/**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.visible = false; self.angle = Math.PI / 18 + Math.random() * (17 * Math.PI / 18); // Random angle between 10 and 170 degrees self.update = function () { if (LK.ticks > 240) { // 4 seconds at 60FPS self.visible = true; self.x += self.speed * Math.cos(self.angle); self.y -= self.speed * Math.sin(self.angle); } }; }); var Cannon = Container.expand(function () { var self = Container.call(this); var cannonGraphics = self.attachAsset('Cannon', { anchorX: 0.5, anchorY: 0.5 }); }); // Cannon2 class var Cannon2 = Container.expand(function () { var self = Container.call(this); var cannon2Graphics = self.attachAsset('Cannon2', { anchorX: 0.5, anchorY: 0.5 }); }); // EnemyPlane class var EnemyPlane = Container.expand(function () { var self = Container.call(this); var enemyPlaneGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -6; self.speedY = 0; // Update enemy plane position self.update = function () { self.x += self.speedX; // Smoothly adjust vertical position within a random range if (LK.ticks > 1500 && (!self.verticalTarget || Math.abs(self.verticalTarget - self.y) < 1)) { self.verticalTarget = self.y + (Math.random() > 0.5 ? Math.random() * 250 : -Math.random() * 250); // Set or reset target within a random range from 0 to 250 pixels } self.y += (self.verticalTarget - self.y) * 0.05; // Smoothly move towards the target }; }); // EnemyPlaneLeft class var EnemyPlaneLeft = Container.expand(function () { var self = Container.call(this); var enemyPlaneGraphics = self.attachAsset('Enemyleft', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 6; self.speedY = 0; // Update enemy plane position self.update = function () { self.x += self.speedX; // Smoothly adjust vertical position within a random range if (LK.ticks > 1500 && (!self.verticalTarget || Math.abs(self.verticalTarget - self.y) < 1)) { self.verticalTarget = self.y + (Math.random() > 0.5 ? Math.random() * 250 : -Math.random() * 250); // Set or reset target within a random range from 0 to 250 pixels } self.y += (self.verticalTarget - self.y) * 0.05; // Smoothly move towards the target }; }); // Plane1 class var Plane1 = Container.expand(function () { var self = Container.call(this); var planeGraphics = self.attachAsset('plane', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 7; self.speedY = 0; // Update plane position self.update = function () { self.x += self.speedX; self.y += self.speedY; // Check if the plane has crossed the screen boundary if (self.x < 0) { self.x = 2048; } else if (self.x > 2048) { self.x = 0; } // Prevent the plane from crossing the floor and ceiling if (self.y < 0) { self.y = 0; self.speedY = 0; } else if (self.y > 2752 - self.height) { self.y = 2752 - self.height; self.speedY = 0; } }; }); /**** * Initialize Game ****/ // Assets are automatically created based on usage in the code. var game = new LK.Game({ backgroundColor: 0xffffff // Init game with white background }); /**** * Game Code ****/ var background2 = game.attachAsset('background2', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); background2.x = 2175 / 2; background2.y = 2620 / 2; // Add background to the bottom of the game var background = game.attachAsset('background', { anchorX: 0, anchorY: 1, scaleX: 1, scaleY: 1 }); background.y = 2732; var enemyPlanes = []; // Global array to keep track of enemy planes var enemyPlane; // Global variable to keep track of the enemy plane // Create a player plane var plane1 = new Plane1(); plane1.x = 150; // Moved 50 units to the right plane1.y = 2750 - plane1.height; // Bottom of the screen game.addChild(plane1); // Create a cannon var cannon = new Cannon(); cannon.x = -100; // Position at the bottom left of the screen cannon.y = 2660; game.addChild(cannon); // Create a cannon2 var