/****
* Classes
****/
// Define the Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.createAsset('playerCar', 'Player car', 0.5, 0.5);
self.speed = 5;
self.moveLeft = function () {
self.x = Math.max(self.width / 2, self.x - self.speed);
};
self.moveRight = function () {
self.x = Math.min(2048 - self.width / 2, self.x + self.speed);
};
});
// Define the Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.createAsset('enemyCar', 'Enemy car', 0.5, 0.5);
self.speed = 3;
self.update = function () {
self.y += self.speed;
};
});
// Define the Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('bullet', 'Bullet', 0.5, 1);
self.speed = -10;
self.move = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize important asset arrays
var enemies = [];
var bullets = [];
var player;
// Initialize the player
player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - player.height;
// Handle touch events for player movement
function handleTouch(obj) {
var touchPos = obj.event.getLocalPosition(game);
if (touchPos.x < 2048 / 2) {
player.moveLeft();
} else {
player.moveRight();
}
}
game.on('down', handleTouch);
// Game tick event
LK.on('tick', function () {
// Update player
player.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].move();
if (bullets[j].y < 0) {
bullets[j].destroy();
bullets.splice(j, 1);
}
}
// Check for collisions between bullets and enemies
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemies[l])) {
bullets[k].destroy();
bullets.splice(k, 1);
enemies[l].destroy();
enemies.splice(l, 1);
break;
}
}
}
// Spawn enemies
if (LK.ticks % 120 == 0) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2;
newEnemy.y = -newEnemy.height;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
// Fire bullets
if (LK.ticks % 30 == 0) {
var newBullet = new Bullet();
newBullet.x = player.x;
newBullet.y = player.y - player.height / 2;
bullets.push(newBullet);
game.addChild(newBullet);
}
}); /****
* Classes
****/
// Define the Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.createAsset('playerCar', 'Player car', 0.5, 0.5);
self.speed = 5;
self.moveLeft = function () {
self.x = Math.max(self.width / 2, self.x - self.speed);
};
self.moveRight = function () {
self.x = Math.min(2048 - self.width / 2, self.x + self.speed);
};
});
// Define the Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.createAsset('enemyCar', 'Enemy car', 0.5, 0.5);
self.speed = 3;
self.update = function () {
self.y += self.speed;
};
});
// Define the Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('bullet', 'Bullet', 0.5, 1);
self.speed = -10;
self.move = function () {
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize important asset arrays
var enemies = [];
var bullets = [];
var player;
// Initialize the player
player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - player.height;
// Handle touch events for player movement
function handleTouch(obj) {
var touchPos = obj.event.getLocalPosition(game);
if (touchPos.x < 2048 / 2) {
player.moveLeft();
} else {
player.moveRight();
}
}
game.on('down', handleTouch);
// Game tick event
LK.on('tick', function () {
// Update player
player.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].y > 2732) {
enemies[i].destroy();
enemies.splice(i, 1);
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].move();
if (bullets[j].y < 0) {
bullets[j].destroy();
bullets.splice(j, 1);
}
}
// Check for collisions between bullets and enemies
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
if (bullets[k].intersects(enemies[l])) {
bullets[k].destroy();
bullets.splice(k, 1);
enemies[l].destroy();
enemies.splice(l, 1);
break;
}
}
}
// Spawn enemies
if (LK.ticks % 120 == 0) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * (2048 - newEnemy.width) + newEnemy.width / 2;
newEnemy.y = -newEnemy.height;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
// Fire bullets
if (LK.ticks % 30 == 0) {
var newBullet = new Bullet();
newBullet.x = player.x;
newBullet.y = player.y - player.height / 2;
bullets.push(newBullet);
game.addChild(newBullet);
}
});