/**** * Classes ****/ // Animal class to represent different animals in the game var Animal = Container.expand(function (animalId) { var self = Container.call(this); self.name = animalId; var animalGraphics = self.attachAsset(animalId, { anchorX: 0.5, anchorY: 0.5 }); }); // Bucket class to represent different buckets in the game var Bucket = Container.expand(function (bucketId) { var self = Container.call(this); self.name = bucketId; var bucketGraphics = self.attachAsset(bucketId, { anchorX: 0.5, anchorY: 0.5 }); }); // BuildingBlock class to represent different building blocks in the game var BuildingBlock = Container.expand(function (blockId) { var self = Container.call(this); self.name = blockId; var blockGraphics = self.attachAsset(blockId, { anchorX: 0.5, anchorY: 0.5 }); }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Character class to represent different characters in the game var Character = Container.expand(function (characterId) { var self = Container.call(this); self.name = characterId; var characterGraphics = self.attachAsset(characterId, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Default speed self.move = function (direction) { switch (direction) { case 'up': self.y -= self.speed; break; case 'down': self.y += self.speed; break; case 'left': self.x -= self.speed; break; case 'right': self.x += self.speed; break; } }; }); // Gem class to represent different gems in the game var Gem = Container.expand(function (gemId) { var self = Container.call(this); self.name = gemId; var gemGraphics = self.attachAsset(gemId, { anchorX: 0.5, anchorY: 0.5 }); }); // Level class to represent different levels in the game var Level = Container.expand(function () { var self = Container.call(this); self.levelNumber = 1; self.generateLevel = function () { // Logic to generate level console.log("Generating level " + self.levelNumber); }; self.nextLevel = function () { self.levelNumber++; self.generateLevel(); if (self.levelNumber === Infinity) { self.levelNumber = 1; } }; }); // Pillager class to represent pillagers in the game var Pillager = Container.expand(function (pillagerId) { var self = Container.call(this); self.name = pillagerId; var pillagerGraphics = self.attachAsset(pillagerId, { anchorX: 0.5, anchorY: 0.5 }); }); // Potion class to represent different potions in the game var Potion = Container.expand(function (potionId) { var self = Container.call(this); self.name = potionId; var potionGraphics = self.attachAsset(potionId, { anchorX: 0.5, anchorY: 0.5 }); }); // RedstoneItem class to represent different redstone items in the game var RedstoneItem = Container.expand(function (itemId) { var self = Container.call(this); self.name = itemId; var itemGraphics = self.attachAsset(itemId, { anchorX: 0.5, anchorY: 0.5 }); }); // Villager class to represent villagers in the game var Villager = Container.expand(function (villagerId) { var self = Container.call(this); self.name = villagerId; var villagerGraphics = self.attachAsset(villagerId, { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x3CB371 //Change background color to nature (medium sea green) }); /**** * Game Code ****/ // Initialize game variables // Initialize the animals in the game var animals = ['Armadillo', 'Axolotl', 'Bee', 'Camel', 'Cat', 'Chicken', 'Cow', 'Donkey', 'Fox', 'Frog', 'Goat', 'Hoglin', 'Horse', 'Llama', 'Mooshroom', 'Mule', 'Ocelot', 'Panda', 'Pig', 'Rabbit', 'Sheep', 'Sniffer', 'Strider', 'Tadpole', 'Trader Llama', 'Wolf']; for (var i = 0; i < animals.length; i++) {} var currentCharacter; var currentLevel; // Function to select an animal function selectAnimal(animalId) { currentCharacter = new Animal(animalId); game.addChild(currentCharacter); currentCharacter.x = 2048 / 2; currentCharacter.lastX = currentCharacter.x; currentCharacter.lastY = currentCharacter.y; currentCharacter.y = 2732 / 2; console.log("Animal " + currentCharacter.name + " selected"); } // Function