/**** * Classes ****/ //<Assets used in the game will automatically appear here> // Define a base class for Elemental Beings var ElementalBeing = Container.expand(function () { var self = Container.call(this); self.speed = 2; self.health = 100; self.element = 'neutral'; self.update = function () { // Basic update logic for movement or other behaviors }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.destroy(); } }; }); var WaterBeing = ElementalBeing.expand(function () { var self = ElementalBeing.call(this); self.element = 'water'; var waterGraphics = self.attachAsset('waterBeing', { anchorX: 0.5, anchorY: 0.5 }); }); var FireBeing = ElementalBeing.expand(function () { var self = ElementalBeing.call(this); self.element = 'fire'; var fireGraphics = self.attachAsset('fireBeing', { anchorX: 0.5, anchorY: 0.5 }); }); // Define specific elemental classes var EarthBeing = ElementalBeing.expand(function () { var self = ElementalBeing.call(this); ElementalBeing.call(self); self.element = 'earth'; var earthGraphics = self.attachAsset('earthBeing', { anchorX: 0.5, anchorY: 0.5 }); }); var AirBeing = ElementalBeing.expand(function () { var self = ElementalBeing.call(this); self.element = 'air'; var airGraphics = self.attachAsset('airBeing', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays to hold players and enemies var players = []; var enemies = []; // Create player and enemy instances var player = new EarthBeing(); player.x = 1024; // Center horizontally player.y = 1366; // Center vertically players.push(player); game.addChild(player); var enemy = new FireBeing(); enemy.x = 512; // Position enemy enemy.y = 1366; enemies.push(enemy); game.addChild(enemy); // Handle game updates game.update = function () { // Update all players players.forEach(function (player) { player.update(); }); // Update all enemies enemies.forEach(function (enemy) { enemy.update(); }); // Check for collisions between players and enemies players.forEach(function (player) { enemies.forEach(function (enemy) { if (player.intersects(enemy)) { player.takeDamage(10); enemy.takeDamage(10); } }); }); }; // Handle player movement game.down = function (x, y, obj) { var targetX = x; var targetY = y; players.forEach(function (player) { player.x = targetX; player.y = targetY; }); }; // Handle player release game.up = function (x, y, obj) { // Stop player movement or perform other actions }; // Add more game logic as needed
===================================================================
--- original.js
+++ change.js
@@ -1,68 +1,69 @@
-/****
+/****
* Classes
-****/
+****/
//<Assets used in the game will automatically appear here>
// Define a base class for Elemental Beings
var ElementalBeing = Container.expand(function () {
- var self = Container.call(this);
- self.speed = 2;
- self.health = 100;
- self.element = 'neutral';
- self.update = function () {
- // Basic update logic for movement or other behaviors
- };
- self.takeDamage = function (amount) {
- self.health -= amount;
- if (self.health <= 0) {
- self.destroy();
- }
- };
+ var self = Container.call(this);
+ self.speed = 2;
+ self.health = 100;
+ self.element = 'neutral';
+ self.update = function () {
+ // Basic update logic for movement or other behaviors
+ };
+ self.takeDamage = function (amount) {
+ self.health -= amount;
+ if (self.health <= 0) {
+ self.destroy();
+ }
+ };
});
var WaterBeing = ElementalBeing.expand(function () {
- var self = ElementalBeing.call(this);
- self.element = 'water';
- var waterGraphics = self.attachAsset('waterBeing', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ var self = ElementalBeing.call(this);
+ self.element = 'water';
+ var waterGraphics = self.attachAsset('waterBeing', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
});
var FireBeing = ElementalBeing.expand(function () {
- var self = ElementalBeing.call(this);
- self.element = 'fire';
- var fireGraphics = self.attachAsset('fireBeing', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ var self = ElementalBeing.call(this);
+ self.element = 'fire';
+ var fireGraphics = self.attachAsset('fireBeing', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
});
// Define specific elemental classes
var EarthBeing = ElementalBeing.expand(function () {
- var self = ElementalBeing.call(this);
- self.element = 'earth';
- var earthGraphics = self.attachAsset('earthBeing', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ var self = ElementalBeing.call(this);
+ ElementalBeing.call(self);
+ self.element = 'earth';
+ var earthGraphics = self.attachAsset('earthBeing', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
});
var AirBeing = ElementalBeing.expand(function () {
- var self = ElementalBeing.call(this);
- self.element = 'air';
- var airGraphics = self.attachAsset('airBeing', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ var self = ElementalBeing.call(this);
+ self.element = 'air';
+ var airGraphics = self.attachAsset('airBeing', {
+ 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 arrays to hold players and enemies
var players = [];
var enemies = [];
// Create player and enemy instances
@@ -77,36 +78,36 @@
enemies.push(enemy);
game.addChild(enemy);
// Handle game updates
game.update = function () {
- // Update all players
- players.forEach(function (player) {
- player.update();
- });
- // Update all enemies
- enemies.forEach(function (enemy) {
- enemy.update();
- });
- // Check for collisions between players and enemies
- players.forEach(function (player) {
- enemies.forEach(function (enemy) {
- if (player.intersects(enemy)) {
- player.takeDamage(10);
- enemy.takeDamage(10);
- }
- });
- });
+ // Update all players
+ players.forEach(function (player) {
+ player.update();
+ });
+ // Update all enemies
+ enemies.forEach(function (enemy) {
+ enemy.update();
+ });
+ // Check for collisions between players and enemies
+ players.forEach(function (player) {
+ enemies.forEach(function (enemy) {
+ if (player.intersects(enemy)) {
+ player.takeDamage(10);
+ enemy.takeDamage(10);
+ }
+ });
+ });
};
// Handle player movement
game.down = function (x, y, obj) {
- var targetX = x;
- var targetY = y;
- players.forEach(function (player) {
- player.x = targetX;
- player.y = targetY;
- });
+ var targetX = x;
+ var targetY = y;
+ players.forEach(function (player) {
+ player.x = targetX;
+ player.y = targetY;
+ });
};
// Handle player release
game.up = function (x, y, obj) {
- // Stop player movement or perform other actions
+ // Stop player movement or perform other actions
};
// Add more game logic as needed
\ No newline at end of file