User prompt
Set blend mode 1 on everyhing
User prompt
Make colour only blue
User prompt
Make particle neon red and blue
User prompt
Make the colour rainbow
User prompt
Change particle colour gradually
User prompt
Choose random colours for fluid each interaction
User prompt
Change fluid colours each swipe
User prompt
Please fix the bug: 'TypeError: particle.update is not a function' in or related to this line: 'particle.update();' Line Number: 162
User prompt
Make the fluid type change every swipe (circle, box, triangle, smoke, water)
User prompt
Make fluid chacne colour gradiently
User prompt
Make a swipe mechanic
Initial prompt
Satisfying
/**** * Classes ****/ // Class for creating box fluid art particles var BoxParticle = Container.expand(function () { var self = Container.call(this); // Create and attach a box asset for the particle var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5, shape: 'box' }); // Update function to animate the particle self.update = function () { self.x += self.speedX; self.y += self.speedY; self.alpha -= 0.01; if (self.alpha <= 0) { self.destroy(); } }; }); // Class for creating circle fluid art particles var CircleParticle = Container.expand(function () { var self = Container.call(this); // Create and attach a circle asset for the particle var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5, shape: 'ellipse' }); // Update function to animate the particle self.update = function () { self.x += self.speedX; self.y += self.speedY; self.alpha -= 0.01; if (self.alpha <= 0) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Class for creating fluid art particles var FluidParticle = Container.expand(function () { var self = Container.call(this); // Create and attach a circular asset for the particle var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); // Change the color of the particle gradiently particleGraphics.tint = Math.random() * 0xFFFFFF; // Randomize initial properties self.speedX = (Math.random() - 0.5) * 10; self.speedY = (Math.random() - 0.5) * 10; self.alpha = Math.random() * 0.5 + 0.5; self.scale.set(Math.random() * 0.5 + 0.5); // Update function to animate the particle self.update = function () { self.x += self.speedX; self.y += self.speedY; self.alpha -= 0.01; if (self.alpha <= 0) { self.destroy(); } }; }); // Class for creating smoke fluid art particles var SmokeParticle = Container.expand(function () { var self = Container.call(this); // Create and attach a smoke asset for the particle var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5, shape: 'smoke' }); // Update function to animate the particle self.update = function () { self.x += self.speedX; self.y += self.speedY; self.alpha -= 0.01; if (self.alpha <= 0) { self.destroy(); } }; }); // Class for creating triangle fluid art particles var TriangleParticle = Container.expand(function () { var self = Container.call(this); // Create and attach a triangle asset for the particle var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5, shape: 'triangle' }); // Update function to animate the particle self.update = function () { self.x += self.speedX; self.y += self.speedY; self.alpha -= 0.01; if (self.alpha <= 0) { self.destroy(); } }; }); // Class for creating water fluid art particles var WaterParticle = Container.expand(function () { var self = Container.call(this); // Create and attach a water asset for the particle var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5, shape: 'water' }); // Update function to animate the particle self.update = function () { self.x += self.speedX; self.y += self.speedY; self.alpha -= 0.01; if (self.alpha <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Array to keep track of all fluid particles var particles = []; // Function to create a burst of particles at a given position function createParticleBurst(x, y) { for (var i = 0; i < 20; i++) { // Create different types of particles based on the swipe count var particle; switch (game.swipeCount % 5) { case 0: particle = new BoxParticle(); break; case 1: particle = new CircleParticle(); break; case 2: particle = new TriangleParticle(); break; case 3: particle = new SmokeParticle(); break; case 4: particle = new WaterParticle(); break; } particle.x = x; particle.y = y; particles.push(particle); game.addChild(particle); } } // Handle touch or mouse down event to create fluid art game.down = function (x, y, obj) { this.swipeStart = { x: x, y: y }; // Increment the swipe count on each swipe this.swipeCount = (this.swipeCount || 0) + 1; }; game.move = function (x, y, obj) { if (this.swipeStart) { var dx = x - this.swipeStart.x; var dy = y - this.swipeStart.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { createParticleBurst(this.swipeStart.x, this.swipeStart.y); this.swipeStart = { x: x, y: y }; } } }; game.up = function (x, y, obj) { this.swipeStart = null; }; // Update function to animate particles game.update = function () { for (var i = particles.length - 1; i >= 0; i--) { var particle = particles[i]; particle.update(); if (particle.alpha <= 0) { particles.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -9,9 +9,17 @@
anchorX: 0.5,
anchorY: 0.5,
shape: 'box'
});
- // Rest of the code is same as FluidParticle
+ // Update function to animate the particle
+ self.update = function () {
+ self.x += self.speedX;
+ self.y += self.speedY;
+ self.alpha -= 0.01;
+ if (self.alpha <= 0) {
+ self.destroy();
+ }
+ };
});
// Class for creating circle fluid art particles
var CircleParticle = Container.expand(function () {
var self = Container.call(this);
@@ -20,9 +28,17 @@
anchorX: 0.5,
anchorY: 0.5,
shape: 'ellipse'
});
- // Rest of the code is same as FluidParticle
+ // Update function to animate the particle
+ self.update = function () {
+ self.x += self.speedX;
+ self.y += self.speedY;
+ self.alpha -= 0.01;
+ if (self.alpha <= 0) {
+ self.destroy();
+ }
+ };
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Class for creating fluid art particles
@@ -58,9 +74,17 @@
anchorX: 0.5,
anchorY: 0.5,
shape: 'smoke'
});
- // Rest of the code is same as FluidParticle
+ // Update function to animate the particle
+ self.update = function () {
+ self.x += self.speedX;
+ self.y += self.speedY;
+ self.alpha -= 0.01;
+ if (self.alpha <= 0) {
+ self.destroy();
+ }
+ };
});
// Class for creating triangle fluid art particles
var TriangleParticle = Container.expand(function () {
var self = Container.call(this);
@@ -69,9 +93,17 @@
anchorX: 0.5,
anchorY: 0.5,
shape: 'triangle'
});
- // Rest of the code is same as FluidParticle
+ // Update function to animate the particle
+ self.update = function () {
+ self.x += self.speedX;
+ self.y += self.speedY;
+ self.alpha -= 0.01;
+ if (self.alpha <= 0) {
+ self.destroy();
+ }
+ };
});
// Class for creating water fluid art particles
var WaterParticle = Container.expand(function () {
var self = Container.call(this);
@@ -80,9 +112,17 @@
anchorX: 0.5,
anchorY: 0.5,
shape: 'water'
});
- // Rest of the code is same as FluidParticle
+ // Update function to animate the particle
+ self.update = function () {
+ self.x += self.speedX;
+ self.y += self.speedY;
+ self.alpha -= 0.01;
+ if (self.alpha <= 0) {
+ self.destroy();
+ }
+ };
});
/****
* Initialize Game