/****
* 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);
}
}
});