/**** * Classes ****/ // Bullet class for projectiles fired by towers var Bullet = Container.expand(function (startX, startY, target) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.target = target; self.x = startX; self.y = startY; self.update = function () { var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { self.target.hit(); self.destroy(); } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; }); // Enemy class for the creatures attacking the realm var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.health = 100; self.update = function () { self.x -= self.speed; if (self.x < 0) { // Enemy reached the end, game over logic LK.showGameOver(); } }; self.hit = function () { self.health -= 50; if (self.health <= 0) { self.destroy(); enemies.splice(enemies.indexOf(self), 1); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Tower class to represent defense towers var Tower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); self.range = 300; self.fireRate = 60; // Fire every 60 frames self.fireCooldown = 0; self.update = function () { if (self.fireCooldown > 0) { self.fireCooldown--; } }; self.canFire = function () { return self.fireCooldown === 0; }; self.fire = function (target) { if (self.canFire()) { var bullet = new Bullet(self.x, self.y, target); game.addChild(bullet); bullets.push(bullet); self.fireCooldown = self.fireRate; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundImage: 'green_meadow' }); /**** * Game Code ****/ // Initialize arrays and variables var towers = []; var bullets = []; var enemies = []; // Create and position towers function createTowers() { var tower1 = new Tower(); tower1.x = 500; tower1.y = 1366; game.addChild(tower1); towers.push(tower1); var tower2 = new Tower(); tower2.x = 1500; tower2.y = 1366; game.addChild(tower2); towers.push(tower2); } // Spawn enemies at intervals function spawnEnemy() { var enemy = new Enemy(); enemy.x = 2048; enemy.y = Math.random() * 2732; game.addChild(enemy); enemies.push(enemy); } // Game update loop game.update = function () { // Update towers towers.forEach(function (tower) { tower.update(); enemies.forEach(function (enemy) { if (tower.canFire() && Math.abs(tower.x - enemy.x) < tower.range) { tower.fire(enemy); } }); }); // Update bullets bullets.forEach(function (bullet) { bullet.update(); }); // Update enemies enemies.forEach(function (enemy) { enemy.update(); }); // Spawn enemies every 120 frames if (LK.ticks % 120 === 0) { spawnEnemy(); } }; // Initialize game elements createTowers();
===================================================================
--- original.js
+++ change.js
@@ -1,142 +1,142 @@
-/****
+/****
* Classes
-****/
+****/
// Bullet class for projectiles fired by towers
var Bullet = Container.expand(function (startX, startY, target) {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('bullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10;
- self.target = target;
- self.x = startX;
- self.y = startY;
- self.update = function () {
- var dx = self.target.x - self.x;
- var dy = self.target.y - self.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance < 10) {
- self.target.hit();
- self.destroy();
- } else {
- self.x += dx / distance * self.speed;
- self.y += dy / distance * self.speed;
- }
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.target = target;
+ self.x = startX;
+ self.y = startY;
+ self.update = function () {
+ var dx = self.target.x - self.x;
+ var dy = self.target.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance < 10) {
+ self.target.hit();
+ self.destroy();
+ } else {
+ self.x += dx / distance * self.speed;
+ self.y += dy / distance * self.speed;
+ }
+ };
});
// Enemy class for the creatures attacking the realm
var Enemy = Container.expand(function () {
- var self = Container.call(this);
- var enemyGraphics = self.attachAsset('enemy', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 2;
- self.health = 100;
- self.update = function () {
- self.x -= self.speed;
- if (self.x < 0) {
- // Enemy reached the end, game over logic
- LK.showGameOver();
- }
- };
- self.hit = function () {
- self.health -= 50;
- if (self.health <= 0) {
- self.destroy();
- enemies.splice(enemies.indexOf(self), 1);
