/****
* 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