cannon2 = new Cannon2(); cannon2.x = 2150; // Position at the bottom left of the screen cannon2.y = 2660; game.addChild(cannon2); var bullets = []; // Initialize an array to manage multiple bullets LK.setTimeout(function () { var bulletSpawnInterval = LK.setInterval(function () { var newBullet = new Bullet(); newBullet.x = 175; newBullet.y = 2590; game.addChild(newBullet); bullets.push(newBullet); var newBulletDuplicate = new Bullet(); newBulletDuplicate.x = 1882; // New x position newBulletDuplicate.y = 2590; // New y position, same as original game.addChild(newBulletDuplicate); bullets.push(newBulletDuplicate); }, 800); // Spawn a new bullet every second, starting from the fourth second }, 18000); // Create the rest of the enemy planes every 2 seconds for the first 7 seconds var enemySpawnTimer = LK.setInterval(function () { enemyPlane = new EnemyPlane(); enemyPlane.x = 2150; enemyPlane.y = 100 + Math.random() * (2732 - enemyPlane.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlane); enemyPlanes.push(enemyPlane); var enemyPlaneLeft = new EnemyPlaneLeft(); enemyPlaneLeft.x = -100; enemyPlaneLeft.y = 100 + Math.random() * (2732 - enemyPlaneLeft.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlaneLeft); enemyPlanes.push(enemyPlaneLeft); }, 1300); // After 7 seconds, change the enemy spawn interval to 1 every 1.3 seconds LK.setTimeout(function () { LK.clearInterval(enemySpawnTimer); enemySpawnTimer = LK.setInterval(function () { enemyPlane = new EnemyPlane(); enemyPlane.x = 2150; enemyPlane.y = 100 + Math.random() * (2732 - enemyPlane.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlane); enemyPlanes.push(enemyPlane); var enemyPlaneLeft = new EnemyPlaneLeft(); enemyPlaneLeft.x = -100; enemyPlaneLeft.y = 100 + Math.random() * (2732 - enemyPlaneLeft.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlaneLeft); enemyPlanes.push(enemyPlaneLeft); }, 1100); }, 5000); // After 14 seconds, change the enemy spawn interval to 1 every second LK.setTimeout(function () { LK.clearInterval(enemySpawnTimer); enemySpawnTimer = LK.setInterval(function () { enemyPlane = new EnemyPlane(); enemyPlane.x = 2150; enemyPlane.y = 100 + Math.random() * (2732 - enemyPlane.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlane); enemyPlanes.push(enemyPlane); var enemyPlaneLeft = new EnemyPlaneLeft(); enemyPlaneLeft.x = -100; enemyPlaneLeft.y = 100 + Math.random() * (2732 - enemyPlaneLeft.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane game.addChild(enemyPlaneLeft); enemyPlanes.push(enemyPlaneLeft); }, 900); }, 11000); // Initialize score based on game ticks var scoreCounter = 0; var scoreTxt = new Text2(scoreCounter.toString(), { size: 70, fill: "#ffffff" }); LK.gui.top.addChild(scoreTxt); // Add score text to the top-center of the screen // Add instruction in the center of the screen var instruction = game.attachAsset('Instruction', { anchorX: 0.5, anchorY: 0.5 }); instruction.x = 2048 / 2; instruction.y = 2732 / 2; // Smoothly move instruction with a speed of 8 var moveInstruction = function moveInstruction() { var targetXLeft = instruction.x - 100; // Target position after moving left by 100 pixels var targetXRight = instruction.x + 100; // Target position after moving right by 200 pixels from original position var moveLeft = function moveLeft() { if (instruction.x > targetXLeft) { instruction.x -= 8; // Move instruction left by 8 pixels per tick LK.setTimeout(moveLeft, 1000 / 60); // Continue moving at 60FPS } else { moveRight(); } }; var moveRight = function moveRight() { if (instruction.x < targetXRight) { instruction.x += 8; // Move instruction right by 8 pixels per tick LK.setTimeout(moveRight, 1000 / 60); // Continue moving at 60FPS } else { instruction.visible = false; // Make instruction disappear after reaching