/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 5;
self.update = function () {
// Enemy update logic
};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
};
});
//<Assets used in the game will automatically appear here>
// Hero class with anime powers
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 10;
self.update = function () {
// Hero update logic
// Example of anime power: teleportation
if (Math.random() < 0.01) {
self.x = Math.random() * 2048;
self.y = Math.random() * 2732;
}
// Example of anime power: temporary invincibility
if (Math.random() < 0.01) {
self.alpha = 0.5; // Make hero semi-transparent to indicate invincibility
LK.setTimeout(function () {
self.alpha = 1.0; // Revert back to normal after 1 second
}, 1000);
}
};
self.down = function (x, y, obj) {
// Hero down event logic
// Example of anime weapon: energy blast
var energyBlast = new HeroBullet();
energyBlast.x = self.x;
energyBlast.y = self.y;
energyBlast.speed = -20; // Faster speed for energy blast
heroBullets.push(energyBlast);
game.addChild(energyBlast);
};
self.up = function (x, y, obj) {
// Hero up event logic
// Example of anime weapon: sword slash
var swordSlash = new HeroBullet();
swordSlash.x = self.x;
swordSlash.y = self.y;
swordSlash.speed = -10; // Normal speed for sword slash
heroBullets.push(swordSlash);
game.addChild(swordSlash);
};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var level = 1;
var levelDuration = 600; // 10 seconds per level at 60 FPS
var levelTimer = 0;
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -50;
enemies.push(enemy);
game.addChild(enemy);
}
function shootHeroBullet() {
var bullet = new HeroBullet();
bullet.x = hero.x;
bullet.y = hero.y;
heroBullets.push(bullet);
game.addChild(bullet);
}
function shootEnemyBullet(enemy) {
var bullet = new EnemyBullet();
bullet.x = enemy.x;
bullet.y = enemy.y;
enemyBullets.push(bullet);
game.addChild(bullet);
}
game.down = function (x, y, obj) {
shootHeroBullet();
};
var level = 1;
var levelDuration = 600; // 10 seconds per level at 60 FPS
var levelTimer = 0;
game.update = function () {
levelTimer++;
if (levelTimer >= levelDuration) {
level++;
levelTimer = 0;
console.log("Level Up! Current Level: " + level);
}
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
if (heroBullets[i].y < -50) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].update();
if (enemyBullets[i].y > 2732) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
}
if (LK.ticks % (60 - level * 5) == 0) {
// Increase enemy spawn rate with level
spawnEnemy();
}
for (var i = enemies.length - 1; i >= 0; i--) {
if (Math.random() < 0.01 + level * 0.005) {
// Increase enemy shooting rate with level
shootEnemyBullet(enemies[i]);
}
}
};