/****
* Classes
****/
// New Character class with unique abilities
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('heroHD', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 400;
self.ability = function () {
// Define unique ability for this character
console.log("Character ability activated!");
};
self.update = function () {
// Update logic for character
};
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y;
game.addChild(bullet);
heroBullets.push(bullet);
};
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Coin update logic if needed
};
});
// 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 = 500;
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();
}
};
});
// New EnemyCharacter class with unique abilities
var EnemyCharacter = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyHD', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 500;
self.ability = function () {
// Define unique ability for this enemy character
console.log("Enemy character ability activated!");
};
self.update = function () {
// Update logic for enemy character
};
self.shoot = function () {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y;
game.addChild(bullet);
enemyBullets.push(bullet);
};
});
//<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 = 400;
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();
}
};
});
var Map = Container.expand(function () {
var self = Container.call(this);
self.mapGraphics = self.attachAsset('map1', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Map update logic if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000,
//Init game with black background
cameraAngle: 45 // Adjust camera angle to 45 degrees
});
/****
* Game Code
****/
// Initialize player data
var playerId = Math.random().toString(36).substr(2, 9);
var players = {};
// Setup socket connection
var socket = new WebSocket('ws://yourserver.com/socket');
socket.onopen = function () {
console.log('Connected to server');
socket.send(JSON.stringify({
type: 'join',
id: playerId
}));
};
window.onbeforeunload = function () {
socket.send(JSON.stringify({
type: 'leave',
id: playerId
}));
};
socket.onmessage = function (event) {
var data = JSON.parse(event.data);
if (data.type === 'update') {
players = data.players;
} else if (data.type === 'leave') {
if (players[data.id] && players[data.id].sprite) {
players[data.id].sprite.destroy();
}
delete players[data.id];
}
};
// Initialize arrays and variables
var hero;
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
var coins = [];
var score = 0;
var maps = [];
var currentMapIndex = 0;
// Create maps
for (var i = 1; i <= 3; i++) {
var map = new Map();
map.mapGraphics = map.attachAsset('map' + i, {
anchorX: 0.5,
anchorY: 0.5
});
map.x = 2048 / 2;
map.y = 2732 / 2;
maps.push(map);
game.addChild(map);
}
maps[currentMapIndex].visible = true;
// Create hero
hero = new Character();
hero.x = 2048 / 2;
hero.y = 2732 - 400; // Adjusted to match new camera angle
game.addChild(hero);
// Create enemy characters with unique abilities
for (var i = 0; i < 5; i++) {
var enemy = new EnemyCharacter();
enemy.x = (i + 1) * 300;
enemy.y = 400; // Adjusted to match new camera angle
game.addChild(enemy);
enemies.push(enemy);
}
// Create enemies
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = (i + 1) * 300;
enemy.y = 400; // Adjusted to match new camera angle
game.addChild(enemy);
enemies.push(enemy);
}
// Update function
game.update = function () {
// Update hero
hero.update();
hero.ability(); // Activate hero's unique ability
// Update other players
for (var id in players) {
if (id !== playerId) {
var player = players[id];
if (!player.sprite) {
player.sprite = new Hero();
game.addChild(player.sprite);
}
player.sprite.x = player.x;
player.sprite.y = player.y;
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
enemies[i].ability(); // Activate enemy's unique ability
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;
}
}
}
// Switch maps every 500 ticks
if (LK.ticks % 500 == 0) {
maps[currentMapIndex].visible = false;
currentMapIndex = (currentMapIndex + 1) % maps.length;
maps[currentMapIndex].visible = true;
}
// 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();
}
}
}
// Create coins
if (LK.ticks % 120 == 0) {
var coin = new Coin();
coin.x = Math.random() * 2048;
coin.y = Math.random() * (2732 - 400); // Adjusted to match new camera angle
game.addChild(coin);
coins.push(coin);
}
// Update coins
for (var i = coins.length - 1; i >= 0; i--) {
coins[i].update();
if (coins[i].intersects(hero)) {
coins[i].destroy();
coins.splice(i, 1);
score += 5;
}
}
// 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.ability(); // Activate hero's unique ability on touch
// Check for coin collection
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i].intersects(hero)) {
coins[i].destroy();
coins.splice(i, 1);
score += 5;
}
}
};
game.move = function (x, y, obj) {
hero.x = x;
hero.y = y;
// Send player position to server
socket.send(JSON.stringify({
type: 'move',
id: playerId,
x: hero.x,
y: hero.y
}));
};
game.up = function (x, y, obj) {
// No action needed on touch up
