/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyAsset = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 12 + Math.random() * 8; // Downward, randomize a bit self.update = function () { self.y += self.speed; }; return self; }); // Bullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -40; // Fast upward self.update = function () { self.y += self.speed; }; return self; }); // Hero Ship class var HeroShip = Container.expand(function () { var self = Container.call(this); var shipAsset = self.attachAsset('heroShip', { anchorX: 0.5, anchorY: 0.5 }); // For possible future effects return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Sound for shooting // Enemy: red ellipse // Bullet: small yellow box // Hero ship: ellipse, blue // Score display var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create hero ship var heroShip = new HeroShip(); game.addChild(heroShip); // Start at center bottom heroShip.x = 2048 / 2; heroShip.y = 2732 - 350; // Bullets and enemies arrays var heroBullets = []; var enemies = []; // Bullet cooldown var bulletCooldown = 0; var bulletCooldownFrames = 12; // ~0.2s at 60fps // Enemy spawn timer var enemySpawnFrames = 36; // ~0.6s at 60fps // For mouth open detection var lastMouthOpen = false; // For game over state var isGameOver = false; // Main update loop game.update = function () { // Move hero ship to facekit mouth position (if available) if (facekit.mouthCenter && typeof facekit.mouthCenter.x === 'number' && typeof facekit.mouthCenter.y === 'number') { // Clamp to game area, keep ship fully visible var shipW = heroShip.width || 140; var shipH = heroShip.height || 140; var targetX = Math.max(shipW / 2, Math.min(2048 - shipW / 2, facekit.mouthCenter.x)); var targetY = Math.max(shipH / 2 + 100, Math.min(2732 - shipH / 2, facekit.mouthCenter.y)); // Tween for smoothness tween(heroShip, { x: targetX, y: targetY }, { duration: 80, easing: tween.easeOut }); } // Handle shooting (mouth open) var mouthOpen = !!facekit.mouthOpen; if (mouthOpen && !lastMouthOpen && bulletCooldown <= 0) { // Fire bullet var bullet = new HeroBullet(); bullet.x = heroShip.x; bullet.y = heroShip.y - (heroShip.height ? heroShip.height / 2 : 70) - 30; heroBullets.push(bullet); game.addChild(bullet); bulletCooldown = bulletCooldownFrames; LK.getSound('shoot').play(); } lastMouthOpen = mouthOpen; if (bulletCooldown > 0) bulletCooldown--; // Update bullets for (var i = heroBullets.length - 1; i >= 0; i--) { var b = heroBullets[i]; b.update(); // Remove if off screen if (b.y < -100) { b.destroy(); heroBullets.splice(i, 1); continue; } } // Spawn enemies if (LK.ticks % enemySpawnFrames === 0) { var enemy = new Enemy(); // Random X, avoid edges var ew = enemy.width || 120; enemy.x = ew / 2 + 80 + Math.random() * (2048 - ew - 160); enemy.y = -ew / 2 - 40; enemies.push(enemy); game.addChild(enemy); } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { var e = enemies[j]; e.update(); // Remove if off screen if (e.y > 2732 + 100) { e.destroy(); enemies.splice(j, 1); continue; } } // Bullet-enemy collisions for (var k = enemies.length - 1; k >= 0; k--) { var enemyObj = enemies[k]; for (var l = heroBullets.length - 1; l >= 0; l--) { var bulletObj = heroBullets[l]; if (enemyObj.intersects(bulletObj)) { // Destroy both enemyObj.destroy(); bulletObj.destroy(); enemies.splice(k, 1); heroBullets.splice(l, 1); // Score up LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); break; } } } // Enemy-hero collision (game over) for (var m = 0; m < enemies.length; m++) { var enemyObj2 = enemies[m]; if (enemyObj2.intersects(heroShip)) { if (!isGameOver) { isGameOver = true; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } break; } } }; // No touch controls needed; all control is via facekit // Reset state on game over (handled by LK, but clear local state) game.onDestroy = function () { heroBullets = []; enemies = []; isGameOver = false; lastMouthOpen = false; bulletCooldown = 0; scoreTxt.setText('0'); };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,190 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var facekit = LK.import("@upit/facekit.v1");
+
+/****
+* Classes
+****/
+// Enemy class