target } }; moveLeft(); }; moveInstruction(); // Start moving immediately without delay // Update score based on game ticks LK.on('tick', function () { scoreCounter = Math.floor(LK.ticks / 60); // Convert ticks to seconds for score scoreTxt.setText(scoreCounter.toString()); // Update score display scoreTxt.x = 0; // Move the timer 10 pixels to the right scoreTxt.y = 0; // Lower the timer by 10 pixels LK.setScore(scoreCounter); // Save the score the player has earned }); // Set up game tick LK.on('tick', function () { plane1.update(); for (var j = 0; j < bullets.length; j++) { bullets[j].update(); } for (var i = 0; i < enemyPlanes.length; i++) { enemyPlanes[i].update(); } }); // Flags to track if the screen is being touched var isTouchingLeft = false; var isTouchingRight = false; // Change enemy direction when the screen is touched var initialTouchPosition = null; game.on('down', function (obj) { initialTouchPosition = obj.event.getLocalPosition(game); }); game.on('move', function (obj) { if (initialTouchPosition) { var currentTouchPosition = obj.event.getLocalPosition(game); var swipeDirection = currentTouchPosition.x - initialTouchPosition.x; if (swipeDirection < 0) { isTouchingLeft = true; isTouchingRight = false; } else if (swipeDirection > 0) { isTouchingRight = true; isTouchingLeft = false; } } }); // Stop changing enemy direction when the screen is no longer being touched game.on('up', function (obj) { isTouchingLeft = false; isTouchingRight = false; initialTouchPosition = null; }); // In the game tick, change plane direction while the screen is being touched LK.on('tick', function () { if (isTouchingLeft) { var angle = Math.atan2(plane1.speedY, plane1.speedX); angle -= Math.PI / 60; // Subtract 1.5 degrees (in radians) for counter-clockwise rotation plane1.speedX = Math.cos(angle) * 7; plane1.speedY = Math.sin(angle) * 7; plane1.rotation -= Math.PI / 60; // Rotate the plane counter-clockwise } if (isTouchingRight && LK.ticks > 78) { var angle = Math.atan2(plane1.speedY, plane1.speedX); angle += Math.PI / 60; // Add 1.5 degrees (in radians) for clockwise rotation plane1.speedX = Math.cos(angle) * 7; plane1.speedY = Math.sin(angle) * 7; plane1.rotation += Math.PI / 60; // Rotate the plane clockwise } // Check if the plane crosses the side boundaries of the screen, touches the top or bottom of the screen, or collides with the health_bar if (plane1.x <= 70 || plane1.x >= 2170 - plane1.width || plane1.y <= 70 || plane1.y >= 2752 - plane1.height) { // Trigger game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver("Final Score: " + scoreCounter.toString()); } // Check if the bullet touches the player within a 100x100 square area for (var j = 0; j < bullets.length; j++) { if (bullets[j].visible && Math.abs(bullets[j].x - plane1.x) <= 50 && Math.abs(bullets[j].y - plane1.y) <= 50) { // Trigger game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver("Final Score: " + scoreCounter.toString()); } } // Check for collision between player and enemy planes for (var i = 0; i < enemyPlanes.length; i++) { if (plane1.x < enemyPlanes[i].x + 100 && plane1.x + 100 > enemyPlanes[i].x && plane1.y < enemyPlanes[i].y + 100 && plane1.y + 100 > enemyPlanes[i].y) { // Add a red flash screen effect LK.effects.flashScreen(0xff0000, 1000); // Trigger game over LK.showGameOver("Final Score: " + LK.getScore()); } } // Delay the movement of the cannons by 4 seconds after the game starts LK.setTimeout(function () { if (cannon.x < 100) { cannon.x += 2; } if (cannon2.x > 1950) { cannon2.x -= 2; } }, 16000); });
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.visible = false;
self.angle = Math.PI / 18 + Math.random() * (17 * Math.PI / 18); // Random angle between 10 and 170 degrees
self.update = function () {
if (LK.ticks > 240) {
