/****
* Classes
****/
// Bullet class for projectiles
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15;
self.update = function () {
self.y -= self.speed;
};
});
// Enemy class representing AI foes
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 () {
// Update logic for the enemy
};
});
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Hunter class representing the player's character
var Hunter = Container.expand(function () {
var self = Container.call(this);
var hunterGraphics = self.attachAsset('hunter', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.direction = 0; // 0 - right, 1 - left, 2 - up, 3 - down
self.update = function () {
// Update logic for the hunter
switch (self.direction) {
case 0:
self.x += self.speed;
break;
case 1:
self.x -= self.speed;
break;
case 2:
self.y -= self.speed;
break;
case 3:
self.y += self.speed;
break;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var hunter = game.addChild(new Hunter());
hunter.x = 2048 / 2;
hunter.y = 2732 - 200;
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);
}
// Function to handle shooting
function shootBullet() {
var bullet = new Bullet();
bullet.x = hunter.x;
bullet.y = hunter.y;
bullets.push(bullet);
game.addChild(bullet);
}
// Game update loop
game.update = function () {
// Update hunter
hunter.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < 0) {
bullets[j].destroy();
bullets.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();
bullets.splice(k, 1);
enemies[l].destroy();
enemies.splice(l, 1);
break;
}
}
}
};
// Event listeners for player input
game.down = function (x, y, obj) {
if (x > hunter.x) {
hunter.direction = 0;
} else if (x < hunter.x) {
hunter.direction = 1;
} else if (y < hunter.y) {
hunter.direction = 2;
} else if (y > hunter.y) {
hunter.direction = 3;
}
};
game.move = function (x, y, obj) {
if (x > hunter.x) {
hunter.direction = 0;
} else if (x < hunter.x) {
hunter.direction = 1;
} else if (y < hunter.y) {
hunter.direction = 2;
} else if (y > hunter.y) {
hunter.direction = 3;
}
};
// Set interval to spawn enemies
LK.setInterval(spawnEnemy, 2000);
// Set interval to shoot bullets
LK.setInterval(shootBullet, 500); /****
* Classes
****/
// Bullet class for projectiles
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15;
self.update = function () {
self.y -= self.speed;
};
});
// Enemy class representing AI foes
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 () {
// Update logic for the enemy
};
});
// Assets will be automatically created and loaded by the LK engine based on their usage in the code.
// Hunter class representing the player's character
var Hunter = Container.expand(function () {
var self = Container.call(this);
var hunterGraphics = self.attachAsset('hunter', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.direction = 0; // 0 - right, 1 - left, 2 - up, 3 - down
self.update = function () {
// Update logic for the hunter
switch (self.direction) {
case 0:
self.x += self.speed;
break;
case 1:
self.x -= self.speed;
break;
case 2:
self.y -= self.speed;
break;
case 3:
self.y += self.speed;
break;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var hunter = game.addChild(new Hunter());
hunter.x = 2048 / 2;
hunter.y = 2732 - 200;
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);
}
// Function to handle shooting
function shootBullet() {
var bullet = new Bullet();
bullet.x = hunter.x;
bullet.y = hunter.y;
bullets.push(bullet);
game.addChild(bullet);
}
// Game update loop
game.update = function () {
// Update hunter
hunter.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
if (bullets[j].y < 0) {
bullets[j].destroy();
bullets.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();
bullets.splice(k, 1);
enemies[l].destroy();
enemies.splice(l, 1);
break;
}
}
}
};
// Event listeners for player input
game.down = function (x, y, obj) {
if (x > hunter.x) {
hunter.direction = 0;
} else if (x < hunter.x) {
hunter.direction = 1;
} else if (y < hunter.y) {
hunter.direction = 2;
} else if (y > hunter.y) {
hunter.direction = 3;
}
};
game.move = function (x, y, obj) {
if (x > hunter.x) {
hunter.direction = 0;
} else if (x < hunter.x) {
hunter.direction = 1;
} else if (y < hunter.y) {
hunter.direction = 2;
} else if (y > hunter.y) {
hunter.direction = 3;
}
};
// Set interval to spawn enemies
LK.setInterval(spawnEnemy, 2000);
// Set interval to shoot bullets
LK.setInterval(shootBullet, 500);