User prompt
Add smoke effect animation after a particle exploded
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'title')' in or related to this line: 'document.title = "fireworksimulator"; // Set the URL title of the game' Line Number: 249
User prompt
Add smoke effekt animation after the particles exploded
User prompt
Rename the URL TITLE of the game to "fireworksimulator"
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'explode')' in or related to this line: 'self.explode = function () {' Line Number: 121
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'explode')' in or related to this line: 'self.explode = function () {' Line Number: 121
User prompt
Do it
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'explode')' in or related to this line: 'self.explode = function () {' Line Number: 124
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'explode')' in or related to this line: 'self.explode = function () {' Line Number: 122
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'explode')' in or related to this line: 'self.explode = function () {' Line Number: 122
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'explode')' in or related to this line: 'self.explode = function () {' Line Number: 122
User prompt
Do it
User prompt
Ensure particles can explode randomly between the top of the map and the upper half of the map
User prompt
Ensure particles can explode randomly between the upper half and the top of the map
User prompt
Ensure particles can explode anywhere randomly on the upper half of the map
User prompt
ADD pinkParticle and pink firework TO THE MAP TOO
User prompt
Ensure that the particles everywhere can explode on the upper half of the map randomly
User prompt
Ensure that the fireworks everywhere can explode on the upper half of the map
User prompt
Add click event to explode a random color firework on click
User prompt
Add click event to the game. Ensure to Every click explode a firework
User prompt
Set background color to black
User prompt
Add wallpapper asset to the map
User prompt
ADD pinkParticle TO THE MAP TOO
User prompt
ADD PINK firework TO THE MAP TOO
User prompt
Adjust firework explosion height to 333 units from the top
/****
* 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 <= Math.random() * (2732 / 2)) {
// Explode at a random height between the top of the map and the upper half
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);
}
// Create smoke effect
for (var j = 0; j < 50; j++) {
var smoke = new SmokeParticle();
smoke.x = self.x;
smoke.y = self.y;
var smokeAngle = Math.random() * Math.PI * 2;
var smokeSpeed = Math.random() * 2;
smoke.vx = Math.cos(smokeAngle) * smokeSpeed;
smoke.vy = Math.sin(smokeAngle) * smokeSpeed;
game.addChild(smoke);
}
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 PinkFirework = Firework.expand(function () {
var self = Firework.call(this);
Firework.call(this);
var fireworkGraphics = this.attachAsset('pinkFirework', {
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 PinkFireworkParticle = FireworkParticle.expand(function () {
var self = FireworkParticle.call(this);
FireworkParticle.call(this);
var particleGraphics = self.attachAsset('pinkParticle', {
anchorX: 0.5,
anchorY: 0.5
});
game.addChild(particleGraphics);
});
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
});
});
var SmokeParticle = Container.expand(function () {
var self = Container.call(this);
var smokeGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5,
color: 0x808080 // Gray color for smoke
});
self.vx = Math.random() * 2 - 1; // Random x velocity
self.vy = Math.random() * 2 - 1; // Random y velocity
self.alpha = 0.5;
self.lifespan = 60; // Lifespan in ticks
self.update = function () {
self.x += self.vx;
self.y += self.vy;
self.alpha -= 0.01; // Fade out effect
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 //Set background color to black
});
/****
* Game Code
****/
var wallpaper = game.addChild(LK.getAsset('wallpaper', {
anchorX: 0,
anchorY: 0
}));
document.title = "fireworksimulator"; // Set the URL title of the game
// 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 PinkFirework();
}
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();
}
});
// If no firework was clicked, create a new random color firework at the click position
var fireworkTypes = [Firework, RedFirework, BlueFirework, YellowFirework, PurpleFirework, GreenFirework, PinkFirework];
var randomFireworkType = fireworkTypes[Math.floor(Math.random() * fireworkTypes.length)];
var newFirework = new randomFireworkType();
newFirework.x = x;
newFirework.y = y;
game.addChild(newFirework);
}; ===================================================================
--- original.js
+++ change.js
@@ -42,8 +42,19 @@
particle.vx = Math.cos(angle) * speed;
particle.vy = Math.sin(angle) * speed;
game.addChild(particle);
}
+ // Create smoke effect
+ for (var j = 0; j < 50; j++) {
+ var smoke = new SmokeParticle();
+ smoke.x = self.x;
+ smoke.y = self.y;
+ var smokeAngle = Math.random() * Math.PI * 2;
+ var smokeSpeed = Math.random() * 2;
+ smoke.vx = Math.cos(smokeAngle) * smokeSpeed;
+ smoke.vy = Math.sin(smokeAngle) * smokeSpeed;
+ game.addChild(smoke);
+ }
self.destroy();
};
self.containsPoint = function (point) {
var width = fireworkGraphics.width;
@@ -178,8 +189,28 @@
anchorX: 0.5,
anchorY: 0.5
});
});
+var SmokeParticle = Container.expand(function () {
+ var self = Container.call(this);
+ var smokeGraphics = self.attachAsset('particle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ color: 0x808080 // Gray color for smoke
+ });
+ self.vx = Math.random() * 2 - 1; // Random x velocity
+ self.vy = Math.random() * 2 - 1; // Random y velocity
+ self.alpha = 0.5;
+ self.lifespan = 60; // Lifespan in ticks
+ self.update = function () {
+ self.x += self.vx;
+ self.y += self.vy;
+ self.alpha -= 0.01; // Fade out effect
+ if (--self.lifespan <= 0) {
+ self.destroy();
+ }
+ };
+});
/****
* Initialize Game
****/