/****
* 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();
}
};
});
/****
* 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 = [];
// 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);
break;
}
}
} else {
// Bullet is from enemy
if (bullets[j].intersects(fort)) {
fort.takeDamage(10);
bullets[j].destroy();
bullets.splice(j, 1);
break;
}
}
}
// Spawn enemies periodically
if (LK.ticks % 60 == 0) {
spawnEnemy();
}
};
// Handle touch events to fire bullets
game.down = function (x, y, obj) {
fireBullet();
}; ===================================================================
--- original.js
+++ change.js
@@ -1,121 +1,154 @@
-/****
+/****
* 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();
- }
- };
+ 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();
- }
- };
+ 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();
- }
- };
+ 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();
+ }
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ 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 = [];
// Function to spawn enemies
function spawnEnemy() {
- var enemy = new Enemy();
- enemy.x = Math.random() * 2048;
- enemy.y = 0;
- enemies.push(enemy);
- game.addChild(enemy);
+ 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);
+ 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();
- 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);
- break;
- }
- }
- }
- // Spawn enemies periodically
- if (LK.ticks % 60 == 0) {
- spawnEnemy();
- }
+ // 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);
+ break;
+ }
+ }
+ } else {
+ // Bullet is from enemy
+ if (bullets[j].intersects(fort)) {
+ fort.takeDamage(10);
+ bullets[j].destroy();
+ bullets.splice(j, 1);
+ break;
+ }
+ }
+ }
+ // Spawn enemies periodically
+ if (LK.ticks % 60 == 0) {
+ spawnEnemy();
+ }
};
// Handle touch events to fire bullets
game.down = function (x, y, obj) {
- fireBullet();
+ fireBullet();
};
\ No newline at end of file