/****
* Classes
****/
// Bullet class
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 () {
self.y += self.speed;
};
});
// 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 = 2;
self.update = function () {
// Enemy movement logic goes here
};
});
// The assets will be automatically created and loaded by the LK engine
// 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 movement logic goes here
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player, bullets and enemies
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 100;
var bullets = [];
var enemies = [];
// Game update function
game.update = function () {
// Player movement logic has been removed as it was causing errors and is not suitable for a touch screen game
// Shooting logic has been removed as it was causing errors and is not suitable for a touch screen game
// Enemy spawning logic
if (LK.ticks % 120 == 0) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
game.addChild(enemy);
}
// Bullet and enemy update logic
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < 0) {
game.removeChild(bullets[i]);
bullets.splice(i, 1);
}
}
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
game.removeChild(enemies[i]);
enemies.splice(i, 1);
}
}
// Collision detection
for (var i = bullets.length - 1; i >= 0; i--) {
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullets[i].intersects(enemies[j])) {
game.removeChild(bullets[i]);
bullets.splice(i, 1);
game.removeChild(enemies[j]);
enemies.splice(j, 1);
break;
}
}
}
}; /****
* Classes
****/
// Bullet class
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 () {
self.y += self.speed;
};
});
// 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 = 2;
self.update = function () {
// Enemy movement logic goes here
};
});
// The assets will be automatically created and loaded by the LK engine
// 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 movement logic goes here
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player, bullets and enemies
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 100;
var bullets = [];
var enemies = [];
// Game update function
game.update = function () {
// Player movement logic has been removed as it was causing errors and is not suitable for a touch screen game
// Shooting logic has been removed as it was causing errors and is not suitable for a touch screen game
// Enemy spawning logic
if (LK.ticks % 120 == 0) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
game.addChild(enemy);
}
// Bullet and enemy update logic
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < 0) {
game.removeChild(bullets[i]);
bullets.splice(i, 1);
}
}
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
game.removeChild(enemies[i]);
enemies.splice(i, 1);
}
}
// Collision detection
for (var i = bullets.length - 1; i >= 0; i--) {
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullets[i].intersects(enemies[j])) {
game.removeChild(bullets[i]);
bullets.splice(i, 1);
game.removeChild(enemies[j]);
enemies.splice(j, 1);
break;
}
}
}
};