/****
* Classes
****/
// Define a class for bullets
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for bullets
};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for enemies
};
});
//<Assets used in the game will automatically appear here>
// Define a class for the main character
var MainCharacter = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for the main character
};
self.down = function (x, y, obj) {
// Handle touch down event
};
self.up = function (x, y, obj) {
// Handle touch up event
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var mainCharacter = game.addChild(new MainCharacter());
mainCharacter.x = 2048 / 2;
mainCharacter.y = 2732 - 200;
var enemies = [];
var bullets = [];
// Function to handle game updates
game.update = function () {
// Update main character
mainCharacter.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(mainCharacter)) {
// Handle collision with main character
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < -50) {
bullets[j].destroy();
bullets.splice(j, 1);
}
}
// Fire bullets
if (LK.ticks % 30 == 0) {
var newBullet = new Bullet();
newBullet.x = mainCharacter.x;
newBullet.y = mainCharacter.y;
bullets.push(newBullet);
game.addChild(newBullet);
}
};
// Function to spawn enemies
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
game.addChild(enemy);
}
// Set interval to spawn enemies
LK.setInterval(spawnEnemy, 2000);
// Handle touch events
game.down = function (x, y, obj) {
mainCharacter.down(x, y, obj);
};
game.up = function (x, y, obj) {
mainCharacter.up(x, y, obj);
};
game.move = function (x, y, obj) {
// Handle move events
}; /****
* Classes
****/
// Define a class for bullets
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for bullets
};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for enemies
};
});
//<Assets used in the game will automatically appear here>
// Define a class for the main character
var MainCharacter = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for the main character
};
self.down = function (x, y, obj) {
// Handle touch down event
};
self.up = function (x, y, obj) {
// Handle touch up event
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var mainCharacter = game.addChild(new MainCharacter());
mainCharacter.x = 2048 / 2;
mainCharacter.y = 2732 - 200;
var enemies = [];
var bullets = [];
// Function to handle game updates
game.update = function () {
// Update main character
mainCharacter.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(mainCharacter)) {
// Handle collision with main character
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < -50) {
bullets[j].destroy();
bullets.splice(j, 1);
}
}
// Fire bullets
if (LK.ticks % 30 == 0) {
var newBullet = new Bullet();
newBullet.x = mainCharacter.x;
newBullet.y = mainCharacter.y;
bullets.push(newBullet);
game.addChild(newBullet);
}
};
// Function to spawn enemies
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
game.addChild(enemy);
}
// Set interval to spawn enemies
LK.setInterval(spawnEnemy, 2000);
// Handle touch events
game.down = function (x, y, obj) {
mainCharacter.down(x, y, obj);
};
game.up = function (x, y, obj) {
mainCharacter.up(x, y, obj);
};
game.move = function (x, y, obj) {
// Handle move events
};