User prompt
The size didn't go smaller till disappeared make it go smaller smoothly and slowly! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Start decreasing size of fire when game is started to reach 0 and play gameover. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
let any wood can be dragged to placed again in fire if didn't burned from first time
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Add assets of the other added colors to list of assets
User prompt
make the wood destroyed after 10 sec and start decreasing the size of fire to 0 to disappeared ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the fire size can be reduced to 0x0 size to play game over if player didn't put wood on it.
User prompt
Let the fire size redused each 10sec if no wood placed on it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
More wood on fire more increasing its size by 10x10 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the fire small 30x30 and not going bigger by time.
User prompt
Burn it only when it is placed on the fire area not when i click on it by cursor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The wood asset is hidden behind the background!
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duplicate a wood asset teleport it to cursor and when touch fire with it let it burn ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
If i click on woodbutton duplicate one wood of the wood asset from it. if i touch the fire do fire on it on the touched side and make it burning. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Rotate the image of woodbutton by 90° right
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Move it to the right bottom corner by space area of 100x100
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The button is hidding behind background or not added to the game screen maybe!
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Add wood button asset to the game code.
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Make it start from 10x10 to 150 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the fire small and go bigger by time from 100x100 to 200x200 smoothly and slowly ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Make the fire sound repeated
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Add firesound to fire animation
User prompt
Add more colors ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the background invisible
User prompt
reorder it to be after fire
/**** * 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; if (type === 'fire') { self.graphics = self.attachAsset('fireParticle', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'core') { self.graphics = self.attachAsset('fireCore', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'smoke') { self.graphics = self.attachAsset('smoke', { anchorX: 0.5, anchorY: 0.5 }); } }; // 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.particleType === 'smoke') { 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 }); // Fire animation system var fireParticles = []; var fireBaseX = 1024; // Center of screen var fireBaseY = 1100; // Center of screen vertically // 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 for (var i = 0; i < 8; i++) { var particle = new FireParticle(); particle.setType('fire'); 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; // Add color variation with tween var colors = [0xff4500, 0xff6500, 0xff8500, 0xffa500, 0x0066ff, 0x00ff66, 0xff00ff, 0x66ffff]; var randomColor = colors[Math.floor(Math.random() * colors.length)]; particle.graphics.tint = randomColor; // 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 core fire particles (yellow/white) for (var j = 0; j < 5; j++) { var coreParticle = new FireParticle(); coreParticle.setType('core'); 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; // Bright core colors with more white and new colors var coreColors = [0xffff00, 0xffff88, 0xffffff, 0xffffff, 0xffffff, 0xff66ff, 0x66ffff, 0xffaa00]; var randomCoreColor = coreColors[Math.floor(Math.random() * coreColors.length)]; coreParticle.graphics.tint = randomCoreColor; // 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('core'); 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; // Pure white color whiteParticle.graphics.tint = 0xffffff; // 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('core'); 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; // Pure white color for base whiteBaseParticle.graphics.tint = 0xffffff; // 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(); smokeParticle.setType('smoke'); 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; // Dark smoke colors with new colorful variants var smokeColors = [0x333333, 0x555555, 0x777777, 0x004455, 0x440055, 0x554400]; var randomSmokeColor = smokeColors[Math.floor(Math.random() * smokeColors.length)]; smokeParticle.graphics.tint = randomSmokeColor; // 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
@@ -82,9 +82,9 @@
});
// Fire animation system
var fireParticles = [];
var fireBaseX = 1024; // Center of screen
-var fireBaseY = 1366; // Center of screen vertically
+var fireBaseY = 1100; // Center of screen vertically
// Play fire sound repeatedly
var fireSoundTimer = LK.setInterval(function () {
LK.getSound('Firesound').play();
}, 2000); // Play every 2 seconds