK.setInterval(shootBullet, 500);
/****
* 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 = -15;
self.update = function () {
self.y += self.speed;
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define the 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
};
});
// Define the Monster class
var Monster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Monster update logic
self.y += self.speed;
if (self.y > 2732) {
self.y = 0;
}
};
});
// Define the Score class
var Score = Container.expand(function () {
var self = Container.call(this);
var scoreText = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
self.addChild(scoreText);
self.update = function () {
scoreText.setText(score);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var hero = game.addChild(new Hero());
hero.x = 1024; // Center horizontally
hero.y = 2400; // Near the bottom
var monster = game.addChild(new Monster());
monster.x = 1024; // Center horizontally
monster.y = 200; // Near the top
var bullets = [];
var score = 0;
var scoreDisplay = game.addChild(new Score());
scoreDisplay.x = 1024; // Center horizontally
scoreDisplay.y = 50; // Near the top
// Function to handle shooting
function shootBullet() {
var newBullet = new Bullet();
newBullet.x = hero.x;
newBullet.y = hero.y;
bullets.push(newBullet);
game.addChild(newBullet);
}
// Function to handle hero movement
function moveHero(x, y) {
hero.x = x;
hero.y = y;
}
// Game update loop
game.update = function () {
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < -50) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Check for collisions
for (var j = bullets.length - 1; j >= 0; j--) {
if (bullets[j].intersects(monster)) {
score += 10;
bullets[j].destroy();
bullets.splice(j, 1);
// Flash monster to indicate hit
LK.effects.flashObject(monster, 0xff0000, 500);
}
}
// Update monster
monster.update();
if (hero.intersects(monster)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
};
// Handle touch events for hero movement
game.down = function (x, y, obj) {
moveHero(x, y);
};
game.move = function (x, y, obj) {
moveHero(x, y);
};
game.up = function (x, y, obj) {
// Optionally handle touch release
};
// Set interval for shooting bullets
var shootInterval = LK.setInterval(shootBullet, 500);