User prompt
Add gamemusic to the game
User prompt
make the circle of colors larger
User prompt
Add same particles colors moving around the fire ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove teleport
User prompt
Make it duplicated and teleport to cursor position
User prompt
Add the releasing for wood
User prompt
Fix the dragging of wood to be with cursor position
User prompt
Make the wood as a button to duplicate a wood from it to be placed to fire area.
User prompt
Add wood asset to the bottom of screen
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var globalPos = obj.parent.toGlobal({' Line Number: 172
User prompt
Duplicate the wood teleport it to cursor to be placed on fire.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var gamePos = game.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 172
User prompt
make it duplicate with cursor the wood asset not jump from the button its jumping when i click it!
User prompt
Please fix the bug: 'ReferenceError: woodPieces is not defined' in or related to this line: 'for (var j = woodPieces.length - 1; j >= 0; j--) {' Line Number: 297
User prompt
Please fix the bug: 'ReferenceError: woodPieces is not defined' in or related to this line: 'for (var j = woodPieces.length - 1; j >= 0; j--) {' Line Number: 297
User prompt
Add woodbutton on the bottom of the screen, and give it a click function to respawn or duplicate a wood asset from it
User prompt
Add all other colors with assets
User prompt
lower it by 400px
User prompt
Lower the fire a bit by 200px
User prompt
Remove any vanish animation let the fire only in the middle like first time ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Respawn the fire in the middle Size 200x200 again when placing 10 woods on the fire area
User prompt
Respawn the fire again with size 150x150 after placing 9 woods
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After placing 9 woods make the fire back again size 150x150
User prompt
Please fix the bug: 'Uncaught TypeError: tween.get is not a function' in or related to this line: 'tween.get(wood.children[0]).to({' Line Number: 361 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
wood can get fire colors when touching fire without vanishing it.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var FireParticle = Container.expand(function () {
var self = Container.call(this);
// Create particle graphics based on type
var graphics;
self.particleType = 'fire'; // default type
self.setType = function (type) {
if (self.graphics) {
self.removeChild(self.graphics);
}
self.particleType = type;
// Map of all available particle types to their assets
var assetMap = {
'fire': 'fireParticle',
'core': 'fireCore',
'smoke': 'smoke',
'fireBlue': 'fireBlue',
'fireCyan': 'fireCyan',
'fireGold': 'fireGold',
'fireGreen': 'fireGreen',
'fireLightOrange': 'fireLightOrange',
'fireMagenta': 'fireMagenta',
'fireOrange': 'fireOrange',
'firePurple': 'firePurple',
'fireYellowWhite': 'fireYellowWhite',
'whiteParticle': 'whiteParticle',
'smokeGray': 'smokeGray',
'smokeLightGray': 'smokeLightGray',
'smokePurple': 'smokePurple',
'smokeTeal': 'smokeTeal',
'smokeYellow': 'smokeYellow'
};
// Create asset based on type
if (assetMap[type]) {
self.graphics = self.attachAsset(assetMap[type], {
anchorX: 0.5,
anchorY: 0.5
});
// Store if this is a smoke type
self.isSmokeType = type.indexOf('smoke') === 0 || type === 'smoke';
}
};
// Initialize with default type
self.setType('fire');
// Particle properties
self.velocityX = 0;
self.velocityY = 0;
self.life = 1.0;
self.maxLife = 1.0;
self.update = function () {
// Move particle
self.x += self.velocityX;
self.y += self.velocityY;
// Reduce life
self.life -= 0.02;
// Update appearance based on life
if (self.graphics) {
self.graphics.alpha = Math.max(0, self.life);
self.graphics.scaleX = self.life;
self.graphics.scaleY = self.life;
}
// Add some randomness to movement
