/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function (side) {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.side = side;
self.update = function () {
// Enemies do not move
};
});
//<Assets used in the game will automatically appear here>
// Fighter class
var Fighter = Container.expand(function () {
var self = Container.call(this);
var fighterGraphics = self.attachAsset('fighter', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Fighter does not move
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize variables
var fighter;
var enemies = [];
var score = 0;
var scoreTxt;
// Initialize game elements
function initGame() {
// Play background music
LK.playMusic('backgroundMusic');
// Create and position the background
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Create and position the fighter in the middle of the screen
fighter = new Fighter();
fighter.x = 2048 / 2;
fighter.y = 2732 / 2;
game.addChild(fighter);
// Add bouncing animation to the fighter
var bounceDirection = 1;
fighter.update = function () {
// Change the y position of the fighter
this.y += 2 * bounceDirection;
// Reverse the direction if the fighter reaches the top or bottom of the bounce
if (this.y > 2732 / 2 + 10 || this.y < 2732 / 2 - 10) {
bounceDirection *= -1;
}
};
// Create score text
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize super combo asset and set it to invisible initially
superCombo = game.addChild(LK.getAsset('supercombo', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 4,
// Position it up the screen
scaleX: 5,
// Make it 5x bigger
scaleY: 5 // Make it 5x bigger
}));
superCombo.visible = false;
// Spawn enemies at intervals
LK.setInterval(spawnEnemy, 2000);
}
// Spawn an enemy on the left or right side
function spawnEnemy() {
// If an enemy already exists, do not spawn a new one
if (enemies.length > 0) {
return;
}
var side = Math.random() < 0.5 ? 'left' : 'right';
var enemy = new Enemy(side);
if (side === 'left') {
enemy.x = 100;
enemy.scale.x = 1; // face right
} else {
enemy.x = 2048 - 100;
enemy.scale.x = -1; // face left
}
enemy.y = fighter.y; // adjust y position to match the player's position
enemies.push(enemy);
game.addChild(enemy);
// Set a timeout to trigger game over if the enemy is not defeated within 2 seconds
enemy.timeout = LK.setTimeout(function () {
if (enemies.includes(enemy)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
enemies.splice(enemies.indexOf(enemy), 1);
enemy.destroy();
}
}, 2000);
}
// Handle touch events
game.down = function (x, y, obj) {
var game_position = game.toLocal(obj.global);
if (game_position.x < 2048 / 2) {
handleAttack('left');
} else {
handleAttack('right');
}
};
// Handle attack
function handleAttack(side) {
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i].side === side) {
LK.clearTimeout(enemies[i].timeout);
// Add flash effect
LK.effects.flashScreen(0xffffff, 100);
// Play punch sound effect
LK.getSound('punchSound').play();
enemies[i].destroy();
enemies.splice(i, 1);
score++;
scoreTxt.setText(score);
// Check if 10 enemies are defeated
if (score % 10 === 0) {
// Play super combo sound
LK.getSound('superComboSound').play();
// Add super combo asset
var superCombo = game.addChild(LK.getAsset('supercombo', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 4,
// Position it up the screen
scaleX: 5,
// Make it 5x bigger
scaleY: 5 // Make it 5x bigger
}));
// Hide score text and show super combo asset
scoreTxt.visible = false;
superCombo.visible = true;
superCombo.scale.set(5, 5); // Ensure it is 5x bigger
superCombo.y = 2732 / 4; // Ensure it appears up the screen
// Remove super combo asset and show score text after 1 second
LK.setTimeout(function () {
superCombo.visible = false;
scoreTxt.visible = true;
}, 1000);
}
break;
}
}
}
// Initialize game
initGame();
// Update game state
game.update = function () {
// No additional update logic needed for this simple game
};