/**** * 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 = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Hero rocket launcher 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; if (self.y < 0) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Tank class var Tank = Container.expand(function () { var self = Container.call(this); var tankGraphics = self.attachAsset('tank', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Update logic for tank }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); heroBullets.push(bullet); }; }); /**** * 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 enemies = []; var score = 0; // Create tank instance var tank = new Tank(); tank.x = 2048 / 2; tank.y = 2732 - 200; game.addChild(tank); // Create score text var 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 tank tank.update(); // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); if (heroBullets[i].intersects(enemies)) { heroBullets[i].destroy(); heroBullets.splice(i, 1); score += 10; scoreTxt.setText(score); } } // Update enemy bullets for (var j = enemyBullets.length - 1; j >= 0; j--) { enemyBullets[j].update(); if (enemyBullets[j].intersects(tank)) { enemyBullets[j].destroy(); enemyBullets.splice(j, 1); LK.showGameOver(); } } // Update enemies for (var k = enemies.length - 1; k >= 0; k--) { enemies[k].update(); if (enemies[k].intersects(tank)) { enemies[k].destroy(); enemies.splice(k, 1); LK.showGameOver(); } } // Spawn new enemies if (LK.ticks % 60 == 0) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; game.addChild(enemy); enemies.push(enemy); } }; // Handle touch events game.down = function (x, y, obj) { tank.shoot(); }; game.move = function (x, y, obj) { tank.x = x; tank.y = y; }; game.up = function (x, y, obj) { // No action needed on touch up };
===================================================================
--- original.js
+++ change.js
@@ -1,83 +1,83 @@
-/****
+/****
* 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 = 3;
- 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 = 3;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732) {
+ self.destroy();
+ }
+ };
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('enemyBullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10;
- self.update = function () {
- self.y += self.speed;
- if (self.y > 2732) {
- self.destroy();
- }
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732) {
+ self.destroy();
+ }
+ };
});
-// HeroBullet class
+// Hero rocket launcher
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;
- if (self.y < 0) {
- self.destroy();
- }
- };
+ 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;
+ if (self.y < 0) {
+ self.destroy();
+ }
+ };
});
//<Assets used in the game will automatically appear here>
// Tank class
var Tank = Container.expand(function () {
- var self = Container.call(this);
- var tankGraphics = self.attachAsset('tank', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5;
- self.update = function () {
- // Update logic for tank
- };
- self.shoot = function () {
- var bullet = new HeroBullet();
- bullet.x = self.x;
- bullet.y = self.y;
- game.addChild(bullet);
- heroBullets.push(bullet);
- };
+ var self = Container.call(this);
+ var tankGraphics = self.attachAsset('tank', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.update = function () {
+ // Update logic for tank
+ };
+ self.shoot = function () {
+ var bullet = new HeroBullet();
+ bullet.x = self.x;
+ bullet.y = self.y;
+ game.addChild(bullet);
+ heroBullets.push(bullet);
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize arrays and variables
var heroBullets = [];
var enemyBullets = [];
var enemies = [];
@@ -88,61 +88,61 @@
tank.y = 2732 - 200;
game.addChild(tank);
// Create score text
var scoreTxt = new Text2('0', {
- size: 150,
- fill: "#ffffff"
+ size: 150,
+ fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle game updates
game.update = function () {
- // Update tank
- tank.update();
- // Update hero bullets
- for (var i = heroBullets.length - 1; i >= 0; i--) {
- heroBullets[i].update();
- if (heroBullets[i].intersects(enemies)) {
- heroBullets[i].destroy();
- heroBullets.splice(i, 1);
- score += 10;
- scoreTxt.setText(score);
- }
- }
- // Update enemy bullets
- for (var j = enemyBullets.length - 1; j >= 0; j--) {
- enemyBullets[j].update();
- if (enemyBullets[j].intersects(tank)) {
- enemyBullets[j].destroy();
- enemyBullets.splice(j, 1);
- LK.showGameOver();
- }
- }
- // Update enemies
- for (var k = enemies.length - 1; k >= 0; k--) {
- enemies[k].update();
- if (enemies[k].intersects(tank)) {
- enemies[k].destroy();
- enemies.splice(k, 1);
- LK.showGameOver();
- }
- }
- // Spawn new enemies
- if (LK.ticks % 60 == 0) {
- var enemy = new Enemy();
- enemy.x = Math.random() * 2048;
- enemy.y = 0;
- game.addChild(enemy);
- enemies.push(enemy);
- }
+ // Update tank
+ tank.update();
+ // Update hero bullets
+ for (var i = heroBullets.length - 1; i >= 0; i--) {
+ heroBullets[i].update();
+ if (heroBullets[i].intersects(enemies)) {
+ heroBullets[i].destroy();
+ heroBullets.splice(i, 1);
+ score += 10;
+ scoreTxt.setText(score);
+ }
+ }
+ // Update enemy bullets
+ for (var j = enemyBullets.length - 1; j >= 0; j--) {
+ enemyBullets[j].update();
+ if (enemyBullets[j].intersects(tank)) {
+ enemyBullets[j].destroy();
+ enemyBullets.splice(j, 1);
+ LK.showGameOver();
+ }
+ }
+ // Update enemies
+ for (var k = enemies.length - 1; k >= 0; k--) {
+ enemies[k].update();
+ if (enemies[k].intersects(tank)) {
+ enemies[k].destroy();
+ enemies.splice(k, 1);
+ LK.showGameOver();
+ }
+ }
+ // Spawn new enemies
+ if (LK.ticks % 60 == 0) {
+ var enemy = new Enemy();
+ enemy.x = Math.random() * 2048;
+ enemy.y = 0;
+ game.addChild(enemy);
+ enemies.push(enemy);
+ }
};
// Handle touch events
game.down = function (x, y, obj) {
- tank.shoot();
+ tank.shoot();
};
game.move = function (x, y, obj) {
- tank.x = x;
- tank.y = y;
+ tank.x = x;
+ tank.y = y;
};
game.up = function (x, y, obj) {
- // No action needed on touch up
+ // No action needed on touch up
};
\ No newline at end of file