/****
* 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.speed = 5;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Ninja class
var Ninja = Container.expand(function () {
var self = Container.call(this);
var ninjaGraphics = self.attachAsset('ninja', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Ninja update logic
};
self.move = function (x, y) {
self.x = x;
self.y = y;
};
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Obstacle update logic
};
});
// Weapon class
var Weapon = Container.expand(function () {
var self = Container.call(this);
var weaponGraphics = self.attachAsset('weapon', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15;
self.update = function () {
self.y -= self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize variables
var ninja;
var enemies = [];
var obstacles = [];
var weapons = [];
var scoreTxt;
var score = 0;
// Initialize game elements
function initGame() {
ninja = game.addChild(new Ninja());
ninja.x = 2048 / 2;
ninja.y = 2732 - 200;
scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Spawn enemies and obstacles
LK.setInterval(spawnEnemy, 1000);
LK.setInterval(spawnObstacle, 2000);
}
// Spawn enemy
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -100;
enemies.push(enemy);
game.addChild(enemy);
}
// Spawn obstacle
function spawnObstacle() {
var obstacle = new Obstacle();
obstacle.x = Math.random() * 2048;
obstacle.y = Math.random() * 2732;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Handle game updates
game.update = function () {
// Update ninja
ninja.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (ninja.intersects(enemies[i])) {
gameOver();
}
}
// Update obstacles
for (var j = obstacles.length - 1; j >= 0; j--) {
obstacles[j].update();
if (ninja.intersects(obstacles[j])) {
gameOver();
}
}
// Update weapons
for (var k = weapons.length - 1; k >= 0; k--) {
weapons[k].update();
for (var i = enemies.length - 1; i >= 0; i--) {
if (weapons[k].intersects(enemies[i])) {
enemies[i].destroy();
weapons[k].destroy();
enemies.splice(i, 1);
weapons.splice(k, 1);
score += 10;
break;
}
}
}
// Update score
scoreTxt.setText(score);
};
// Handle game over
function gameOver() {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Handle touch/mouse events
game.down = function (x, y, obj) {
ninja.move(x, y);
var weapon = new Weapon();
weapon.x = ninja.x;
weapon.y = ninja.y - 50;
weapons.push(weapon);
game.addChild(weapon);
};
game.move = function (x, y, obj) {
ninja.move(x, y);
};
game.up = function (x, y, obj) {
// No action needed on up event
};
// Initialize game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -1,132 +1,167 @@
-/****
+/****
* 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.speed = 5;
- self.update = function () {
- self.y += self.speed;
- if (self.y > 2732) {
- self.destroy();
- }
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732) {
+ self.destroy();
+ }
+ };
});
//<Assets used in the game will automatically appear here>
// Ninja class
var Ninja = Container.expand(function () {
- var self = Container.call(this);
- var ninjaGraphics = self.attachAsset('ninja', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10;
- self.update = function () {
- // Ninja update logic
- };
- self.move = function (x, y) {
- self.x = x;
- self.y = y;
- };
+ var self = Container.call(this);
+ var ninjaGraphics = self.attachAsset('ninja', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.update = function () {
+ // Ninja update logic
+ };
+ self.move = function (x, y) {
+ self.x = x;
+ self.y = y;
+ };
});
// Obstacle class
var Obstacle = Container.expand(function () {
- var self = Container.call(this);
- var obstacleGraphics = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.update = function () {