}; /****
* Classes
****/
// New Character class with unique abilities
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('heroHD', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 400;
self.ability = function () {
// Define unique ability for this character
console.log("Character ability activated!");
};
self.update = function () {
// Update logic for character
};
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y;
game.addChild(bullet);
heroBullets.push(bullet);
};
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Coin update logic if needed
};
});
// 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 = 500;
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();
}
};
});
// New EnemyCharacter class with unique abilities
var EnemyCharacter = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyHD', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 500;
self.ability = function () {
// Define unique ability for this enemy character
console.log("Enemy character ability activated!");
};
self.update = function () {
// Update logic for enemy character
};
self.shoot = function () {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y;
game.addChild(bullet);
enemyBullets.push(bullet);
};
});
//<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 = 400;
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();
}
};
});
var Map = Container.expand(function () {
var self = Container.call(this);
self.mapGraphics = self.attachAsset('map1', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Map update logic if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000,
//Init game with black background
cameraAngle: 45 // Adjust camera angle to 45 degrees
});
/****
* Game Code
****/
// Initialize player data
var playerId = Math.random().toString(36).substr(2, 9);
var players = {};
// Setup socket connection
var socket = new WebSocket('ws://yourserver.com/socket');
socket.onopen = function () {
console.log('Connected to server');
socket.send(JSON.stringify({
type: 'join',
id: playerId
}));
};
window.onbeforeunload = function () {
socket.send(JSON.stringify({
type: 'leave',
id: playerId
}));
};
socket.onmessage = function (event) {
var data = JSON.parse(event.data);
if (data.type === 'update') {
players = data.players;
} else if (data.type === 'leave') {
if (players[data.id] && players[data.id].sprite) {
players[data.id].sprite.destroy();
}
delete players[data.id];
}
};
// Initialize arrays and variables
var hero;
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
var coins = [];
var score = 0;
var maps = [];
var currentMapIndex = 0;
// Create maps
for (var i = 1; i <= 3; i++) {
var map = new Map();
map.mapGraphics = map.attachAsset('map' + i, {
anchorX: 0.5,
anchorY: 0.5
});
map.x = 2048 / 2;
map.y = 2732 / 2;
maps.push(map);
game.addChild(map);
}
maps[currentMapIndex].visible = true;
// Create hero
hero = new Character();
hero.x = 2048 / 2;
hero.y = 2732 - 400; // Adjusted to match new camera angle
game.addChild(hero);
// Create enemy characters with unique abilities
for (var i = 0; i < 5; i++) {
var enemy = new EnemyCharacter();
enemy.x = (i + 1) * 300;
enemy.y = 400; // Adjusted to match new camera angle
game.addChild(enemy);
enemies.push(enemy);
}
// Create enemies
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = (i + 1) * 300;
enemy.y = 400; // Adjusted to match new camera angle
game.addChild(enemy);
enemies.push(enemy);
}
// Update function
game.update = function () {
// Update hero
hero.update();
hero.ability(); // Activate hero's unique ability
// Update other players
for (var id in players) {
if (id !== playerId) {
var player = players[id];
if (!player.sprite) {
player.sprite = new Hero();
game.addChild(player.sprite);
}
player.sprite.x = player.x;
player.sprite.y = player.y;
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
enemies[i].ability(); // Activate enemy's unique ability
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;
}
}
}
// Switch maps every 500 ticks
if (LK.ticks % 500 == 0) {
maps[currentMapIndex].visible = false;
currentMapIndex = (currentMapIndex + 1) % maps.length;
maps[currentMapIndex].visible = true;
}
// 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();
}
}
}
// Create coins
if (LK.ticks % 120 == 0) {
var coin = new Coin();
coin.x = Math.random() * 2048;
coin.y = Math.random() * (2732 - 400); // Adjusted to match new camera angle
game.addChild(coin);
coins.push(coin);
}
// Update coins
for (var i = coins.length - 1; i >= 0; i--) {
coins[i].update();
if (coins[i].intersects(hero)) {
coins[i].destroy();
coins.splice(i, 1);
score += 5;
}
}
// 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.ability(); // Activate hero's unique ability on touch
// Check for coin collection
for (var i = coins.length - 1; i >= 0; i--) {
if (coins[i].intersects(hero)) {
coins[i].destroy();
coins.splice(i, 1);
score += 5;
}
}
};
game.move = function (x, y, obj) {
hero.x = x;
hero.y = y;
// Send player position to server
socket.send(JSON.stringify({
type: 'move',
id: playerId,
x: hero.x,
y: hero.y
}));
};
game.up = function (x, y, obj) {
// No action needed on touch up
};