/**** * 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 turnText = new Text2('Turn: 0', { size: 50, fill: '#ffffff' }); LK.gui.top.addChild(turnText); var heroHealthText = new Text2('Hero Health: 100', { size: 50, fill: '#00ff00' }); LK.gui.left.addChild(heroHealthText); var bossHealthText = new Text2('Boss Health: 300', { size: 50, fill: '#ff0000' }); LK.gui.right.addChild(bossHealthText); 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++; turnText.setText('Turn: ' + turns); heroHealthText.setText('Hero Health: ' + hero.health); bossHealthText.setText('Boss Health: ' + boss.health); 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.
===================================================================
--- original.js
+++ change.js
@@ -1,68 +1,83 @@
-/****
+/****
* 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 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 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 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 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
- });
+ 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
+ backgroundColor: 0x000000 // Init game with black background
});
-/****
+/****
* Game Code
****/
// Initialize assets for the game
+var turnText = new Text2('Turn: 0', {
+ size: 50,
+ fill: '#ffffff'
+});
+LK.gui.top.addChild(turnText);
+var heroHealthText = new Text2('Hero Health: 100', {
+ size: 50,
+ fill: '#00ff00'
+});
+LK.gui.left.addChild(heroHealthText);
+var bossHealthText = new Text2('Boss Health: 300', {
+ size: 50,
+ fill: '#ff0000'
+});
+LK.gui.right.addChild(bossHealthText);
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());
@@ -71,31 +86,34 @@
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.
+ // 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!");
- }
- }
+ 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++;
+ turnText.setText('Turn: ' + turns);
+ heroHealthText.setText('Hero Health: ' + hero.health);
+ bossHealthText.setText('Boss Health: ' + boss.health);
+ 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.
\ No newline at end of file
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.