/**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.health = 200; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.destroy(); } }; }); // 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(); } }; }); var ShootButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('shootButton', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { hero.shoot(); }; self.containsPoint = function (point) { var localPoint = self.toLocal(point); return localPoint.x >= -self.width / 2 && localPoint.x <= self.width / 2 && localPoint.y >= -self.height / 2 && localPoint.y <= self.height / 2; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Update hero bullets // Initialize arrays and variables var heroBullets = []; if (heroBullets && heroBullets.length) { for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); if (bossSpawned && heroBullets[i].intersects(boss)) { boss.takeDamage(10); // Reduce boss health by 10 if (boss.health <= 0) { score += 100; scoreTxt.setText('Score: ' + score); bossSpawned = false; } heroBullets[i].destroy(); // Destroy the bullet after hitting the boss heroBullets.splice(i, 1); continue; } 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; } } } } var boss; var bossSpawned = false; 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); var timerTxt = new Text2('Time: 60', { size: 50, fill: "#ffffff" }); timerTxt.anchor.set(1, 0); LK.gui.topRight.addChild(timerTxt); // Initialize hero hero = new Hero(); hero.x = 2048 / 2; hero.y = 2732 - 400; game.addChild(hero); // Initialize shoot button var shootButton = new ShootButton(); shootButton.x = 2048 - 200; shootButton.y = 2732 - 200; game.addChild(shootButton); // 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 () { // Update timer text var elapsedTime = Date.now() - startTime; var remainingTime = Math.max(0, Math.ceil((gameDuration - elapsedTime) / 1000)); timerTxt.setText('Time: ' + remainingTime); // Spawn boss at 30 seconds if (!bossSpawned && elapsedTime >= 30000) { boss = new Boss(); boss.x = 2048 / 2; boss.y = -300; game.addChild(boss); bossSpawned = true; } if (elapsedTime >= 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 boss if (bossSpawned) { boss.update(); if (boss.intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } 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.move = function (x, y, obj) { hero.x = x; }; game.up = function (x, y, obj) { // No action needed on touch up };
/****
* Classes
****/
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.health = 200;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.destroy();
}
};
});
// 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();
}
};
});
var ShootButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('shootButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
hero.shoot();
};
self.containsPoint = function (point) {
var localPoint = self.toLocal(point);
return localPoint.x >= -self.width / 2 && localPoint.x <= self.width / 2 && localPoint.y >= -self.height / 2 && localPoint.y <= self.height / 2;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Update hero bullets
// Initialize arrays and variables
var heroBullets = [];
if (heroBullets && heroBullets.length) {
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
if (bossSpawned && heroBullets[i].intersects(boss)) {
boss.takeDamage(10); // Reduce boss health by 10
if (boss.health <= 0) {
score += 100;
scoreTxt.setText('Score: ' + score);
bossSpawned = false;
}
heroBullets[i].destroy(); // Destroy the bullet after hitting the boss
heroBullets.splice(i, 1);
continue;
}
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;
}
}
}
}
var boss;
var bossSpawned = false;
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);
var timerTxt = new Text2('Time: 60', {
size: 50,
fill: "#ffffff"
});
timerTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(timerTxt);
// Initialize hero
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 400;
game.addChild(hero);
// Initialize shoot button
var shootButton = new ShootButton();
shootButton.x = 2048 - 200;
shootButton.y = 2732 - 200;
game.addChild(shootButton);
// 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 () {
// Update timer text
var elapsedTime = Date.now() - startTime;
var remainingTime = Math.max(0, Math.ceil((gameDuration - elapsedTime) / 1000));
timerTxt.setText('Time: ' + remainingTime);
// Spawn boss at 30 seconds
if (!bossSpawned && elapsedTime >= 30000) {
boss = new Boss();
boss.x = 2048 / 2;
boss.y = -300;
game.addChild(boss);
bossSpawned = true;
}
if (elapsedTime >= 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 boss
if (bossSpawned) {
boss.update();
if (boss.intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
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.move = function (x, y, obj) {
hero.x = x;
};
game.up = function (x, y, obj) {
// No action needed on touch up
};