/****
* 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);
}; /****
* 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);
};