self.velocityX += (Math.random() - 0.5) * 0.5;
self.velocityY += (Math.random() - 0.5) * 0.3;
// Gravity effect for smoke
if (self.isSmokeType) {
self.velocityY -= 0.1;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x51ff00
});
/****
* Game Code
****/
// Add background image fullscreen
var background = game.attachAsset('background1', {
x: 0,
y: 0,
width: 2048,
height: 2732
});
// Start playing game music
LK.playMusic('GameMusic');
// Fire animation system
var fireParticles = [];
var fireBaseX = 1024; // Center of screen
var fireBaseY = 1966; // Lowered by 600px from center (200px + 400px)
// Play fire sound repeatedly
var fireSoundTimer = LK.setInterval(function () {
LK.getSound('Firesound').play();
}, 2000); // Play every 2 seconds
// Create fire particles continuously
var fireTimer = LK.setInterval(function () {
// Create main fire particles using all color assets
for (var i = 0; i < 8; i++) {
var particle = new FireParticle();
// Use all fire color assets randomly
var fireTypes = ['fire', 'fireBlue', 'fireCyan', 'fireGold', 'fireGreen', 'fireLightOrange', 'fireMagenta', 'fireOrange', 'firePurple'];
var randomType = fireTypes[Math.floor(Math.random() * fireTypes.length)];
particle.setType(randomType);
particle.x = fireBaseX + (Math.random() - 0.5) * 400;
particle.y = fireBaseY + (Math.random() - 0.5) * 160;
particle.velocityX = (Math.random() - 0.5) * 8;
particle.velocityY = -Math.random() * 20 - 8;
particle.life = 1.0;
particle.maxLife = 1.0;
// Scale animation - much bigger particles
particle.graphics.scaleX = 2.0 + Math.random() * 2.0;
particle.graphics.scaleY = 2.0 + Math.random() * 2.0;
tween(particle.graphics, {
scaleX: particle.graphics.scaleX * 3.0,
scaleY: particle.graphics.scaleY * 3.0
}, {
duration: 500 + Math.random() * 500,
easing: tween.easeOut
});
fireParticles.push(particle);
game.addChild(particle);
}
// Create floating particles that move around the fire
for (var f = 0; f < 5; f++) {
var floatingParticle = new FireParticle();
// Use all fire color assets randomly
var floatingTypes = ['fire', 'fireBlue', 'fireCyan', 'fireGold', 'fireGreen', 'fireLightOrange', 'fireMagenta', 'fireOrange', 'firePurple'];
var randomFloatingType = floatingTypes[Math.floor(Math.random() * floatingTypes.length)];
floatingParticle.setType(randomFloatingType);
// Position around the fire in a much wider area
var angle = Math.random() * Math.PI * 2;
var distance = 500 + Math.random() * 300;
floatingParticle.x = fireBaseX + Math.cos(angle) * distance;
floatingParticle.y = fireBaseY + Math.sin(angle) * distance;
floatingParticle.velocityX = 0;
floatingParticle.velocityY = 0;
floatingParticle.life = 1.0;
floatingParticle.maxLife = 1.0;
// Smaller floating particles
floatingParticle.graphics.scaleX = 1.0 + Math.random() * 0.5;
floatingParticle.graphics.scaleY = 1.0 + Math.random() * 0.5;
// Create circular floating motion around the fire
var radius = distance;
var speed = 0.02 + Math.random() * 0.02;
var startAngle = angle;
tween(floatingParticle, {
x: fireBaseX + Math.cos(startAngle + Math.PI * 2) * radius,
y: fireBaseY + Math.sin(startAngle + Math.PI * 2) * radius
}, {
duration: Math.PI * 2 / speed * 16,
// Complete circle
easing: tween.linear,
onFinish: function onFinish() {
// Continue circular motion
tween(floatingParticle, {
x: fireBaseX + Math.cos(startAngle + Math.PI * 4) * radius,
y: fireBaseY + Math.sin(startAngle + Math.PI * 4) * radius
}, {
duration: Math.PI * 2 / speed * 16,
easing: tween.linear
});
}
});
fireParticles.push(floatingParticle);
game.addChild(floatingParticle);
}
// Create core fire particles (yellow/white)
for (var j = 0; j < 5; j++) {
var coreParticle = new FireParticle();
// Use core and yellow/white assets
var coreTypes = ['core', 'fireYellowWhite', 'whiteParticle'];
var randomCoreType = coreTypes[Math.floor(Math.random() * coreTypes.length)];
coreParticle.setType(randomCoreType);
