/****
* 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 = [];