- }
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.health = 100;
+ self.update = function () {
+ self.x -= self.speed;
+ if (self.x < 0) {
+ // Enemy reached the end, game over logic
+ LK.showGameOver();
+ }
+ };
+ self.hit = function () {
+ self.health -= 50;
+ if (self.health <= 0) {
+ self.destroy();
+ enemies.splice(enemies.indexOf(self), 1);
+ }
+ };
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Tower class to represent defense towers
var Tower = Container.expand(function () {
- var self = Container.call(this);
- var towerGraphics = self.attachAsset('tower', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.range = 300;
- self.fireRate = 60; // Fire every 60 frames
- self.fireCooldown = 0;
- self.update = function () {
- if (self.fireCooldown > 0) {
- self.fireCooldown--;
- }
- };
- self.canFire = function () {
- return self.fireCooldown === 0;
- };
- self.fire = function (target) {
- if (self.canFire()) {
- var bullet = new Bullet(self.x, self.y, target);
- game.addChild(bullet);
- bullets.push(bullet);
- self.fireCooldown = self.fireRate;
- }
- };
+ var self = Container.call(this);
+ var towerGraphics = self.attachAsset('tower', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.range = 300;
+ self.fireRate = 60; // Fire every 60 frames
+ self.fireCooldown = 0;
+ self.update = function () {
+ if (self.fireCooldown > 0) {
+ self.fireCooldown--;
+ }
+ };
+ self.canFire = function () {
+ return self.fireCooldown === 0;
+ };
+ self.fire = function (target) {
+ if (self.canFire()) {
+ var bullet = new Bullet(self.x, self.y, target);
+ game.addChild(bullet);
+ bullets.push(bullet);
+ self.fireCooldown = self.fireRate;
+ }
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundImage: 'green_meadow'
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize arrays and variables
var towers = [];
var bullets = [];
var enemies = [];
// Create and position towers
function createTowers() {
- var tower1 = new Tower();
- tower1.x = 500;
- tower1.y = 1366;
- game.addChild(tower1);
- towers.push(tower1);
- var tower2 = new Tower();
- tower2.x = 1500;
- tower2.y = 1366;
- game.addChild(tower2);
- towers.push(tower2);
+ var tower1 = new Tower();
+ tower1.x = 500;
+ tower1.y = 1366;
+ game.addChild(tower1);
+ towers.push(tower1);
+ var tower2 = new Tower();
+ tower2.x = 1500;
+ tower2.y = 1366;
+ game.addChild(tower2);
+ towers.push(tower2);
}
// Spawn enemies at intervals
function spawnEnemy() {
- var enemy = new Enemy();
- enemy.x = 2048;
- enemy.y = Math.random() * 2732;
- game.addChild(enemy);
- enemies.push(enemy);
+ var enemy = new Enemy();
+ enemy.x = 2048;
+ enemy.y = Math.random() * 2732;
+ game.addChild(enemy);
+ enemies.push(enemy);
}
// Game update loop
game.update = function () {
- // Update towers
- towers.forEach(function (tower) {
- tower.update();
- enemies.forEach(function (enemy) {
- if (tower.canFire() && Math.abs(tower.x - enemy.x) < tower.range) {
- tower.fire(enemy);
- }
- });
- });
- // Update bullets
- bullets.forEach(function (bullet) {
- bullet.update();
- });
- // Update enemies
- enemies.forEach(function (enemy) {
- enemy.update();
- });
- // Spawn enemies every 120 frames
- if (LK.ticks % 120 === 0) {
- spawnEnemy();
- }
+ // Update towers
+ towers.forEach(function (tower) {
+ tower.update();
+ enemies.forEach(function (enemy) {
+ if (tower.canFire() && Math.abs(tower.x - enemy.x) < tower.range) {
+ tower.fire(enemy);
+ }
+ });
+ });
+ // Update bullets
+ bullets.forEach(function (bullet) {
+ bullet.update();
+ });
+ // Update enemies
+ enemies.forEach(function (enemy) {
+ enemy.update();
+ });
+ // Spawn enemies every 120 frames
+ if (LK.ticks % 120 === 0) {
+ spawnEnemy();
+ }
};
// Initialize game elements
createTowers();
\ No newline at end of file
No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat. Goblin. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat. Tower with ballista. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
One bow arrow facing upwards. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
texture of the road made of large stones like tiles for a game. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Top view. Texture for 2D games. Green meadow.