/****
* Classes
****/
// Ammo class
var Ammo = Container.expand(function () {
var self = Container.call(this);
var ammoGraphics = self.attachAsset('ammo', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Define constants for ammo UI positioning and spacing
// AmmoUI class
var AmmoUI = Container.expand(function () {
var self = Container.call(this);
self.ammoCount = 10;
self.ammoDisplay = [];
self.init = function () {
for (var i = 0; i < self.ammoCount; i++) {
var ammo = new Ammo();
ammo.x = AMMO_X_POSITION; // Position to the left
ammo.y = AMMO_Y_START_POSITION - i * (AMMO_SPACING + 30); // Increase gap between ammo units
ammo.alpha = 1;
self.ammoDisplay.push(ammo);
self.addChild(ammo);
}
};
self.decreaseAmmo = function () {
if (self.ammoCount > 0) {
self.ammoCount--;
self.updateAmmoAlpha();
}
};
self.increaseAmmo = function () {
if (self.ammoCount < 10) {
self.ammoCount++;
self.updateAmmoAlpha();
}
};
self.updateAmmoAlpha = function () {
for (var i = 0; i < self.ammoDisplay.length; i++) {
self.ammoDisplay[i].alpha = i < self.ammoCount ? 1 : 0.5;
}
};
self.init();
});
// BackgroundContainer class
var BackgroundContainer = Container.expand(function () {
var self = Container.call(this);
});
//<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 = 20;
self.direction = {
x: 0,
y: -1
}; // Default direction
self.targetedEnemy = null; // Add a flag to store the targeted enemy
self.update = function () {
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.acceleration = 0.005; // Decrease acceleration property
self.scoreIncreased = false; // Add a flag to check if the score has been increased
self.fullyInsideScreen = false; // Add a flag to check if the enemy is fully inside the screen
// Add animation frames
var frame1 = enemyGraphics;
var frame2 = LK.getAsset('obstacle_2', {
anchorX: 0.5,
anchorY: 0.5
});
var currentFrame = 1;
var lastFrameChange = Date.now();
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
self.speed += self.acceleration; // Increase speed by acceleration
self.x += dx * self.speed / distance;
self.y += dy * self.speed / distance;
self.fullyInsideScreen = self.x >= 0 && self.x <= 2048 && self.y >= 0 && self.y <= 2732;
}
// More precise hitbox check
var selfBounds = self.getBounds();
var playerBounds = player.getBounds();
if (selfBounds.x < playerBounds.x + playerBounds.width && selfBounds.x + selfBounds.width > playerBounds.x && selfBounds.y < playerBounds.y + playerBounds.height && selfBounds.y + selfBounds.height > playerBounds.y) {
// Collision detected
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Magnetic attraction and repulsion between enemies
for (var i = 0; i < enemySpawners.length; i++) {
if (enemySpawners[i] !== self) {
var otherEnemy = enemySpawners[i];
var dxEnemy = otherEnemy.x - self.x;
var dyEnemy = otherEnemy.y - self.y;
var distanceEnemy = Math.sqrt(dxEnemy * dxEnemy + dyEnemy * dyEnemy);
if (distanceEnemy < 200) {
// Magnetic attraction
var attractionForce = 0.1; // Adjust this value to control the attraction speed
self.x += dxEnemy / distanceEnemy * attractionForce;
self.y += dyEnemy / distanceEnemy * attractionForce;
otherEnemy.x -= dxEnemy / distanceEnemy * attractionForce;
otherEnemy.y -= dyEnemy / distanceEnemy * attractionForce;
}
if (distanceEnemy < 150) {
// Repel overlapping enemies
var repelForce = 1; // Adjust this value to control the repelling speed
self.x -= dxEnemy / distanceEnemy * repelForce;
self.y -= dyEnemy / distanceEnemy * repelForce;
otherEnemy.x += dxEnemy / distanceEnemy * repelForce;
otherEnemy.y += dyEnemy / distanceEnemy * repelForce;
}
}
}
// Handle frame animation
if (Date.now() - lastFrameChange >= 100) {
if (currentFrame === 1) {
self.removeChild(frame1);
self.addChild(frame2);
currentFrame = 2;
} else {
self.removeChild(frame2);
self.addChild(frame1);
currentFrame = 1;
}
lastFrameChange = Date.now();
}
};
});
// Explosion class
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.01,
scaleY: 0.01
});
self.expandTime = 120; // 200 milliseconds
self.startTime = Date.now();
self.hitboxIntersects = function (target) {
var selfBounds = self.getBounds();
var targetBounds = target.getBounds();
return selfBounds.x < targetBounds.x + targetBounds.width && selfBounds.x + selfBounds.width > targetBounds.x && selfBounds.y < targetBounds.y + targetBounds.height && selfBounds.y + selfBounds.height > targetBounds.y;
};
self.update = function () {
var elapsedTime = Date.now() - self.startTime;
