/**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); self.health = 300; self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (amount) { // Damage logic here }; }); var HealthPotion = Container.expand(function () { var self = Container.call(this); self.attachAsset('healthPotion', { anchorX: 0.5, anchorY: 0.5 }); }); var Hero = Container.expand(function () { var self = Container.call(this); self.health = 100; self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.attack = function (target) { // Attack logic here }; self.heal = function () { // Heal logic here }; self.applyPoison = function (target) { // Poison logic here }; }); var PoisonVial = Container.expand(function () { var self = Container.call(this); self.attachAsset('poisonVial', { anchorX: 0.5, anchorY: 0.5 }); }); var Sword = Container.expand(function () { var self = Container.call(this); self.attachAsset('sword', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize assets for the game var hero = game.addChild(new Hero()); hero.x = 1024; // Center horizontally hero.y = 2732 - 200; // Position at the bottom var boss = game.addChild(new Boss()); boss.x = 1024; // Center horizontally boss.y = 200; // Position at the top var turns = 0; var maxTurns = 10; // Game logic LK.on('tick', function () { // Game logic to be executed every frame // This example does not include the full game logic, which would handle turns, attacks, and game over conditions. }); // Example of handling a touch event to attack game.on('down', function (obj) { var pos = obj.event.getLocalPosition(game); // Example: if touch is on the left side, attack; right side, heal. if (pos.x < 1024) { hero.attack(boss); } else { hero.heal(); } turns++; if (turns >= maxTurns) { // Check if the boss is defeated or not and end the game accordingly if (boss.health <= 0) { // Victory LK.effects.flashScreen(0x00FF00, 1000); LK.showGameOver("Victory!"); } else { // Defeat LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver("Defeat!"); } } }); // This is a simplified example. The actual game would need more detailed logic for handling attacks, healing, poison effects, and determining the game's end.
/****
* Classes
****/
var Boss = Container.expand(function () {
var self = Container.call(this);
self.health = 300;
self.attachAsset('boss', {
anchorX: 0.5,
anchorY: 0.5
});
self.takeDamage = function (amount) {
// Damage logic here
};
});
var HealthPotion = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('healthPotion', {
anchorX: 0.5,
anchorY: 0.5
});
});
var Hero = Container.expand(function () {
var self = Container.call(this);
self.health = 100;
self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.attack = function (target) {
// Attack logic here
};
self.heal = function () {
// Heal logic here
};
self.applyPoison = function (target) {
// Poison logic here
};
});
var PoisonVial = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('poisonVial', {
anchorX: 0.5,
anchorY: 0.5
});
});
var Sword = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('sword', {
anchorX: 0.5,
anchorY: 0.5
});
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize assets for the game
var hero = game.addChild(new Hero());
hero.x = 1024; // Center horizontally
hero.y = 2732 - 200; // Position at the bottom
var boss = game.addChild(new Boss());
boss.x = 1024; // Center horizontally
boss.y = 200; // Position at the top
var turns = 0;
var maxTurns = 10;
// Game logic
LK.on('tick', function () {
// Game logic to be executed every frame
// This example does not include the full game logic, which would handle turns, attacks, and game over conditions.
});
// Example of handling a touch event to attack
game.on('down', function (obj) {
var pos = obj.event.getLocalPosition(game);
// Example: if touch is on the left side, attack; right side, heal.
if (pos.x < 1024) {
hero.attack(boss);
} else {
hero.heal();
}
turns++;
if (turns >= maxTurns) {
// Check if the boss is defeated or not and end the game accordingly
if (boss.health <= 0) {
// Victory
LK.effects.flashScreen(0x00FF00, 1000);
LK.showGameOver("Victory!");
} else {
// Defeat
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver("Defeat!");
}
}
});
// This is a simplified example. The actual game would need more detailed logic for handling attacks, healing, poison effects, and determining the game's end.
Heroic wizard knight wearing knight armor with a star pattern and wielding a sword.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Health potion button.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Poison vial button.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Golden glittery magic sword button.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Giant muscular evil wizard with purple skin and a menacing scowl sitting in a black throne.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A glowing horizontal arrow button that says "End Turn".. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Background seen from above showing the long vertical black throne room hallway of the dark wizard king.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"You Lose" written in blood.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"You Win" written in glittering holy golden light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Empty futuristic black application window box.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.