// 4 seconds at 60FPS
self.visible = true;
self.x += self.speed * Math.cos(self.angle);
self.y -= self.speed * Math.sin(self.angle);
}
};
});
var Cannon = Container.expand(function () {
var self = Container.call(this);
var cannonGraphics = self.attachAsset('Cannon', {
anchorX: 0.5,
anchorY: 0.5
});
});
// Cannon2 class
var Cannon2 = Container.expand(function () {
var self = Container.call(this);
var cannon2Graphics = self.attachAsset('Cannon2', {
anchorX: 0.5,
anchorY: 0.5
});
});
// EnemyPlane class
var EnemyPlane = Container.expand(function () {
var self = Container.call(this);
var enemyPlaneGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = -6;
self.speedY = 0;
// Update enemy plane position
self.update = function () {
self.x += self.speedX;
// Smoothly adjust vertical position within a random range
if (LK.ticks > 1500 && (!self.verticalTarget || Math.abs(self.verticalTarget - self.y) < 1)) {
self.verticalTarget = self.y + (Math.random() > 0.5 ? Math.random() * 250 : -Math.random() * 250); // Set or reset target within a random range from 0 to 250 pixels
}
self.y += (self.verticalTarget - self.y) * 0.05; // Smoothly move towards the target
};
});
// EnemyPlaneLeft class
var EnemyPlaneLeft = Container.expand(function () {
var self = Container.call(this);
var enemyPlaneGraphics = self.attachAsset('Enemyleft', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 6;
self.speedY = 0;
// Update enemy plane position
self.update = function () {
self.x += self.speedX;
// Smoothly adjust vertical position within a random range
if (LK.ticks > 1500 && (!self.verticalTarget || Math.abs(self.verticalTarget - self.y) < 1)) {
self.verticalTarget = self.y + (Math.random() > 0.5 ? Math.random() * 250 : -Math.random() * 250); // Set or reset target within a random range from 0 to 250 pixels
}
self.y += (self.verticalTarget - self.y) * 0.05; // Smoothly move towards the target
};
});
// Plane1 class
var Plane1 = Container.expand(function () {
var self = Container.call(this);
var planeGraphics = self.attachAsset('plane', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 7;
self.speedY = 0;
// Update plane position
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
// Check if the plane has crossed the screen boundary
if (self.x < 0) {
self.x = 2048;
} else if (self.x > 2048) {
self.x = 0;
}
// Prevent the plane from crossing the floor and ceiling
if (self.y < 0) {
self.y = 0;
self.speedY = 0;
} else if (self.y > 2752 - self.height) {
self.y = 2752 - self.height;
self.speedY = 0;
}
};
});
/****
* Initialize Game
****/
// Assets are automatically created based on usage in the code.
var game = new LK.Game({
backgroundColor: 0xffffff // Init game with white background
});
/****
* Game Code
****/
var background2 = game.attachAsset('background2', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
background2.x = 2175 / 2;
background2.y = 2620 / 2;
// Add background to the bottom of the game
var background = game.attachAsset('background', {
anchorX: 0,
anchorY: 1,
scaleX: 1,
scaleY: 1
});
background.y = 2732;
var enemyPlanes = []; // Global array to keep track of enemy planes
var enemyPlane; // Global variable to keep track of the enemy plane
// Create a player plane
var plane1 = new Plane1();
plane1.x = 150; // Moved 50 units to the right
plane1.y = 2750 - plane1.height; // Bottom of the screen
game.addChild(plane1);
// Create a cannon
var cannon = new Cannon();
cannon.x = -100; // Position at the bottom left of the screen
cannon.y = 2660;
game.addChild(cannon);
// Create a cannon2
var cannon2 = new Cannon2();
cannon2.x = 2150; // Position at the bottom left of the screen
cannon2.y = 2660;
game.addChild(cannon2);
var bullets = []; // Initialize an array to manage multiple bullets
LK.setTimeout(function () {
var bulletSpawnInterval = LK.setInterval(function () {
