// For each defeated ogre, spawn two new ogres.
var player = game.spawnPlayerXY("knight", 40, 34);
player.attackDamage = 20;
// Use this to count defeated ogres.
game.defeated = 0;
// How many ogres the player needs to defeat
game.toDefeat = 16;
game.addDefeatGoal(game.toDefeat);
// Show these useful variables to the player using ui.track
ui.track(player, "health");
ui.track(game, "defeated");
ui.track(game, "toDefeat");
// Starter enemies.
game.spawnXY("munchkin", 30, 14);
game.spawnXY("munchkin", 50, 54);
// This makes new enemies aggresive.
function onSpawn(event) {
var unit = event.target;
unit.behavior = "AttacksNearest";
}
// Count defeated enemies and spawn new ones.
function onDefeat(event) {
var unit = event.target;
// Decrease the game's toDefeat property.
game.toDefeat -= 1;
// Increase the game's defeated property:
game.defeated += 1;
// Get random coordinates for new enemies.
var x1 = game.randomInteger(10, 40);
var x2 = game.randomInteger(40, 70);
var y = game.randomInteger(12, 56);
game.spawnXY("potion-small", unit.pos.x, unit.pos.y);
// Spawn a "munchkin" at the point x1, y:
game.spawnXY("munchkin", x1, y);
// Spawn a "munchkin" at the point x2, y:
game.spawnXY("munchkin", x2, y);
}
game.setActionFor("munchkin", "spawn", onSpawn);
// Set "munchkin"s "defeat" event handler to onDefeat:
game.setActionFor("munchkin", "defeat", onDefeat);
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