to start the game function startGame() { currentLevel = new Level(); currentLevel.generateLevel(); game.addChild(currentLevel); // Initialize villagers and pillagers var villagers = ['Villager1', 'Villager2', 'Villager3']; var pillagers = ['Pillager1', 'Pillager2', 'Pillager3']; for (var i = 0; i < villagers.length; i++) { var villager = new Villager(villagers[i]); game.addChild(villager); villager.x = 2048 / 2; villager.y = 2732 / 2; } for (var i = 0; i < pillagers.length; i++) { var pillager = new Pillager(pillagers[i]); game.addChild(pillager); pillager.x = 2048 / 2; pillager.y = 2732 / 2; } // Initialize potions var potions = ['Base Potion', 'Awkward Potion', 'Mundane Potion', 'Thick Potion', 'Uncraftable Potion', 'Potion of Healing', 'Potion of Regeneration', 'Potion of Strength', 'Potion of Swiftness', 'Potion of Fire Resistance', 'Potion of Night Vision', 'Potion of Water Breathing', 'Potion of Invisibility', 'Potion of Leaping', 'Potion of Slow Falling', 'Potion of Luck', 'Potion of Poison', 'Potion of Weakness', 'Potion of Slowness', 'Potion of Harming', 'Potion of Decay', 'Splash Potion', 'Lingering Potion', 'Extended Potion', 'Enhanced Potion']; for (var i = 0; i < potions.length; i++) { var potion = new Potion(potions[i]); game.addChild(potion); potion.x = Math.random() * 2048; potion.y = Math.random() * 2732; } // Initialize gems var gems = ['Diamond', 'Emerald', 'Amethyst Shard', 'Gold Ingot', 'Block of Diamond', 'Block of Emerald', 'Gold Armor', 'Chain Armor', 'Enchanted Books']; for (var i = 0; i < gems.length; i++) { var gem = new Gem(gems[i]); game.addChild(gem); gem.x = Math.random() * 2048; gem.y = Math.random() * 2732; // Initialize building blocks var buildingBlocks = ['Stone', 'Cobblestone', 'Wood Planks', 'Sand', 'Gravel', 'Clay', 'Wool', 'Glass', 'Stone Bricks', 'Obsidian', 'TNT', 'Bookshelf', 'Chiseled Bookshelf', 'Crafting Table', 'Furnace', 'Blast Furnace', 'Smoker', 'Anvil', 'Barrel', 'Chest', 'Shulker Box', 'Bed']; for (var i = 0; i < buildingBlocks.length; i++) { var block = new BuildingBlock(buildingBlocks[i]); game.addChild(block); block.x = Math.random() * 2048; block.y = Math.random() * 2732; } // Initialize redstone items var redstoneItems = ['Redstone', 'Redstone Torch', 'Lever', 'Button (Wood)', 'Button (Stone)', 'Pressure Plate (Wood)', 'Pressure Plate (Stone)', 'Pressure Plate (Heavy)', 'Pressure Plate (Light)', 'Piston', 'Sticky Piston', 'Dispenser', 'Dropper', 'Observer', 'Repeater', 'Comparator', 'Target Block']; for (var i = 0; i < redstoneItems.length; i++) { var redstoneItem = new RedstoneItem(redstoneItems[i]); game.addChild(redstoneItem); redstoneItem.x = Math.random() * 2048; redstoneItem.y = Math.random() * 2732; } // Initialize buckets var buckets = ['Water Bucket', 'Lava Bucket', 'Milk Bucket', 'Powder Snow Bucket']; for (var i = 0; i < buckets.length; i++) { var bucket = new Bucket(buckets[i]); game.addChild(bucket); bucket.x = Math.random() * 2048; bucket.y = Math.random() * 2732; } } } // Event listener for character movement game.move = function (x, y, obj) { if (currentCharacter) { var direction = ''; if (currentCharacter.lastX <= 1024 && currentCharacter.x > 1024) { console.log("Character reached the center X coordinate!"); // Add additional logic here for when the character reaches the center X coordinate } if (x < currentCharacter.x) { direction = 'left'; } else if (x > currentCharacter.x) { direction = 'right'; } if (currentCharacter.lastY <= 1366 && currentCharacter.y > 1366) { console.log("Character reached the center Y coordinate!"); // Add additional logic here for when the character reaches the center Y coordinate } if (y < currentCharacter.y) { direction = 'up'; } else if (y > currentCharacter.y) { direction = 'down'; } currentCharacter.lastX = currentCharacter.x; currentCharacter.lastY = currentCharacter.y; currentCharacter.move(direction); } }; // Start the game startGame();
/****
* Classes