var newBullet = new Bullet();
newBullet.x = 175;
newBullet.y = 2590;
game.addChild(newBullet);
bullets.push(newBullet);
var newBulletDuplicate = new Bullet();
newBulletDuplicate.x = 1882; // New x position
newBulletDuplicate.y = 2590; // New y position, same as original
game.addChild(newBulletDuplicate);
bullets.push(newBulletDuplicate);
}, 800); // Spawn a new bullet every second, starting from the fourth second
}, 18000);
// Create the rest of the enemy planes every 2 seconds for the first 7 seconds
var enemySpawnTimer = LK.setInterval(function () {
enemyPlane = new EnemyPlane();
enemyPlane.x = 2150;
enemyPlane.y = 100 + Math.random() * (2732 - enemyPlane.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane
game.addChild(enemyPlane);
enemyPlanes.push(enemyPlane);
var enemyPlaneLeft = new EnemyPlaneLeft();
enemyPlaneLeft.x = -100;
enemyPlaneLeft.y = 100 + Math.random() * (2732 - enemyPlaneLeft.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane
game.addChild(enemyPlaneLeft);
enemyPlanes.push(enemyPlaneLeft);
}, 1300);
// After 7 seconds, change the enemy spawn interval to 1 every 1.3 seconds
LK.setTimeout(function () {
LK.clearInterval(enemySpawnTimer);
enemySpawnTimer = LK.setInterval(function () {
enemyPlane = new EnemyPlane();
enemyPlane.x = 2150;
enemyPlane.y = 100 + Math.random() * (2732 - enemyPlane.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane
game.addChild(enemyPlane);
enemyPlanes.push(enemyPlane);
var enemyPlaneLeft = new EnemyPlaneLeft();
enemyPlaneLeft.x = -100;
enemyPlaneLeft.y = 100 + Math.random() * (2732 - enemyPlaneLeft.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane
game.addChild(enemyPlaneLeft);
enemyPlanes.push(enemyPlaneLeft);
}, 1100);
}, 5000);
// After 14 seconds, change the enemy spawn interval to 1 every second
LK.setTimeout(function () {
LK.clearInterval(enemySpawnTimer);
enemySpawnTimer = LK.setInterval(function () {
enemyPlane = new EnemyPlane();
enemyPlane.x = 2150;
enemyPlane.y = 100 + Math.random() * (2732 - enemyPlane.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane
game.addChild(enemyPlane);
enemyPlanes.push(enemyPlane);
var enemyPlaneLeft = new EnemyPlaneLeft();
enemyPlaneLeft.x = -100;
enemyPlaneLeft.y = 100 + Math.random() * (2732 - enemyPlaneLeft.height - 100); // Random y-coordinate between 100 and 2732 minus the height of the enemy plane
game.addChild(enemyPlaneLeft);
enemyPlanes.push(enemyPlaneLeft);
}, 900);
}, 11000);
// Initialize score based on game ticks
var scoreCounter = 0;
var scoreTxt = new Text2(scoreCounter.toString(), {
size: 70,
fill: "#ffffff"
});
LK.gui.top.addChild(scoreTxt); // Add score text to the top-center of the screen
// Add instruction in the center of the screen
var instruction = game.attachAsset('Instruction', {
anchorX: 0.5,
anchorY: 0.5
});
instruction.x = 2048 / 2;
instruction.y = 2732 / 2;
// Smoothly move instruction with a speed of 8
var moveInstruction = function moveInstruction() {
var targetXLeft = instruction.x - 100; // Target position after moving left by 100 pixels
var targetXRight = instruction.x + 100; // Target position after moving right by 200 pixels from original position
var moveLeft = function moveLeft() {
if (instruction.x > targetXLeft) {
instruction.x -= 8; // Move instruction left by 8 pixels per tick
LK.setTimeout(moveLeft, 1000 / 60); // Continue moving at 60FPS
} else {
moveRight();
}
};
var moveRight = function moveRight() {
if (instruction.x < targetXRight) {
instruction.x += 8; // Move instruction right by 8 pixels per tick
LK.setTimeout(moveRight, 1000 / 60); // Continue moving at 60FPS
} else {
instruction.visible = false; // Make instruction disappear after reaching target
}
};
moveLeft();
};
moveInstruction(); // Start moving immediately without delay
