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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;
if (self instanceof RedFirework) {
particle = new RedFireworkParticle();
} else {
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;
};
});
// Class for Red Firework
var RedFirework = Firework.expand(function () {
var self = Firework.call(this);
Firework.call(this);
var fireworkGraphics = this.attachAsset('redFirework', {
anchorX: 0.5,
anchorY: 0.5
});
});
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();
}
};
});
// Class for Red Firework Particle
var RedFireworkParticle = FireworkParticle.expand(function () {
var self = FireworkParticle.call(this);
FireworkParticle.call(this);
var particleGraphics = this.attachAsset('redParticle', {
anchorX: 0.5,
anchorY: 0.5
});
});
/****
* 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;
// Randomly decide the color of the firework
if (Math.random() > 0.5) {
firework = new Firework();
} else {
firework = new RedFirework();
}
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
@@ -85,9 +85,10 @@
});
// Class for Red Firework Particle
var RedFireworkParticle = FireworkParticle.expand(function () {
var self = FireworkParticle.call(this);
- var particleGraphics = self.attachAsset('redParticle', {
+ FireworkParticle.call(this);
+ var particleGraphics = this.attachAsset('redParticle', {
anchorX: 0.5,
anchorY: 0.5
});
});