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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 Firework var Firework = Container.expand(function () { var self = Container.call(this); var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff, 0xffa500, 0x4b0082, 0x800000, 0x008080, 0x000080, 0x800080, 0x808000, 0x008000, 0x0000A0, 0xA52A2A, 0x5F9EA0, 0x7FFF00, 0xD2691E, 0xFF7F50, 0xFFD700, 0xADFF2F, 0xFF69B4, 0xCD5C5C, 0x4B0082, 0x8A2BE2, 0x5F9EA0, 0x7FFF00, 0xD2691E, 0xFF7F50]; // Extended array of colors var color = colors[Math.floor(Math.random() * colors.length)]; // Select a random color var fireworkGraphics = self.attachAsset('firework', { anchorX: 0.5, anchorY: 0.5, color: color // Apply the random color }); 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; // Add a random angle and speed to each particle var angle = Math.random() * Math.PI * 2; var speed = Math.random() * 5; particle.vx = Math.cos(angle) * speed; particle.vy = Math.sin(angle) * speed; game.addChild(particle); } self.destroy(); }; self.containsPoint = function (point) { var width = fireworkGraphics.width; var height = fireworkGraphics.height; return point.x > self.x - width / 2 && point.x < self.x + width / 2 && point.y > self.y - height / 2 && point.y < self.y + height / 2; }; }); var FireworkParticle = Container.expand(function () { var self = Container.call(this); var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff, 0xffa500, 0x4b0082, 0x800000, 0x008080, 0x000080, 0x800080, 0x808000, 0x008000, 0x0000A0, 0xA52A2A, 0x5F9EA0, 0x7FFF00, 0xD2691E, 0xFF7F50, 0xFFD700, 0xADFF2F, 0xFF69B4, 0xCD5C5C, 0x4B0082, 0x8A2BE2, 0x5F9EA0, 0x7FFF00, 0xD2691E, 0xFF7F50]; // Extended 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; // Decrease the speed over time for a more realistic effect self.vx *= 0.99; self.vy *= 0.99; if (--self.lifespan <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Handle game updates game.update = function () { // 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 click event game.down = function (x, y, obj) { console.log("Game was clicked at", x, y); // Check if a firework was clicked game.children.forEach(function (child) { if (child instanceof Firework && !child.exploded && child.containsPoint(game.toLocal(obj.global))) { // If a firework was clicked and not exploded, explode it child.explode(); } }); };
===================================================================
--- original.js
+++ change.js
@@ -3,9 +3,9 @@
****/
// Class for Firework
var Firework = Container.expand(function () {
var self = Container.call(this);
- var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff, 0xffa500, 0x4b0082, 0x800000, 0x008080, 0x000080, 0x800080, 0x808000, 0x008000, 0x0000A0, 0xA52A2A, 0x5F9EA0, 0x7FFF00, 0xD2691E, 0xFF7F50]; // Array of colors
+ var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff, 0xffa500, 0x4b0082, 0x800000, 0x008080, 0x000080, 0x800080, 0x808000, 0x008000, 0x0000A0, 0xA52A2A, 0x5F9EA0, 0x7FFF00, 0xD2691E, 0xFF7F50, 0xFFD700, 0xADFF2F, 0xFF69B4, 0xCD5C5C, 0x4B0082, 0x8A2BE2, 0x5F9EA0, 0x7FFF00, 0xD2691E, 0xFF7F50]; // Extended array of colors
var color = colors[Math.floor(Math.random() * colors.length)]; // Select a random color
var fireworkGraphics = self.attachAsset('firework', {
anchorX: 0.5,
anchorY: 0.5,
@@ -45,9 +45,9 @@
};
});
var FireworkParticle = Container.expand(function () {
var self = Container.call(this);
- var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff, 0xffa500, 0x4b0082, 0x800000, 0x008080, 0x000080, 0x800080, 0x808000, 0x008000, 0x0000A0, 0xA52A2A, 0x5F9EA0, 0x7FFF00, 0xD2691E, 0xFF7F50]; // Array of colors
+ var colors = [0xff0000, 0x00ff00, 0x0000ff, 0xffff00, 0xff00ff, 0x00ffff, 0xffa500, 0x4b0082, 0x800000, 0x008080, 0x000080, 0x800080, 0x808000, 0x008000, 0x0000A0, 0xA52A2A, 0x5F9EA0, 0x7FFF00, 0xD2691E, 0xFF7F50, 0xFFD700, 0xADFF2F, 0xFF69B4, 0xCD5C5C, 0x4B0082, 0x8A2BE2, 0x5F9EA0, 0x7FFF00, 0xD2691E, 0xFF7F50]; // Extended 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,