// Update score based on game ticks
LK.on('tick', function () {
scoreCounter = Math.floor(LK.ticks / 60); // Convert ticks to seconds for score
scoreTxt.setText(scoreCounter.toString()); // Update score display
scoreTxt.x = 0; // Move the timer 10 pixels to the right
scoreTxt.y = 0; // Lower the timer by 10 pixels
LK.setScore(scoreCounter); // Save the score the player has earned
});
// Set up game tick
LK.on('tick', function () {
plane1.update();
for (var j = 0; j < bullets.length; j++) {
bullets[j].update();
}
for (var i = 0; i < enemyPlanes.length; i++) {
enemyPlanes[i].update();
}
});
// Flags to track if the screen is being touched
var isTouchingLeft = false;
var isTouchingRight = false;
// Change enemy direction when the screen is touched
var initialTouchPosition = null;
game.on('down', function (obj) {
initialTouchPosition = obj.event.getLocalPosition(game);
});
game.on('move', function (obj) {
if (initialTouchPosition) {
var currentTouchPosition = obj.event.getLocalPosition(game);
var swipeDirection = currentTouchPosition.x - initialTouchPosition.x;
if (swipeDirection < 0) {
isTouchingLeft = true;
isTouchingRight = false;
} else if (swipeDirection > 0) {
isTouchingRight = true;
isTouchingLeft = false;
}
}
});
// Stop changing enemy direction when the screen is no longer being touched
game.on('up', function (obj) {
isTouchingLeft = false;
isTouchingRight = false;
initialTouchPosition = null;
});
// In the game tick, change plane direction while the screen is being touched
LK.on('tick', function () {
if (isTouchingLeft) {
var angle = Math.atan2(plane1.speedY, plane1.speedX);
angle -= Math.PI / 60; // Subtract 1.5 degrees (in radians) for counter-clockwise rotation
plane1.speedX = Math.cos(angle) * 7;
plane1.speedY = Math.sin(angle) * 7;
plane1.rotation -= Math.PI / 60; // Rotate the plane counter-clockwise
}
if (isTouchingRight && LK.ticks > 78) {
var angle = Math.atan2(plane1.speedY, plane1.speedX);
angle += Math.PI / 60; // Add 1.5 degrees (in radians) for clockwise rotation
plane1.speedX = Math.cos(angle) * 7;
plane1.speedY = Math.sin(angle) * 7;
plane1.rotation += Math.PI / 60; // Rotate the plane clockwise
}
// Check if the plane crosses the side boundaries of the screen, touches the top or bottom of the screen, or collides with the health_bar
if (plane1.x <= 70 || plane1.x >= 2170 - plane1.width || plane1.y <= 70 || plane1.y >= 2752 - plane1.height) {
// Trigger game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver("Final Score: " + scoreCounter.toString());
}
// Check if the bullet touches the player within a 100x100 square area
for (var j = 0; j < bullets.length; j++) {
if (bullets[j].visible && Math.abs(bullets[j].x - plane1.x) <= 50 && Math.abs(bullets[j].y - plane1.y) <= 50) {
// Trigger game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver("Final Score: " + scoreCounter.toString());
}
}
// Check for collision between player and enemy planes
for (var i = 0; i < enemyPlanes.length; i++) {
if (plane1.x < enemyPlanes[i].x + 100 && plane1.x + 100 > enemyPlanes[i].x && plane1.y < enemyPlanes[i].y + 100 && plane1.y + 100 > enemyPlanes[i].y) {
// Add a red flash screen effect
LK.effects.flashScreen(0xff0000, 1000);
// Trigger game over
LK.showGameOver("Final Score: " + LK.getScore());
}
}
// Delay the movement of the cannons by 4 seconds after the game starts
LK.setTimeout(function () {
if (cannon.x < 100) {
cannon.x += 2;
}
if (cannon2.x > 1950) {
cannon2.x -= 2;
}
}, 16000);
});
снаряд от пушки. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
чистое голубое небо. задний фон. мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Артиллерийское оружие, смотрит вверх. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Нажатие по экрану. Палец. Мультяшный. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.