/**** * Classes ****/ // 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.destroy(); } }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<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 () { // Update logic for hero }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); heroBullets.push(bullet); }; }); // HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var hero; var enemies = []; var heroBullets = []; var enemyBullets = []; var score = 0; var kills = 0; var gameDuration = 60000; // 1 minute in milliseconds var startTime = Date.now(); var scoreTxt = new Text2('Score: 0', { size: 50, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Initialize hero hero = new Hero(); hero.x = 2048 / 2; hero.y = 2732 - 200; game.addChild(hero); // Spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -100; game.addChild(enemy); enemies.push(enemy); } // Update game state game.update = function () { // Check if the game duration has elapsed if (Date.now() - startTime >= gameDuration) { LK.showGameOver(); alert("You Win! Your score: " + score); alert("Game Over! Your score: " + score); return; } // Update hero hero.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(hero)) { LK.showGameOver(); } } // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); for (var j = enemies.length - 1; j >= 0; j--) { if (heroBullets[i].intersects(enemies[j])) { enemies[j].destroy(); heroBullets[i].destroy(); enemies.splice(j, 1); heroBullets.splice(i, 1); score += 10; kills += 1; scoreTxt.setText('Score: ' + score); if (kills >= 30) { LK.showGameOver(); } break; } } } // Update enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { enemyBullets[i].update(); if (enemyBullets[i].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Spawn enemies periodically if (LK.ticks % 60 == 0) { spawnEnemy(); } }; // Handle touch events game.down = function (x, y, obj) { hero.shoot(); }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; game.up = function (x, y, obj) { // No action needed on touch up };
===================================================================
--- original.js
+++ change.js
@@ -1,93 +1,95 @@
-/****
+/****
* Classes
-****/
+****/
// 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.destroy();
- }
- };
+ 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.destroy();
+ }
+ };
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('enemyBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10;
- self.update = function () {
- self.y += self.speed;
- if (self.y > 2732) {
- self.destroy();
- }
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732) {
+ self.destroy();
+ }
+ };
});
//<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 () {
- // Update logic for hero
- };
- self.shoot = function () {
- var bullet = new HeroBullet();
- bullet.x = self.x;
- bullet.y = self.y;
- game.addChild(bullet);
- heroBullets.push(bullet);
- };
+ 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
+ };
+ self.shoot = function () {
+ var bullet = new HeroBullet();
+ bullet.x = self.x;
+ bullet.y = self.y;
+ game.addChild(bullet);
+ heroBullets.push(bullet);
+ };
});
// HeroBullet class
var HeroBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('heroBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = -15;
- self.update = function () {
- self.y += self.speed;
- if (self.y < 0) {
- self.destroy();
- }
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('heroBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -15;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y < 0) {
+ self.destroy();
+ }
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize arrays and variables
var hero;
var enemies = [];
var heroBullets = [];
var enemyBullets = [];
var score = 0;
var kills = 0;
+var gameDuration = 60000; // 1 minute in milliseconds
+var startTime = Date.now();
var scoreTxt = new Text2('Score: 0', {
- size: 50,
- fill: "#ffffff"
+ size: 50,
+ fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize hero
@@ -96,63 +98,71 @@
hero.y = 2732 - 200;
game.addChild(hero);
// Spawn enemies
function spawnEnemy() {
- var enemy = new Enemy();
- enemy.x = Math.random() * 2048;
- enemy.y = -100;
- game.addChild(enemy);
- enemies.push(enemy);
+ var enemy = new Enemy();
+ enemy.x = Math.random() * 2048;
+ enemy.y = -100;
+ game.addChild(enemy);
+ enemies.push(enemy);
}
// Update game state
game.update = function () {
- // Update hero
- hero.update();
- // Update enemies
- for (var i = enemies.length - 1; i >= 0; i--) {
- enemies[i].update();
- if (enemies[i].intersects(hero)) {
- LK.showGameOver();
- }
- }
- // Update hero bullets
- for (var i = heroBullets.length - 1; i >= 0; i--) {
- heroBullets[i].update();
- for (var j = enemies.length - 1; j >= 0; j--) {
- if (heroBullets[i].intersects(enemies[j])) {
- enemies[j].destroy();
- heroBullets[i].destroy();
- enemies.splice(j, 1);
- heroBullets.splice(i, 1);
- score += 10;
- kills += 1;
- scoreTxt.setText('Score: ' + score);
- if (kills >= 30) {
- LK.showGameOver();
- }
- break;
- }
- }
- }
- // Update enemy bullets
- for (var i = enemyBullets.length - 1; i >= 0; i--) {
- enemyBullets[i].update();
- if (enemyBullets[i].intersects(hero)) {
- LK.showGameOver();
- }
- }
- // Spawn enemies periodically
- if (LK.ticks % 60 == 0) {
- spawnEnemy();
- }
+ // Check if the game duration has elapsed
+ if (Date.now() - startTime >= gameDuration) {
+ LK.showGameOver();
+ alert("You Win! Your score: " + score);
+ alert("Game Over! Your score: " + score);
+ return;
+ }
+ // Update hero
+ hero.update();
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ enemies[i].update();
+ if (enemies[i].intersects(hero)) {
+ LK.showGameOver();
+ }
+ }
+ // Update hero bullets
+ for (var i = heroBullets.length - 1; i >= 0; i--) {
+ heroBullets[i].update();
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ if (heroBullets[i].intersects(enemies[j])) {
+ enemies[j].destroy();
+ heroBullets[i].destroy();
+ enemies.splice(j, 1);
+ heroBullets.splice(i, 1);
+ score += 10;
+ kills += 1;
+ scoreTxt.setText('Score: ' + score);
+ if (kills >= 30) {
+ LK.showGameOver();
+ }
+ break;
+ }
+ }
+ }
+ // Update enemy bullets
+ for (var i = enemyBullets.length - 1; i >= 0; i--) {
+ enemyBullets[i].update();
+ if (enemyBullets[i].intersects(hero)) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+ }
+ // Spawn enemies periodically
+ if (LK.ticks % 60 == 0) {
+ spawnEnemy();
+ }
};
// Handle touch events
game.down = function (x, y, obj) {
- hero.shoot();
+ hero.shoot();
};
game.move = function (x, y, obj) {
- hero.x = x;
- hero.y = y;
+ hero.x = x;
+ hero.y = y;
};
game.up = function (x, y, obj) {
- // No action needed on touch up
+ // No action needed on touch up
};
\ No newline at end of file