/**** * Classes ****/ // Bullet class representing bullets fired by the fort var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; // Speed of the bullet // Update method to move the bullet self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); // Enemy class representing enemies attacking the fort var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; // Speed of the enemy // Update method to move the enemy self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // EnemyBullet class representing bullets fired by the enemies var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Speed of the enemy bullet // Update method to move the bullet self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Fort class representing the player's fort var Fort = Container.expand(function () { var self = Container.call(this); var fortGraphics = self.attachAsset('fort', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; // Initial health of the fort // Method to reduce health self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; self.destroy(); LK.showGameOver(); } }; // Method to move the fort self.run = function (x, y) { self.x = x; self.y = y; }; }); // Target class representing targets in the game var Target = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('target', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; // Targets are stationary // Update method to check if target is hit self.update = function () { for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].intersects(self)) { self.destroy(); bullets[i].destroy(); bullets.splice(i, 1); LK.setScore(LK.getScore() + 1); break; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize game variables var fort = game.addChild(new Fort()); fort.x = 2048 / 2; fort.y = 2500; var enemies = []; var bullets = []; var targets = []; var killCount = 0; // Initialize kill counter for (var i = 0; i < 10; i++) { var target = new Target(); target.x = Math.random() * 2048; target.y = Math.random() * 2732; targets.push(target); game.addChild(target); } // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); game.addChild(enemy); // Make the enemy fire a bullet var enemyBullet = new EnemyBullet(); enemyBullet.x = enemy.x; enemyBullet.y = enemy.y + 50; bullets.push(enemyBullet); game.addChild(enemyBullet); } // Function to fire bullets function fireBullet() { var bullet = new Bullet(); bullet.x = fort.x; bullet.y = fort.y - 50; bullets.push(bullet); game.addChild(bullet); } // Handle game updates game.update = function () { // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(fort)) { fort.takeDamage(10); enemies[i].destroy(); enemies.splice(i, 1); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); // Check if bullet is from fort if (bullets[j].speed < 0) { for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { enemies[k].destroy(); enemies.splice(k, 1); bullets[j].destroy(); bullets.splice(j, 1); LK.setScore(LK.getScore() + 1); // Increment kill counter break; } } } else { // Bullet is from enemy if (bullets[j].intersects(fort)) { fort.takeDamage(10); bullets[j].destroy(); bullets.splice(j, 1); break; } } } // Update targets for (var i = targets.length - 1; i >= 0; i--) { targets[i].update(); } }; // Handle touch events to fire bullets game.down = function (x, y, obj) { fireBullet(); fort.run(x, y); };
===================================================================
--- original.js
+++ change.js
@@ -164,9 +164,9 @@
enemies[k].destroy();
enemies.splice(k, 1);
bullets[j].destroy();
bullets.splice(j, 1);
- killCount++; // Increment kill counter
+ LK.setScore(LK.getScore() + 1); // Increment kill counter
break;
}
}
} else {