/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.shoot = function () { var newBullet = new EnemyBullet(); newBullet.x = self.x; newBullet.y = self.y; enemyBullets.push(newBullet); game.addChild(newBullet); }; }); // Bullet class for enemy bullets var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; }; }); // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.shoot = function () { var newBullet = new HeroBullet(); newBullet.x = self.x; newBullet.y = self.y; heroBullets.push(newBullet); game.addChild(newBullet); }; }); // Assets will be automatically created and loaded during gameplay // Bullet class for hero bullets var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var heroBullets = []; var enemyBullets = []; var hero; var enemy; var scoreTxt; // Initialize hero hero = new Hero(); hero.x = 2048 / 2; hero.y = 2732 - 200; game.addChild(hero); // Initialize enemy enemy = new Enemy(); enemy.x = 2048 / 2; enemy.y = 200; game.addChild(enemy); // Initialize score text scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Handle game updates game.update = function () { // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); if (heroBullets[i].y < -50) { heroBullets[i].destroy(); heroBullets.splice(i, 1); } } // Update enemy bullets for (var j = enemyBullets.length - 1; j >= 0; j--) { enemyBullets[j].update(); if (enemyBullets[j].y > 2732 + 50) { enemyBullets[j].destroy(); enemyBullets.splice(j, 1); } } // Check for collisions for (var k = heroBullets.length - 1; k >= 0; k--) { if (heroBullets[k].intersects(enemy)) { heroBullets[k].destroy(); heroBullets.splice(k, 1); // Update score LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); } } for (var l = enemyBullets.length - 1; l >= 0; l--) { if (enemyBullets[l].intersects(hero)) { enemyBullets[l].destroy(); enemyBullets.splice(l, 1); // Flash screen red for 1 second to show game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Hero shooting if (LK.ticks % 20 == 0) { hero.shoot(); } // Enemy shooting if (LK.ticks % 60 == 0) { enemy.shoot(); } }; // Handle touch events for hero movement game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; game.down = function (x, y, obj) { hero.x = x; hero.y = y; }; game.up = function (x, y, obj) { // No action needed on touch up };
/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.shoot = function () {
var newBullet = new EnemyBullet();
newBullet.x = self.x;
newBullet.y = self.y;
enemyBullets.push(newBullet);
game.addChild(newBullet);
};
});
// Bullet class for enemy bullets
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
};
});
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.shoot = function () {
var newBullet = new HeroBullet();
newBullet.x = self.x;
newBullet.y = self.y;
heroBullets.push(newBullet);
game.addChild(newBullet);
};
});
// Assets will be automatically created and loaded during gameplay
// Bullet class for hero bullets
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var heroBullets = [];
var enemyBullets = [];
var hero;
var enemy;
var scoreTxt;
// Initialize hero
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
// Initialize enemy
enemy = new Enemy();
enemy.x = 2048 / 2;
enemy.y = 200;
game.addChild(enemy);
// Initialize score text
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle game updates
game.update = function () {
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
if (heroBullets[i].y < -50) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
}
}
// Update enemy bullets
for (var j = enemyBullets.length - 1; j >= 0; j--) {
enemyBullets[j].update();
if (enemyBullets[j].y > 2732 + 50) {
enemyBullets[j].destroy();
enemyBullets.splice(j, 1);
}
}
// Check for collisions
for (var k = heroBullets.length - 1; k >= 0; k--) {
if (heroBullets[k].intersects(enemy)) {
heroBullets[k].destroy();
heroBullets.splice(k, 1);
// Update score
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
}
}
for (var l = enemyBullets.length - 1; l >= 0; l--) {
if (enemyBullets[l].intersects(hero)) {
enemyBullets[l].destroy();
enemyBullets.splice(l, 1);
// Flash screen red for 1 second to show game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Hero shooting
if (LK.ticks % 20 == 0) {
hero.shoot();
}
// Enemy shooting
if (LK.ticks % 60 == 0) {
enemy.shoot();
}
};
// Handle touch events for hero movement
game.move = function (x, y, obj) {
hero.x = x;
hero.y = y;
};
game.down = function (x, y, obj) {
hero.x = x;
hero.y = y;
};
game.up = function (x, y, obj) {
// No action needed on touch up
};