/**** * Classes ****/ // Enemy class representing the foes 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.y = 0; self.x = Math.random() * 2048; } }; }); // Bullet class for enemy's bullets var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; }; }); //<Assets used in the game will automatically appear here> // Hero class representing the player's character 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 hero }; }); // Bullet class for hero's bullets var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); } // Initialize bullets var heroBullets = []; var enemyBullets = []; // Handle game updates game.update = function () { // Update hero hero.update(); // Update enemies enemies.forEach(function (enemy) { enemy.update(); if (enemy.intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }); // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); if (heroBullets[i].y < -50) { heroBullets[i].destroy(); heroBullets.splice(i, 1); } } // Update enemy bullets for (var j = enemyBullets.length - 1; j >= 0; j--) { enemyBullets[j].update(); if (enemyBullets[j].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } if (enemyBullets[j].y > 2732) { enemyBullets[j].destroy(); enemyBullets.splice(j, 1); } } // Fire hero bullets if (LK.ticks % 20 == 0) { var newBullet = new HeroBullet(); newBullet.x = hero.x; newBullet.y = hero.y; heroBullets.push(newBullet); game.addChild(newBullet); } // Fire enemy bullets if (LK.ticks % 60 == 0) { enemies.forEach(function (enemy) { var newBullet = new EnemyBullet(); newBullet.x = enemy.x; newBullet.y = enemy.y; enemyBullets.push(newBullet); game.addChild(newBullet); }); } }; // Handle touch events for hero movement game.down = function (x, y, obj) { hero.x = x; hero.y = y; }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; game.up = function (x, y, obj) { // Stop hero movement };
/****
* Classes
****/
// Enemy class representing the foes
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.y = 0;
self.x = Math.random() * 2048;
}
};
});
// Bullet class for enemy's bullets
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
};
});
//<Assets used in the game will automatically appear here>
// Hero class representing the player's character
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 hero
};
});
// Bullet class for hero's bullets
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize enemies
var enemies = [];
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 1000;
enemies.push(enemy);
game.addChild(enemy);
}
// Initialize bullets
var heroBullets = [];
var enemyBullets = [];
// Handle game updates
game.update = function () {
// Update hero
hero.update();
// Update enemies
enemies.forEach(function (enemy) {
enemy.update();
if (enemy.intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
if (heroBullets[i].y < -50) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
}
}
// Update enemy bullets
for (var j = enemyBullets.length - 1; j >= 0; j--) {
enemyBullets[j].update();
if (enemyBullets[j].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
if (enemyBullets[j].y > 2732) {
enemyBullets[j].destroy();
enemyBullets.splice(j, 1);
}
}
// Fire hero bullets
if (LK.ticks % 20 == 0) {
var newBullet = new HeroBullet();
newBullet.x = hero.x;
newBullet.y = hero.y;
heroBullets.push(newBullet);
game.addChild(newBullet);
}
// Fire enemy bullets
if (LK.ticks % 60 == 0) {
enemies.forEach(function (enemy) {
var newBullet = new EnemyBullet();
newBullet.x = enemy.x;
newBullet.y = enemy.y;
enemyBullets.push(newBullet);
game.addChild(newBullet);
});
}
};
// Handle touch events for hero movement
game.down = function (x, y, obj) {
hero.x = x;
hero.y = y;
};
game.move = function (x, y, obj) {
hero.x = x;
hero.y = y;
};
game.up = function (x, y, obj) {
// Stop hero movement
};