****/
// Animal class to represent different animals in the game
var Animal = Container.expand(function (animalId) {
var self = Container.call(this);
self.name = animalId;
var animalGraphics = self.attachAsset(animalId, {
anchorX: 0.5,
anchorY: 0.5
});
});
// Bucket class to represent different buckets in the game
var Bucket = Container.expand(function (bucketId) {
var self = Container.call(this);
self.name = bucketId;
var bucketGraphics = self.attachAsset(bucketId, {
anchorX: 0.5,
anchorY: 0.5
});
});
// BuildingBlock class to represent different building blocks in the game
var BuildingBlock = Container.expand(function (blockId) {
var self = Container.call(this);
self.name = blockId;
var blockGraphics = self.attachAsset(blockId, {
anchorX: 0.5,
anchorY: 0.5
});
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Character class to represent different characters in the game
var Character = Container.expand(function (characterId) {
var self = Container.call(this);
self.name = characterId;
var characterGraphics = self.attachAsset(characterId, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Default speed
self.move = function (direction) {
switch (direction) {
case 'up':
self.y -= self.speed;
break;
case 'down':
self.y += self.speed;
break;
case 'left':
self.x -= self.speed;
break;
case 'right':
self.x += self.speed;
break;
}
};
});
// Gem class to represent different gems in the game
var Gem = Container.expand(function (gemId) {
var self = Container.call(this);
self.name = gemId;
var gemGraphics = self.attachAsset(gemId, {
anchorX: 0.5,
anchorY: 0.5
});
});
// Level class to represent different levels in the game
var Level = Container.expand(function () {
var self = Container.call(this);
self.levelNumber = 1;
self.generateLevel = function () {
// Logic to generate level
console.log("Generating level " + self.levelNumber);
};
self.nextLevel = function () {
self.levelNumber++;
self.generateLevel();
if (self.levelNumber === Infinity) {
self.levelNumber = 1;
}
};
});
// Pillager class to represent pillagers in the game
var Pillager = Container.expand(function (pillagerId) {
var self = Container.call(this);
self.name = pillagerId;
var pillagerGraphics = self.attachAsset(pillagerId, {
anchorX: 0.5,
anchorY: 0.5
});
});
// Potion class to represent different potions in the game
var Potion = Container.expand(function (potionId) {
var self = Container.call(this);
self.name = potionId;
var potionGraphics = self.attachAsset(potionId, {
anchorX: 0.5,
anchorY: 0.5
});
});
// RedstoneItem class to represent different redstone items in the game
var RedstoneItem = Container.expand(function (itemId) {
var self = Container.call(this);
self.name = itemId;
var itemGraphics = self.attachAsset(itemId, {
anchorX: 0.5,
anchorY: 0.5
});
});
// Villager class to represent villagers in the game
var Villager = Container.expand(function (villagerId) {
var self = Container.call(this);
self.name = villagerId;
var villagerGraphics = self.attachAsset(villagerId, {
anchorX: 0.5,
anchorY: 0.5
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x3CB371 //Change background color to nature (medium sea green)
});
/****
* Game Code
****/
// Initialize game variables
// Initialize the animals in the game
var animals = ['Armadillo', 'Axolotl', 'Bee', 'Camel', 'Cat', 'Chicken', 'Cow', 'Donkey', 'Fox', 'Frog', 'Goat', 'Hoglin', 'Horse', 'Llama', 'Mooshroom', 'Mule', 'Ocelot', 'Panda', 'Pig', 'Rabbit', 'Sheep', 'Sniffer', 'Strider', 'Tadpole', 'Trader Llama', 'Wolf'];
for (var i = 0; i < animals.length; i++) {}
var currentCharacter;
var currentLevel;
// Function to select an animal
function selectAnimal(animalId) {
currentCharacter = new Animal(animalId);
game.addChild(currentCharacter);
currentCharacter.x = 2048 / 2;
currentCharacter.lastX = currentCharacter.x;
currentCharacter.lastY = currentCharacter.y;
currentCharacter.y = 2732 / 2;
console.log("Animal " + currentCharacter.name + " selected");
