/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; }; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.shoot = function () { var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y; bullets.push(newBullet); game.addChild(newBullet); }; }); // Monster class var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { var dx = hero.x - self.x; var dy = hero.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; }; }); // Particle class var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = Math.random() * 10 - 5; self.speedY = Math.random() * 10 - 5; self.update = function () { self.x += self.speedX; self.y += self.speedY; self.speedX *= 0.99; self.speedY *= 0.99; self.alpha *= 0.96; if (self.alpha < 0.01) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); background.x = 2048 / 2; background.y = 2732 / 2; // Initialize variables var hero = new Hero(); hero.x = 2048 / 2; hero.y = 2732 - 200; game.addChild(hero); var bullets = []; var monsters = []; var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Spawn monsters at intervals var spawnMonster = LK.setInterval(function () { var newMonster = new Monster(); newMonster.x = Math.random() * 2048; newMonster.y = 0; monsters.push(newMonster); game.addChild(newMonster); }, 2000); // Handle game updates game.update = function () { for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].y < -50) { bullets[i].destroy(); bullets.splice(i, 1); } } for (var j = monsters.length - 1; j >= 0; j--) { monsters[j].update(); if (monsters[j].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } for (var k = bullets.length - 1; k >= 0; k--) { if (monsters[j] && monsters[j].intersects(bullets[k])) { // Create particles when the monster is destroyed for (var p = 0; p < 100; p++) { var newParticle = new Particle(); newParticle.x = monsters[j].x; newParticle.y = monsters[j].y; game.addChild(newParticle); } monsters[j].destroy(); monsters.splice(j, 1); score++; scoreTxt.setText(score); LK.effects.flashObject(scoreTxt, 0x00ff00, 1000); if (score == 200) { LK.showGameOver(); } } } } }; // Handle touch events game.down = function (x, y, obj) { hero.shoot(); }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; game.up = function (x, y, obj) { // No action needed on touch up }; // Update particles for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Particle) { game.children[i].update(); } }
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
};
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.shoot = function () {
var newBullet = new Bullet();
newBullet.x = self.x;
newBullet.y = self.y;
bullets.push(newBullet);
game.addChild(newBullet);
};
});
// Monster class
var Monster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
};
});
// Particle class
var Particle = Container.expand(function () {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = Math.random() * 10 - 5;
self.speedY = Math.random() * 10 - 5;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
self.speedX *= 0.99;
self.speedY *= 0.99;
self.alpha *= 0.96;
if (self.alpha < 0.01) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 2048 / 2;
background.y = 2732 / 2;
// Initialize variables
var hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
var bullets = [];
var monsters = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Spawn monsters at intervals
var spawnMonster = LK.setInterval(function () {
var newMonster = new Monster();
newMonster.x = Math.random() * 2048;
newMonster.y = 0;
monsters.push(newMonster);
game.addChild(newMonster);
}, 2000);
// Handle game updates
game.update = function () {
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < -50) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
for (var j = monsters.length - 1; j >= 0; j--) {
monsters[j].update();
if (monsters[j].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
for (var k = bullets.length - 1; k >= 0; k--) {
if (monsters[j] && monsters[j].intersects(bullets[k])) {
// Create particles when the monster is destroyed
for (var p = 0; p < 100; p++) {
var newParticle = new Particle();
newParticle.x = monsters[j].x;
newParticle.y = monsters[j].y;
game.addChild(newParticle);
}
monsters[j].destroy();
monsters.splice(j, 1);
score++;
scoreTxt.setText(score);
LK.effects.flashObject(scoreTxt, 0x00ff00, 1000);
if (score == 200) {
LK.showGameOver();
}
}
}
}
};
// Handle touch events
game.down = function (x, y, obj) {
hero.shoot();
};
game.move = function (x, y, obj) {
hero.x = x;
hero.y = y;
};
game.up = function (x, y, obj) {
// No action needed on touch up
};
// Update particles
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Particle) {
game.children[i].update();
}
}
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