/**** * 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(); } } };
/****
* 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();
}
}
};