/**** * Classes ****/ // 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 = -10; self.update = function () { self.y += self.speed; }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; }; }); //<Assets used in the game will automatically appear here> // Fairy class var Fairy = Container.expand(function () { var self = Container.call(this); var fairyGraphics = self.attachAsset('fairy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Fairy movement logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize variables var fairy; var bullets = []; var enemies = []; var scoreTxt; var score = 0; var dragNode = null; var isFairyHeld = false; // Track if the fairy is being held // Initialize game elements function initGame() { // Create and position the fairy fairy = game.addChild(new Fairy()); fairy.x = 2048 / 2; fairy.y = 2732 - 200; // Create score text scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Set up game event listeners game.down = function (x, y, obj) { dragNode = fairy; isFairyHeld = true; // Set isFairyHeld to true when the fairy is held handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; isFairyHeld = false; // Set isFairyHeld to false when the fairy is released }; game.move = handleMove; // Update game every tick game.update = updateGame; } // Handle move events function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } } // Update game logic function updateGame() { // 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); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (enemies[j].y > 2732 + 50) { enemies[j].destroy(); enemies.splice(j, 1); } } // Check for collisions for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); enemies[l].destroy(); bullets.splice(k, 1); enemies.splice(l, 1); score++; scoreTxt.setText(score); break; } } } // Spawn new bullets if (LK.ticks % 20 == 0 && isFairyHeld) { // Only spawn new bullets if the fairy is being held var newBullet = new Bullet(); newBullet.x = fairy.x; newBullet.y = fairy.y; bullets.push(newBullet); game.addChild(newBullet); } // Spawn new enemies if (LK.ticks % 60 == 0) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * 2048; newEnemy.y = -50; enemies.push(newEnemy); game.addChild(newEnemy); } } // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -1,141 +1,145 @@
-/****
+/****
* Classes
-****/
+****/
// 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 = -10;
- self.update = function () {
- self.y += self.speed;
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -10;
+ self.update = function () {
+ self.y += self.speed;
+ };
});
// Enemy class
var Enemy = Container.expand(function () {
- var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 3;
- self.update = function () {
- self.y += self.speed;
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 3;
+ self.update = function () {
+ self.y += self.speed;
+ };
});
//<Assets used in the game will automatically appear here>
// Fairy class
var Fairy = Container.expand(function () {
- var self = Container.call(this);
- var fairyGraphics = self.attachAsset('fairy', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5;
- self.update = function () {
- // Fairy movement logic
- };
+ var self = Container.call(this);
+ var fairyGraphics = self.attachAsset('fairy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.update = function () {
+ // Fairy movement logic
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize variables
var fairy;
var bullets = [];
var enemies = [];
var scoreTxt;
var score = 0;
var dragNode = null;
+var isFairyHeld = false; // Track if the fairy is being held
// Initialize game elements
function initGame() {
- // Create and position the fairy
- fairy = game.addChild(new Fairy());
- fairy.x = 2048 / 2;
- fairy.y = 2732 - 200;
- // Create score text
- scoreTxt = new Text2('0', {
- size: 150,
- fill: "#ffffff"
- });
- scoreTxt.anchor.set(0.5, 0);
- LK.gui.top.addChild(scoreTxt);
- // Set up game event listeners
- game.down = function (x, y, obj) {
- dragNode = fairy;
- handleMove(x, y, obj);
- };
- game.up = function (x, y, obj) {
- dragNode = null;
- };
- game.move = handleMove;
- // Update game every tick
- game.update = updateGame;
+ // Create and position the fairy
+ fairy = game.addChild(new Fairy());
+ fairy.x = 2048 / 2;
+ fairy.y = 2732 - 200;
+ // Create score text
+ scoreTxt = new Text2('0', {
+ size: 150,
+ fill: "#ffffff"
+ });
+ scoreTxt.anchor.set(0.5, 0);
+ LK.gui.top.addChild(scoreTxt);
+ // Set up game event listeners
+ game.down = function (x, y, obj) {
+ dragNode = fairy;
+ isFairyHeld = true; // Set isFairyHeld to true when the fairy is held
+ handleMove(x, y, obj);
+ };
+ game.up = function (x, y, obj) {
+ dragNode = null;
+ isFairyHeld = false; // Set isFairyHeld to false when the fairy is released
+ };
+ game.move = handleMove;
+ // Update game every tick
+ game.update = updateGame;
}
// Handle move events
function handleMove(x, y, obj) {
- if (dragNode) {
- dragNode.x = x;
- dragNode.y = y;
- }
+ if (dragNode) {
+ dragNode.x = x;
+ dragNode.y = y;
+ }
}
// Update game logic
function updateGame() {
- // 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);
- }
- }
- // Update enemies
- for (var j = enemies.length - 1; j >= 0; j--) {
- enemies[j].update();
- if (enemies[j].y > 2732 + 50) {
- enemies[j].destroy();
- enemies.splice(j, 1);
- }
- }
- // Check for collisions
- for (var k = bullets.length - 1; k >= 0; k--) {
- for (var l = enemies.length - 1; l >= 0; l--) {
- if (bullets[k].intersects(enemies[l])) {
- bullets[k].destroy();
- enemies[l].destroy();
- bullets.splice(k, 1);
- enemies.splice(l, 1);
- score++;
- scoreTxt.setText(score);
- break;
- }
- }
- }
- // Spawn new bullets
- if (LK.ticks % 20 == 0) {
- var newBullet = new Bullet();
- newBullet.x = fairy.x;
- newBullet.y = fairy.y;
- bullets.push(newBullet);
- game.addChild(newBullet);
- }
- // Spawn new enemies
- if (LK.ticks % 60 == 0) {
- var newEnemy = new Enemy();
- newEnemy.x = Math.random() * 2048;
- newEnemy.y = -50;
- enemies.push(newEnemy);
- game.addChild(newEnemy);
- }
+ // 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);
+ }
+ }
+ // Update enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ enemies[j].update();
+ if (enemies[j].y > 2732 + 50) {
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ }
+ }
+ // Check for collisions
+ for (var k = bullets.length - 1; k >= 0; k--) {
+ for (var l = enemies.length - 1; l >= 0; l--) {
+ if (bullets[k].intersects(enemies[l])) {
+ bullets[k].destroy();
+ enemies[l].destroy();
+ bullets.splice(k, 1);
+ enemies.splice(l, 1);
+ score++;
+ scoreTxt.setText(score);
+ break;
+ }
+ }
+ }
+ // Spawn new bullets
+ if (LK.ticks % 20 == 0 && isFairyHeld) {
+ // Only spawn new bullets if the fairy is being held
+ var newBullet = new Bullet();
+ newBullet.x = fairy.x;
+ newBullet.y = fairy.y;
+ bullets.push(newBullet);
+ game.addChild(newBullet);
+ }
+ // Spawn new enemies
+ if (LK.ticks % 60 == 0) {
+ var newEnemy = new Enemy();
+ newEnemy.x = Math.random() * 2048;
+ newEnemy.y = -50;
+ enemies.push(newEnemy);
+ game.addChild(newEnemy);
+ }
}
// Initialize the game
initGame();
\ No newline at end of file
8-bit. cartoon. white star.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon 8 bit fairy dust. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon, 8bit, fireball. Black border. Cicular.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon, 8 bit, shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, axe. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark electric ball, 8bit, cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, treasure chest frame. very big empty center. only a fine border of chest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.