User prompt
create and assign the background music for the game
User prompt
convert the environment to maze
User prompt
set minimum score points at each level to pass\
User prompt
convert the environment to maze
User prompt
fix the game over bug that popup automatically
User prompt
make the game more challenging
User prompt
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
User prompt
optimize the mouse hold and drag input smoother
User prompt
fix the game over bug
User prompt
fix the game over bug
User prompt
create and assign some of the assets near the wall
User prompt
add a building asset for each wall so it will look like a house
User prompt
add a health bar to the firefighter if he directly collide with fire reduce the health with little
User prompt
scale the exit gate asset liitle bit bigger ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add building assets in the game to make it more realistic
User prompt
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
User prompt
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
User prompt
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
User prompt
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
User prompt
add more water pickups across the game so the firefighter can pickup
User prompt
reduce the water reducing amount which gets emptier quickly
User prompt
spawn those across the game that'll help the firefighter to refill the status
User prompt
add water pickup to collect refill the water status
User prompt
dont squash the walls
User prompt
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 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 }); self.speed = 5; self.waterLevel = 100; self.maxWaterLevel = 100; self.waterUseRate = 1; self.waterRefillRate = 3; 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(); } } else { self.isRefilling = false; } // 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 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 = 5; // seconds // 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() < 0.3 && fires.length < maxFires) { 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: 1.1, y: 1.1 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(graphics.scale, { x: 1.0, y: 1.0 }, { 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) { LK.effects.flashScreen(0xff0000, 500); LK.showGameOver(); } } 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 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', { fade: { start: 0, end: 0.4, duration: 1000 } }); // Start game timer startGameTimer(); // Show initial instructions showInstructions(); } 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 = []; if (fireStation) { fireStation.destroy(); fireStation = null; } if (exit) { exit.destroy(); exit = null; } if (gameTimer) { LK.clearInterval(gameTimer); gameTimer = null; } } function setupLevel(level) { // 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 tooCloseToFirefighter = distance(fireX, fireY, 200, 2500) < 300; var tooCloseToFireStation = fireStation && distance(fireX, fireY, fireStation.x, fireStation.y) < 400; var tooCloseToExit = exit && distance(fireX, fireY, exit.x, exit.y) < 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, 40); // Center horizontal wall createWall(600, 1000, 600, 40); // Left horizontal wall createWall(1400, 1700, 600, 40); // Right horizontal wall break; case 'apartment': // Apartment-like layout createWall(300, 800, 600, 40); // Upper left horizontal createWall(1300, 800, 500, 40); // Upper right horizontal createWall(800, 800, 40, 600); // Center vertical createWall(500, 1400, 600, 40); // Lower left horizontal createWall(1300, 1400, 600, 40); // Lower right horizontal createWall(1100, 1800, 40, 800); // Lower center vertical break; case 'office': // Office building layout createWall(500, 600, 1000, 40); // Top horizontal createWall(500, 600, 40, 800); // Left vertical createWall(1500, 600, 40, 800); // Right vertical createWall(800, 1000, 600, 40); // Middle horizontal 1 createWall(1300, 1400, 400, 40); // Middle horizontal 2 createWall(1000, 1800, 1000, 40); // Bottom horizontal 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 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();
/****
* 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 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
});
self.speed = 5;
self.waterLevel = 100;
self.maxWaterLevel = 100;
self.waterUseRate = 1;
self.waterRefillRate = 3;
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();
}
} else {
self.isRefilling = false;
}
// 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 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 = 5; // seconds
// 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() < 0.3 && fires.length < maxFires) {
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: 1.1,
y: 1.1
}, {
duration: 800,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(graphics.scale, {
x: 1.0,
y: 1.0
}, {
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) {
LK.effects.flashScreen(0xff0000, 500);
LK.showGameOver();
}
} 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 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', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
// Start game timer
startGameTimer();
// Show initial instructions
showInstructions();
}
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 = [];
if (fireStation) {
fireStation.destroy();
fireStation = null;
}
if (exit) {
exit.destroy();
exit = null;
}
if (gameTimer) {
LK.clearInterval(gameTimer);
gameTimer = null;
}
}
function setupLevel(level) {
// 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 tooCloseToFirefighter = distance(fireX, fireY, 200, 2500) < 300;
var tooCloseToFireStation = fireStation && distance(fireX, fireY, fireStation.x, fireStation.y) < 400;
var tooCloseToExit = exit && distance(fireX, fireY, exit.x, exit.y) < 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, 40); // Center horizontal wall
createWall(600, 1000, 600, 40); // Left horizontal wall
createWall(1400, 1700, 600, 40); // Right horizontal wall
break;
case 'apartment':
// Apartment-like layout
createWall(300, 800, 600, 40); // Upper left horizontal
createWall(1300, 800, 500, 40); // Upper right horizontal
createWall(800, 800, 40, 600); // Center vertical
createWall(500, 1400, 600, 40); // Lower left horizontal
createWall(1300, 1400, 600, 40); // Lower right horizontal
createWall(1100, 1800, 40, 800); // Lower center vertical
break;
case 'office':
// Office building layout
createWall(500, 600, 1000, 40); // Top horizontal
createWall(500, 600, 40, 800); // Left vertical
createWall(1500, 600, 40, 800); // Right vertical
createWall(800, 1000, 600, 40); // Middle horizontal 1
createWall(1300, 1400, 400, 40); // Middle horizontal 2
createWall(1000, 1800, 1000, 40); // Bottom horizontal
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 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();
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