/**** * Classes ****/ // Define the Alien class var Alien = Container.expand(function () { var self = Container.call(this); var alienGraphics = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.update = function () { // Alien moves in a straight line until it hits a wall if (self.direction === undefined) { self.direction = Math.floor(Math.random() * 4); } switch (self.direction) { case 0: // Move up if (self.y - self.speed < 0) { self.direction = 1; // Change direction to down } else { self.y -= self.speed; } break; case 1: // Move down if (self.y + self.speed > 2732) { self.direction = 0; // Change direction to up } else { self.y += self.speed; } break; case 2: // Move left if (self.x - self.speed < 0) { self.direction = 3; // Change direction to right } else { self.x -= self.speed; } break; case 3: // Move right if (self.x + self.speed > 2048) { self.direction = 2; // Change direction to left } else { self.x += self.speed; } break; } }; }); var BombShard = Container.expand(function () { var self = Container.call(this); var bombShardGraphics = self.attachAsset('bombShard', { anchorX: 0.5, anchorY: 0.5 }); }); // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Player update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var cityBackground = game.attachAsset('city', { anchorX: 0, anchorY: 0 }); // Initialize player, aliens, obstacles and bomb shards var player = game.addChild(new Player()); player.x = 1024; player.y = 1366; var aliens = []; for (var i = 0; i < 7; i++) { var alien = new Alien(); do { alien.x = Math.random() * 2048; alien.y = Math.random() * 2732; } while (Math.hypot(player.x - alien.x, player.y - alien.y) < 500); aliens.push(alien); game.addChild(alien); } var obstacles = []; for (var j = 0; j < 10; j++) { var obstacle = new Obstacle(); obstacle.x = Math.random() * 2048; obstacle.y = Math.random() * 2732; obstacles.push(obstacle); game.addChild(obstacle); } var bombShards = []; var bombShardsCollected = 0; // Initialize bombShardsCollected to 0 for (var k = 0; k < 20; k++) { var bombShard = new BombShard(); bombShard.x = Math.random() * 2048; bombShard.y = Math.random() * 2732; bombShards.push(bombShard); game.addChild(bombShard); } // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Update game logic game.update = function () { // Update player player.update(); // Update aliens for (var i = 0; i < aliens.length; i++) { // Check if player is hiding behind an obstacle var isHiding = false; for (var j = 0; j < obstacles.length; j++) { if (player.intersects(obstacles[j])) { isHiding = true; break; } } // If player is not hiding and 3 seconds have passed, make the closest alien chase the player if (!isHiding && LK.ticks > 180) { var closestAlien = aliens.reduce(function (prev, curr) { var d1 = Math.hypot(player.x - prev.x, player.y - prev.y); var d2 = Math.hypot(player.x - curr.x, player.y - curr.y); return d1 < d2 ? prev : curr; }); var dx = player.x - closestAlien.x; var dy = player.y - closestAlien.y; var angle = Math.atan2(dy, dx); closestAlien.x += Math.cos(angle) * (closestAlien.speed / 4); closestAlien.y += Math.sin(angle) * (closestAlien.speed / 4); } // Check for collision with player if (player.intersects(aliens[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Check for player intersecting with bomb shards for (var k = 0; k < bombShards.length; k++) { if (player.intersects(bombShards[k])) { // Player has collected a bomb shard bombShardsCollected++; bombShards[k].destroy(); // Destroy the collected bomb shard bombShards.splice(k, 1); // Remove the collected bomb shard from the array k--; // Decrement k to account for the removed bomb shard } } // If all bomb shards are collected, destroy all aliens and end game if (bombShardsCollected === 20) { for (var i = 0; i < aliens.length; i++) { aliens[i].destroy(); } aliens = []; // Clear the aliens array LK.showYouWin(); // End game once all aliens are destroyed } };
/****
* Classes
****/
// Define the Alien class
var Alien = Container.expand(function () {
var self = Container.call(this);
var alienGraphics = self.attachAsset('alien', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.update = function () {
