/****
* Classes
****/
// BlueBullet class
var BlueBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('blueBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < -bulletGraphics.height) {
self.destroy();
heroBullets.splice(heroBullets.indexOf(self), 1);
}
};
});
// BlueEnemy class
var BlueEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('blueEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + enemyGraphics.height) {
self.destroy();
enemies.splice(enemies.indexOf(self), 1);
}
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + enemyGraphics.height) {
self.destroy();
enemies.splice(enemies.indexOf(self), 1);
}
};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + bulletGraphics.height) {
self.destroy();
enemyBullets.splice(enemyBullets.indexOf(self), 1);
}
};
});
//<Assets used in the game will automatically appear here>
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Hero update logic
};
self.bulletColor = 'blue';
self.shoot = function () {
var bullet;
if (self.bulletColor === 'blue') {
bullet = new BlueBullet();
} else {
bullet = new RedBullet();
}
bullet.x = self.x;
bullet.y = self.y - heroGraphics.height / 2;
game.addChild(bullet);
heroBullets.push(bullet);
};
self.swapColor = function () {
if (self.bulletColor === 'blue') {
self.bulletColor = 'red';
} else {
self.bulletColor = 'blue';
}
};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < -bulletGraphics.height) {
self.destroy();
heroBullets.splice(heroBullets.indexOf(self), 1);
}
};
});
// RedBullet class
var RedBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('redBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < -bulletGraphics.height) {
self.destroy();
heroBullets.splice(heroBullets.indexOf(self), 1);
}
};
});
// Star class
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + starGraphics.height) {
self.y = -starGraphics.height;
self.x = Math.random() * 2048;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var hero;
var heroBullets = [];
var enemies = [];
var enemyBullets = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize stars
var stars = [];
for (var i = 0; i < 100; i++) {
var star = new Star();
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
game.addChild(star);
stars.push(star);
}
// Initialize hero
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
// Spawn enemies
function spawnEnemy() {
var enemy;
if (Math.random() > 0.5) {
enemy = new Enemy();
} else {
enemy = new BlueEnemy();
}
enemy.x = Math.random() * 2048;
enemy.y = -enemy.height;
game.addChild(enemy);
enemies.push(enemy);
}
// Handle game updates
game.update = function () {
// Update stars
for (var i = 0; i < stars.length; i++) {
stars[i].update();
}
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].update();
}
// Check for collisions
for (var i = heroBullets.length - 1; i >= 0; i--) {
for (var j = enemies.length - 1; j >= 0; j--) {
if (heroBullets[i].intersects(enemies[j])) {
if (enemies[j] instanceof BlueEnemy && heroBullets[i] instanceof BlueBullet) {
enemies[j].destroy();
heroBullets[i].destroy();
enemies.splice(j, 1);
heroBullets.splice(i, 1);
score++;
scoreTxt.setText(score);
break;
} else if (!(enemies[j] instanceof BlueEnemy) && heroBullets[i] instanceof RedBullet) {
enemies[j].destroy();
heroBullets[i].destroy();
enemies.splice(j, 1);
heroBullets.splice(i, 1);
score++;
scoreTxt.setText(score);
break;
}
}
}
}
// Check for collisions between hero and enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
if (hero.intersects(enemyBullets[i])) {
hero.destroy();
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
LK.showGameOver();
break;
}
}
// Fire enemy bullets
if (LK.ticks % 60 == 0) {
for (var i = 0; i < enemies.length; i++) {
var bullet = new EnemyBullet();
bullet.x = enemies[i].x;
bullet.y = enemies[i].y + enemies[i].height / 2;
game.addChild(bullet);
enemyBullets.push(bullet);
}
}
// Spawn new enemies
if (LK.ticks % 120 == 0) {
spawnEnemy();
}
// Decrease shootDelay
if (shootDelay > 0) {
shootDelay--;
}
};
// Handle touch events
game.down = function (x, y, obj) {
hero.swapColor();
};
var shootDelay = 0;
game.move = function (x, y, obj) {
hero.x = x;
if (shootDelay <= 0) {
hero.shoot();
shootDelay = 10; // Delay for 10 frames
}
};
game.up = function (x, y, obj) {
// No action needed on touch up
}; /****
* Classes
****/
// BlueBullet class
var BlueBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('blueBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < -bulletGraphics.height) {
self.destroy();
heroBullets.splice(heroBullets.indexOf(self), 1);
}
};
});
// BlueEnemy class
var BlueEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('blueEnemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + enemyGraphics.height) {
self.destroy();
enemies.splice(enemies.indexOf(self), 1);
}
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + enemyGraphics.height) {
self.destroy();
enemies.splice(enemies.indexOf(self), 1);
}
};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + bulletGraphics.height) {
self.destroy();
enemyBullets.splice(enemyBullets.indexOf(self), 1);
}
};
});
//<Assets used in the game will automatically appear here>
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Hero update logic
};
self.bulletColor = 'blue';
self.shoot = function () {
var bullet;
if (self.bulletColor === 'blue') {
bullet = new BlueBullet();
} else {
bullet = new RedBullet();
}
bullet.x = self.x;
bullet.y = self.y - heroGraphics.height / 2;
game.addChild(bullet);
heroBullets.push(bullet);
};
self.swapColor = function () {
if (self.bulletColor === 'blue') {
self.bulletColor = 'red';
} else {
self.bulletColor = 'blue';
}
};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < -bulletGraphics.height) {
self.destroy();
heroBullets.splice(heroBullets.indexOf(self), 1);
}
};
});
// RedBullet class
var RedBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('redBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < -bulletGraphics.height) {
self.destroy();
heroBullets.splice(heroBullets.indexOf(self), 1);
}
};
});
// Star class
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + starGraphics.height) {
self.y = -starGraphics.height;
self.x = Math.random() * 2048;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var hero;
var heroBullets = [];
var enemies = [];
var enemyBullets = [];
var score = 0;
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize stars
var stars = [];
for (var i = 0; i < 100; i++) {
var star = new Star();
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
game.addChild(star);
stars.push(star);
}
// Initialize hero
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
// Spawn enemies
function spawnEnemy() {
var enemy;
if (Math.random() > 0.5) {
enemy = new Enemy();
} else {
enemy = new BlueEnemy();
}
enemy.x = Math.random() * 2048;
enemy.y = -enemy.height;
game.addChild(enemy);
enemies.push(enemy);
}
// Handle game updates
game.update = function () {
// Update stars
for (var i = 0; i < stars.length; i++) {
stars[i].update();
}
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].update();
}
// Check for collisions
for (var i = heroBullets.length - 1; i >= 0; i--) {
for (var j = enemies.length - 1; j >= 0; j--) {
if (heroBullets[i].intersects(enemies[j])) {
if (enemies[j] instanceof BlueEnemy && heroBullets[i] instanceof BlueBullet) {
enemies[j].destroy();
heroBullets[i].destroy();
enemies.splice(j, 1);
heroBullets.splice(i, 1);
score++;
scoreTxt.setText(score);
break;
} else if (!(enemies[j] instanceof BlueEnemy) && heroBullets[i] instanceof RedBullet) {
enemies[j].destroy();
heroBullets[i].destroy();
enemies.splice(j, 1);
heroBullets.splice(i, 1);
score++;
scoreTxt.setText(score);
break;
}
}
}
}
// Check for collisions between hero and enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
if (hero.intersects(enemyBullets[i])) {
hero.destroy();
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
LK.showGameOver();
break;
}
}
// Fire enemy bullets
if (LK.ticks % 60 == 0) {
for (var i = 0; i < enemies.length; i++) {
var bullet = new EnemyBullet();
bullet.x = enemies[i].x;
bullet.y = enemies[i].y + enemies[i].height / 2;
game.addChild(bullet);
enemyBullets.push(bullet);
}
}
// Spawn new enemies
if (LK.ticks % 120 == 0) {
spawnEnemy();
}
// Decrease shootDelay
if (shootDelay > 0) {
shootDelay--;
}
};
// Handle touch events
game.down = function (x, y, obj) {
hero.swapColor();
};
var shootDelay = 0;
game.move = function (x, y, obj) {
hero.x = x;
if (shootDelay <= 0) {
hero.shoot();
shootDelay = 10; // Delay for 10 frames
}
};
game.up = function (x, y, obj) {
// No action needed on touch up
};
blue tentacle alien. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red tentacle alien. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
purple laser. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
RED LASER. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue LASER. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
spaceship, facing up. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.