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ADD BLU PARTICLE TO THE MAP TOO
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ADD RED PARTICLE TO THE MAP TOO
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var particleGraphics = self.attachAsset('redParticle', {' Line Number: 97
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var fireworkGraphics = self.attachAsset('redFirework', {' Line Number: 63
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ADD RED PARTICLE TO THE MAP TOO
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FIREWORKS MISSILES SHOULD EXPLODE NO LATER THAN 100 UNITS FROM THE TOP OF THE ORBIT, THEY SHOULD NOT LEAVE THE ORBIT
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ADD TO THE MAP MORE COLOR FIREWORKS ASSETS
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THEN DO IT
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FIX THE CLICK EVENT ISSUE
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Please fix the bug: 'TypeError: child.containsPoint is not a function' in or related to this line: 'if (child instanceof Firework && !child.exploded && child.containsPoint(obj.global)) {' Line Number: 98
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Please fix the bug: 'TypeError: child.containsPoint is not a function' in or related to this line: 'if (child instanceof Firework && child.containsPoint(obj.global)) {' Line Number: 98
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IF THE PLAYER CLICKS ON A FIREWORK ASSET, THEN EXPLODE IT WITH THE FRIEWORK ANIMATION
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ADD CLICK EVENT TO THE GAME
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REMOVE SIGNAL ASSET FRO THE GAME
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REMOVE PLAYER ASSET FROM THE GAME
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REMOVE ENEMY ASSET FROM THE GAME
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HOW COULD YOU ADD MORE COLOURED FIREWORKS TO MAKE THE GAME MORE CHECKERED
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CREATE MORE REALISTIC fireworks animation
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CREATE A SO MUCH MORE COLOR FIREWORK EXPLONATION WHEN THE PLAYER CLICKS ON IT
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Add much more Firework COLOUR to the game
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Add much more Firework to the game
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Add much more to the game
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Do it
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the player can jump only 100 units, then fall down back
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the player can jump only 100 units, the fall down back
/**** * Classes ****/ // Class for Enemy var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.vx = Math.random() * 6 - 3; // Random x velocity self.vy = Math.random() * 6 - 3; // Random y velocity self.update = function () { self.x += self.vx; self.y += self.vy; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.vx = -self.vx; self.vy = -self.vy; } }; }); // Class for Firework var Firework = Container.expand(function () { var self = Container.call(this); var fireworkGraphics = self.attachAsset('firework', { anchorX: 0.5, anchorY: 0.5 }); self.vy = -5; // Upward velocity self.exploded = false; self.update = function () { if (!self.exploded) { self.y += self.vy; if (self.y <= 100) { // Explode at height 100 self.explode(); } } }; self.explode = function () { self.exploded = true; for (var i = 0; i < 100; i++) { // Create 100 particles var particle = new FireworkParticle(); particle.x = self.x; particle.y = self.y; game.addChild(particle); } self.destroy(); }; }); var FireworkParticle = Container.expand(function () { var self = Container.call(this); var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff]; // Array of colors var color = colors[Math.floor(Math.random() * colors.length)]; // Select a random color var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: color // Apply the random color }); self.vx = Math.random() * 6 - 3; // Random x velocity self.vy = Math.random() * 6 - 3; // Random y velocity self.alpha = 1; self.lifespan = 100; // Lifespan in ticks self.update = function () { self.x += self.vx; self.y += self.vy; self.alpha -= 1 / self.lifespan; if (--self.lifespan <= 0) { self.destroy(); } }; }); var MarketSignal = Container.expand(function () { var self = Container.call(this); self.isBear = Math.random() > 0.5; var color = self.isBear ? 0xff0000 : 0x00ff00; // Red for bear, green for bull var signalGraphics = self.attachAsset('signal', { anchorX: 0.5, anchorY: 0.5, color: color }); self.update = function () { self.x -= 5; // Move left if (self.x < -100) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Class for the Player var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.yVelocity = 0; self.isJumping = false; self.update = function () { if (self.isJumping) { self.y += self.yVelocity; self.yVelocity += 0.5; // Gravity effect if (self.y >= 200) { // Ground level self.y = 200; self.isJumping = false; } else if (self.y <= 100) { // Limit jump to 100 units self.y = 100; self.yVelocity = 0; // Stop upward movement } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.yVelocity = -15; // Jump strength } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player var player = new Player(); player.x = 2048 / 2; // Center of the screen horizontally player.y = 2732 / 2; // Center of the screen vertically game.addChild(player); // Initialize enemy var enemy = new Enemy(); enemy.x = Math.random() * 2048; // Random x position enemy.y = Math.random() * 2732; // Random y position game.addChild(enemy); // Array to hold market signals var marketSignals = []; // Function to create a new market signal function createMarketSignal() { var signal = new MarketSignal(); signal.x = 2048; // Start from the right signal.y = 2732 / 2; // Center of the screen marketSignals.push(signal); game.addChild(signal); } // Handle game updates game.update = function () { player.update(); enemy.update(); // Update market signals for (var i = marketSignals.length - 1; i >= 0; i--) { marketSignals[i].update(); if (enemy.intersects(player)) { // Player collided with enemy LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Create new firework every 50 ticks if (LK.ticks % 50 === 0) { var firework = new Firework(); firework.x = Math.random() * 2048; // Random x position firework.y = 2732; // Bottom of the screen game.addChild(firework); } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -50,11 +50,14 @@
};
});
var FireworkParticle = Container.expand(function () {
var self = Container.call(this);
+ var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff]; // Array of colors
+ var color = colors[Math.floor(Math.random() * colors.length)]; // Select a random color
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ color: color // Apply the random color
});
self.vx = Math.random() * 6 - 3; // Random x velocity
self.vy = Math.random() * 6 - 3; // Random y velocity
self.alpha = 1;