/****
* Classes
****/
// Alien class representing enemy characters
var Alien = Container.expand(function () {
var self = Container.call(this);
var alienGraphics = self.attachAsset('alien', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
// Update logic for alien
// Calculate the direction vector between the alien and the player
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
// Normalize the direction vector
dx /= magnitude;
dy /= magnitude;
// Move the alien towards the player
var newX = self.x + dx * self.speed;
var newY = self.y + dy * self.speed;
// Check if the alien would intersect the wall
if (!self.intersects(wall)) {
self.x = newX;
self.y = newY;
}
};
});
// Barrier class representing the barrier in front of the command base
var Barrier = Container.expand(function () {
var self = Container.call(this);
var barrierGraphics = self.attachAsset('barrier', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 20; // Initialize the barrier with 20 health
});
// Bullet class for projectiles
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;
};
});
// CommandBase class representing the target to destroy
var CommandBase = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('commandBase', {
anchorX: 0.5,
anchorY: 0.5
});
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Hero class representing the player character
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 () {
// Update logic for hero
};
});
// Wall class representing a barrier that blocks aliens but allows bullets
var Wall = Container.expand(function () {
var self = Container.call(this);
var wallGraphics = self.attachAsset('barrier', {
anchorX: 0.5,
anchorY: 0.5
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
var hero = game.addChild(new Hero());
hero.x = 1024;
hero.y = 2400;
var commandBase = game.addChild(new CommandBase());
commandBase.x = 1024;
commandBase.y = 200;
// Initialize the barrier and position it in front of the command base
var barrier = game.addChild(new Barrier());
barrier.x = 1024;
barrier.y = 180;
var wall = game.addChild(new Wall());
wall.x = 1024;
wall.y = 1500; // Position the wall at a specific Y coordinate
var aliens = [];
var bullets = [];
var commandBaseHits = 0; // New variable to keep track of the number of times the command base has been shot
var playerHits = 0; // New variable to keep track of the number of times the player has been hit by aliens
// Function to handle movement
function handleMove(x, y, obj) {
hero.x = x;
hero.y = y;
}
// Function to handle shooting
function shoot() {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
bullets.push(bullet);
game.addChild(bullet);
}
// Function to spawn aliens
function spawnAlien() {
for (var i = 0; i < 3; i++) {
// Spawn 3 aliens at a time
var alien = new Alien();
alien.x = Math.random() * 2048;
alien.y = 0;
aliens.push(alien);
game.addChild(alien);
}
}
// Game update loop
game.update = function () {
// 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 aliens
for (var j = aliens.length - 1; j >= 0; j--) {
var alien = aliens[j];
alien.update();
if (alien.y > 2732) {
alien.destroy();
aliens.splice(j, 1);
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
var bullet = bullets[k];
for (var l = aliens.length - 1; l >= 0; l--) {
var alien = aliens[l];
if (bullet.intersects(alien)) {
bullet.destroy();
alien.destroy();
bullets.splice(k, 1);
aliens.splice(l, 1);
break;
}
}
// Check if bullet hits the barrier
if (bullet.intersects(barrier)) {
bullet.destroy();
bullets.splice(k, 1);
barrier.health--; // Decrement the barrier's health
if (barrier.health <= 0) {
barrier.destroy(); // Destroy the barrier if its health reaches 0
}
} else if (bullet.intersects(commandBase)) {
bullet.destroy();
bullets.splice(k, 1);
commandBaseHits++; // Increment the commandBaseHits variable
}
}
// Check if player has been hit by an alien
for (var m = aliens.length - 1; m >= 0; m--) {
var alien = aliens[m];
if (alien.intersects(hero)) {
alien.destroy();
aliens.splice(m, 1);
playerHits++; // Increment the playerHits variable
break;
}
}
// Check if command base has been shot 25 times
if (commandBaseHits >= 25) {
LK.showGameOver();
}
// Check if player has been hit by 3 aliens
if (playerHits >= 3) {
LK.showGameOver();
}
};
// Event listeners
game.move = handleMove;
game.down = function (x, y, obj) {
shoot();
};
// Spawn aliens at intervals
LK.setInterval(spawnAlien, 2000); /****
* Classes
****/
// Alien class representing enemy characters
var Alien = Container.expand(function () {
var self = Container.call(this);
