/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyHD', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.update = function () {
// Update logic for enemy
};
self.shoot = function () {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y;
game.addChild(bullet);
enemyBullets.push(bullet);
};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBulletHD', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
//<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('heroHD', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 500;
self.update = function () {
// Update logic for hero
};
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y;
game.addChild(bullet);
heroBullets.push(bullet);
};
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBulletHD', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var hero;
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
var score = 0;
// Create hero
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
// Create enemies
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = (i + 1) * 300;
enemy.y = 200;
game.addChild(enemy);
enemies.push(enemy);
}
// Update function
game.update = function () {
// Update hero
hero.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].health <= 0) {
enemies[i].destroy();
enemies.splice(i, 1);
score += 10;
}
}
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
for (var j = enemies.length - 1; j >= 0; j--) {
if (heroBullets[i].intersects(enemies[j])) {
enemies[j].health -= 50;
heroBullets[i].destroy();
heroBullets.splice(i, 1);
break;
}
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].update();
if (enemyBullets[i].intersects(hero)) {
hero.health -= 10;
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
if (hero.health <= 0) {
LK.showGameOver();
}
}
}
// Enemies shoot
if (LK.ticks % 60 == 0) {
for (var i = 0; i < enemies.length; i++) {
enemies[i].shoot();
}
}
};
// 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
}; ===================================================================
--- original.js
+++ change.js
@@ -1,87 +1,87 @@
-/****
+/****
* Classes
-****/
+****/
// Enemy class
var Enemy = Container.expand(function () {
- var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.health = 100;
- self.update = function () {
- // Update logic for enemy
- };
- self.shoot = function () {
- var bullet = new EnemyBullet();
- bullet.x = self.x;
- bullet.y = self.y;
- game.addChild(bullet);
- enemyBullets.push(bullet);
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemyHD', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 100;
+ self.update = function () {
+ // Update logic for enemy
+ };
+ self.shoot = function () {
+ var bullet = new EnemyBullet();
+ bullet.x = self.x;
+ bullet.y = self.y;
+ game.addChild(bullet);
+ enemyBullets.push(bullet);
+ };
});
// 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) {
- self.destroy();
- }
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('enemyBulletHD', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732) {
+ self.destroy();
+ }
+ };
});
//<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.health = 500;
- self.update = function () {
- // Update logic for hero
- };
- self.shoot = function () {
- var bullet = new HeroBullet();
- bullet.x = self.x;
- bullet.y = self.y;
- game.addChild(bullet);
- heroBullets.push(bullet);
- };
+ var self = Container.call(this);
+ var heroGraphics = self.attachAsset('heroHD', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 500;
+ self.update = function () {
+ // Update logic for hero
+ };
+ self.shoot = function () {
+ var bullet = new HeroBullet();
+ bullet.x = self.x;
+ bullet.y = self.y;
+ game.addChild(bullet);
+ heroBullets.push(bullet);
+ };
});
// 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 = -10;
- self.update = function () {
- self.y += self.speed;
- if (self.y < 0) {
- self.destroy();
- }
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('heroBulletHD', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -10;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y < 0) {
+ self.destroy();
+ }
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize arrays and variables
var hero;
var enemies = [];
var heroBullets = [];
@@ -93,65 +93,65 @@
hero.y = 2732 - 200;
game.addChild(hero);
// Create enemies
for (var i = 0; i < 5; i++) {
- var enemy = new Enemy();
- enemy.x = (i + 1) * 300;
- enemy.y = 200;
- game.addChild(enemy);
- enemies.push(enemy);
+ var enemy = new Enemy();
+ enemy.x = (i + 1) * 300;
+ enemy.y = 200;
+ game.addChild(enemy);
+ enemies.push(enemy);
}
// Update function
game.update = function () {
- // Update hero
- hero.update();
- // Update enemies
- for (var i = enemies.length - 1; i >= 0; i--) {
- enemies[i].update();
- if (enemies[i].health <= 0) {
- enemies[i].destroy();
- enemies.splice(i, 1);
- score += 10;
- }
- }
- // Update hero bullets
- for (var i = heroBullets.length - 1; i >= 0; i--) {
- heroBullets[i].update();
- for (var j = enemies.length - 1; j >= 0; j--) {
- if (heroBullets[i].intersects(enemies[j])) {
- enemies[j].health -= 50;
- heroBullets[i].destroy();
- heroBullets.splice(i, 1);
- break;
- }
- }
- }
- // Update enemy bullets
- for (var i = enemyBullets.length - 1; i >= 0; i--) {
- enemyBullets[i].update();
- if (enemyBullets[i].intersects(hero)) {
- hero.health -= 10;
- enemyBullets[i].destroy();
- enemyBullets.splice(i, 1);
- if (hero.health <= 0) {
- LK.showGameOver();
- }
- }
- }
- // Enemies shoot
- if (LK.ticks % 60 == 0) {
- for (var i = 0; i < enemies.length; i++) {
- enemies[i].shoot();
- }
- }
+ // Update hero
+ hero.update();
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ enemies[i].update();
+ if (enemies[i].health <= 0) {
+ enemies[i].destroy();
+ enemies.splice(i, 1);
+ score += 10;
+ }
+ }
+ // Update hero bullets
+ for (var i = heroBullets.length - 1; i >= 0; i--) {
+ heroBullets[i].update();
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ if (heroBullets[i].intersects(enemies[j])) {
+ enemies[j].health -= 50;
+ heroBullets[i].destroy();
+ heroBullets.splice(i, 1);
+ break;
+ }
+ }
+ }
+ // Update enemy bullets
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ enemyBullets[i].update();
+ if (enemyBullets[i].intersects(hero)) {
+ hero.health -= 10;
+ enemyBullets[i].destroy();
+ enemyBullets.splice(i, 1);
+ if (hero.health <= 0) {
+ LK.showGameOver();
+ }
+ }
+ }
+ // Enemies shoot
+ if (LK.ticks % 60 == 0) {
+ for (var i = 0; i < enemies.length; i++) {
+ enemies[i].shoot();
+ }
+ }
};
// Handle touch events
game.down = function (x, y, obj) {
- hero.shoot();
+ hero.shoot();
};
game.move = function (x, y, obj) {
- hero.x = x;
- hero.y = y;
+ hero.x = x;
+ hero.y = y;
};
game.up = function (x, y, obj) {
- // No action needed on touch up
+ // No action needed on touch up
};
\ No newline at end of file