/****
* 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);
}
// Joystick variables
var joystickBase = null;
var joystickKnob = null;
var joystickActive = false;
var joystickCenter = {
x: 0,
y: 0
};
var joystickRadius = 100;
// Create joystick base
joystickBase = LK.getAsset('city', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.15,
scaleY: 0.15,
alpha: 0.3
});
joystickBase.x = 200;
joystickBase.y = 2400;
LK.gui.bottomLeft.addChild(joystickBase);
// Create joystick knob
joystickKnob = LK.getAsset('bombShard', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5,
alpha: 0.7
});
joystickKnob.x = 0;
joystickKnob.y = 0;
joystickBase.addChild(joystickKnob);
// Handle touch input for joystick
game.down = function (x, y, obj) {
var localPos = LK.gui.bottomLeft.toLocal({
x: x,
y: y
});
var distance = Math.hypot(localPos.x - joystickBase.x, localPos.y - joystickBase.y);
if (distance <= joystickRadius) {
joystickActive = true;
joystickCenter.x = joystickBase.x;
joystickCenter.y = joystickBase.y;
}
};
game.move = function (x, y, obj) {
if (joystickActive) {
var localPos = LK.gui.bottomLeft.toLocal({
x: x,
y: y
});
var dx = localPos.x - joystickCenter.x;
var dy = localPos.y - joystickCenter.y;
var distance = Math.hypot(dx, dy);
if (distance > joystickRadius) {
dx = dx / distance * joystickRadius;
dy = dy / distance * joystickRadius;
}
joystickKnob.x = dx;
joystickKnob.y = dy;
// Move player based on joystick input
var moveSpeed = player.speed;
var normalizedX = dx / joystickRadius;
var normalizedY = dy / joystickRadius;
var newX = player.x + normalizedX * moveSpeed;
var newY = player.y + normalizedY * moveSpeed;
// Keep player within bounds
if (newX >= 0 && newX <= 2048) {
player.x = newX;
}
if (newY >= 0 && newY <= 2732) {
player.y = newY;
}
}
};
game.up = function (x, y, obj) {
if (joystickActive) {
joystickActive = false;
joystickKnob.x = 0;
joystickKnob.y = 0;
}
};
// Play background music
LK.playMusic('tttttt');
// 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
}
}; ===================================================================
--- original.js
+++ change.js
@@ -205,8 +205,10 @@
joystickKnob.x = 0;
joystickKnob.y = 0;
}
};
+// Play background music
+LK.playMusic('tttttt');
// Update game logic
game.update = function () {
// Update player
player.update();
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