var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', .5, .5);
self.move = function () {};
self.attack = function () {};
});
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.createAsset('boss', 'Boss character', .5, .5);
self.move = function () {};
self.attack = function () {};
});
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', .5, .5);
self.move = function () {};
});
var BossBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('bossBullet', 'Boss Bullet', .5, .5);
self.move = function () {};
});
var Game = Container.expand(function () {
var self = Container.call(this);
var hero = self.addChild(new Hero());
var boss = self.addChild(new Boss());
hero.x = 2048 / 2;
hero.y = 2732 - hero.height;
boss.x = 2048 / 2;
boss.y = boss.height;
var heroBullets = [];
var bossBullets = [];
hero.on('down', function (obj) {
var bullet = new HeroBullet();
bullet.x = hero.x;
bullet.y = hero.y;
heroBullets.push(bullet);
self.addChild(bullet);
});
LK.on('tick', function () {
if (LK.ticks % 60 == 0) {
var bullet = new BossBullet();
bullet.x = boss.x;
bullet.y = boss.y;
bossBullets.push(bullet);
self.addChild(bullet);
}
});
LK.on('tick', function () {
for (var i = 0; i < heroBullets.length; i++) {
heroBullets[i].move();
}
for (var i = 0; i < bossBullets.length; i++) {
bossBullets[i].move();
}
});
LK.on('tick', function () {
for (var i = 0; i < heroBullets.length; i++) {
if (heroBullets[i].intersects(boss)) {}
}
for (var i = 0; i < bossBullets.length; i++) {
if (bossBullets[i].intersects(hero)) {}
}
});
});
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', .5, .5);
self.move = function () {};
self.attack = function () {};
});
var Boss = Container.expand(function () {
var self = Container.call(this);
var bossGraphics = self.createAsset('boss', 'Boss character', .5, .5);
self.move = function () {};
self.attack = function () {};
});
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', .5, .5);
self.move = function () {};
});
var BossBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('bossBullet', 'Boss Bullet', .5, .5);
self.move = function () {};
});
var Game = Container.expand(function () {
var self = Container.call(this);
var hero = self.addChild(new Hero());
var boss = self.addChild(new Boss());
hero.x = 2048 / 2;
hero.y = 2732 - hero.height;
boss.x = 2048 / 2;
boss.y = boss.height;
var heroBullets = [];
var bossBullets = [];
hero.on('down', function (obj) {
var bullet = new HeroBullet();
bullet.x = hero.x;
bullet.y = hero.y;
heroBullets.push(bullet);
self.addChild(bullet);
});
LK.on('tick', function () {
if (LK.ticks % 60 == 0) {
var bullet = new BossBullet();
bullet.x = boss.x;
bullet.y = boss.y;
bossBullets.push(bullet);
self.addChild(bullet);
}
});
LK.on('tick', function () {
for (var i = 0; i < heroBullets.length; i++) {
heroBullets[i].move();
}
for (var i = 0; i < bossBullets.length; i++) {
bossBullets[i].move();
}
});
LK.on('tick', function () {
for (var i = 0; i < heroBullets.length; i++) {
if (heroBullets[i].intersects(boss)) {}
}
for (var i = 0; i < bossBullets.length; i++) {
if (bossBullets[i].intersects(hero)) {}
}
});
});
HERO IS A MASTER SAMURAI WARRIOR Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.RTX ON.INRECEDIBLE DETAIL.ULTRA HD .
future japan high graphics photo
a samurai sumo big in size. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a samurai sumo big in size. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.