/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.direction = Math.random() < 0.5 ? -1 : 1;
self.horizontalSpeed = Math.random() * 2 + 1;
self.update = function () {
self.y += self.speed;
self.x += self.direction * self.horizontalSpeed;
// Bounce off screen edges
if (self.x < 30 || self.x > 2018) {
self.direction *= -1;
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.attachAsset('playerShip', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -12;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000033
});
/****
* Game Code
****/
var player = game.addChild(new Player());
player.x = 1024;
player.y = 2600;
var bullets = [];
var enemies = [];
var gameSpeed = 1;
var enemySpawnRate = 120;
var lastEnemySpawn = 0;
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 50;
// Auto-fire bullets
var bulletTimer = LK.setInterval(function () {
var newBullet = new PlayerBullet();
newBullet.x = player.x;
newBullet.y = player.y - 40;
newBullet.lastY = newBullet.y;
bullets.push(newBullet);
game.addChild(newBullet);
LK.getSound('shoot').play();
}, 150);
function handleMove(x, y, obj) {
player.x = x;
// Keep player within screen bounds
if (player.x < 40) player.x = 40;
if (player.x > 2008) player.x = 2008;
}
game.move = handleMove;
game.down = function (x, y, obj) {
handleMove(x, y, obj);
};
game.update = function () {
// Spawn enemies
if (LK.ticks - lastEnemySpawn > enemySpawnRate) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * (2048 - 120) + 60;
newEnemy.y = -30;
newEnemy.lastY = newEnemy.y;
newEnemy.lastIntersecting = false;
enemies.push(newEnemy);
game.addChild(newEnemy);
lastEnemySpawn = LK.ticks;
// Increase difficulty over time
if (enemySpawnRate > 40) {
enemySpawnRate -= 0.5;
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (bullet.lastY === undefined) bullet.lastY = bullet.y;
// Remove bullets that go off screen
if (bullet.lastY >= -10 && bullet.y < -10) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
// Check bullet-enemy collisions
var bulletHit = false;
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Destroy both bullet and enemy
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
bullet.destroy();
bullets.splice(i, 1);
enemy.destroy();
enemies.splice(j, 1);
LK.getSound('enemyDestroy').play();
bulletHit = true;
break;
}
}
if (!bulletHit) {
bullet.lastY = bullet.y;
}
}
// Update enemies
for (var k = enemies.length - 1; k >= 0; k--) {
var enemy = enemies[k];
if (enemy.lastY === undefined) enemy.lastY = enemy.y;
if (enemy.lastIntersecting === undefined) enemy.lastIntersecting = false;
// Remove enemies that go off screen
if (enemy.lastY <= 2732 && enemy.y > 2732) {
enemy.destroy();
enemies.splice(k, 1);
continue;
}
// Check player-enemy collision
var currentIntersecting = enemy.intersects(player);
if (!enemy.lastIntersecting && currentIntersecting) {
LK.getSound('playerHit').play();
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
enemy.lastY = enemy.y;
enemy.lastIntersecting = currentIntersecting;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,163 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 3;
+ self.direction = Math.random() < 0.5 ? -1 : 1;
+ self.horizontalSpeed = Math.random() * 2 + 1;
+ self.update = function () {
+ self.y += self.speed;
+ self.x += self.direction * self.horizontalSpeed;
+ // Bounce off screen edges
+ if (self.x < 30 || self.x > 2018) {
+ self.direction *= -1;
+ }
+ };
+ return self;
+});
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var shipGraphics = self.attachAsset('playerShip', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ return self;
+});
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -12;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x000033
+});
+
+/****
+* Game Code
+****/
+var player = game.addChild(new Player());
+player.x = 1024;
+player.y = 2600;
+var bullets = [];
+var enemies = [];
+var gameSpeed = 1;
+var enemySpawnRate = 120;
+var lastEnemySpawn = 0;
+var scoreTxt = new Text2('0', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+scoreTxt.y = 50;
+// Auto-fire bullets
+var bulletTimer = LK.setInterval(function () {
+ var newBullet = new PlayerBullet();
+ newBullet.x = player.x;
+ newBullet.y = player.y - 40;
+ newBullet.lastY = newBullet.y;
+ bullets.push(newBullet);
+ game.addChild(newBullet);
+ LK.getSound('shoot').play();
+}, 150);
+function handleMove(x, y, obj) {
+ player.x = x;
+ // Keep player within screen bounds
+ if (player.x < 40) player.x = 40;
+ if (player.x > 2008) player.x = 2008;
+}
+game.move = handleMove;
+game.down = function (x, y, obj) {
+ handleMove(x, y, obj);
+};
+game.update = function () {
+ // Spawn enemies
+ if (LK.ticks - lastEnemySpawn > enemySpawnRate) {
+ var newEnemy = new Enemy();
+ newEnemy.x = Math.random() * (2048 - 120) + 60;
+ newEnemy.y = -30;
+ newEnemy.lastY = newEnemy.y;
+ newEnemy.lastIntersecting = false;
+ enemies.push(newEnemy);
+ game.addChild(newEnemy);
+ lastEnemySpawn = LK.ticks;
+ // Increase difficulty over time
+ if (enemySpawnRate > 40) {
+ enemySpawnRate -= 0.5;
+ }
+ }
+ // Update bullets
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var bullet = bullets[i];
+ if (bullet.lastY === undefined) bullet.lastY = bullet.y;
+ // Remove bullets that go off screen
+ if (bullet.lastY >= -10 && bullet.y < -10) {
+ bullet.destroy();
+ bullets.splice(i, 1);
+ continue;
+ }
+ // Check bullet-enemy collisions
+ var bulletHit = false;
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (bullet.intersects(enemy)) {
+ // Destroy both bullet and enemy
+ LK.setScore(LK.getScore() + 10);
+ scoreTxt.setText(LK.getScore());
+ bullet.destroy();
+ bullets.splice(i, 1);
+ enemy.destroy();
+ enemies.splice(j, 1);
+ LK.getSound('enemyDestroy').play();
+ bulletHit = true;
+ break;
+ }
+ }
+ if (!bulletHit) {
+ bullet.lastY = bullet.y;
+ }
+ }
+ // Update enemies
+ for (var k = enemies.length - 1; k >= 0; k--) {
+ var enemy = enemies[k];
+ if (enemy.lastY === undefined) enemy.lastY = enemy.y;
+ if (enemy.lastIntersecting === undefined) enemy.lastIntersecting = false;
+ // Remove enemies that go off screen
+ if (enemy.lastY <= 2732 && enemy.y > 2732) {
+ enemy.destroy();
+ enemies.splice(k, 1);
+ continue;
+ }
+ // Check player-enemy collision
+ var currentIntersecting = enemy.intersects(player);
+ if (!enemy.lastIntersecting && currentIntersecting) {
+ LK.getSound('playerHit').play();
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ enemy.lastY = enemy.y;
+ enemy.lastIntersecting = currentIntersecting;
+ }
+};
\ No newline at end of file
A ufo that’s triangle shape. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a triangle. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A evil robot. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat