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 βͺπ‘ 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 βͺπ‘ 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
User prompt
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 βͺπ‘ 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; 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 // Fire color assets that grow with wood placement var fireColorSize = 100; // Base size that will grow by 5 each wood placement 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 = 1800; // Center of screen vertically var baseFireScale = 1.0; // Base scale factor for fire size (100x100) var fireScale = baseFireScale; // Current fire scale (will increase with burning wood) var burningWoodCount = 0; // Track number of burning wood pieces var lastWoodPlacedTime = LK.ticks; // Track when wood was last placed on fire var gameStartTime = LK.ticks; // Track when game started var fireGrowthTimer = null; // Timer for automatic fire growth // Play fire sound repeatedly var fireSoundTimer = LK.setInterval(function () { LK.getSound('Firesound').play(); }, 2000); // Play every 2 seconds // Track wood placement count for incremental growth var woodPlacementCount = 0; // Create fire particles continuously var fireTimer = LK.setInterval(function () { // Create main fire particles for (var i = 0; i < 8; i++) { var particle = new FireParticle(); // Use different fire color assets randomly var fireTypes = ['fireParticle', 'fireOrange', 'fireLightOrange', 'fireGold', 'fireBlue', 'fireGreen', 'fireMagenta', 'fireCyan', 'firePurple']; var randomFireType = fireTypes[Math.floor(Math.random() * fireTypes.length)]; if (particle.graphics) { particle.removeChild(particle.graphics); } particle.graphics = particle.attachAsset(randomFireType, { anchorX: 0.5, anchorY: 0.5 }); particle.x = fireBaseX + (Math.random() - 0.5) * 400 * fireScale; particle.y = fireBaseY + (Math.random() - 0.5) * 160 * fireScale; 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; fireParticles.push(particle); game.addChild(particle); } // Create core fire particles (yellow/white) for (var j = 0; j < 5; j++) { var coreParticle = new FireParticle(); // Use core fire assets randomly var coreTypes = ['fireCore', 'fireYellowWhite', 'whiteParticle']; var randomCoreType = coreTypes[Math.floor(Math.random() * coreTypes.length)]; if (coreParticle.graphics) { coreParticle.removeChild(coreParticle.graphics); } coreParticle.graphics = coreParticle.attachAsset(randomCoreType, { anchorX: 0.5, anchorY: 0.5 }); coreParticle.x = fireBaseX + (Math.random() - 0.5) * 250 * fireScale; coreParticle.y = fireBaseY + (Math.random() - 0.5) * 120 * fireScale; 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(); if (whiteParticle.graphics) { whiteParticle.removeChild(whiteParticle.graphics); } whiteParticle.graphics = whiteParticle.attachAsset('whiteParticle', { anchorX: 0.5, anchorY: 0.5 }); whiteParticle.x = fireBaseX + (Math.random() - 0.5) * 150 * fireScale; whiteParticle.y = fireBaseY + (Math.random() - 0.5) * 80 * fireScale; 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 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(); if (whiteBaseParticle.graphics) { whiteBaseParticle.removeChild(whiteBaseParticle.graphics); } whiteBaseParticle.graphics = whiteBaseParticle.attachAsset('whiteParticle', { anchorX: 0.5, anchorY: 0.5 }); whiteBaseParticle.x = fireBaseX + (Math.random() - 0.5) * 200 * fireScale; whiteBaseParticle.y = fireBaseY + 150 * fireScale + (Math.random() - 0.5) * 100 * fireScale; 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 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 different smoke color assets randomly var smokeTypes = ['smoke', 'smokeGray', 'smokeLightGray', 'smokePurple', 'smokeTeal', 'smokeYellow']; var randomSmokeType = smokeTypes[Math.floor(Math.random() * smokeTypes.length)]; if (smokeParticle.graphics) { smokeParticle.removeChild(smokeParticle.graphics); } smokeParticle.graphics = smokeParticle.attachAsset(randomSmokeType, { anchorX: 0.5, anchorY: 0.5 }); smokeParticle.x = fireBaseX + (Math.random() - 0.5) * 320 * fireScale; smokeParticle.y = fireBaseY - 300 * fireScale - Math.random() * 200 * fireScale; 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 fireParticles.push(smokeParticle); game.addChild(smokeParticle); } }, 80); // Update fire system game.update = function () { // Count burning wood pieces and update fire scale burningWoodCount = 0; for (var w = 0; w < woodPieces.length; w++) { if (woodPieces[w].isBurning) { burningWoodCount++; } } // Start fire reduction only after no wood has been placed for a while AND fire has stopped growing // Add scale increase from burning wood var scaleIncrease = burningWoodCount * (30.0 / 100.0); // 30 pixels out of 100 pixel