/**** * 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> //<Write imports for supported plugins 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 () { // Hero update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // 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 = x; hero.y = y; }; game.down = function (x, y, obj) { var newBullet = new Bullet(); newBullet.x = hero.x; newBullet.y = hero.y; bullets.push(newBullet); game.addChild(newBullet); }; // 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"); } };
/****
* 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>
//<Write imports for supported plugins 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 () {
// Hero update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// 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 = x;
hero.y = y;
};
game.down = function (x, y, obj) {
var newBullet = new Bullet();
newBullet.x = hero.x;
newBullet.y = hero.y;
bullets.push(newBullet);
game.addChild(newBullet);
};
// 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");
}
};