var alienGraphics = self.attachAsset('alien', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
// Update logic for alien
// Calculate the direction vector between the alien and the player
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
// Normalize the direction vector
dx /= magnitude;
dy /= magnitude;
// Move the alien towards the player
var newX = self.x + dx * self.speed;
var newY = self.y + dy * self.speed;
// Check if the alien would intersect the wall
if (!self.intersects(wall)) {
self.x = newX;
self.y = newY;
}
};
});
// Barrier class representing the barrier in front of the command base
var Barrier = Container.expand(function () {
var self = Container.call(this);
var barrierGraphics = self.attachAsset('barrier', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 20; // Initialize the barrier with 20 health
});
// Bullet class for projectiles
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;
};
});
// CommandBase class representing the target to destroy
var CommandBase = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.attachAsset('commandBase', {
anchorX: 0.5,
anchorY: 0.5
});
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Hero class representing the player character
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 () {
// Update logic for hero
};
});
// Wall class representing a barrier that blocks aliens but allows bullets
var Wall = Container.expand(function () {
var self = Container.call(this);
var wallGraphics = self.attachAsset('barrier', {
anchorX: 0.5,
anchorY: 0.5
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game elements
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
var hero = game.addChild(new Hero());
hero.x = 1024;
hero.y = 2400;
var commandBase = game.addChild(new CommandBase());
commandBase.x = 1024;
commandBase.y = 200;
// Initialize the barrier and position it in front of the command base
var barrier = game.addChild(new Barrier());
barrier.x = 1024;
barrier.y = 180;
var wall = game.addChild(new Wall());
wall.x = 1024;
wall.y = 1500; // Position the wall at a specific Y coordinate
var aliens = [];
var bullets = [];
var commandBaseHits = 0; // New variable to keep track of the number of times the command base has been shot
var playerHits = 0; // New variable to keep track of the number of times the player has been hit by aliens
// Function to handle movement
function handleMove(x, y, obj) {
hero.x = x;
hero.y = y;
}
// Function to handle shooting
function shoot() {
var bullet = new Bullet();
bullet.x = hero.x;
bullet.y = hero.y;
bullets.push(bullet);
game.addChild(bullet);
}
// Function to spawn aliens
function spawnAlien() {
for (var i = 0; i < 3; i++) {
// Spawn 3 aliens at a time
var alien = new Alien();
alien.x = Math.random() * 2048;
alien.y = 0;
aliens.push(alien);
game.addChild(alien);
}
}
// Game update loop
game.update = function () {
// 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 aliens
for (var j = aliens.length - 1; j >= 0; j--) {
var alien = aliens[j];
alien.update();
if (alien.y > 2732) {
alien.destroy();
aliens.splice(j, 1);
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
var bullet = bullets[k];
for (var l = aliens.length - 1; l >= 0; l--) {
var alien = aliens[l];
if (bullet.intersects(alien)) {
bullet.destroy();
alien.destroy();
bullets.splice(k, 1);
aliens.splice(l, 1);
break;
}
}
// Check if bullet hits the barrier
if (bullet.intersects(barrier)) {
bullet.destroy();
bullets.splice(k, 1);
barrier.health--; // Decrement the barrier's health
if (barrier.health <= 0) {
barrier.destroy(); // Destroy the barrier if its health reaches 0
}
} else if (bullet.intersects(commandBase)) {
bullet.destroy();
bullets.splice(k, 1);
commandBaseHits++; // Increment the commandBaseHits variable
}
}
// Check if player has been hit by an alien
for (var m = aliens.length - 1; m >= 0; m--) {
var alien = aliens[m];
if (alien.intersects(hero)) {
alien.destroy();
aliens.splice(m, 1);
playerHits++; // Increment the playerHits variable
break;
}
}
// Check if command base has been shot 25 times
if (commandBaseHits >= 25) {
LK.showGameOver();
}
// Check if player has been hit by 3 aliens
if (playerHits >= 3) {
LK.showGameOver();
}
};
// Event listeners
game.move = handleMove;
game.down = function (x, y, obj) {
shoot();
};
// Spawn aliens at intervals
LK.setInterval(spawnAlien, 2000);
a high tech alien command base. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a weaponazized alien. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a city that is wartorn and has many explosoins and brocken buildings. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows