/**** * 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
};