/**** * 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