/**** * Classes ****/ 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(); if (self.x > 2048 - self.width && self.y < self.height) { game.addChild(levelBoard); game.removeChild(player); enemies.forEach(function (enemy) { game.removeChild(enemy); }); bullets.forEach(function (bullet) { game.removeChild(bullet); }); enemies = []; bullets = []; } } }; }); // 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.speedBoost = false; self.speedX = 5; self.update = function () { self.y += self.speed; self.x += self.speedX; if (self.y > 2732 || self.y < 0) { self.speed = -self.speed; } if (self.x > 2048 || self.x < 0) { self.speedX = -self.speedX; } if (self.speedBoost) { self.speed = 10; // Increase speed self.speedX = 10; // Increase horizontal speed } else { self.speed = 5; // Normal speed self.speedX = 5; // Normal horizontal speed } }; }); //<Assets used in the game will automatically appear here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speedBoost = false; self.update = function () { // Player update logic }; self.move = function (x, y) { self.x = x; self.y = y; }; }); var SpeedPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('speedPowerUp', { anchorX: 0.5, anchorY: 0.5 }); powerUpGraphics.rotation = 0.5; // Rotate to look like a lightning bolt powerUpGraphics.tint = 0x0000ff; // Apply blue sheen self.update = function () { // Player update logic if (self.speedBoost) { self.speed = 10; // Increase speed } else { self.speed = 5; // Normal speed } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add event listener for space bar press to shoot bullet game.down = function (x, y, obj) { if (obj.event.key === ' ') { shootBullet(); } }; // Initialize login screen function removeAllGameObjects() { // Remove all enemies enemies.forEach(function (enemy) { game.removeChild(enemy); }); enemies = []; // Remove all bullets bullets.forEach(function (bullet) { game.removeChild(bullet); }); bullets = []; // Remove all power-ups powerUps.forEach(function (powerUp) { game.removeChild(powerUp); }); powerUps = []; if (player) { game.removeChild(player); player = null; } } // Initialize player, level, max level, current level, and enemies hit counter var player = new Player(); game.addChild(player); player.x = 2048 / 2; player.y = 2732 - 200; var level = 1; var maxLevel = 20; var currentLevel = 1; var enemiesHit = 0; var levelEnemies = 10; // Initialize enemies array var enemies = []; // Initialize level board // var levelBoard = new LevelBoard(); // Removed as LevelBoard class is not defined // Function to reset game LK.resetGame = function () { game.setBackgroundColor(0x000000); // Reset background color to black // Reset other game states if necessary }; LK.showYouWin = function () { removeAllGameObjects(); var winText = new Text2('You Win!', { size: 200, fill: "#ffffff" }); winText.anchor.set(0.5, 0.5); winText.x = 2048 / 2; winText.y = 2732 / 2; LK.gui.center.addChild(winText); game.pause(); var timeout = LK.setTimeout(function () { game.removeChild(winText); }, 3000); }; // Initialize bullets array var bullets = []; // Handle player movement game.move = function (x, y, obj) { if (player) { player.move(x, y); } }; // Handle space bar press to shoot bullet function shootBullet() { var bullet = new Bullet(); if (player) { bullet.x = player.x; bullet.y = player.y; } bullets.push(bullet); game.addChild(bullet); } // Game update loop game.update = function () { // Update player if (player) { player.update(); } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i]) { enemies[i].update(); } if (enemies[i].intersects(player)) { game.setBackgroundColor(0x00FF00); removeAllGameObjects(); LK.showGameOver(); game.on('down', function () { LK.resetGame(); }); } } // 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); enemiesHit++; if (enemiesHit % 10 === 0) { level++; LK.getSound('bell').play(); } break; } } } // Check for power-up collection for (var p = powerUps.length - 1; p >= 0; p--) { if (player.intersects(powerUps[p])) { player.speedBoost = true; powerUps[p].destroy(); powerUps.splice(p, 1); LK.setTimeout(function () { player.speedBoost = false; }, 5000); // Speed boost lasts for 5 seconds } for (var e = enemies.length - 1; e >= 0; e--) { if (enemies[e].intersects(powerUps[p])) { var enemy = enemies[e]; enemy.speedBoost = true; powerUps[p].destroy(); powerUps.splice(p, 1); LK.setTimeout(function () { enemy.speedBoost = false; }, 5000); // Speed boost lasts for 5 seconds } } } // Spawn enemies if (LK.ticks % 60 == 0) { for (var l = 0; l < level; l++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); game.addChild(enemy); } } // Spawn power-ups randomly if (Math.random() < 0.01) { // 1% chance every tick var powerUp = new SpeedPowerUp(); powerUp.x = Math.random() * 2048; powerUp.y = Math.random() * 2732; powerUps.push(powerUp); game.addChild(powerUp); } // Check if all enemies are destroyed to level up if (enemies.length === 0 && currentLevel < maxLevel) { currentLevel++; // Level up logic can be added here if needed LK.getSound('bell').play(); } else if (enemies.length === 0 && currentLevel === maxLevel) { LK.showYouWin(); } }; var powerUps = [];
/****