var scale = Math.min(1, elapsedTime / self.expandTime);
explosionGraphics.scale.set(scale, scale);
if (scale >= 1) {
// Check for collisions with enemies
for (var i = enemySpawners.length - 1; i >= 0; i--) {
if (self.hitboxIntersects(enemySpawners[i]) && enemySpawners[i].fullyInsideScreen) {
var newExplosion = new Explosion();
newExplosion.x = enemySpawners[i].x;
newExplosion.y = enemySpawners[i].y;
midgroundContainer.addChild(newExplosion);
if (!enemySpawners[i].scoreIncreased) {
increaseScore(1, 1.1);
enemySpawners[i].scoreIncreased = true;
}
playRandomPopSound();
enemySpawners[i].destroy();
enemySpawners.splice(i, 1);
}
}
increaseScore(1, 1.2);
self.destroy();
}
};
});
// ForegroundContainer class
var ForegroundContainer = Container.expand(function () {
var self = Container.call(this);
});
// MidgroundContainer class
var MidgroundContainer = Container.expand(function () {
var self = Container.call(this);
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.x += self.direction.x * self.speed;
self.y += self.direction.y * self.speed;
};
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.shoot = function () {
var newBullet = new Bullet();
newBullet.x = self.x;
newBullet.y = self.y;
// Find the closest enemy that hasn't been targeted
var closestEnemy = null;
var closestDistance = Infinity;
for (var i = 0; i < enemySpawners.length; i++) {
// Check if the enemy is within the screen bounds
if (enemySpawners[i].x < 0 || enemySpawners[i].x > 2048 || enemySpawners[i].y < 0 || enemySpawners[i].y > 2732) {
continue; // Skip enemies outside the screen area
}
var alreadyTargeted = bullets.some(function (bullet) {
return bullet.targetedEnemy === enemySpawners[i];
});
if (alreadyTargeted) {
continue; // Skip already targeted enemies
}
var distance = Math.sqrt(Math.pow(enemySpawners[i].x - self.x, 2) + Math.pow(enemySpawners[i].y - self.y, 2));
if (distance < closestDistance) {
closestEnemy = enemySpawners[i];
closestDistance = distance;
}
}
if (closestEnemy === null) {
return; // No enemies to target
}
if (ammoUI.ammoCount <= 0) {
console.log("Out of ammo!");
return; // Out of ammo
}
ammoUI.decreaseAmmo();
// Set the bullet's direction towards the closest enemy
var dx = closestEnemy.x - self.x;
var dy = closestEnemy.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
newBullet.direction = {
x: dx / magnitude,
y: dy / magnitude
};
newBullet.targetedEnemy = closestEnemy; // Mark the enemy as targeted
bullets.push(newBullet);
midgroundContainer.addChild(newBullet);
LK.getSound('Shoot').play();
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x7cc3ca //Init game with new background color
});
/****
* Game Code
****/
// Define constants for ammo UI positioning and spacing
// Initialize arrays and variables
var popSounds = ['Pop_1', 'Pop_2', 'Pop_3'];
var playedPopSounds = [];
function playRandomPopSound() {
if (popSounds.length === 0) {
popSounds = playedPopSounds;
playedPopSounds = [];
}
var randomIndex = Math.floor(Math.random() * popSounds.length);
var soundToPlay = popSounds.splice(randomIndex, 1)[0];
playedPopSounds.push(soundToPlay);
LK.getSound(soundToPlay).play();
}
function increaseScore(points, scale) {
LK.setScore(LK.getScore() + points);
scoreTxt.setText(LK.getScore());
scoreTxt.scale.set(scale, scale); // Increase the size of the score text
LK.setTimeout(function () {
scoreTxt.scale.set(1, 1); // Reset the size of the score text after a short delay
}, 50);
}
var AMMO_X_POSITION = 70;
var AMMO_Y_START_POSITION = 2732 - 60;
var AMMO_SPACING = 80;
var AMMO_PADDING_X = 300;
var AMMO_PADDING_Y = 400;
var AMMO_SPAWN_WIDTH = 2048 - 1200;
var AMMO_SPAWN_HEIGHT = 2732 - 1600;
var AMMO_MIN_DISTANCE = 700;
var bullets = [];
var obstacles = [];
var enemySpawners = [];
var ammos = [];
var backgroundContainer = game.addChild(new BackgroundContainer());
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 1,
scaleY: 1,
x: 2048 / 2,
y: 2732
});
backgroundContainer.addChild(background);
var midgroundContainer = game.addChild(new MidgroundContainer());
var foregroundContainer = game.addChild(new ForegroundContainer());
var ammoUI = foregroundContainer.addChild(new AmmoUI());
var player = foregroundContainer.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
for (var i = 0; i < bullets.length; i++) {
midgroundContainer.addChild(bullets[i]);
}
for (var i = 0; i < enemySpawners.length; i++) {
midgroundContainer.addChild(enemySpawners[i]);
}
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 15
