/****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Class for the Player's Base
var Base = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('base', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.update = function () {
// Logic for base updates
};
});
// Class for Enemy Units
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
// Logic for enemy movement and actions
};
});
// Class for Player Units
var PlayerUnit = Container.expand(function () {
var self = Container.call(this);
var unitGraphics = self.attachAsset('playerUnit', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
// Logic for player unit movement and actions
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
var playerBase = game.addChild(new Base());
playerBase.x = 2048 / 2;
playerBase.y = 2732 - 200;
var enemies = [];
var playerUnits = [];
// Function to spawn enemies
function spawnEnemy() {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = 0;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
// Function to spawn player units
function spawnPlayerUnit() {
var newUnit = new PlayerUnit();
newUnit.x = playerBase.x;
newUnit.y = playerBase.y - 100;
playerUnits.push(newUnit);
game.addChild(newUnit);
}
// Game update loop
game.update = function () {
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Update player units
for (var j = playerUnits.length - 1; j >= 0; j--) {
playerUnits[j].update();
if (playerUnits[j].y < 0) {
playerUnits[j].destroy();
playerUnits.splice(j, 1);
}
}
// Check for collisions between player units and enemies
for (var k = playerUnits.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (playerUnits[k].intersects(enemies[l])) {
playerUnits[k].destroy();
enemies[l].destroy();
playerUnits.splice(k, 1);
enemies.splice(l, 1);
break;
}
}
}
};
// Spawn enemies at intervals
var enemySpawnInterval = LK.setInterval(spawnEnemy, 2000);
// Handle player input for spawning units
game.down = function (x, y, obj) {
spawnPlayerUnit();
}; /****
* Classes
****/
//<Assets used in the game will automatically appear here>
// Class for the Player's Base
var Base = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('base', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.update = function () {
// Logic for base updates
};
});
// Class for Enemy Units
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
// Logic for enemy movement and actions
};
});
// Class for Player Units
var PlayerUnit = Container.expand(function () {
var self = Container.call(this);
var unitGraphics = self.attachAsset('playerUnit', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
// Logic for player unit movement and actions
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
var playerBase = game.addChild(new Base());
playerBase.x = 2048 / 2;
playerBase.y = 2732 - 200;
var enemies = [];
var playerUnits = [];
// Function to spawn enemies
function spawnEnemy() {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = 0;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
// Function to spawn player units
function spawnPlayerUnit() {
var newUnit = new PlayerUnit();
newUnit.x = playerBase.x;
newUnit.y = playerBase.y - 100;
playerUnits.push(newUnit);
game.addChild(newUnit);
}
// Game update loop
game.update = function () {
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Update player units
for (var j = playerUnits.length - 1; j >= 0; j--) {
playerUnits[j].update();
if (playerUnits[j].y < 0) {
playerUnits[j].destroy();
playerUnits.splice(j, 1);
}
}
// Check for collisions between player units and enemies
for (var k = playerUnits.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (playerUnits[k].intersects(enemies[l])) {
playerUnits[k].destroy();
enemies[l].destroy();
playerUnits.splice(k, 1);
enemies.splice(l, 1);
break;
}
}
}
};
// Spawn enemies at intervals
var enemySpawnInterval = LK.setInterval(spawnEnemy, 2000);
// Handle player input for spawning units
game.down = function (x, y, obj) {
spawnPlayerUnit();
};