/****
* Classes
****/
// Class for Decoration
var Decoration = Container.expand(function () {
var self = Container.call(this);
var decorationGraphics = self.attachAsset('decoration', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for decoration if needed
};
});
// Class for Furniture
var Furniture = Container.expand(function () {
var self = Container.call(this);
var furnitureGraphics = self.attachAsset('furniture', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for furniture if needed
};
});
// Class for Player
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for player if needed
};
});
//<Assets used in the game will automatically appear here>
// Class for Room
var Room = Container.expand(function () {
var self = Container.call(this);
var roomGraphics = self.attachAsset('room', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for room if needed
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Light blue background to simulate sky
});
/****
* Game Code
****/
// Initialize arrays to hold game objects
var rooms = [];
var furnitures = [];
var decorations = [];
var mode = 'building'; // 'building', 'exploring' or 'erasing'
var player;
// Function to create a new room
function createRoom(x, y) {
var newRoom = new Room();
newRoom.x = x;
newRoom.y = y;
rooms.push(newRoom);
game.addChild(newRoom);
}
// Function to add furniture to a room
function addFurniture(x, y) {
var newFurniture = new Furniture();
newFurniture.x = x;
newFurniture.y = y;
furnitures.push(newFurniture);
game.addChild(newFurniture);
}
// Function to add decoration to a room
function addDecoration(x, y) {
var newDecoration = new Decoration();
newDecoration.x = x;
newDecoration.y = y;
decorations.push(newDecoration);
game.addChild(newDecoration);
}
// Event handler for adding rooms
game.down = function (x, y, obj) {
if (mode === 'building') {
createRoom(x, y);
} else if (mode === 'exploring') {
if (player) {
player.destroy();
}
player = new Player();
player.x = x;
player.y = y;
game.addChild(player);
} else if (mode === 'erasing') {
for (var i = 0; i < rooms.length; i++) {
if (rooms[i].intersects(obj)) {
rooms[i].destroy();
rooms.splice(i, 1);
break;
}
}
for (var j = 0; j < furnitures.length; j++) {
if (furnitures[j].intersects(obj)) {
furnitures[j].destroy();
furnitures.splice(j, 1);
break;
}
}
for (var k = 0; k < decorations.length; k++) {
if (decorations[k].intersects(obj)) {
decorations[k].destroy();
decorations.splice(k, 1);
break;
}
}
}
};
// Event handler for adding furniture
game.move = function (x, y, obj) {
if (mode === 'building') {
if (rooms.length > 0) {
addFurniture(x, y);
}
} else if (mode === 'exploring') {
if (player) {
player.x = x;
player.y = y;
}
}
};
// Event handler for adding decorations
game.up = function (x, y, obj) {
if (mode === 'building') {
if (rooms.length > 0) {
addDecoration(x, y);
}
mode = 'exploring';
} else if (mode === 'exploring') {
mode = 'erasing';
} else if (mode === 'erasing') {
mode = 'building';
}
};
// Update function for game logic
game.update = function () {
// Update all rooms
for (var i = 0; i < rooms.length; i++) {
rooms[i].update();
}
// Update all furnitures
for (var j = 0; j < furnitures.length; j++) {
furnitures[j].update();
}
// Update all decorations
for (var k = 0; k < decorations.length; k++) {
decorations[k].update();
}
};
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