/****
* Classes
****/
// Class for Bullet
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;
};
});
// Class for Enemy
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 () {
// Update enemy position or state
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Class for Player
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Update player position or state
};
self.down = function (x, y, obj) {
// Handle player interaction
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize background
var background = game.addChild(LK.getAsset('Background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 150;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 1000;
enemies.push(enemy);
game.addChild(enemy);
}
// Initialize bullets
var bullets = [];
// Handle game updates
game.update = function () {
// Update player
player.update();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < 0) {
bullets[j].destroy();
bullets.splice(j, 1);
}
}
// Check for collisions
for (var k = enemies.length - 1; k >= 0; k--) {
if (player.intersects(enemies[k])) {
// Handle player and enemy collision
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
for (var l = bullets.length - 1; l >= 0; l--) {
if (bullets[l].intersects(enemies[k])) {
// Handle bullet and enemy collision
enemies[k].destroy();
enemies.splice(k, 1);
bullets[l].destroy();
bullets.splice(l, 1);
break;
}
}
}
};
// Handle player shooting
game.down = function (x, y, obj) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
};
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
Player man. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Enemy. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Battle ground. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.