/**** * 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 = 3; self.update = function () { // Move enemy towards player if (player.x < self.x) { self.x -= self.speed; } else { self.x += self.speed; } 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; }; }); /**** * 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 gun to the player player.gun = new Gun(); // 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.gun.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!"); } }; // 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])) { // Handle player being hit by enemy bullet LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); bullets[i].destroy(); bullets.splice(i, 1); } } // 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
@@ -21,9 +21,29 @@
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
- // Enemy update logic
+ // Move enemy towards player
+ if (player.x < self.x) {
+ self.x -= self.speed;
+ } else {
+ self.x += self.speed;
+ }
+ 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 () {
@@ -127,11 +147,17 @@
game.update = function () {
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
- if (bullets[i].y < 0) {
+ if (bullets[i].y < 0 || bullets[i].y > 2732) {
bullets[i].destroy();
bullets.splice(i, 1);
+ } else if (player.intersects(bullets[i])) {
+ // Handle player being hit by enemy bullet
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ bullets[i].destroy();
+ bullets.splice(i, 1);
}
}
// Update enemies
for (var j = 0; j < enemies.length; j++) {