/**** * Classes ****/ // Define the Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('ball', { 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> // Define the Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = Math.random() * 10 - 5; self.speedY = Math.random() * 10 - 5; self.update = function () { self.x += self.speedX; self.y += self.speedY; if (self.x < 0 || self.x > 2048) { self.speedX *= -1; } if (self.y < 0 || self.y > 2732) { self.speedY *= -1; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays for bullets var bullets = []; // Function to shoot bullets function shootBullet() { // Play shooting sound LK.getSound('shoot').play(); var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); } // Add event listener for shooting game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; // Initialize background var background = game.attachAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Initialize player var player = new Container(); var playerGraphics = player.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); player.x = 1024; player.y = 1366; game.addChild(player); // Add event listeners for player movement var dragNode = null; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.move = function (x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } }; game.up = function (x, y, obj) { dragNode = null; }; function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; shootBullet(); if (!enemies || enemies.length === 0) { return; } for (var i = 0; i < enemies.length; i++) { if (dragNode && dragNode.intersects(enemies[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } } // Initialize enemies var enemies = []; for (var i = 0; i < 10; i++) { var enemy = game.addChild(new Enemy()); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; enemies.push(enemy); } // Initialize arrays for bullets // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -50; enemies.push(enemy); game.addChild(enemy); } // Update game state game.update = function () { // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); // Check for collisions with bullets if (!bullets || bullets.length === 0) { return; } for (var j = bullets.length - 1; j >= 0; j--) { if (enemies[i].intersects(bullets[j])) { enemies[i].destroy(); bullets[j].destroy(); enemies.splice(i, 1); bullets.splice(j, 1); break; } } // Check for collisions with player if (!player) { return; } if (player && enemies[i].intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Check if all enemies are destroyed if (enemies.length === 0) { LK.effects.flashScreen(0x00ff00, 1000); // Flash screen green to indicate victory // Display game over asset var gameOverAsset = LK.getAsset('gameOver', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(gameOverAsset); LK.showGameOver(); // Show game over screen return; } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].y < 0) { bullets[i].destroy(); bullets.splice(i, 1); } } // Spawn enemies periodically if (LK.ticks % 60 == 0) { spawnEnemy(); } };
/****
* Classes
****/
// Define the Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('ball', {
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>
// Define the Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = Math.random() * 10 - 5;
self.speedY = Math.random() * 10 - 5;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
if (self.x < 0 || self.x > 2048) {
self.speedX *= -1;
}
if (self.y < 0 || self.y > 2732) {
self.speedY *= -1;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays for bullets
var bullets = [];
// Function to shoot bullets
function shootBullet() {
// Play shooting sound
LK.getSound('shoot').play();
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y;
bullets.push(bullet);
game.addChild(bullet);
}
// Add event listener for shooting
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
};
// Initialize background
var background = game.attachAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
// Initialize player
var player = new Container();
var playerGraphics = player.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
player.x = 1024;
player.y = 1366;
game.addChild(player);
// Add event listeners for player movement
var dragNode = null;
game.down = function (x, y, obj) {
dragNode = player;
handleMove(x, y, obj);
};
game.move = function (x, y, obj) {
if (dragNode) {
dragNode.x = x;
dragNode.y = y;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
function handleMove(x, y, obj) {
if (dragNode) {
dragNode.x = x;
dragNode.y = y;
shootBullet();
if (!enemies || enemies.length === 0) {
return;
}
for (var i = 0; i < enemies.length; i++) {
if (dragNode && dragNode.intersects(enemies[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
}
}
// Initialize enemies
var enemies = [];
for (var i = 0; i < 10; i++) {
var enemy = game.addChild(new Enemy());
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 2732;
enemies.push(enemy);
}
// Initialize arrays for bullets
// Function to spawn enemies
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -50;
enemies.push(enemy);
game.addChild(enemy);
}
// Update game state
game.update = function () {
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
// Check for collisions with bullets
if (!bullets || bullets.length === 0) {
return;
}
for (var j = bullets.length - 1; j >= 0; j--) {
if (enemies[i].intersects(bullets[j])) {
enemies[i].destroy();
bullets[j].destroy();
enemies.splice(i, 1);
bullets.splice(j, 1);
break;
}
}
// Check for collisions with player
if (!player) {
return;
}
if (player && enemies[i].intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Check if all enemies are destroyed
if (enemies.length === 0) {
LK.effects.flashScreen(0x00ff00, 1000); // Flash screen green to indicate victory
// Display game over asset
var gameOverAsset = LK.getAsset('gameOver', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
});
game.addChild(gameOverAsset);
LK.showGameOver(); // Show game over screen
return;
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
bullets[i].update();
if (bullets[i].y < 0) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Spawn enemies periodically
if (LK.ticks % 60 == 0) {
spawnEnemy();
}
};
Enemy fire bluno.
Bluno ball.
Royal Market of Bluno.
girl shooting on fire blunos with blue ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Teen girl with blonde hair, full body, 1 body. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.