/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y -= self.speed; }; }); // 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 = 1.5; self.update = function () { // Move enemy horizontally self.x += self.speed; if (self.x > 2048 || self.x < 0) { self.speed *= -1; // Reverse direction when reaching screen edges } if (player.y < self.y) { self.y -= self.speed; } else { self.y += self.speed; } // Enemy shooting logic if (Math.random() < 0.01) { // Random chance to shoot var enemyBullet = new Bullet(); enemyBullet.x = self.x; enemyBullet.y = self.y; enemyBullet.speed = -10; // Bullets move towards the player game.addChild(enemyBullet); bullets.push(enemyBullet); } }; }); // Gun class var Gun = Container.expand(function () { var self = Container.call(this); self.ammo = 10; // Default ammo count self.reload = function () { self.ammo = 10; // Reload to full ammo }; self.shoot = function () { if (self.ammo > 0) { self.ammo--; return true; // Successful shot } return false; // Out of ammo }; }); // NewPlayer class var NewPlayer = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7; // New player has a different speed self.update = function () { // New player update logic }; self.move = function (x, y) { self.x = x; self.y = y; }; self.jump = function () { // Logic for jumping }; }); //<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 = 5; self.update = function () { // Player update logic }; self.move = function (x, y) { self.x = x; self.y = y; }; }); // Weapon class var Weapon = Container.expand(function () { var self = Container.call(this); self.ammo = 30; // Default ammo count for the weapon self.reload = function () { self.ammo = 30; // Reload to full ammo }; self.shoot = function () { if (self.ammo > 0) { self.ammo--; return true; // Successful shot } return false; // Out of ammo }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize players, enemies, and bullets var players = []; var enemies = []; var bullets = []; // Create new player and assign a gun var player = new NewPlayer(); player.x = 1024; player.y = 1366; game.addChild(player); players.push(player); // Assign a weapon to the player player.weapon = new Weapon(); // Create enemies for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1366; game.addChild(enemy); enemies.push(enemy); } // Handle player movement game.move = function (x, y, obj) { player.move(x, y); }; // Handle shooting game.down = function (x, y, obj) { if (player.weapon.shoot()) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; game.addChild(bullet); bullets.push(bullet); } else { console.log("Out of ammo! Reload!"); } }; // Handle enemy shooting for (var j = 0; j < enemies.length; j++) { if (Math.random() < 0.01) { // Random chance to shoot var enemyBullet = new Bullet(); enemyBullet.x = enemies[j].x; enemyBullet.y = enemies[j].y; enemyBullet.speed = 10; // Bullets move towards the player game.addChild(enemyBullet); bullets.push(enemyBullet); } } // Update game state game.update = function () { // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].y < 0 || bullets[i].y > 2732) { bullets[i].destroy(); bullets.splice(i, 1); } else if (player.intersects(bullets[i]) && bullets[i].speed > 0) { // Handle player being hit by enemy bullet LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); bullets[i].destroy(); bullets.splice(i, 1); } else { for (var j = 0; j < enemies.length; j++) { if (enemies[j].intersects(bullets[i]) && bullets[i].speed < 0) { // Handle enemy being hit by player bullet enemies[j].destroy(); bullets[i].destroy(); bullets.splice(i, 1); break; } } } } // Update enemies for (var j = 0; j < enemies.length; j++) { enemies[j].update(); if (player.intersects(enemies[j])) { // Handle player-enemy collision LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } };
===================================================================
--- original.js
+++ change.js
@@ -156,22 +156,44 @@
} else {
console.log("Out of ammo! Reload!");
}
};
+// Handle enemy shooting
+for (var j = 0; j < enemies.length; j++) {
+ if (Math.random() < 0.01) {
+ // Random chance to shoot
+ var enemyBullet = new Bullet();
+ enemyBullet.x = enemies[j].x;
+ enemyBullet.y = enemies[j].y;
+ enemyBullet.speed = 10; // Bullets move towards the player
+ game.addChild(enemyBullet);
+ bullets.push(enemyBullet);
+ }
+}
// Update game state
game.update = function () {
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < 0 || bullets[i].y > 2732) {
bullets[i].destroy();
bullets.splice(i, 1);
- } else if (player.intersects(bullets[i])) {
+ } else if (player.intersects(bullets[i]) && bullets[i].speed > 0) {
// Handle player being hit by enemy bullet
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
bullets[i].destroy();
bullets.splice(i, 1);
+ } else {
+ for (var j = 0; j < enemies.length; j++) {
+ if (enemies[j].intersects(bullets[i]) && bullets[i].speed < 0) {
+ // Handle enemy being hit by player bullet
+ enemies[j].destroy();
+ bullets[i].destroy();
+ bullets.splice(i, 1);
+ break;
+ }
+ }
}
}
// Update enemies
for (var j = 0; j < enemies.length; j++) {