/**** * 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
};