/**** * Classes ****/ // Ball class var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.width = ballGraphics.width; self.height = ballGraphics.height; self.speedX = 3; self.speedY = -3; self.update = function () { self.x += self.speedX; self.y += self.speedY; // Ball collision with walls if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; } if (self.y <= 0) { self.speedY *= -1; } }; }); // Brick class var Brick = Container.expand(function () { var self = Container.call(this); var brickGraphics = self.attachAsset('brick', { anchorX: 0.5, anchorY: 0.5 }); self.width = brickGraphics.width; self.height = brickGraphics.height; self.update = function () { // Brick update logic if needed }; }); //<Assets used in the game will automatically appear here> // Paddle class var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.width = paddleGraphics.width; self.height = paddleGraphics.height; self.update = function () { // Paddle update logic if needed }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000011 //Init game with space-like background }); /**** * Game Code ****/ // Initialize paddle var paddle = game.addChild(new Paddle()); paddle.x = 2048 / 2; paddle.y = 2500; // Initialize ball var ball = game.addChild(new Ball()); ball.x = 2048 / 2; ball.y = 2400; // Initialize bricks var bricks = []; var rows = 9; var cols = 10; var brickWidth = 200; var brickHeight = 50; var padding = 10; for (var r = 0; r < rows; r++) { for (var c = 0; c < cols; c++) { var brick = new Brick(); brick.x = c * (brickWidth + padding) + brickWidth / 2 + padding; brick.y = r * (brickHeight + padding) + brickHeight / 2 + padding; bricks.push(brick); game.addChild(brick); } } // Handle paddle movement game.move = function (x, y, obj) { paddle.x = x; }; // Update game logic game.update = function () { ball.update(); paddle.update(); for (var i = 0; i < bricks.length; i++) { bricks[i].update(); if (ball.intersects(bricks[i])) { ball.speedY *= -1; bricks[i].destroy(); bricks.splice(i, 1); break; } } if (ball.intersects(paddle)) { ball.speedY *= -1; } if (ball.y > 2732 || bricks.length == 0) { ball.speedX *= 1.2; ball.speedY *= 1.2; LK.showGameOver(); } };
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = ballGraphics.width;
self.height = ballGraphics.height;
self.speedX = 3;
self.speedY = -3;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Ball collision with walls
if (self.x <= 0 || self.x >= 2048) {
self.speedX *= -1;
}
if (self.y <= 0) {
self.speedY *= -1;
}
};
});
// Brick class
var Brick = Container.expand(function () {
var self = Container.call(this);
var brickGraphics = self.attachAsset('brick', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = brickGraphics.width;
self.height = brickGraphics.height;
self.update = function () {
// Brick update logic if needed
};
});
//<Assets used in the game will automatically appear here>
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = paddleGraphics.width;
self.height = paddleGraphics.height;
self.update = function () {
// Paddle update logic if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011 //Init game with space-like background
});
/****
* Game Code
****/
// Initialize paddle
var paddle = game.addChild(new Paddle());
paddle.x = 2048 / 2;
paddle.y = 2500;
// Initialize ball
var ball = game.addChild(new Ball());
ball.x = 2048 / 2;
ball.y = 2400;
// Initialize bricks
var bricks = [];
var rows = 9;
var cols = 10;
var brickWidth = 200;
var brickHeight = 50;
var padding = 10;
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var brick = new Brick();
brick.x = c * (brickWidth + padding) + brickWidth / 2 + padding;
brick.y = r * (brickHeight + padding) + brickHeight / 2 + padding;
bricks.push(brick);
game.addChild(brick);
}
}
// Handle paddle movement
game.move = function (x, y, obj) {
paddle.x = x;
};
// Update game logic
game.update = function () {
ball.update();
paddle.update();
for (var i = 0; i < bricks.length; i++) {
bricks[i].update();
if (ball.intersects(bricks[i])) {
ball.speedY *= -1;
bricks[i].destroy();
bricks.splice(i, 1);
break;
}
}
if (ball.intersects(paddle)) {
ball.speedY *= -1;
}
if (ball.y > 2732 || bricks.length == 0) {
ball.speedX *= 1.2;
ball.speedY *= 1.2;
LK.showGameOver();
}
};