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