/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
function startStage(stageNumber) {
// Reset player position
player.x = 2048 / 2;
player.y = 2732 - player.height;
// Hide the open portal
portalOpen.visible = false;
// Add more enemies for the current stage
enemies = [];
for (var i = 0; i < 5 + stageNumber; i++) {
var newEnemy = LK.getAsset('Enemy', {
anchorX: 0.5,
anchorY: 0.5
});
newEnemy.x = Math.random() * 2048;
newEnemy.y = Math.random() * 500;
game.addChild(newEnemy);
enemies.push(newEnemy);
}
}
var background = LK.getAsset('Background', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChild(background);
LK.playMusic('Background_music');
var player = LK.getAsset('Player', {
anchorX: 0.5,
anchorY: 0.5
});
player.x = 2048 / 2;
player.y = 2732 - player.height;
game.addChild(player);
var enemy = LK.getAsset('Enemy', {
anchorX: 0.5,
anchorY: 0.5
});
enemy.x = 2048 / 2;
enemy.y = enemy.height;
game.addChild(enemy);
var portal = LK.getAsset('Portal', {
anchorX: 0.5,
anchorY: 0.5
});
portal.x = 2048 / 2;
portal.y = 2732 / 2;
game.addChild(portal);
var aim = LK.getAsset('Aim', {
anchorX: 0.5,
anchorY: 0.5
});
aim.x = player.x;
aim.y = player.y - player.height / 2;
game.addChild(aim);
var portalOpen = LK.getAsset('Portal_open', {
anchorX: 0.5,
anchorY: 0.5
});
portalOpen.x = 2048 / 2;
portalOpen.y = 2732 / 2 + 100;
portalOpen.visible = false; // Initially hide the open portal
game.addChild(portalOpen);
var currentStage = 1;
var enemies = [];
var bullets = [];
function shootBullet() {
var bullet = LK.getAsset('Bullet', {
anchorX: 0.5,
anchorY: 0.5
});
bullet.x = player.x;
bullet.y = player.y - player.height / 2;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('Shoot').play();
}
game.down = function (x, y, obj) {
shootBullet();
player.x = x;
player.y = y;
};
game.update = function () {
// Enemy follows the player
enemies.forEach(function (enemy) {
var dx = player.x - enemy.x;
var dy = player.y - enemy.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
// Only move if the enemy is not too close
enemy.x += dx / distance * 2; // Move enemy towards player
enemy.y += dy / distance * 2;
}
});
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].y -= 10;
if (bullets[i].y < 0) {
bullets[i].destroy();
bullets.splice(i, 1);
} else {
for (var j = enemies.length - 1; j >= 0; j--) {
if (bullets[i].intersects(enemies[j])) {
bullets[i].destroy();
bullets.splice(i, 1);
enemies[j].destroy(); // Destroy the correct enemy
enemies.splice(j, 1); // Remove the correct enemy from the array
break; // Exit the loop once the bullet hits an enemy
}
}
if (enemies.length === 0) {
portal.visible = false; // Hide the closed portal
portalOpen.visible = true; // Show the open portal
}
LK.setScore(LK.getScore() + 100); // Increase score by 100
// Check if player is hit by any enemy
enemies.forEach(function (enemy) {
if (enemy.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red
LK.showGameOver(); // Show game over screen
return; // Stop further processing in this update
}
});
// Automatically move player to open portal if all enemies are defeated
if (!portal.visible && portalOpen.visible) {
var portalDx = portalOpen.x - player.x;
var portalDy = portalOpen.y - player.y;
var portalDistance = Math.sqrt(portalDx * portalDx + portalDy * portalDy);
if (portalDistance > 5) {
player.x += portalDx / portalDistance * 5; // Move player towards open portal faster
player.y += portalDy / portalDistance * 5;
}
}
if (player.intersects(portalOpen)) {
// Player reached the portal, proceed to the next stage
currentStage++;
startStage(currentStage);
}
}
}
};
character with a gun looking from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Bullet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
background of an abandoned street. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.