===================================================================
--- original.js
+++ change.js
@@ -1,164 +1,176 @@
-/****
+/****
* Classes
-****/
+****/
// Bullet class
var Bullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('bullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10;
- self.target = null;
- self.update = function () {
- if (self.target) {
- var dx = self.target.x - self.x;
- var dy = self.target.y - self.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist < self.speed) {
- self.target.health -= 10;
- if (self.target.health <= 0) {
- self.target.destroy();
- }
- self.destroy();
- } else {
- self.x += dx / dist * self.speed;
- self.y += dy / dist * self.speed;
- }
- } else {
- self.destroy();
- }
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.target = null;
+ self.update = function () {
+ if (self.target) {
+ var dx = self.target.x - self.x;
+ var dy = self.target.y - self.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < self.speed) {
+ self.target.health -= 10;
+ if (self.target.health <= 0) {
+ self.target.destroy();
+ }
+ self.destroy();
+ } else {
+ self.x += dx / dist * self.speed;
+ self.y += dy / dist * self.speed;
+ }
+ } else {
+ self.destroy();
+ }
+ };
});
// 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 = 2;
- self.health = 100;
- self.update = function () {
- self.y += self.speed;
- if (self.y > 2732) {
- self.destroy();
- gameOver();
- }
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.health = 100;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732) {
+ self.destroy();
+ missedEnemies.push(self);
+ updateMissedEnemiesList();
+ gameOver();
+ }
+ };
});
//<Assets used in the game will automatically appear here>
// Tower class
var Tower = Container.expand(function () {
- var self = Container.call(this);
- var towerGraphics = self.attachAsset('tower', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.range = 300;
- self.fireRate = 60;
- self.fireCooldown = 0;
- self.update = function () {
- if (self.fireCooldown > 0) {
- self.fireCooldown--;
- } else {
- var target = findClosestEnemy(self);
- if (target) {
- fireBullet(self, target);
- self.fireCooldown = self.fireRate;
- }
- }
- };
+ var self = Container.call(this);
+ var towerGraphics = self.attachAsset('tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.range = 300;
+ self.fireRate = 60;
+ self.fireCooldown = 0;
+ self.update = function () {
+ if (self.fireCooldown > 0) {
+ self.fireCooldown--;
+ } else {
+ var target = findClosestEnemy(self);
+ if (target) {
+ fireBullet(self, target);
+ self.fireCooldown = self.fireRate;
+ }
+ }
+ };
});
-/****
+/****
* 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 towers = [];
var enemies = [];
var bullets = [];
var score = 0;
var baseHealth = 100;
+var missedEnemies = [];
+var missedEnemiesTxt = new Text2('Missed Enemies: 0', {
+ size: 50,
+ fill: "#ffffff"
+});
+missedEnemiesTxt.anchor.set(0.5, 0);
+LK.gui.bottom.addChild(missedEnemiesTxt);
// Create score text
var scoreTxt = new Text2('Score: 0', {
- size: 50,
- fill: "#ffffff"
+ size: 50,
+ fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create base health text
var healthTxt = new Text2('Base Health: 100', {
- size: 50,
- fill: "#ffffff"
+ size: 50,
+ fill: "#ffffff"
});
healthTxt.anchor.set(0.5, 0);
LK.gui.topRight.addChild(healthTxt);
// Function to find the closest enemy to a tower
function findClosestEnemy(tower) {
- var closest = null;
- var closestDist = tower.range;
- for (var i = 0; i < enemies.length; i++) {
- var enemy = enemies[i];
- var dx = enemy.x - tower.x;
- var dy = enemy.y - tower.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist < closestDist) {
- closest = enemy;
- closestDist = dist;
- }
- }
- return closest;
+ var closest = null;
+ var closestDist = tower.range;
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ var dx = enemy.x - tower.x;
+ var dy = enemy.y - tower.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < closestDist) {
+ closest = enemy;
+ closestDist = dist;
+ }
+ }
+ return closest;
}
// Function to fire a bullet from a tower to a target
function fireBullet(tower, target) {
- var bullet = new Bullet();
- bullet.x = tower.x;
- bullet.y = tower.y;
- bullet.target = target;
- bullets.push(bullet);
- game.addChild(bullet);
+ var bullet = new Bullet();
+ bullet.x = tower.x;
+ bullet.y = tower.y;
+ bullet.target = target;
+ bullets.push(bullet);
+ game.addChild(bullet);
}
// Function to handle game over
function gameOver() {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
}
+function updateMissedEnemiesList() {
+ missedEnemiesTxt.setText('Missed Enemies: ' + missedEnemies.length);
+}
// Function to spawn enemies
function spawnEnemy() {
- var enemy = new Enemy();
- enemy.x = Math.random() * 2048;
- enemy.y = -50;
- enemies.push(enemy);
- game.addChild(enemy);
+ var enemy = new Enemy();
+ enemy.x = Math.random() * 2048;
+ enemy.y = -50;
+ enemies.push(enemy);
+ game.addChild(enemy);
}
// Game update function
game.update = function () {
- for (var i = 0; i < towers.length; i++) {
- towers[i].update();
- }
- for (var i = 0; i < enemies.length; i++) {
- enemies[i].update();
- }
- for (var i = 0; i < bullets.length; i++) {
- bullets[i].update();
- }
- if (LK.ticks % 120 == 0) {
- spawnEnemy();
- }
+ for (var i = 0; i < towers.length; i++) {
+ towers[i].update();
+ }
+ for (var i = 0; i < enemies.length; i++) {
+ enemies[i].update();
+ }
+ for (var i = 0; i < bullets.length; i++) {
+ bullets[i].update();
+ }
+ if (LK.ticks % 120 == 0) {
+ spawnEnemy();
+ }
};
// Event listener for placing towers
game.down = function (x, y, obj) {
- var tower = new Tower();
- tower.x = x;
- tower.y = y;
- towers.push(tower);
- game.addChild(tower);
+ var tower = new Tower();
+ tower.x = x;
+ tower.y = y;
+ towers.push(tower);
+ game.addChild(tower);
};
\ No newline at end of file
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