/****
* Classes
****/
// Class for the Bullet
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Bullet movement logic goes here
};
});
// Class for the Enemy
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
// Enemy movement logic goes here
};
});
// The assets will be automatically loaded by the LK engine
// Class for the Player
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 movement logic goes here
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player, enemies and bullets
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
var enemies = [];
for (var i = 0; i < 10; i++) {
var enemy = game.addChild(new Enemy());
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 2732;
enemies.push(enemy);
}
var bullets = [];
// Game update function
game.update = function () {
// Update player, enemies and bullets
player.update();
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
for (var i = 0; i < bullets.length; i++) {
bullets[i].update();
}
// Collision detection
for (var i = 0; i < enemies.length; i++) {
if (player.intersects(enemies[i])) {
// Player hit by enemy
LK.showGameOver();
return;
}
for (var j = 0; j < bullets.length; j++) {
if (bullets[j].intersects(enemies[i])) {
// Enemy hit by bullet
enemies[i].destroy();
enemies.splice(i, 1);
bullets[j].destroy();
bullets.splice(j, 1);
break;
}
}
}
};
// Game input handling
game.down = function (x, y, obj) {
// Fire bullet
var bullet = game.addChild(new Bullet());
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
};