/**** * 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.