});
scoreTxt.anchor.set(0.5, 0.5);
scoreTxt.y += 100;
LK.gui.top.addChild(scoreTxt);
// Handle touch down event
game.down = function (x, y, obj) {
player.shoot();
};
// Update game state
game.update = function () {
// Player moves towards the oldest Ammo
if (ammos.length > 0) {
var oldestAmmo = ammos[0]; // The oldest ammo is the first one in the array
var dx = oldestAmmo.x - player.x;
var dy = oldestAmmo.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var speed = 10;
if (distance > speed) {
player.x += dx * speed / distance;
player.y += dy * speed / distance;
if (dx > 0) {
player.scale.x = -1; // Flip the player asset on x-axis when moving right
} else {
player.scale.x = 1; // Revert the player asset on x-axis when moving left
}
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < -50) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Update obstacles
for (var j = obstacles.length - 1; j >= 0; j--) {
obstacles[j].update();
if (obstacles[j].y > 2732 + 50) {
obstacles[j].destroy();
obstacles.splice(j, 1);
}
}
// Update explosions
for (var e = midgroundContainer.children.length - 1; e >= 0; e--) {
if (midgroundContainer.children[e] instanceof Explosion) {
midgroundContainer.children[e].update();
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemySpawners.length - 1; l >= 0; l--) {
// Check if the enemy is within the screen bounds
if (enemySpawners[l].x >= 0 && enemySpawners[l].x <= 2048 && enemySpawners[l].y >= 0 && enemySpawners[l].y <= 2732 && bullets[k].intersects(enemySpawners[l])) {
bullets[k].destroy();
var explosion = new Explosion();
explosion.x = enemySpawners[l].x;
explosion.y = enemySpawners[l].y;
foregroundContainer.addChild(explosion);
playRandomPopSound();
enemySpawners[l].destroy();
bullets.splice(k, 1);
enemySpawners.splice(l, 1);
// Score update removed from bullet collision
break;
}
}
}
// Spawn new enemy spawners
if (LK.ticks % Math.max(10, 40 - Math.floor(LK.getScore() * 0.15)) == 0) {
var newEnemy = new Enemy();
var edge = Math.floor(Math.random() * 4);
switch (edge) {
case 0:
// Top edge
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50;
break;
case 1:
// Right edge
newEnemy.x = 2048 + 50;
newEnemy.y = Math.random() * 2732;
break;
case 2:
// Bottom edge
newEnemy.x = Math.random() * 2048;
newEnemy.y = 2732 + 50;
break;
case 3:
// Left edge
newEnemy.x = -50;
newEnemy.y = Math.random() * 2732;
break;
}
enemySpawners.push(newEnemy);
midgroundContainer.addChild(newEnemy);
}
// Generate new ammo to maintain 2 on the screen
if (ammos.length < 2) {
while (ammos.length < 2) {
var newAmmo = new Ammo();
var validPosition = false;
while (!validPosition) {
newAmmo.x = AMMO_PADDING_X + Math.random() * (2048 - 2 * AMMO_PADDING_X);
newAmmo.y = AMMO_PADDING_Y + Math.random() * (2732 - 2 * AMMO_PADDING_Y);
validPosition = true;
for (var i = 0; i < ammos.length; i++) {
var dx = newAmmo.x - ammos[i].x;
var dy = newAmmo.y - ammos[i].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < AMMO_MIN_DISTANCE) {
validPosition = false;
break;
}
}
}
ammos.push(newAmmo);
foregroundContainer.addChild(newAmmo);
}
}
// Check for game over
for (var m = obstacles.length - 1; m >= 0; m--) {
if (obstacles[m].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Removed redundant collision check between player and enemy
// Check for Ammo collection
for (var n = ammos.length - 1; n >= 0; n--) {
if (ammos[n].intersects(player)) {
LK.getSound('Ammo').play(); // Play Ammo sound
ammos[n].destroy();
ammos.splice(n, 1);
ammoUI.increaseAmmo();
// Determine direction to the next ammo
if (ammos.length > 0) {
var nextAmmo = ammos[0];
var dx = nextAmmo.x - player.x;
if (dx > 0) {
player.scale.x = -1; // Flip the player asset on x-axis when moving right
} else {
player.scale.x = 1; // Revert the player asset on x-axis when moving left
}
}
// Generate new ammo to maintain 3 on the screen
var newAmmo = new Ammo();
var validPosition = false;
while (!validPosition) {
newAmmo.x = AMMO_PADDING_X + Math.random() * (2048 - 2 * AMMO_PADDING_X);
newAmmo.y = AMMO_PADDING_Y + Math.random() * (2732 - 2 * AMMO_PADDING_Y);
validPosition = true;
for (var i = 0; i < ammos.length; i++) {
var dx = newAmmo.x - ammos[i].x;
var dy = newAmmo.y - ammos[i].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 400) {
validPosition = false;
break;
}
}
}
ammos.push(newAmmo);
midgroundContainer.addChild(newAmmo);
}
}
};
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