/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Chronomancer class to represent 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.speed = 5;
self.update = function () {
// Update logic for the Chronomancer
};
self.down = function (x, y, obj) {
// Logic for when the Chronomancer is pressed
};
self.up = function (x, y, obj) {
// Logic for when the Chronomancer is released
};
});
// Enemy class to represent 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.speed = 3;
self.update = function () {
// Update logic for the Enemy
};
});
// TimePortal class to represent portals in the game
var TimePortal = Container.expand(function () {
var self = Container.call(this);
var portalGraphics = self.attachAsset('portal', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for the TimePortal
};
});
/****
* 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 = 1024; // Center horizontally
chronomancer.y = 1366; // Center vertically
var portals = [];
var enemies = [];
// Function to handle game updates
game.update = function () {
// Update all game elements
chronomancer.update();
portals.forEach(function (portal) {
portal.update();
});
enemies.forEach(function (enemy) {
enemy.update();
});
// Check for collisions and other game logic
portals.forEach(function (portal) {
if (chronomancer.intersects(portal)) {
// Logic for when the Chronomancer enters a portal
}
});
enemies.forEach(function (enemy) {
if (chronomancer.intersects(enemy)) {
// Logic for when the Chronomancer collides with an enemy
}
});
};
// Function to spawn a new portal
function spawnPortal(x, y) {
var newPortal = new TimePortal();
newPortal.x = x;
newPortal.y = y;
portals.push(newPortal);
game.addChild(newPortal);
}
// Function to spawn a new enemy
function spawnEnemy(x, y) {
var newEnemy = new Enemy();
newEnemy.x = x;
newEnemy.y = y;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
// Initial spawn of portals and enemies
spawnPortal(500, 500);
spawnPortal(1500, 2000);
spawnEnemy(800, 800);
spawnEnemy(1200, 1600);
// Event listeners for game interactions
game.down = function (x, y, obj) {
// Logic for when the game is pressed
};
game.up = function (x, y, obj) {
// Logic for when the game is released
};
game.move = function (x, y, obj) {
// Logic for when the game is moved
}; /****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Chronomancer class to represent 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.speed = 5;
self.update = function () {
// Update logic for the Chronomancer
};
self.down = function (x, y, obj) {
// Logic for when the Chronomancer is pressed
};
self.up = function (x, y, obj) {
// Logic for when the Chronomancer is released
};
});
// Enemy class to represent 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.speed = 3;
self.update = function () {
// Update logic for the Enemy
};
});
// TimePortal class to represent portals in the game
var TimePortal = Container.expand(function () {
var self = Container.call(this);
var portalGraphics = self.attachAsset('portal', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for the TimePortal
};
});
/****
* 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 = 1024; // Center horizontally
chronomancer.y = 1366; // Center vertically
var portals = [];
var enemies = [];
// Function to handle game updates
game.update = function () {
// Update all game elements
chronomancer.update();
portals.forEach(function (portal) {
portal.update();
});
enemies.forEach(function (enemy) {
enemy.update();
});
// Check for collisions and other game logic
portals.forEach(function (portal) {
if (chronomancer.intersects(portal)) {
// Logic for when the Chronomancer enters a portal
}
});
enemies.forEach(function (enemy) {
if (chronomancer.intersects(enemy)) {
// Logic for when the Chronomancer collides with an enemy
}
});
};
// Function to spawn a new portal
function spawnPortal(x, y) {
var newPortal = new TimePortal();
newPortal.x = x;
newPortal.y = y;
portals.push(newPortal);
game.addChild(newPortal);
}
// Function to spawn a new enemy
function spawnEnemy(x, y) {
var newEnemy = new Enemy();
newEnemy.x = x;
newEnemy.y = y;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
// Initial spawn of portals and enemies
spawnPortal(500, 500);
spawnPortal(1500, 2000);
spawnEnemy(800, 800);
spawnEnemy(1200, 1600);
// Event listeners for game interactions
game.down = function (x, y, obj) {
// Logic for when the game is pressed
};
game.up = function (x, y, obj) {
// Logic for when the game is released
};
game.move = function (x, y, obj) {
// Logic for when the game is moved
};