/**** * Classes ****/ // Define the 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 = -15; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); // Define the 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 = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define the Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Update logic for the hero }; self.move = function (x, y) { self.x = x; self.y = y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize game variables var hero; var enemies = []; var bullets = []; var score = 0; var scoreTxt; // Initialize the hero hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Initialize the score text scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -100; enemies.push(enemy); game.addChild(enemy); } // Function to shoot bullets function shootBullet() { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y - 50; bullets.push(bullet); game.addChild(bullet); } // Handle game updates game.update = function () { // Update hero hero.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { bullets[j].destroy(); enemies[k].destroy(); bullets.splice(j, 1); enemies.splice(k, 1); score += 1; scoreTxt.setText(score); break; } } } // Spawn enemies periodically if (LK.ticks % 60 == 0) { spawnEnemy(); } // Shoot bullets periodically if (LK.ticks % 30 == 0) { shootBullet(); } }; // Handle touch/mouse events game.down = function (x, y, obj) { hero.move(x, y); }; game.move = function (x, y, obj) { hero.move(x, y); }; game.up = function (x, y, obj) { // No action needed on up event };
/****
* Classes
****/
// Define the 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 = -15;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
// Define the 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 = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Define the Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Update logic for the hero
};
self.move = function (x, y) {
self.x = x;
self.y = y;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var hero;
var enemies = [];
var bullets = [];
var score = 0;
var scoreTxt;
// Initialize the hero
hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize the score text
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Function to spawn enemies
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -100;
enemies.push(enemy);
game.addChild(enemy);
}
// Function to shoot bullets
function shootBullet() {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y - 50;
bullets.push(bullet);
game.addChild(bullet);
}
// Handle game updates
game.update = function () {
// Update hero
hero.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
for (var k = enemies.length - 1; k >= 0; k--) {
if (bullets[j].intersects(enemies[k])) {
bullets[j].destroy();
enemies[k].destroy();
bullets.splice(j, 1);
enemies.splice(k, 1);
score += 1;
scoreTxt.setText(score);
break;
}
}
}
// Spawn enemies periodically
if (LK.ticks % 60 == 0) {
spawnEnemy();
}
// Shoot bullets periodically
if (LK.ticks % 30 == 0) {
shootBullet();
}
};
// Handle touch/mouse events
game.down = function (x, y, obj) {
hero.move(x, y);
};
game.move = function (x, y, obj) {
hero.move(x, y);
};
game.up = function (x, y, obj) {
// No action needed on up event
};