/**** * 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 ****/ // Start music 'Adrenaline' at game start LK.playMusic('Adrenaline'); // Score display // Hero ship: ellipse, blue // Bullet: small yellow box // Enemy: red ellipse // Sound for shooting 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; // Play shoot sound 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'); };
/****
* 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
****/
// Start music 'Adrenaline' at game start
LK.playMusic('Adrenaline');
// Score display
// Hero ship: ellipse, blue
// Bullet: small yellow box
// Enemy: red ellipse
// Sound for shooting
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;
// Play shoot sound
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');
};