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DO IT
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DO ITUΜ
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DO IT
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DO IT
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DO IT
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ADD green firework TO THE MAP TOO
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Please fix the bug: 'ReferenceError: GreenFirework is not defined' in or related to this line: 'if (self instanceof RedFirework) {' Line Number: 45
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Please fix the bug: 'ReferenceError: GreenFirework is not defined' in or related to this line: 'if (self instanceof RedFirework) {' Line Number: 45
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ADD green PARTICLE TO THE MAP TOO
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remove greenParticle asset from the game
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remove greenfirework asset from the game
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var particleGraphics = self.attachAsset('purpleParticle', {' Line Number: 163
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var particleGraphics = self.attachAsset('yellowParticle', {' Line Number: 147
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var particleGraphics = self.attachAsset('yellowParticle', {' Line Number: 148
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var particleGraphics = self.attachAsset('purpleParticle', {' Line Number: 165
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Please fix the bug: 'TypeError: particle is undefined' in or related to this line: 'particle.x = self.x;' Line Number: 54
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ADD green PARTICLE TO THE MAP TOO
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Double the number of fireworks that load to add density to your visuals
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ADD purple PARTICLE TO THE MAP TOO
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ADD yellow PARTICLE TO THE MAP TOO
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STILL NOT WORKING...
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FIX IT!!!
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ADD GREENPARTICLE TO THE MAP TOO
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ADD GREE PARTICLE TO THE MAP TOO
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DON'T STACK LOADED FIREWORKS ASSETS ON TOP OF EACH OTHER, BUT SIDE BY SIDE TO MAKE IT DENSER
/**** * 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 <= 300) { // Explode at height 300 // 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 if (self instanceof BlueFirework) { particle = new BlueFireworkParticle(); } 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 Yellow Firework var YellowFirework = Firework.expand(function () { var self = Firework.call(this); Firework.call(this); var fireworkGraphics = this.attachAsset('yellowFirework', { anchorX: 0.5, anchorY: 0.5 }); }); // 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 PurpleFirework = Firework.expand(function () { var self = Firework.call(this); Firework.call(this); var fireworkGraphics = this.attachAsset('purpleFirework', { anchorX: 0.5, anchorY: 0.5 }); }); var GreenFirework = Firework.expand(function () { var self = Firework.call(this); Firework.call(this); var fireworkGraphics = this.attachAsset('greenFirework', { anchorX: 0.5, anchorY: 0.5 }); }); // Class for Blue Firework var BlueFirework = Firework.expand(function () { var self = Firework.call(this); Firework.call(this); var fireworkGraphics = this.attachAsset('blueFirework', { 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 Yellow Firework Particle var YellowFireworkParticle = FireworkParticle.expand(function () { var self = FireworkParticle.call(this); FireworkParticle.call(this); var particleGraphics = self.attachAsset('yellowParticle', { anchorX: 0.5, anchorY: 0.5 }); }); // 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 }); }); var PurpleFireworkParticle = FireworkParticle.expand(function () { var self = FireworkParticle.call(this); FireworkParticle.call(this); var particleGraphics = self.attachAsset('purpleParticle', { anchorX: 0.5, anchorY: 0.5 }); }); var GreenFireworkParticle = FireworkParticle.expand(function () { var self = FireworkParticle.call(this); FireworkParticle.call(this); var particleGraphics = self.attachAsset('greenParticle', { anchorX: 0.5, anchorY: 0.5 }); }); // Class for Blue Firework Particle var BlueFireworkParticle = FireworkParticle.expand(function () { var self = FireworkParticle.call(this); FireworkParticle.call(this); var particleGraphics = this.attachAsset('blueParticle', { 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 25 ticks if (LK.ticks % 25 === 0) { var firework; // Randomly decide the color of the firework var fireworkType = Math.random(); if (fireworkType < 0.2) { firework = new Firework(); } else if (fireworkType < 0.4) { firework = new RedFirework(); } else if (fireworkType < 0.6) { firework = new BlueFirework(); } else if (fireworkType < 0.8) { firework = new YellowFirework(); } else if (fireworkType < 0.9) { firework = new PurpleFirework(); } else if (fireworkType < 1.0) { firework = new GreenFirework(); } else { firework = new YellowFirework(); } 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
@@ -15,10 +15,10 @@
self.exploded = false;
self.update = function () {
if (!self.exploded) {
self.y += self.vy;
- if (self.y <= 200) {
- // Explode at height 200
+ if (self.y <= 300) {
+ // Explode at height 300
// Explode at height 100
self.explode();
}
}