/****
* 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
};
});
// Star class
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.y = -5;
self.x = Math.random() * 2048;
}
};
});
/****
* 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"
});
// Create starfield
for (var i = 0; i < 500; i++) {
var star = game.addChild(new Star());
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
}
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;
if (y > 2732 * 0.6) {
dragNode.y = y;
} else {
dragNode.y = 2732 * 0.6;
}
}
}
// Update game logic
function updateGame() {
// Update starfield
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Star) {
game.children[i].update();
}
}
// 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
@@ -37,8 +37,24 @@
self.update = function () {
// Fairy movement logic
};
});
+// Star class
+var Star = Container.expand(function () {
+ var self = Container.call(this);
+ var starGraphics = self.attachAsset('star', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732) {
+ self.y = -5;
+ self.x = Math.random() * 2048;
+ }
+ };
+});
/****
* Initialize Game
****/
@@ -67,8 +83,14 @@
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
+ // Create starfield
+ for (var i = 0; i < 500; i++) {
+ var star = game.addChild(new Star());
+ star.x = Math.random() * 2048;
+ star.y = Math.random() * 2732;
+ }
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Set up game event listeners
game.down = function (x, y, obj) {
@@ -96,8 +118,14 @@
}
}
// Update game logic
function updateGame() {
+ // Update starfield
+ for (var i = game.children.length - 1; i >= 0; i--) {
+ if (game.children[i] instanceof Star) {
+ game.children[i].update();
+ }
+ }
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < -50) {
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.
shoot
Sound effect
boom
Sound effect
Hit
Sound effect
backgroundmusic
Sound effect
bossbullet
Sound effect
bossappear
Sound effect
hit
Sound effect
diamondcollect
Sound effect
hooray
Sound effect
nono
Sound effect
letsgo
Sound effect
death
Sound effect
yes
Sound effect