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyAsset = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 12 + Math.random() * 8; // Downward, randomize a bit
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Bullet class
+var HeroBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletAsset = self.attachAsset('heroBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -40; // Fast upward
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Hero Ship class
+var HeroShip = Container.expand(function () {
+ var self = Container.call(this);
+ var shipAsset = self.attachAsset('heroShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // For possible future effects
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Sound for shooting
+// Enemy: red ellipse
+// Bullet: small yellow box
+// Hero ship: ellipse, blue
+// Score display
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Create hero ship
+var heroShip = new HeroShip();
+game.addChild(heroShip);
+// Start at center bottom
+heroShip.x = 2048 / 2;
+heroShip.y = 2732 - 350;
+// Bullets and enemies arrays
+var heroBullets = [];
+var enemies = [];
+// Bullet cooldown
+var bulletCooldown = 0;
+var bulletCooldownFrames = 12; // ~0.2s at 60fps
+// Enemy spawn timer
+var enemySpawnFrames = 36; // ~0.6s at 60fps
+// For mouth open detection
+var lastMouthOpen = false;
+// For game over state
+var isGameOver = false;
+// Main update loop
+game.update = function () {
+ // Move hero ship to facekit mouth position (if available)
+ if (facekit.mouthCenter && typeof facekit.mouthCenter.x === 'number' && typeof facekit.mouthCenter.y === 'number') {
+ // Clamp to game area, keep ship fully visible
+ var shipW = heroShip.width || 140;
+ var shipH = heroShip.height || 140;
+ var targetX = Math.max(shipW / 2, Math.min(2048 - shipW / 2, facekit.mouthCenter.x));
+ var targetY = Math.max(shipH / 2 + 100, Math.min(2732 - shipH / 2, facekit.mouthCenter.y));
+ // Tween for smoothness
+ tween(heroShip, {
+ x: targetX,
+ y: targetY
+ }, {
+ duration: 80,
+ easing: tween.easeOut
+ });
+ }
+ // Handle shooting (mouth open)
+ var mouthOpen = !!facekit.mouthOpen;
+ if (mouthOpen && !lastMouthOpen && bulletCooldown <= 0) {
+ // Fire bullet
+ var bullet = new HeroBullet();
+ bullet.x = heroShip.x;
+ bullet.y = heroShip.y - (heroShip.height ? heroShip.height / 2 : 70) - 30;
+ heroBullets.push(bullet);
+ game.addChild(bullet);
+ bulletCooldown = bulletCooldownFrames;
+ LK.getSound('shoot').play();
+ }
+ lastMouthOpen = mouthOpen;
+ if (bulletCooldown > 0) bulletCooldown--;
+ // Update bullets
+ for (var i = heroBullets.length - 1; i >= 0; i--) {
+ var b = heroBullets[i];
+ b.update();
+ // Remove if off screen
+ if (b.y < -100) {
+ b.destroy();
+ heroBullets.splice(i, 1);
+ continue;
+ }
+ }
+ // Spawn enemies
+ if (LK.ticks % enemySpawnFrames === 0) {
+ var enemy = new Enemy();
+ // Random X, avoid edges
+ var ew = enemy.width || 120;
+ enemy.x = ew / 2 + 80 + Math.random() * (2048 - ew - 160);
+ enemy.y = -ew / 2 - 40;
+ enemies.push(enemy);
+ game.addChild(enemy);
+ }
+ // Update enemies
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var e = enemies[j];
+ e.update();
+ // Remove if off screen
+ if (e.y > 2732 + 100) {
+ e.destroy();
+ enemies.splice(j, 1);
+ continue;
+ }
+ }
+ // Bullet-enemy collisions
+ for (var k = enemies.length - 1; k >= 0; k--) {
+ var enemyObj = enemies[k];
+ for (var l = heroBullets.length - 1; l >= 0; l--) {
+ var bulletObj = heroBullets[l];
+ if (enemyObj.intersects(bulletObj)) {
+ // Destroy both
+ enemyObj.destroy();
+ bulletObj.destroy();
+ enemies.splice(k, 1);
+ heroBullets.splice(l, 1);
+ // Score up
+ LK.setScore(LK.getScore() + 1);
+ scoreTxt.setText(LK.getScore());
+ break;
+ }
+ }
+ }
+ // Enemy-hero collision (game over)
+ for (var m = 0; m < enemies.length; m++) {
+ var enemyObj2 = enemies[m];
+ if (enemyObj2.intersects(heroShip)) {
+ if (!isGameOver) {
+ isGameOver = true;
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+ break;
+ }
+ }
+};
+// No touch controls needed; all control is via facekit
+// Reset state on game over (handled by LK, but clear local state)
+game.onDestroy = function () {
+ heroBullets = [];
+ enemies = [];
+ isGameOver = false;
+ lastMouthOpen = false;
+ bulletCooldown = 0;
+ scoreTxt.setText('0');
+};
\ No newline at end of file