}
// Function to start the game
function startGame() {
currentLevel = new Level();
currentLevel.generateLevel();
game.addChild(currentLevel);
// Initialize villagers and pillagers
var villagers = ['Villager1', 'Villager2', 'Villager3'];
var pillagers = ['Pillager1', 'Pillager2', 'Pillager3'];
for (var i = 0; i < villagers.length; i++) {
var villager = new Villager(villagers[i]);
game.addChild(villager);
villager.x = 2048 / 2;
villager.y = 2732 / 2;
}
for (var i = 0; i < pillagers.length; i++) {
var pillager = new Pillager(pillagers[i]);
game.addChild(pillager);
pillager.x = 2048 / 2;
pillager.y = 2732 / 2;
}
// Initialize potions
var potions = ['Base Potion', 'Awkward Potion', 'Mundane Potion', 'Thick Potion', 'Uncraftable Potion', 'Potion of Healing', 'Potion of Regeneration', 'Potion of Strength', 'Potion of Swiftness', 'Potion of Fire Resistance', 'Potion of Night Vision', 'Potion of Water Breathing', 'Potion of Invisibility', 'Potion of Leaping', 'Potion of Slow Falling', 'Potion of Luck', 'Potion of Poison', 'Potion of Weakness', 'Potion of Slowness', 'Potion of Harming', 'Potion of Decay', 'Splash Potion', 'Lingering Potion', 'Extended Potion', 'Enhanced Potion'];
for (var i = 0; i < potions.length; i++) {
var potion = new Potion(potions[i]);
game.addChild(potion);
potion.x = Math.random() * 2048;
potion.y = Math.random() * 2732;
}
// Initialize gems
var gems = ['Diamond', 'Emerald', 'Amethyst Shard', 'Gold Ingot', 'Block of Diamond', 'Block of Emerald', 'Gold Armor', 'Chain Armor', 'Enchanted Books'];
for (var i = 0; i < gems.length; i++) {
var gem = new Gem(gems[i]);
game.addChild(gem);
gem.x = Math.random() * 2048;
gem.y = Math.random() * 2732;
// Initialize building blocks
var buildingBlocks = ['Stone', 'Cobblestone', 'Wood Planks', 'Sand', 'Gravel', 'Clay', 'Wool', 'Glass', 'Stone Bricks', 'Obsidian', 'TNT', 'Bookshelf', 'Chiseled Bookshelf', 'Crafting Table', 'Furnace', 'Blast Furnace', 'Smoker', 'Anvil', 'Barrel', 'Chest', 'Shulker Box', 'Bed'];
for (var i = 0; i < buildingBlocks.length; i++) {
var block = new BuildingBlock(buildingBlocks[i]);
game.addChild(block);
block.x = Math.random() * 2048;
block.y = Math.random() * 2732;
}
// Initialize redstone items
var redstoneItems = ['Redstone', 'Redstone Torch', 'Lever', 'Button (Wood)', 'Button (Stone)', 'Pressure Plate (Wood)', 'Pressure Plate (Stone)', 'Pressure Plate (Heavy)', 'Pressure Plate (Light)', 'Piston', 'Sticky Piston', 'Dispenser', 'Dropper', 'Observer', 'Repeater', 'Comparator', 'Target Block'];
for (var i = 0; i < redstoneItems.length; i++) {
var redstoneItem = new RedstoneItem(redstoneItems[i]);
game.addChild(redstoneItem);
redstoneItem.x = Math.random() * 2048;
redstoneItem.y = Math.random() * 2732;
}
// Initialize buckets
var buckets = ['Water Bucket', 'Lava Bucket', 'Milk Bucket', 'Powder Snow Bucket'];
for (var i = 0; i < buckets.length; i++) {
var bucket = new Bucket(buckets[i]);
game.addChild(bucket);
bucket.x = Math.random() * 2048;
bucket.y = Math.random() * 2732;
}
}
}
// Event listener for character movement
game.move = function (x, y, obj) {
if (currentCharacter) {
var direction = '';
if (currentCharacter.lastX <= 1024 && currentCharacter.x > 1024) {
console.log("Character reached the center X coordinate!");
// Add additional logic here for when the character reaches the center X coordinate
}
if (x < currentCharacter.x) {
direction = 'left';
} else if (x > currentCharacter.x) {
direction = 'right';
}
if (currentCharacter.lastY <= 1366 && currentCharacter.y > 1366) {
console.log("Character reached the center Y coordinate!");
// Add additional logic here for when the character reaches the center Y coordinate
}
if (y < currentCharacter.y) {
direction = 'up';
} else if (y > currentCharacter.y) {
direction = 'down';
}
currentCharacter.lastX = currentCharacter.x;
currentCharacter.lastY = currentCharacter.y;
currentCharacter.move(direction);
}
};
// Start the game
startGame();