- // Obstacle update logic
- };
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.update = function () {
+ // Obstacle update logic
+ };
});
+// Weapon class
+var Weapon = Container.expand(function () {
+ var self = Container.call(this);
+ var weaponGraphics = self.attachAsset('weapon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 15;
+ self.update = function () {
+ self.y -= self.speed;
+ if (self.y < 0) {
+ self.destroy();
+ }
+ };
+});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize variables
var ninja;
var enemies = [];
var obstacles = [];
+var weapons = [];
var scoreTxt;
var score = 0;
// Initialize game elements
function initGame() {
- ninja = game.addChild(new Ninja());
- ninja.x = 2048 / 2;
- ninja.y = 2732 - 200;
- scoreTxt = new Text2('0', {
- size: 150,
- fill: "#ffffff"
- });
- scoreTxt.anchor.set(0.5, 0);
- LK.gui.top.addChild(scoreTxt);
- // Spawn enemies and obstacles
- LK.setInterval(spawnEnemy, 1000);
- LK.setInterval(spawnObstacle, 2000);
+ ninja = game.addChild(new Ninja());
+ ninja.x = 2048 / 2;
+ ninja.y = 2732 - 200;
+ scoreTxt = new Text2('0', {
+ size: 150,
+ fill: "#ffffff"
+ });
+ scoreTxt.anchor.set(0.5, 0);
+ LK.gui.top.addChild(scoreTxt);
+ // Spawn enemies and obstacles
+ LK.setInterval(spawnEnemy, 1000);
+ LK.setInterval(spawnObstacle, 2000);
}
// Spawn enemy
function spawnEnemy() {
- var enemy = new Enemy();
- enemy.x = Math.random() * 2048;
- enemy.y = -100;
- enemies.push(enemy);
- game.addChild(enemy);
+ var enemy = new Enemy();
+ enemy.x = Math.random() * 2048;
+ enemy.y = -100;
+ enemies.push(enemy);
+ game.addChild(enemy);
}
// Spawn obstacle
function spawnObstacle() {
- var obstacle = new Obstacle();
- obstacle.x = Math.random() * 2048;
- obstacle.y = Math.random() * 2732;
- obstacles.push(obstacle);
- game.addChild(obstacle);
+ var obstacle = new Obstacle();
+ obstacle.x = Math.random() * 2048;
+ obstacle.y = Math.random() * 2732;
+ obstacles.push(obstacle);
+ game.addChild(obstacle);
}
// Handle game updates
game.update = function () {
- // Update ninja
- ninja.update();
- // Update enemies
- for (var i = enemies.length - 1; i >= 0; i--) {
- enemies[i].update();
- if (ninja.intersects(enemies[i])) {
- gameOver();
- }
- }
- // Update obstacles
- for (var j = obstacles.length - 1; j >= 0; j--) {
- obstacles[j].update();
- if (ninja.intersects(obstacles[j])) {
- gameOver();
- }
- }
- // Update score
- scoreTxt.setText(score);
+ // Update ninja
+ ninja.update();
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ enemies[i].update();
+ if (ninja.intersects(enemies[i])) {
+ gameOver();
+ }
+ }
+ // Update obstacles
+ for (var j = obstacles.length - 1; j >= 0; j--) {
+ obstacles[j].update();
+ if (ninja.intersects(obstacles[j])) {
+ gameOver();
+ }
+ }
+ // Update weapons
+ for (var k = weapons.length - 1; k >= 0; k--) {
+ weapons[k].update();
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ if (weapons[k].intersects(enemies[i])) {
+ enemies[i].destroy();
+ weapons[k].destroy();
+ enemies.splice(i, 1);
+ weapons.splice(k, 1);
+ score += 10;
+ break;
+ }
+ }
+ }
+ // Update score
+ scoreTxt.setText(score);
};
// Handle game over
function gameOver() {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
}
// Handle touch/mouse events
game.down = function (x, y, obj) {
- ninja.move(x, y);
+ ninja.move(x, y);
+ var weapon = new Weapon();
+ weapon.x = ninja.x;
+ weapon.y = ninja.y - 50;
+ weapons.push(weapon);
+ game.addChild(weapon);
};
game.move = function (x, y, obj) {
- ninja.move(x, y);
+ ninja.move(x, y);
};
game.up = function (x, y, obj) {
- // No action needed on up event
+ // No action needed on up event
};
// Initialize game
initGame();
\ No newline at end of file