* Classes
****/
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();
if (self.x > 2048 - self.width && self.y < self.height) {
game.addChild(levelBoard);
game.removeChild(player);
enemies.forEach(function (enemy) {
game.removeChild(enemy);
});
bullets.forEach(function (bullet) {
game.removeChild(bullet);
});
enemies = [];
bullets = [];
}
}
};
});
// 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.speedBoost = false;
self.speedX = 5;
self.update = function () {
self.y += self.speed;
self.x += self.speedX;
if (self.y > 2732 || self.y < 0) {
self.speed = -self.speed;
}
if (self.x > 2048 || self.x < 0) {
self.speedX = -self.speedX;
}
if (self.speedBoost) {
self.speed = 10; // Increase speed
self.speedX = 10; // Increase horizontal speed
} else {
self.speed = 5; // Normal speed
self.speedX = 5; // Normal horizontal speed
}
};
});
//<Assets used in the game will automatically appear here>
// Define the Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedBoost = false;
self.update = function () {
// Player update logic
};
self.move = function (x, y) {
self.x = x;
self.y = y;
};
});
var SpeedPowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('speedPowerUp', {
anchorX: 0.5,
anchorY: 0.5
});
powerUpGraphics.rotation = 0.5; // Rotate to look like a lightning bolt
powerUpGraphics.tint = 0x0000ff; // Apply blue sheen
self.update = function () {
// Player update logic
if (self.speedBoost) {
self.speed = 10; // Increase speed
} else {
self.speed = 5; // Normal speed
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Add event listener for space bar press to shoot bullet
game.down = function (x, y, obj) {
if (obj.event.key === ' ') {
shootBullet();
}
};
// Initialize login screen
function removeAllGameObjects() {
// Remove all enemies
enemies.forEach(function (enemy) {
game.removeChild(enemy);
});
enemies = [];
// Remove all bullets
bullets.forEach(function (bullet) {
game.removeChild(bullet);
});
bullets = [];
// Remove all power-ups
powerUps.forEach(function (powerUp) {
game.removeChild(powerUp);
});
powerUps = [];
if (player) {
game.removeChild(player);
player = null;
}
}
// Initialize player, level, max level, current level, and enemies hit counter
var player = new Player();
game.addChild(player);
player.x = 2048 / 2;
player.y = 2732 - 200;
var level = 1;
var maxLevel = 20;
var currentLevel = 1;
var enemiesHit = 0;
var levelEnemies = 10;
// Initialize enemies array
var enemies = [];
// Initialize level board
// var levelBoard = new LevelBoard(); // Removed as LevelBoard class is not defined
// Function to reset game
LK.resetGame = function () {
game.setBackgroundColor(0x000000); // Reset background color to black
// Reset other game states if necessary
};
LK.showYouWin = function () {
removeAllGameObjects();
var winText = new Text2('You Win!', {
size: 200,
fill: "#ffffff"
});
winText.anchor.set(0.5, 0.5);
winText.x = 2048 / 2;
winText.y = 2732 / 2;
LK.gui.center.addChild(winText);
game.pause();
var timeout = LK.setTimeout(function () {
game.removeChild(winText);
}, 3000);
};
// Initialize bullets array
var bullets = [];
// Handle player movement
game.move = function (x, y, obj) {
if (player) {
player.move(x, y);
}
};
// Handle space bar press to shoot bullet
function shootBullet() {
var bullet = new Bullet();
if (player) {
bullet.x = player.x;
bullet.y = player.y;
}
bullets.push(bullet);
game.addChild(bullet);
}
// Game update loop
game.update = function () {
// Update player
if (player) {
player.update();
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i]) {
enemies[i].update();
}
if (enemies[i].intersects(player)) {
game.setBackgroundColor(0x00FF00);
removeAllGameObjects();
LK.showGameOver();
game.on('down', function () {
LK.resetGame();
});
}
}
// 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);
enemiesHit++;
if (enemiesHit % 10 === 0) {
level++;
LK.getSound('bell').play();
}
break;
}
}
}
// Check for power-up collection
for (var p = powerUps.length - 1; p >= 0; p--) {
if (player.intersects(powerUps[p])) {
player.speedBoost = true;
powerUps[p].destroy();
powerUps.splice(p, 1);
LK.setTimeout(function () {
player.speedBoost = false;
}, 5000); // Speed boost lasts for 5 seconds
}
for (var e = enemies.length - 1; e >= 0; e--) {
if (enemies[e].intersects(powerUps[p])) {
var enemy = enemies[e];
enemy.speedBoost = true;
powerUps[p].destroy();
powerUps.splice(p, 1);
LK.setTimeout(function () {
enemy.speedBoost = false;
}, 5000); // Speed boost lasts for 5 seconds
}
}
}
// Spawn enemies
if (LK.ticks % 60 == 0) {
for (var l = 0; l < level; l++) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
game.addChild(enemy);
}
}
// Spawn power-ups randomly
if (Math.random() < 0.01) {
// 1% chance every tick
var powerUp = new SpeedPowerUp();
powerUp.x = Math.random() * 2048;
powerUp.y = Math.random() * 2732;
powerUps.push(powerUp);
game.addChild(powerUp);
}
// Check if all enemies are destroyed to level up
if (enemies.length === 0 && currentLevel < maxLevel) {
currentLevel++;
// Level up logic can be added here if needed
LK.getSound('bell').play();
} else if (enemies.length === 0 && currentLevel === maxLevel) {
LK.showYouWin();
}
};
var powerUps = [];