/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function (x, y) {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
self.speed = -15;
self.update = function () {
self.y += self.speed;
if (self.y < -bulletGraphics.height) {
self.destroy();
}
};
});
// 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 = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732 + enemyGraphics.height) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// 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 = 10;
self.update = function () {
// Player update logic
};
self.shoot = function () {
var bullet = new Bullet(self.x, self.y - playerGraphics.height / 2);
bullets.push(bullet);
game.addChild(bullet);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 200;
game.addChild(player);
// Initialize bullets array
var bullets = [];
// Initialize enemies array
var enemies = [];
// Spawn enemies at intervals
var enemySpawnInterval = LK.setInterval(function () {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -enemy.height;
enemies.push(enemy);
game.addChild(enemy);
}, 1000);
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
// Handle player shooting
game.down = function (x, y, obj) {
player.shoot();
};
// Update game state
game.update = function () {
// Update player
player.update();
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].destroyed) {
bullets.splice(i, 1);
}
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (enemies[j].destroyed) {
enemies.splice(j, 1);
}
}
// Check for collisions
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemies[l])) {
bullets[k].destroy();
enemies[l].destroy();
bullets.splice(k, 1);
enemies.splice(l, 1);
break;
}
}
}
};