/****
* 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