// Alien moves in a straight line until it hits a wall
if (self.direction === undefined) {
self.direction = Math.floor(Math.random() * 4);
}
switch (self.direction) {
case 0:
// Move up
if (self.y - self.speed < 0) {
self.direction = 1; // Change direction to down
} else {
self.y -= self.speed;
}
break;
case 1:
// Move down
if (self.y + self.speed > 2732) {
self.direction = 0; // Change direction to up
} else {
self.y += self.speed;
}
break;
case 2:
// Move left
if (self.x - self.speed < 0) {
self.direction = 3; // Change direction to right
} else {
self.x -= self.speed;
}
break;
case 3:
// Move right
if (self.x + self.speed > 2048) {
self.direction = 2; // Change direction to left
} else {
self.x += self.speed;
}
break;
}
};
});
var BombShard = Container.expand(function () {
var self = Container.call(this);
var bombShardGraphics = self.attachAsset('bombShard', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Define the Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Define the Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Player update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
var cityBackground = game.attachAsset('city', {
anchorX: 0,
anchorY: 0
});
// Initialize player, aliens, obstacles and bomb shards
var player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
var aliens = [];
for (var i = 0; i < 7; i++) {
var alien = new Alien();
do {
alien.x = Math.random() * 2048;
alien.y = Math.random() * 2732;
} while (Math.hypot(player.x - alien.x, player.y - alien.y) < 500);
aliens.push(alien);
game.addChild(alien);
}
var obstacles = [];
for (var j = 0; j < 10; j++) {
var obstacle = new Obstacle();
obstacle.x = Math.random() * 2048;
obstacle.y = Math.random() * 2732;
obstacles.push(obstacle);
game.addChild(obstacle);
}
var bombShards = [];
var bombShardsCollected = 0; // Initialize bombShardsCollected to 0
for (var k = 0; k < 20; k++) {
var bombShard = new BombShard();
bombShard.x = Math.random() * 2048;
bombShard.y = Math.random() * 2732;
bombShards.push(bombShard);
game.addChild(bombShard);
}
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
// Update game logic
game.update = function () {
// Update player
player.update();
// Update aliens
for (var i = 0; i < aliens.length; i++) {
// Check if player is hiding behind an obstacle
var isHiding = false;
for (var j = 0; j < obstacles.length; j++) {
if (player.intersects(obstacles[j])) {
isHiding = true;
break;
}
}
// If player is not hiding and 3 seconds have passed, make the closest alien chase the player
if (!isHiding && LK.ticks > 180) {
var closestAlien = aliens.reduce(function (prev, curr) {
var d1 = Math.hypot(player.x - prev.x, player.y - prev.y);
var d2 = Math.hypot(player.x - curr.x, player.y - curr.y);
return d1 < d2 ? prev : curr;
});
var dx = player.x - closestAlien.x;
var dy = player.y - closestAlien.y;
var angle = Math.atan2(dy, dx);
closestAlien.x += Math.cos(angle) * (closestAlien.speed / 4);
closestAlien.y += Math.sin(angle) * (closestAlien.speed / 4);
}
// Check for collision with player
if (player.intersects(aliens[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Check for player intersecting with bomb shards
for (var k = 0; k < bombShards.length; k++) {
if (player.intersects(bombShards[k])) {
// Player has collected a bomb shard
bombShardsCollected++;
bombShards[k].destroy(); // Destroy the collected bomb shard
bombShards.splice(k, 1); // Remove the collected bomb shard from the array
k--; // Decrement k to account for the removed bomb shard
}
}
// If all bomb shards are collected, destroy all aliens and end game
if (bombShardsCollected === 20) {
for (var i = 0; i < aliens.length; i++) {
aliens[i].destroy();
}
aliens = []; // Clear the aliens array
LK.showYouWin(); // End game once all aliens are destroyed
}
};
An alien with high tec weaponry and armory. Single Game Texture. In-Game asset. 2d. Blank background. High contrast
A barier wall with vines on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A man in the army suited with weapons. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
peice of a hi tech bomb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows