User prompt
create and assign the background music for the game
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convert the environment to maze
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set minimum score points at each level to pass\
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convert the environment to maze
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fix the game over bug that popup automatically
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make the game more challenging
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make the player input like first we have to hold and draw the mouse input on that path which will be shown on the screen after the input is complete then player has to move only on that way ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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optimize the mouse hold and drag input smoother
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fix the game over bug
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fix the game over bug
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create and assign some of the assets near the wall
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add a building asset for each wall so it will look like a house
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add a health bar to the firefighter if he directly collide with fire reduce the health with little
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scale the exit gate asset liitle bit bigger ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add building assets in the game to make it more realistic
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Please fix the bug: 'Timeout.tick error: distance is not a function' in or related to this line: 'var tooCloseToFirefighter = distance(pickupX, pickupY, firefighter.x, firefighter.y) < 200;' Line Number: 956
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Please fix the bug: 'distance is not a function' in or related to this line: 'var tooCloseToFirefighter = distance(pickupX, pickupY, firefighter.x, firefighter.y) < 200;' Line Number: 950
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Please fix the bug: 'distance is not a function' in or related to this line: 'var tooCloseToFirefighter = distance(pickupX, pickupY, firefighter.x, firefighter.y) < 200;' Line Number: 944
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Please fix the bug: 'distance is not a function' in or related to this line: 'var tooCloseToFirefighter = distance(pickupX, pickupY, firefighter.x, firefighter.y) < 200;' Line Number: 942
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add more water pickups across the game so the firefighter can pickup
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reduce the water reducing amount which gets emptier quickly
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spawn those across the game that'll help the firefighter to refill the status
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add water pickup to collect refill the water status
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dont squash the walls
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make the walls in horizontal
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentLevel: 1, highestLevel: 1 }); /**** * Classes ****/ var GameObject = Container.expand(function (id, width, height) { var self = Container.call(this); self.id = id; self.width = width; self.height = height; self.isDestroyed = false; self.destroy = function () { self.isDestroyed = true; Container.prototype.destroy.call(self); }; return self; }); var WaterPickup = GameObject.expand(function (x, y) { var self = GameObject.call(this, 'waterPickup', 60, 60); var graphics = self.attachAsset('water', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); self.x = x; self.y = y; self.waterAmount = 75; // Increased water amount // Make water pickup pulse to draw attention function pulseAnimation() { tween(graphics.scale, { x: 3.3, y: 3.3 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(graphics.scale, { x: 3.0, y: 3.0 }, { duration: 800, easing: tween.easeInOut, onFinish: pulseAnimation }); } }); } pulseAnimation(); return self; }); var WaterParticle = GameObject.expand(function (x, y) { var self = GameObject.call(this, 'water', 20, 20); var graphics = self.attachAsset('water', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.lifespan = 30; // frames self.velocity = { x: Math.random() * 6 - 3, y: -8 - Math.random() * 3 }; self.update = function () { self.x += self.velocity.x; self.y += self.velocity.y; self.lifespan--; // Apply gravity self.velocity.y += 0.3; // Fade out graphics.alpha = self.lifespan / 30; // Check collision with fires for (var i = fires.length - 1; i >= 0; i--) { var fire = fires[i]; if (self.intersects(fire)) { fire.intensity -= 5; if (fire.intensity <= 0) { LK.getSound('extinguish').play(); LK.setScore(LK.getScore() + 50); updateScoreText(); fires.splice(i, 1); fire.destroy(); } self.lifespan = 0; break; } } if (self.lifespan <= 0) { self.destroy(); for (var i = 0; i < waterParticles.length; i++) { if (waterParticles[i] === self) { waterParticles.splice(i, 1); break; } } } }; return self; }); var Wall = GameObject.expand(function (x, y, width, height) { var self = GameObject.call(this, 'wall', width, height); var graphics = self.attachAsset('wall', { anchorX: 0.5, anchorY: 0.5, width: width, height: height }); self.x = x; self.y = y; return self; }); var Smoke = GameObject.expand(function (x, y) { var self = GameObject.call(this, 'smoke', 200, 200); var graphics = self.attachAsset('smoke', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); self.x = x; self.y = y; self.lifespan = 120 + Math.floor(Math.random() * 60); // 2-3 seconds var scale = 0.3 + Math.random() * 0.3; graphics.scale.set(scale, scale); self.update = function () { self.y -= 0.5; self.x += Math.random() * 0.6 - 0.3; self.lifespan--; // Grow and fade var lifePercent = self.lifespan / 180; graphics.scale.set(scale * (2 - lifePercent), scale * (2 - lifePercent)); graphics.alpha = 0.3 * lifePercent; if (self.lifespan <= 0) { self.destroy(); for (var i = 0; i < smokeParticles.length; i++) { if (smokeParticles[i] === self) { smokeParticles.splice(i, 1); break; } } } }; return self; }); var Firefighter = GameObject.expand(function () { var self = GameObject.call(this, 'firefighter', 100, 150); var graphics = self.attachAsset('firefighter', { anchorX: 0.5, anchorY: 0.5 }); // Add health bar var healthBarBg = self.attachAsset('timeBarBg', { anchorX: 0.5, anchorY: 0, width: 100, height: 10, y: -90 }); var healthBarFill = self.attachAsset('timeBar', { anchorX: 0.5, anchorY: 0, width: 100, height: 10, y: -90, tint: 0x00ff00 }); self.speed = 5; self.waterLevel = 100; self.maxWaterLevel = 100; self.waterUseRate = 0.5; self.waterRefillRate = 1.5; // was 3, now slower refill self.health = 100; self.maxHealth = 100; self.damageTimer = 0; self.damageDelay = 30; // 0.5 seconds at 60fps self.isRefilling = false; self.isSprayingWater = false; self.carryingCivilian = null; self.direction = { x: 0, y: 0 }; self.update = function () { // Handle movement if (self.direction.x !== 0 || self.direction.y !== 0) { var newX = self.x + self.direction.x * self.speed; var newY = self.y + self.direction.y * self.speed; // Check for collisions with walls var wouldCollide = false; for (var i = 0; i < walls.length; i++) { var wall = walls[i]; if (willCollide(newX, newY, self.width, self.height, wall.x, wall.y, wall.width, wall.height)) { wouldCollide = true; break; } } if (!wouldCollide) { self.x = newX; self.y = newY; // Keep within game bounds self.x = Math.max(self.width / 2, Math.min(self.x, 2048 - self.width / 2)); self.y = Math.max(self.height / 2, Math.min(self.y, 2732 - self.height / 2)); // If carrying a civilian, update their position if (self.carryingCivilian) { self.carryingCivilian.x = self.x; self.carryingCivilian.y = self.y - 80; } } } // Check for water refill at fire station if (fireStation && self.intersects(fireStation)) { self.isRefilling = true; if (self.waterLevel < self.maxWaterLevel) { self.waterLevel = Math.min(self.maxWaterLevel, self.waterLevel + self.waterRefillRate); updateWaterBar(); } // Also heal when at fire station if (self.health < self.maxHealth) { self.health = Math.min(self.maxHealth, self.health + 0.2); // was 0.5, now slower recovery healthBarFill.width = self.health / self.maxHealth * 100; // Update color based on health if (self.health < 30) { healthBarFill.tint = 0xff0000; // Red } else if (self.health < 60) { healthBarFill.tint = 0xffff00; // Yellow } else { healthBarFill.tint = 0x00ff00; // Green } } } else { self.isRefilling = false; } // Check for water pickup collision for (var i = waterPickups.length - 1; i >= 0; i--) { if (self.intersects(waterPickups[i])) { // Refill water self.waterLevel = Math.min(self.maxWaterLevel, self.waterLevel + waterPickups[i].waterAmount); updateWaterBar(); // Add score LK.setScore(LK.getScore() + 25); updateScoreText(); // Show pickup effect LK.effects.flashObject(self, 0x0000ff, 500); // Create water particle burst effect for (var j = 0; j < 8; j++) { var angle = j * Math.PI / 4; var particleX = self.x + Math.cos(angle) * 50; var particleY = self.y + Math.sin(angle) * 50; var particle = new WaterParticle(particleX, particleY); particle.velocity.x = Math.cos(angle) * 4; particle.velocity.y = Math.sin(angle) * 4; game.addChild(particle); waterParticles.push(particle); } // Play sound LK.getSound('spray').play(); // Remove pickup waterPickups[i].destroy(); waterPickups.splice(i, 1); } } // Handle water spraying if (self.isSprayingWater && self.waterLevel > 0) { self.waterLevel = Math.max(0, self.waterLevel - self.waterUseRate); updateWaterBar(); // Create water particle createWaterParticle(self.x, self.y); } // Check for fire collisions and take damage if (self.damageTimer <= 0) { for (var i = 0; i < fires.length; i++) { if (self.intersects(fires[i])) { self.health -= 10; self.damageTimer = self.damageDelay; // Update health bar healthBarFill.width = self.health / self.maxHealth * 100; // Change color based on health if (self.health < 30) { healthBarFill.tint = 0xff0000; // Red } else if (self.health < 60) { healthBarFill.tint = 0xffff00; // Yellow } // Visual feedback LK.effects.flashObject(self, 0xff0000, 300); // Game over if health depleted if (self.health <= 0 && !self.isDestroyed) { self.isDestroyed = true; LK.effects.flashScreen(0xff0000, 500); LK.setTimeout(function () { LK.showGameOver(); }, 500); } break; } } } else { self.damageTimer--; } // Check exit collision when carrying civilian if (self.carryingCivilian && exit && self.intersects(exit)) { LK.getSound('rescue').play(); civiliansRescued++; self.carryingCivilian.isRescued = true; self.carryingCivilian = null; // Update the score LK.setScore(LK.getScore() + 100); updateScoreText(); // Check if all civilians are rescued checkLevelComplete(); } }; return self; }); var FireStation = GameObject.expand(function (x, y) { var self = GameObject.call(this, 'fireStation', 800, 600); var graphics = self.attachAsset('fireStation', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; return self; }); var Fire = GameObject.expand(function (x, y) { var self = GameObject.call(this, 'fire', 60, 80); var graphics = self.attachAsset('fire', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.intensity = 100; // 0-100 self.spreadTimer = 0; self.spreadRate = 3; // seconds (was 5, now faster) // Randomly vary the size var scale = 0.8 + Math.random() * 0.4; graphics.scale.set(scale, scale); self.update = function () { if (self.intensity <= 0) { self.destroy(); return; } // Animate the fire if (LK.ticks % 5 === 0) { var scaleVar = Math.random() * 0.2 - 0.1; graphics.scale.set(scale + scaleVar, scale + scaleVar); } // Attempt to spread fire self.spreadTimer++; if (self.spreadTimer > self.spreadRate * 60) { // Convert seconds to frames at 60fps self.spreadTimer = 0; if (Math.random() < 0.5 && fires.length < maxFires) { // was 0.3, now 0.5 (more likely to spread) var angle = Math.random() * Math.PI * 2; var distance = 100 + Math.random() * 100; var newX = self.x + Math.cos(angle) * distance; var newY = self.y + Math.sin(angle) * distance; // Keep within game bounds newX = Math.max(30, Math.min(newX, 2048 - 30)); newY = Math.max(30, Math.min(newY, 2732 - 30)); // Check if too close to existing fire or wall var tooClose = false; // Check walls for (var i = 0; i < walls.length; i++) { if (willCollide(newX, newY, 60, 80, walls[i].x, walls[i].y, walls[i].width, walls[i].height)) { tooClose = true; break; } } if (!tooClose) { createFire(newX, newY); LK.getSound('burn').play(); } } } }; return self; }); var Exit = GameObject.expand(function (x, y) { var self = GameObject.call(this, 'exit', 150, 100); var graphics = self.attachAsset('exit', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; // Make exit pulse to draw attention function pulseAnimation() { tween(graphics.scale, { x: 1.3, y: 1.3 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(graphics.scale, { x: 1.2, y: 1.2 }, { duration: 800, easing: tween.easeInOut, onFinish: pulseAnimation }); } }); } pulseAnimation(); return self; }); var Civilian = GameObject.expand(function (x, y) { var self = GameObject.call(this, 'civilian', 80, 120); var graphics = self.attachAsset('civilian', { anchorX: 0.5, anchorY: 0.5 }); self.x = x; self.y = y; self.isRescued = false; self.healthTimer = 0; self.maxHealthTimer = 5 * 60; // 5 seconds at 60fps self.update = function () { // Check if close to fire var nearFire = false; for (var i = 0; i < fires.length; i++) { var fire = fires[i]; var dx = self.x - fire.x; var dy = self.y - fire.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { nearFire = true; break; } } if (nearFire) { // Start losing health when near fire self.healthTimer++; if (self.healthTimer >= self.maxHealthTimer && !self.isRescued && !self.isDestroyed) { self.isDestroyed = true; LK.effects.flashScreen(0xff0000, 500); LK.setTimeout(function () { LK.showGameOver(); }, 500); } } else { // Recover when away from fire self.healthTimer = Math.max(0, self.healthTimer - 1); } // Visual feedback on health var healthPercent = 1 - self.healthTimer / self.maxHealthTimer; graphics.alpha = 0.5 + healthPercent * 0.5; // Animate when in danger if (nearFire && LK.ticks % 10 === 0) { tween(graphics, { rotation: Math.random() * 0.2 - 0.1 }, { duration: 300 }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x333333 }); /**** * Game Code ****/ // Game state variables var level = storage.currentLevel || 1; var firefighter; var fires = []; var civilians = []; var walls = []; var waterParticles = []; var smokeParticles = []; var waterPickups = []; var waterPickupTimer; var fireStation; var exit; var maxFires; var civiliansRescued = 0; var totalCivilians = 0; var gameTime = 90; // seconds var gameTimer; var controlPad; var actionButton; var timeBarFill; var waterBarFill; var joystickActive = false; var joystickOrigin = { x: 0, y: 0 }; var joystickPosition = { x: 0, y: 0 }; // Interface elements var scoreTxt; var levelTxt; var timeBarContainer; var timeBarBg; var waterBarContainer; var waterBarBg; var instructionsContainer; var instructionsTxt; // Initialize game function initGame() { // Reset game state LK.setScore(0); civiliansRescued = 0; // Clear previous game objects cleanupLevel(); // Set up the level setupLevel(level); // Create UI createUI(); // Play background music LK.playMusic('gameplay', { loop: true, fade: { start: 0, end: 0.4, duration: 1000 } }); // Start game timer startGameTimer(); // Show initial instructions showInstructions(); // Start water pickup spawning if (waterPickupTimer) { LK.clearInterval(waterPickupTimer); } // Create multiple initial water pickups based on level var initialPickups = 2 + Math.floor(level / 2); for (var i = 0; i < initialPickups; i++) { createWaterPickup(); } // Spawn new water pickups periodically waterPickupTimer = LK.setInterval(function () { // Limit the number of pickups based on level if (waterPickups.length < 3 + Math.floor(level)) { createWaterPickup(); } }, 25000); // New water pickup every 25 seconds (was 15s, now less frequent) } function cleanupLevel() { // Clear all game objects if (firefighter) { firefighter.destroy(); } for (var i = 0; i < fires.length; i++) { fires[i].destroy(); } fires = []; for (var i = 0; i < civilians.length; i++) { civilians[i].destroy(); } civilians = []; for (var i = 0; i < walls.length; i++) { walls[i].destroy(); } walls = []; for (var i = 0; i < waterParticles.length; i++) { waterParticles[i].destroy(); } waterParticles = []; for (var i = 0; i < smokeParticles.length; i++) { smokeParticles[i].destroy(); } smokeParticles = []; for (var i = 0; i < waterPickups.length; i++) { waterPickups[i].destroy(); } waterPickups = []; if (waterPickupTimer) { LK.clearInterval(waterPickupTimer); waterPickupTimer = null; } if (fireStation) { fireStation.destroy(); fireStation = null; } if (exit) { exit.destroy(); exit = null; } if (gameTimer) { LK.clearInterval(gameTimer); gameTimer = null; } } function setupLevel(level) { // Define distance function first so it can be used in this method function distance(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } // Level configuration var levelConfig = { 1: { layout: 'basic', civilians: 2, initialFires: 3, maxFires: 6, time: 90 }, 2: { layout: 'apartment', civilians: 3, initialFires: 4, maxFires: 8, time: 120 }, 3: { layout: 'office', civilians: 4, initialFires: 5, maxFires: 10, time: 180 } }; // Use level 3 config for any level beyond 3 var config = levelConfig[level] || levelConfig[3]; config.initialFires += Math.floor((level - 3) / 2); // Increase fires for levels beyond 3 config.civilians += Math.floor((level - 3) / 2); // Increase civilians for levels beyond 3 config.time = Math.min(300, config.time + (level - 3) * 30); // Increase time (max 5 minutes) maxFires = config.maxFires; totalCivilians = config.civilians; gameTime = config.time; // Create level layout createLayout(config.layout); // Create initial fires for (var i = 0; i < config.initialFires; i++) { var fireX, fireY; var validPosition = false; // Find a valid position for the fire while (!validPosition) { fireX = 300 + Math.random() * (2048 - 600); fireY = 300 + Math.random() * (2732 - 600); // Check if too close to firefighter, fire station, or exit var dx1 = fireX - 200; var dy1 = fireY - 2500; var tooCloseToFirefighter = Math.sqrt(dx1 * dx1 + dy1 * dy1) < 300; var tooCloseToFireStation = fireStation && Math.sqrt(Math.pow(fireX - fireStation.x, 2) + Math.pow(fireY - fireStation.y, 2)) < 400; var tooCloseToExit = exit && Math.sqrt(Math.pow(fireX - exit.x, 2) + Math.pow(fireY - exit.y, 2)) < 400; // Check if inside any wall var insideWall = false; for (var j = 0; j < walls.length; j++) { if (willCollide(fireX, fireY, 60, 80, walls[j].x, walls[j].y, walls[j].width, walls[j].height)) { insideWall = true; break; } } validPosition = !tooCloseToFirefighter && !tooCloseToFireStation && !tooCloseToExit && !insideWall; } createFire(fireX, fireY); } // Create civilians for (var i = 0; i < config.civilians; i++) { var civX, civY; var validPosition = false; while (!validPosition) { civX = 300 + Math.random() * (2048 - 600); civY = 300 + Math.random() * (2732 - 600); // Not too close to fire station or exit var tooCloseToFireStation = fireStation && distance(civX, civY, fireStation.x, fireStation.y) < 300; var tooCloseToExit = exit && distance(civX, civY, exit.x, exit.y) < 300; // Check if inside any wall var insideWall = false; for (var j = 0; j < walls.length; j++) { if (willCollide(civX, civY, 80, 120, walls[j].x, walls[j].y, walls[j].width, walls[j].height)) { insideWall = true; break; } } // Must be somewhat close to at least one fire var nearFire = false; for (var j = 0; j < fires.length; j++) { if (distance(civX, civY, fires[j].x, fires[j].y) < 500) { nearFire = true; break; } } validPosition = !tooCloseToFireStation && !tooCloseToExit && !insideWall && nearFire; } createCivilian(civX, civY); } // Create firefighter firefighter = new Firefighter(); firefighter.x = 200; firefighter.y = 2500; game.addChild(firefighter); } function createLayout(layoutType) { // Create fire station fireStation = new FireStation(200, 2500); game.addChild(fireStation); // Create exit exit = new Exit(1800, 200); game.addChild(exit); // Create walls based on layout type switch (layoutType) { case 'basic': // Simple wall layout createWall(1024, 1366, 800, 50); // Center horizontal wall createWall(600, 1000, 600, 50); // Left horizontal wall createWall(1400, 1700, 600, 50); // Right horizontal wall break; case 'apartment': // Apartment-like layout createWall(300, 800, 600, 50); // Upper left horizontal createWall(1300, 800, 500, 50); // Upper right horizontal createWall(500, 1400, 600, 50); // Lower left horizontal createWall(1300, 1400, 600, 50); // Lower right horizontal createWall(800, 800, 40, 600); // Center vertical createWall(1100, 1800, 40, 800); // Lower center vertical break; case 'office': // Office building layout createWall(500, 600, 1000, 50); // Top horizontal createWall(800, 1000, 600, 50); // Middle horizontal 1 createWall(1300, 1400, 400, 50); // Middle horizontal 2 createWall(1000, 1800, 1000, 50); // Bottom horizontal createWall(500, 600, 40, 800); // Left vertical createWall(1500, 600, 40, 800); // Right vertical createWall(1000, 1400, 40, 400); // Bottom vertical break; default: // Random maze-like layout var wallCount = 6 + Math.floor(Math.random() * 6); // 6-12 walls for (var i = 0; i < wallCount; i++) { var horizontal = Math.random() > 0.5; var x, y, width, height; if (horizontal) { width = 400 + Math.random() * 800; height = 40; x = 200 + Math.random() * (2048 - 400 - width); y = 400 + Math.random() * (2732 - 800); } else { width = 40; height = 400 + Math.random() * 800; x = 400 + Math.random() * (2048 - 800); y = 200 + Math.random() * (2732 - 400 - height); } // Don't block firefighter start or exit var blocksFirefighter = willCollide(x, y, width, height, 200, 2500, 200, 200); var blocksExit = willCollide(x, y, width, height, 1800, 200, 150, 100); if (!blocksFirefighter && !blocksExit) { createWall(x, y, width, height); } } break; } } function createUI() { // Score text scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(scoreTxt); // Level text levelTxt = new Text2('Level: ' + level, { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); LK.gui.top.addChild(levelTxt); // Time bar timeBarContainer = new Container(); timeBarBg = timeBarContainer.attachAsset('timeBarBg', { anchorX: 0, anchorY: 0.5 }); timeBarFill = timeBarContainer.attachAsset('timeBar', { anchorX: 0, anchorY: 0.5 }); timeBarFill.width = 400; // Start full timeBarContainer.addChild(timeBarBg); timeBarContainer.addChild(timeBarFill); var timeLabel = new Text2('TIME', { size: 30, fill: 0xFFFFFF }); timeLabel.anchor.set(0.5, 0.5); timeLabel.x = 200; timeBarContainer.addChild(timeLabel); timeBarContainer.x = -200; timeBarContainer.y = 100; LK.gui.top.addChild(timeBarContainer); // Water bar waterBarContainer = new Container(); waterBarBg = waterBarContainer.attachAsset('waterBarBg', { anchorX: 0, anchorY: 0.5 }); waterBarFill = waterBarContainer.attachAsset('waterBar', { anchorX: 0, anchorY: 0.5 }); waterBarFill.width = 400; // Start full waterBarContainer.addChild(waterBarBg); waterBarContainer.addChild(waterBarFill); var waterLabel = new Text2('WATER', { size: 30, fill: 0xFFFFFF }); waterLabel.anchor.set(0.5, 0.5); waterLabel.x = 200; waterBarContainer.addChild(waterLabel); waterBarContainer.x = -200; waterBarContainer.y = 160; LK.gui.top.addChild(waterBarContainer); // Instructions container instructionsContainer = new Container(); var instructionsBg = instructionsContainer.attachAsset('waterBarBg', { anchorX: 0.5, anchorY: 0.5, width: 1600, height: 400, alpha: 0.8 }); instructionsTxt = new Text2('Drag to move firefighter\nTap and hold to spray water\nRescue civilians and extinguish fires!', { size: 70, fill: 0xFFFFFF }); instructionsTxt.anchor.set(0.5, 0.5); instructionsContainer.addChild(instructionsTxt); instructionsContainer.x = 1024; instructionsContainer.y = 1366; instructionsContainer.visible = false; game.addChild(instructionsContainer); } function showInstructions() { instructionsContainer.visible = true; LK.setTimeout(function () { instructionsContainer.visible = false; }, 5000); } function startGameTimer() { var timeRemaining = gameTime; updateTimeBar(timeRemaining / gameTime); gameTimer = LK.setInterval(function () { timeRemaining--; updateTimeBar(timeRemaining / gameTime); if (timeRemaining <= 0) { LK.clearInterval(gameTimer); LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); } }, 1000); } function updateTimeBar(percentage) { timeBarFill.width = Math.max(0, 400 * percentage); // Change color as time runs out if (percentage < 0.2) { timeBarFill.tint = 0xff0000; // Red } else if (percentage < 0.5) { timeBarFill.tint = 0xffff00; // Yellow } else { timeBarFill.tint = 0xff9900; // Orange } } function updateWaterBar() { var percentage = firefighter.waterLevel / firefighter.maxWaterLevel; waterBarFill.width = Math.max(0, 400 * percentage); // Change color as water runs out if (percentage < 0.2) { waterBarFill.tint = 0xff0000; // Red } else if (percentage < 0.5) { waterBarFill.tint = 0xff9900; // Orange } else { waterBarFill.tint = 0x0000ff; // Blue } } function updateScoreText() { scoreTxt.setText('Score: ' + LK.getScore()); } function checkLevelComplete() { if (civiliansRescued >= totalCivilians) { // Level complete LK.clearInterval(gameTimer); LK.getSound('levelComplete').play(); // Award time bonus var timeRemaining = timeBarFill.width / 400 * gameTime; var timeBonus = Math.floor(timeRemaining * 10); LK.setScore(LK.getScore() + timeBonus); // Update highest level reached level++; storage.currentLevel = level; if (level > storage.highestLevel) { storage.highestLevel = level; } // Show