/****
* 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
};