/**** * 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 = 2; self.move = 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 = 5; self.move = function () { self.y += self.speed; }; }); // Assets initialization will be handled automatically by the LK engine based on usage in the code. // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.move = function (x, y) { self.x = x; self.y = y; }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y - 50; // Shoot from above the hero game.addChild(bullet); bullets.push(bullet); }; }); // 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 = -10; self.move = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var hero = game.addChild(new Hero()); hero.x = 1024; // Center horizontally hero.y = 2500; // Near the bottom var enemies = []; var bullets = []; var enemyBullets = []; // Touch event to move the hero game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); hero.move(pos.x, pos.y); }); // Shoot a bullet on move game.on('move', function (obj) { hero.shoot(); }); // Game tick LK.on('tick', function () { // Move bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].move(); if (bullets[i].y < 0) { // Bullet off-screen bullets[i].destroy(); bullets.splice(i, 1); } } // Move enemy bullets for (var j = enemyBullets.length - 1; j >= 0; j--) { enemyBullets[j].move(); if (enemyBullets[j].intersects(hero)) { // Hero hit LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } if (enemyBullets[j].y > 2732) { // Bullet off-screen enemyBullets[j].destroy(); enemyBullets.splice(j, 1); } } // Spawn enemies and their bullets if (LK.ticks % 120 == 0) { // Every 2 seconds var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); game.addChild(enemy); var enemyBullet = new EnemyBullet(); enemyBullet.x = enemy.x; enemyBullet.y = enemy.y + 50; enemyBullets.push(enemyBullet); game.addChild(enemyBullet); } // Move enemies for (var k = enemies.length - 1; k >= 0; k--) { enemies[k].move(); if (enemies[k].y > 2732) { // Enemy off-screen enemies[k].destroy(); enemies.splice(k, 1); } } });
/****
* 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 = 2;
self.move = 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 = 5;
self.move = function () {
self.y += self.speed;
};
});
// Assets initialization will be handled automatically by the LK engine based on usage in the code.
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.move = function (x, y) {
self.x = x;
self.y = y;
};
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y - 50; // Shoot from above the hero
game.addChild(bullet);
bullets.push(bullet);
};
});
// 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 = -10;
self.move = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
var hero = game.addChild(new Hero());
hero.x = 1024; // Center horizontally
hero.y = 2500; // Near the bottom
var enemies = [];
var bullets = [];
var enemyBullets = [];
// Touch event to move the hero
game.on('down', function (obj) {
var pos = obj.event.getLocalPosition(game);
hero.move(pos.x, pos.y);
});
// Shoot a bullet on move
game.on('move', function (obj) {
hero.shoot();
});
// Game tick
LK.on('tick', function () {
// Move bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].move();
if (bullets[i].y < 0) {
// Bullet off-screen
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Move enemy bullets
for (var j = enemyBullets.length - 1; j >= 0; j--) {
enemyBullets[j].move();
if (enemyBullets[j].intersects(hero)) {
// Hero hit
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
if (enemyBullets[j].y > 2732) {
// Bullet off-screen
enemyBullets[j].destroy();
enemyBullets.splice(j, 1);
}
}
// Spawn enemies and their bullets
if (LK.ticks % 120 == 0) {
// Every 2 seconds
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
game.addChild(enemy);
var enemyBullet = new EnemyBullet();
enemyBullet.x = enemy.x;
enemyBullet.y = enemy.y + 50;
enemyBullets.push(enemyBullet);
game.addChild(enemyBullet);
}
// Move enemies
for (var k = enemies.length - 1; k >= 0; k--) {
enemies[k].move();
if (enemies[k].y > 2732) {
// Enemy off-screen
enemies[k].destroy();
enemies.splice(k, 1);
}
}
});