win screen LK.showYouWin(); } } // Helper functions function createFire(x, y) { var fire = new Fire(x, y); game.addChild(fire); fires.push(fire); return fire; } function createCivilian(x, y) { var civilian = new Civilian(x, y); game.addChild(civilian); civilians.push(civilian); return civilian; } function createWall(x, y, width, height) { var wall = new Wall(x, y, width, height); game.addChild(wall); walls.push(wall); return wall; } function createWaterParticle(x, y) { // Create water spray in the direction the firefighter is facing var particleX = x + Math.random() * 40 - 20; var particleY = y - 50; // Spray from the top of the firefighter var particle = new WaterParticle(particleX, particleY); game.addChild(particle); waterParticles.push(particle); // Create smoke occasionally if (LK.ticks % 10 === 0) { createSmokeParticle(x, y); } // Play spray sound occasionally if (LK.ticks % 30 === 0) { LK.getSound('spray').play(); } return particle; } function createSmokeParticle(x, y) { var smoke = new Smoke(x + Math.random() * 60 - 30, y - 50); game.addChild(smoke); smokeParticles.push(smoke); return smoke; } function createWaterPickup() { // Define distance function locally to ensure it's available function distance(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } // Find a valid position for the water pickup var pickupX, pickupY; var validPosition = false; var preferredPlacement = Math.random(); while (!validPosition) { // Try to place water pickups strategically if (fires.length > 0 && preferredPlacement < 0.5) { // Place near fires (but not too close) var randomFire = fires[Math.floor(Math.random() * fires.length)]; var angle = Math.random() * Math.PI * 2; var dist = 250 + Math.random() * 150; pickupX = randomFire.x + Math.cos(angle) * dist; pickupY = randomFire.y + Math.sin(angle) * dist; } else if (civilians.length > 0 && preferredPlacement >= 0.5 && preferredPlacement < 0.8) { // Place near civilians that need rescue var unrescuedCivilians = civilians.filter(function (civ) { return !civ.isRescued; }); if (unrescuedCivilians.length > 0) { var randomCivilian = unrescuedCivilians[Math.floor(Math.random() * unrescuedCivilians.length)]; var angle = Math.random() * Math.PI * 2; var dist = 200 + Math.random() * 100; pickupX = randomCivilian.x + Math.cos(angle) * dist; pickupY = randomCivilian.y + Math.sin(angle) * dist; } else { pickupX = 300 + Math.random() * (2048 - 600); pickupY = 300 + Math.random() * (2732 - 600); } } else { // Random placement pickupX = 300 + Math.random() * (2048 - 600); pickupY = 300 + Math.random() * (2732 - 600); } // Keep within game bounds pickupX = Math.max(100, Math.min(pickupX, 2048 - 100)); pickupY = Math.max(100, Math.min(pickupY, 2732 - 100)); // Check if too close to firefighter or other objects var tooCloseToFirefighter = distance(pickupX, pickupY, firefighter.x, firefighter.y) < 200; var tooCloseToFireStation = fireStation && distance(pickupX, pickupY, fireStation.x, fireStation.y) < 300; var tooCloseToExit = exit && distance(pickupX, pickupY, exit.x, exit.y) < 300; // Check if inside any wall var insideWall = false; for (var j = 0; j < walls.length; j++) { if (willCollide(pickupX, pickupY, 60, 60, walls[j].x, walls[j].y, walls[j].width, walls[j].height)) { insideWall = true; break; } } // Check if not too close to existing pickups var tooCloseToPickup = false; for (var j = 0; j < waterPickups.length; j++) { if (distance(pickupX, pickupY, waterPickups[j].x, waterPickups[j].y) < 300) { tooCloseToPickup = true; break; } } validPosition = !tooCloseToFirefighter && !tooCloseToFireStation && !tooCloseToExit && !insideWall && !tooCloseToPickup; } var waterPickup = new WaterPickup(pickupX, pickupY); game.addChild(waterPickup); waterPickups.push(waterPickup); return waterPickup; } function distance(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } function willCollide(x1, y1, w1, h1, x2, y2, w2, h2) { return !(x1 + w1 / 2 < x2 - w2 / 2 || x1 - w1 / 2 > x2 + w2 / 2 || y1 + h1 / 2 < y2 - h2 / 2 || y1 - h1 / 2 > y2 + h2 / 2); } // Input handlers game.down = function (x, y, obj) { // Start dragging joystickActive = true; joystickOrigin.x = x; joystickOrigin.y = y; joystickPosition.x = x; joystickPosition.y = y; // If tapping close to the firefighter, start spraying water var dx = x - firefighter.x; var dy = y - firefighter.y; var distToFirefighter = Math.sqrt(dx * dx + dy * dy); if (distToFirefighter < 200) { firefighter.isSprayingWater = true; } // Check for civilian pickup if (!firefighter.carryingCivilian) { for (var i = 0; i < civilians.length; i++) { var civilian = civilians[i]; if (!civilian.isRescued && distance(firefighter.x, firefighter.y, civilian.x, civilian.y) < 100) { firefighter.carryingCivilian = civilian; LK.getSound('rescue').play(); break; } } } }; game.move = function (x, y, obj) { if (joystickActive) { joystickPosition.x = x; joystickPosition.y = y; var dx = x - joystickOrigin.x; var dy = y - joystickOrigin.y; // Calculate direction vector var length = Math.sqrt(dx * dx + dy * dy); if (length > 0) { firefighter.direction.x = dx / length; firefighter.direction.y = dy / length; } } }; game.up = function (x, y, obj) { joystickActive = false; firefighter.direction.x = 0; firefighter.direction.y = 0; firefighter.isSprayingWater = false; }; // Main game update loop game.update = function () { // Update firefighter if (firefighter) { firefighter.update(); } // Update fires for (var i = fires.length - 1; i >= 0; i--) { if (fires[i].isDestroyed) { fires.splice(i, 1); } else { fires[i].update(); } } // Update civilians for (var i = 0; i < civilians.length; i++) { if (!civilians[i].isRescued) { civilians[i].update(); } } // Update water particles for (var i = waterParticles.length - 1; i >= 0; i--) { if (waterParticles[i].isDestroyed) { waterParticles.splice(i, 1); } else { waterParticles[i].update(); } } // Update smoke particles for (var i = smokeParticles.length - 1; i >= 0; i--) { if (smokeParticles[i].isDestroyed) { smokeParticles.splice(i, 1); } else { smokeParticles[i].update(); } } // Create smoke from fires if (LK.ticks % 30 === 0) { for (var i = 0; i < fires.length; i++) { if (Math.random() < 0.3) { createSmokeParticle(fires[i].x, fires[i].y); } } } }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -104,20 +104,18 @@
}
};
return self;
});
-var Wall = GameObject.expand(function (x, y, width, height, wallType) {
+var Wall = GameObject.expand(function (x, y, width, height) {
var self = GameObject.call(this, 'wall', width, height);
var graphics = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5,
width: width,
- height: height,
- tint: wallType === 'border' ? 0x666666 : wallType === 'inner' ? 0x888888 : 0x444444
+ height: height
});
self.x = x;
self.y = y;
- self.wallType = wallType || 'normal';
return self;
});
var Smoke = GameObject.expand(function (x, y) {
var self = GameObject.call(this, 'smoke', 200, 200);
@@ -531,8 +529,9 @@
// Create UI
createUI();
// Play background music
LK.playMusic('gameplay', {
+ loop: true,
fade: {
start: 0,
end: 0.4,
duration: 1000
@@ -614,27 +613,27 @@
}
// Level configuration
var levelConfig = {
1: {
- layout: 'maze',
+ layout: 'basic',
civilians: 2,
initialFires: 3,
maxFires: 6,
- time: 120
+ time: 90
},
2: {
- layout: 'complex_maze',
+ layout: 'apartment',
civilians: 3,
initialFires: 4,
maxFires: 8,
- time: 150
+ time: 120
},
3: {
- layout: 'labyrinth',
+ layout: 'office',
civilians: 4,
initialFires: 5,
maxFires: 10,
- time: 210
+ time: 180
}
};
// Use level 3 config for any level beyond 3
var config = levelConfig[level] || levelConfig[3];
@@ -716,164 +715,60 @@
exit = new Exit(1800, 200);
game.addChild(exit);
// Create walls based on layout type
switch (layoutType) {
- case 'maze':
- // Create a simple maze layout
- createMazeGrid(10, 12, 60, false);
+ case 'basic':
+ // Simple wall layout
+ createWall(1024, 1366, 800, 50); // Center horizontal wall
+ createWall(600, 1000, 600, 50); // Left horizontal wall
+ createWall(1400, 1700, 600, 50); // Right horizontal wall
break;
- case 'complex_maze':
- // Create a more complex maze
- createMazeGrid(12, 15, 70, true);
+ case 'apartment':
+ // Apartment-like layout
+ createWall(300, 800, 600, 50); // Upper left horizontal
+ createWall(1300, 800, 500, 50); // Upper right horizontal
+ createWall(500, 1400, 600, 50); // Lower left horizontal
+ createWall(1300, 1400, 600, 50); // Lower right horizontal
+ createWall(800, 800, 40, 600); // Center vertical
+ createWall(1100, 1800, 40, 800); // Lower center vertical
break;
- case 'labyrinth':
- // Create a labyrinth with more complex paths
- createMazeGrid(15, 18, 80, true);
+ case 'office':
+ // Office building layout
+ createWall(500, 600, 1000, 50); // Top horizontal
+ createWall(800, 1000, 600, 50); // Middle horizontal 1
+ createWall(1300, 1400, 400, 50); // Middle horizontal 2
+ createWall(1000, 1800, 1000, 50); // Bottom horizontal
+ createWall(500, 600, 40, 800); // Left vertical
+ createWall(1500, 600, 40, 800); // Right vertical
+ createWall(1000, 1400, 40, 400); // Bottom vertical
break;
default:
// Random maze-like layout
- createMazeGrid(8, 10, 50, false);
- break;
- }
- // Create game boundary walls
- var wallThickness = 60;
- // Top wall
- createWall(1024, wallThickness / 2, 2048, wallThickness, 'border');
- // Bottom wall
- createWall(1024, 2732 - wallThickness / 2, 2048, wallThickness, 'border');
- // Left wall
- createWall(wallThickness / 2, 1366, wallThickness, 2732, 'border');
- // Right wall
- createWall(2048 - wallThickness / 2, 1366, wallThickness, 2732, 'border');
- // Create clear paths to fire station and exit
- clearPathToPoint(200, 2500, 300); // Clear path to fire station
- clearPathToPoint(1800, 200, 300); // Clear path to exit
-}
-// Helper function to create a maze grid
-function createMazeGrid(cols, rows, wallThickness, complexPaths) {
- var cellWidth = (2048 - 2 * wallThickness) / cols;
- var cellHeight = (2732 - 2 * wallThickness) / rows;
- var grid = [];
- // Initialize grid
- for (var i = 0; i < rows; i++) {
- grid[i] = [];
- for (var j = 0; j < cols; j++) {
- grid[i][j] = {
- visited: false,
- walls: {
- top: true,
- right: true,
- bottom: true,
- left: true
+ var wallCount = 6 + Math.floor(Math.random() * 6); // 6-12 walls
+ for (var i = 0; i < wallCount; i++) {
+ var horizontal = Math.random() > 0.5;
+ var x, y, width, height;
+ if (horizontal) {
+ width = 400 + Math.random() * 800;
