/**** * Plugins ****/ var facekit = LK.import("@upit/facekit.v1"); /**** * 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 = -15; self.update = function () { self.y += self.speed; }; }); // 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; if (self.y > 2732) { self.y = 0; self.x = Math.random() * 2048; } }; }); //<Assets used in the game will automatically appear here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.x = facekit.mouthCenter.x; self.y = facekit.mouthCenter.y; if (facekit.mouthOpen) { var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y; bullets.push(newBullet); game.addChild(newBullet); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //<Assets used in the game will automatically appear here> // Initialize hero var hero = game.addChild(new Hero()); hero.x = 1024; hero.y = 2500; // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); } // Initialize bullets var bullets = []; // Handle game move event game.move = function (x, y, obj) { hero.x = facekit.mouthCenter.x; hero.y = facekit.mouthCenter.y; }; game.update = function () { // Removed the shooting control from here as it is now handled in the hero update function }; // Handle game update event game.update = function () { // Update stopwatch stopwatch++; // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); if (bullet.y < 0) { bullet.destroy(); bullets.splice(i, 1); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; enemy.update(); if (hero.intersects(enemy)) { LK.effects.flashScreen(0xff0000, 1000); LK.setScore(totalKilled); LK.showGameOver(); } // Check for bullet collision for (var k = bullets.length - 1; k >= 0; k--) { var bullet = bullets[k]; if (bullet.intersects(enemy)) { // Destroy bullet and enemy bullet.destroy(); bullets.splice(k, 1); enemy.destroy(); enemies.splice(j, 1); break; } } } // Initialize enemy count var enemyCount = 5; // Initialize stopwatch var stopwatch = 0; // Initialize total killed enemies count var totalKilled = 0; // Spawn more enemies when all are killed if (enemies.length === 0 && totalKilled < 25) { for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); } // Increase enemy count for next level enemyCount++; // Increase total killed enemies count totalKilled += enemyCount; } else if (totalKilled >= 25) { // End game after 25 robots are killed LK.setScore(totalKilled); LK.setScore(totalKilled); LK.setScore(totalKilled); LK.showGameOver("You killed " + totalKilled + " robots! Time: " + stopwatch / 60 + " seconds"); } };
===================================================================
--- original.js
+++ change.js
@@ -45,8 +45,15 @@
self.speed = 10;
self.update = function () {
self.x = facekit.mouthCenter.x;
self.y = facekit.mouthCenter.y;
+ if (facekit.mouthOpen) {
+ var newBullet = new Bullet();
+ newBullet.x = self.x;
+ newBullet.y = self.y;
+ bullets.push(newBullet);
+ game.addChild(newBullet);
+ }
};
});
/****
@@ -80,15 +87,9 @@
hero.x = facekit.mouthCenter.x;
hero.y = facekit.mouthCenter.y;
};
game.update = function () {
- if (facekit.mouthOpen) {
- var newBullet = new Bullet();
- newBullet.x = hero.x;
- newBullet.y = hero.y;
- bullets.push(newBullet);
- game.addChild(newBullet);
- }
+ // Removed the shooting control from here as it is now handled in the hero update function
};
// Handle game update event
game.update = function () {
// Update stopwatch