/****
* 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 /****
* 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