/**** * 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.speed = 5; self.update = function () { self.y += self.speed; }; }); // 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; }; }); // 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; }; }); //<Assets used in the game will automatically appear here> // Ninja class var Ninja = Container.expand(function () { var self = Container.call(this); var ninjaGraphics = self.attachAsset('ninja', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Update logic for the ninja }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; heroBullets.push(bullet); game.addChild(bullet); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var heroBullets = []; var enemies = []; var enemyBullets = []; var score = 0; // Create and position the ninja var ninja = new Ninja(); ninja.x = 2048 / 2; ninja.y = 2732 - 200; game.addChild(ninja); // Create score text var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Handle game updates game.update = function () { // Update ninja ninja.update(); // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); if (heroBullets[i].y < -50) { heroBullets[i].destroy(); heroBullets.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].y > 2732 + 50) { enemies[i].destroy(); enemies.splice(i, 1); } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].update(); if (enemyBullets[i].y > 2732 + 50) { enemyBullets[i].destroy(); enemyBullets.splice(i, 1); } } // 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])) { heroBullets[i].destroy(); enemies[j].destroy(); heroBullets.splice(i, 1); enemies.splice(j, 1); score += 10; scoreTxt.setText(score); break; } } } for (var i = enemyBullets.length - 1; i >= 0; i--) { if (enemyBullets[i].intersects(ninja)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); break; } } // Spawn enemies if (LK.ticks % 60 == 0) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -50; enemies.push(enemy); game.addChild(enemy); } // Enemies shoot if (LK.ticks % 120 == 0) { for (var i = 0; i < enemies.length; i++) { var bullet = new EnemyBullet(); bullet.x = enemies[i].x; bullet.y = enemies[i].y; enemyBullets.push(bullet); game.addChild(bullet); } } }; // Handle touch events game.down = function (x, y, obj) { ninja.shoot(); }; game.move = function (x, y, obj) { ninja.x = x; ninja.y = y; }; game.up = function (x, y, obj) { // No action needed on touch up };
/****
* 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.speed = 5;
self.update = function () {
self.y += self.speed;
};
});
// 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;
};
});
// 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;
};
});
//<Assets used in the game will automatically appear here>
// Ninja class
var Ninja = Container.expand(function () {
var self = Container.call(this);
var ninjaGraphics = self.attachAsset('ninja', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Update logic for the ninja
};
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y;
heroBullets.push(bullet);
game.addChild(bullet);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var heroBullets = [];
var enemies = [];
var enemyBullets = [];
var score = 0;
// Create and position the ninja
var ninja = new Ninja();
ninja.x = 2048 / 2;
ninja.y = 2732 - 200;
game.addChild(ninja);
// Create score text
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle game updates
game.update = function () {
// Update ninja
ninja.update();
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
if (heroBullets[i].y < -50) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732 + 50) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Update enemy bullets
for (var i = enemyBullets.length - 1; i >= 0; i--) {
enemyBullets[i].update();
if (enemyBullets[i].y > 2732 + 50) {
enemyBullets[i].destroy();
enemyBullets.splice(i, 1);
}
}
// 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])) {
heroBullets[i].destroy();
enemies[j].destroy();
heroBullets.splice(i, 1);
enemies.splice(j, 1);
score += 10;
scoreTxt.setText(score);
break;
}
}
}
for (var i = enemyBullets.length - 1; i >= 0; i--) {
if (enemyBullets[i].intersects(ninja)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
break;
}
}
// Spawn enemies
if (LK.ticks % 60 == 0) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -50;
enemies.push(enemy);
game.addChild(enemy);
}
// Enemies shoot
if (LK.ticks % 120 == 0) {
for (var i = 0; i < enemies.length; i++) {
var bullet = new EnemyBullet();
bullet.x = enemies[i].x;
bullet.y = enemies[i].y;
enemyBullets.push(bullet);
game.addChild(bullet);
}
}
};
// Handle touch events
game.down = function (x, y, obj) {
ninja.shoot();
};
game.move = function (x, y, obj) {
ninja.x = x;
ninja.y = y;
};
game.up = function (x, y, obj) {
// No action needed on touch up
};