coreParticle.x = fireBaseX + (Math.random() - 0.5) * 250;
coreParticle.y = fireBaseY + (Math.random() - 0.5) * 120;
coreParticle.velocityX = (Math.random() - 0.5) * 6;
coreParticle.velocityY = -Math.random() * 18 - 10;
coreParticle.life = 1.0;
coreParticle.maxLife = 1.0;
// Much bigger core particles
coreParticle.graphics.scaleX = 2.5;
coreParticle.graphics.scaleY = 2.5;
fireParticles.push(coreParticle);
game.addChild(coreParticle);
}
// Create bright white hot center particles
for (var k = 0; k < 3; k++) {
var whiteParticle = new FireParticle();
whiteParticle.setType('whiteParticle');
whiteParticle.x = fireBaseX + (Math.random() - 0.5) * 150;
whiteParticle.y = fireBaseY + (Math.random() - 0.5) * 80;
whiteParticle.velocityX = (Math.random() - 0.5) * 4;
whiteParticle.velocityY = -Math.random() * 15 - 8;
whiteParticle.life = 1.0;
whiteParticle.maxLife = 1.0;
// Intense white hot center particles
whiteParticle.graphics.scaleX = 1.8;
whiteParticle.graphics.scaleY = 1.8;
// Add white glow effect with tween
tween(whiteParticle.graphics, {
scaleX: whiteParticle.graphics.scaleX * 2.5,
scaleY: whiteParticle.graphics.scaleY * 2.5
}, {
duration: 400 + Math.random() * 300,
easing: tween.easeOut
});
fireParticles.push(whiteParticle);
game.addChild(whiteParticle);
}
// Create white base particles at the bottom of the fire
for (var m = 0; m < 6; m++) {
var whiteBaseParticle = new FireParticle();
whiteBaseParticle.setType('whiteParticle');
whiteBaseParticle.x = fireBaseX + (Math.random() - 0.5) * 200;
whiteBaseParticle.y = fireBaseY + 150 + (Math.random() - 0.5) * 100;
whiteBaseParticle.velocityX = (Math.random() - 0.5) * 3;
whiteBaseParticle.velocityY = -Math.random() * 5 - 2;
whiteBaseParticle.life = 1.0;
whiteBaseParticle.maxLife = 1.0;
// Base white particles same size as other fire particles
whiteBaseParticle.graphics.scaleX = 2.0 + Math.random() * 1.0;
whiteBaseParticle.graphics.scaleY = 2.0 + Math.random() * 1.0;
// Add gentle scaling animation
tween(whiteBaseParticle.graphics, {
scaleX: whiteBaseParticle.graphics.scaleX * 2.0,
scaleY: whiteBaseParticle.graphics.scaleY * 2.0
}, {
duration: 600 + Math.random() * 400,
easing: tween.easeOut
});
fireParticles.push(whiteBaseParticle);
game.addChild(whiteBaseParticle);
// Move white base particles to back (behind fire)
game.setChildIndex(whiteBaseParticle, 1);
}
// Create smoke particles (black/dark)
if (Math.random() < 0.5) {
var smokeParticle = new FireParticle();
// Use all smoke color assets
var smokeTypes = ['smoke', 'smokeGray', 'smokeLightGray', 'smokePurple', 'smokeTeal', 'smokeYellow'];
var randomSmokeType = smokeTypes[Math.floor(Math.random() * smokeTypes.length)];
smokeParticle.setType(randomSmokeType);
smokeParticle.x = fireBaseX + (Math.random() - 0.5) * 320;
smokeParticle.y = fireBaseY - 300 - Math.random() * 200;
smokeParticle.velocityX = (Math.random() - 0.5) * 10;
smokeParticle.velocityY = -Math.random() * 10 - 4;
smokeParticle.life = 1.0;
smokeParticle.maxLife = 1.0;
// Smoke grows as it rises - much bigger smoke
tween(smokeParticle.graphics, {
scaleX: 5,
scaleY: 5
}, {
duration: 2000,
easing: tween.easeOut
});
fireParticles.push(smokeParticle);
game.addChild(smokeParticle);
}
}, 80);
// Update fire system
game.update = function () {
// Update and clean up particles
for (var i = fireParticles.length - 1; i >= 0; i--) {
var particle = fireParticles[i];
// Remove dead particles
if (particle.life <= 0) {
particle.destroy();
fireParticles.splice(i, 1);
continue;
}
}
// Add flickering effect to the fire base
if (LK.ticks % 10 === 0) {
fireBaseX = 1024 + (Math.random() - 0.5) * 120;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -93,8 +93,10 @@
y: 0,
width: 2048,
height: 2732
});
+// Start playing game music
+LK.playMusic('GameMusic');
// Fire animation system
var fireParticles = [];
var fireBaseX = 1024; // Center of screen
var fireBaseY = 1966; // Lowered by 600px from center (200px + 400px)