+ height = 40;
+ x = 200 + Math.random() * (2048 - 400 - width);
+ y = 400 + Math.random() * (2732 - 800);
+ } else {
+ width = 40;
+ height = 400 + Math.random() * 800;
+ x = 400 + Math.random() * (2048 - 800);
+ y = 200 + Math.random() * (2732 - 400 - height);
}
- };
- }
- }
- // Use depth-first search to generate maze
- function generateMaze(row, col) {
- grid[row][col].visited = true;
- // Define possible directions
- var directions = [{
- row: -1,
- col: 0,
- wall: 'top',
- opposite: 'bottom'
- },
- // Top
- {
- row: 0,
- col: 1,
- wall: 'right',
- opposite: 'left'
- },
- // Right
- {
- row: 1,
- col: 0,
- wall: 'bottom',
- opposite: 'top'
- },
- // Bottom
- {
- row: 0,
- col: -1,
- wall: 'left',
- opposite: 'right'
- } // Left
- ];
- // Shuffle directions for randomness
- for (var i = directions.length - 1; i > 0; i--) {
- var j = Math.floor(Math.random() * (i + 1));
- var temp = directions[i];
- directions[i] = directions[j];
- directions[j] = temp;
- }
- // Check each direction
- for (var i = 0; i < directions.length; i++) {
- var dir = directions[i];
- var newRow = row + dir.row;
- var newCol = col + dir.col;
- // Check if the new cell is valid
- if (newRow >= 0 && newRow < rows && newCol >= 0 && newCol < cols && !grid[newRow][newCol].visited) {
- // Remove walls between cells
- grid[row][col].walls[dir.wall] = false;
- grid[newRow][newCol].walls[dir.opposite] = false;
- // Continue with the new cell
- generateMaze(newRow, newCol);
+ // Don't block firefighter start or exit
+ var blocksFirefighter = willCollide(x, y, width, height, 200, 2500, 200, 200);
+ var blocksExit = willCollide(x, y, width, height, 1800, 200, 150, 100);
+ if (!blocksFirefighter && !blocksExit) {
+ createWall(x, y, width, height);
+ }
}
- }
+ break;
}
- // Start generating maze from a random cell
- generateMaze(Math.floor(Math.random() * rows), Math.floor(Math.random() * cols));
- // For more complex paths, remove some additional walls
- if (complexPaths) {
- var wallsToRemove = Math.floor(rows * cols * 0.15); // Remove about 15% of remaining walls
- for (var i = 0; i < wallsToRemove; i++) {
- var row = Math.floor(Math.random() * (rows - 1));
- var col = Math.floor(Math.random() * (cols - 1));
- // Randomly choose between removing a right wall or a bottom wall
- if (Math.random() < 0.5) {
- grid[row][col].walls.right = false;
- grid[row][col + 1].walls.left = false;
- } else {
- grid[row][col].walls.bottom = false;
- grid[row + 1][col].walls.top = false;
- }
- }
- }
- // Create the walls based on the grid
- for (var row = 0; row < rows; row++) {
- for (var col = 0; col < cols; col++) {
- var cell = grid[row][col];
- var x = wallThickness + col * cellWidth + cellWidth / 2;
- var y = wallThickness + row * cellHeight + cellHeight / 2;
- // Create walls for this cell
- if (cell.walls.top) {
- createWall(x, y - cellHeight / 2, cellWidth, wallThickness, 'inner');
- }
- if (cell.walls.right) {
- createWall(x + cellWidth / 2, y, wallThickness, cellHeight, 'inner');
- }
- if (row === rows - 1 && cell.walls.bottom) {
- createWall(x, y + cellHeight / 2, cellWidth, wallThickness, 'inner');
- }
- if (col === 0 && cell.walls.left) {
- createWall(x - cellWidth / 2, y, wallThickness, cellHeight, 'inner');
- }
- }
- }
}
-// Helper function to clear paths to important points
-function clearPathToPoint(targetX, targetY, radius) {
- for (var i = walls.length - 1; i >= 0; i--) {
- var wall = walls[i];
- var distance = Math.sqrt(Math.pow(wall.x - targetX, 2) + Math.pow(wall.y - targetY, 2));
- if (distance < radius && wall.wallType !== 'border') {
- walls.splice(i, 1);
- wall.destroy();
- }
- }
-}
function createUI() {
// Score text
scoreTxt = new Text2('Score: 0', {
size: 60,
@@ -954,13 +849,12 @@
instructionsContainer.visible = false;
game.addChild(instructionsContainer);
}
function showInstructions() {
- instructionsTxt.setText('Navigate the maze to rescue civilians and extinguish fires!\nDrag to move firefighter\nTap and hold to spray water\nRefill water at the fire station!');
instructionsContainer.visible = true;
LK.setTimeout(function () {
instructionsContainer.visible = false;
- }, 7000); // Show longer for maze instructions
+ }, 5000);
}
function startGameTimer() {
var timeRemaining = gameTime;
updateTimeBar(timeRemaining / gameTime);
@@ -1031,10 +925,10 @@
game.addChild(civilian);
civilians.push(civilian);
return civilian;
}
-function createWall(x, y, width, height, wallType) {
- var wall = new Wall(x, y, width, height, wallType);
+function createWall(x, y, width, height) {
+ var wall = new Wall(x, y, width, height);
game.addChild(wall);
walls.push(wall);
return wall;
}
full size civilian Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fire. Single Game Texture. In-Game asset. 2d. Blank background. No shadows
firestation. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
horizontal wall. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
smoke. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
water drop Single Game Texture. In-Game asset. 2d. Blank background. No shadows
firefighter using fire extinguisher Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Exit Gate. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows