/**** * Classes ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Chronomancer class representing the player character var Chronomancer = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the Chronomancer }; self.rewindTime = function () { // Logic to rewind time }; self.freezeTime = function () { // Logic to freeze time }; self.accelerateTime = function () { // Logic to accelerate time }; }); // Enemy class representing enemies in the game var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Update logic for the enemy }; }); // Puzzle class representing puzzles in the game var Puzzle = Container.expand(function () { var self = Container.call(this); var puzzleGraphics = self.attachAsset('puzzle', { anchorX: 0.5, anchorY: 0.5 }); self.solve = function () { // Logic to solve the puzzle }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize game variables var chronomancer = game.addChild(new Chronomancer()); chronomancer.x = 2048 / 2; chronomancer.y = 2732 / 2; var enemies = []; var puzzles = []; // Create enemies and puzzles for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; enemies.push(enemy); game.addChild(enemy); var puzzle = new Puzzle(); puzzle.x = Math.random() * 2048; puzzle.y = Math.random() * 2732; puzzles.push(puzzle); game.addChild(puzzle); } // Game update loop game.update = function () { // Update Chronomancer chronomancer.update(); // Update enemies for (var i = 0; i < enemies.length; i++) { enemies[i].update(); } // Check for interactions between Chronomancer and puzzles for (var i = 0; i < puzzles.length; i++) { if (chronomancer.intersects(puzzles[i])) { puzzles[i].solve(); } } }; // Event listeners for time manipulation abilities game.down = function (x, y, obj) { // Example: Trigger time manipulation abilities if (x < 2048 / 3) { chronomancer.rewindTime(); } else if (x > 2048 * 2 / 3) { chronomancer.accelerateTime(); } else { chronomancer.freezeTime(); } }; game.up = function (x, y, obj) { // Reset time manipulation effects };
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Chronomancer class representing the player character
var Chronomancer = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for the Chronomancer
};
self.rewindTime = function () {
// Logic to rewind time
};
self.freezeTime = function () {
// Logic to freeze time
};
self.accelerateTime = function () {
// Logic to accelerate time
};
});
// Enemy class representing enemies in the game
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for the enemy
};
});
// Puzzle class representing puzzles in the game
var Puzzle = Container.expand(function () {
var self = Container.call(this);
var puzzleGraphics = self.attachAsset('puzzle', {
anchorX: 0.5,
anchorY: 0.5
});
self.solve = function () {
// Logic to solve the puzzle
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize game variables
var chronomancer = game.addChild(new Chronomancer());
chronomancer.x = 2048 / 2;
chronomancer.y = 2732 / 2;
var enemies = [];
var puzzles = [];
// Create enemies and puzzles
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = Math.random() * 2732;
enemies.push(enemy);
game.addChild(enemy);
var puzzle = new Puzzle();
puzzle.x = Math.random() * 2048;
puzzle.y = Math.random() * 2732;
puzzles.push(puzzle);
game.addChild(puzzle);
}
// Game update loop
game.update = function () {
// Update Chronomancer
chronomancer.update();
// Update enemies
for (var i = 0; i < enemies.length; i++) {
enemies[i].update();
}
// Check for interactions between Chronomancer and puzzles
for (var i = 0; i < puzzles.length; i++) {
if (chronomancer.intersects(puzzles[i])) {
puzzles[i].solve();
}
}
};
// Event listeners for time manipulation abilities
game.down = function (x, y, obj) {
// Example: Trigger time manipulation abilities
if (x < 2048 / 3) {
chronomancer.rewindTime();
} else if (x > 2048 * 2 / 3) {
chronomancer.accelerateTime();
} else {
chronomancer.freezeTime();
}
};
game.up = function (x, y, obj) {
// Reset time manipulation effects
};