base asset fireScale = Math.max(0, fireScale + scaleIncrease); // 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; } } // Update wood burning particles - wood now burns indefinitely for (var w = woodPieces.length - 1; w >= 0; w--) { var wood = woodPieces[w]; if (wood.isBurning) { // Clean up dead burn particles for (var b = wood.burnParticles.length - 1; b >= 0; b--) { var burnParticle = wood.burnParticles[b]; if (burnParticle.life <= 0) { wood.burnParticles.splice(b, 1); } } } } // Add flickering effect to the fire base if (LK.ticks % 10 === 0) { fireBaseX = 1024 + (Math.random() - 0.5) * 120 * fireScale; } }; // Array to track wood pieces var woodPieces = []; var draggedWood = null; // Track currently dragged wood var woodButton = game.attachAsset('woodButton', { x: 2048 - 100 - 100, y: 2732 - 100 - 50, // Adjusted Y to account for button height anchorX: 0.5, anchorY: 0.5 }); // Ensure wood button is visible on top of background game.setChildIndex(woodButton, game.children.length - 1); // Wood button click handler woodButton.down = function (x, y, obj) { // Create new wood piece at button position var newWood = game.attachAsset('Wood', { x: woodButton.x, y: woodButton.y, anchorX: 0.5, anchorY: 0.5 }); // Add wood piece properties newWood.isBurning = false; newWood.burnParticles = []; newWood.isDragging = true; // Mark as dragging woodPieces.push(newWood); // Ensure wood piece is visible on top of background game.setChildIndex(newWood, game.children.length - 1); // Set as active dragged wood draggedWood = newWood; }; // Game move handler for dragging wood game.move = function (x, y, obj) { if (draggedWood) { draggedWood.x = x; draggedWood.y = y; } }; // Game touch handler to start dragging existing wood pieces game.down = function (x, y, obj) { // Check if touch is on any existing wood piece for (var i = 0; i < woodPieces.length; i++) { var wood = woodPieces[i]; // Check if touch is within wood bounds var woodLeft = wood.x - wood.width / 2; var woodRight = wood.x + wood.width / 2; var woodTop = wood.y - wood.height / 2; var woodBottom = wood.y + wood.height / 2; if (x >= woodLeft && x <= woodRight && y >= woodTop && y <= woodBottom) { // Set this wood as the dragged piece draggedWood = wood; wood.isDragging = true; // Stop current burning if it was burning if (wood.isBurning && wood.fireTimer) { LK.clearInterval(wood.fireTimer); wood.fireTimer = null; // Clean up current burn particles for (var b = wood.burnParticles.length - 1; b >= 0; b--) { var burnParticle = wood.burnParticles[b]; burnParticle.destroy(); wood.burnParticles.splice(b, 1); } } // Reset burning state to allow re-placement wood.isBurning = false; wood.burnStartTime = null; // Instantly change wood color to fire-like color if (wood.children.length > 0) { // Assuming the first child is the wood graphic tween(wood.children[0], { tint: 0xffa500 }, { duration: 100 }); // Change tint to orange over 100ms } break; } } }; // Game up handler to stop dragging and check for fire placement game.up = function (x, y, obj) { if (draggedWood) { // Check if wood is placed on fire area when released var fireDistance = Math.sqrt(Math.pow(draggedWood.x - fireBaseX, 2) + Math.pow(draggedWood.y - fireBaseY, 2)); if (fireDistance < 200 * fireScale) { // Always allow placement on fire, regardless of previous burning state draggedWood.isBurning = true; lastWoodPlacedTime = LK.ticks; // Update last wood placement time // Increment wood placement count for growing effect woodPlacementCount++; startWoodBurning(draggedWood, draggedWood.x, draggedWood.y); } draggedWood.isDragging = false; if (draggedWood && fireDistance >= 200 * fireScale) { // If wood is dropped outside the fire area, change tint back to original wood color if (draggedWood.children.length > 0) { tween(draggedWood.children[0], { tint: 0xffffff }, { duration: 500 }); // Change tint back to white (original) over 500ms } } draggedWood = null; } }; // Function to start wood burning at touch position function startWoodBurning(wood, touchX, touchY) { // Wood now burns indefinitely - no destruction timer needed // Create fire particles on the touched side of the wood var fireTimer = LK.setInterval(function () { for (var j = 0; j < 3; j++) { var burnParticle = new FireParticle(); // Use different fire color assets randomly for burning wood var fireTypes = ['fireParticle', 'fireOrange', 'fireLightOrange', 'fireGold', 'fireBlue', 'fireGreen', 'fireMagenta', 'fireCyan', 'firePurple']; var randomFireType = fireTypes[Math.floor(Math.random() * fireTypes.length)]; if (burnParticle.graphics) { burnParticle.removeChild(burnParticle.graphics); } burnParticle.graphics = burnParticle.attachAsset(randomFireType, { anchorX: 0.5, anchorY: 0.5 }); burnParticle.x = touchX + (Math.random() - 0.5) * 60; burnParticle.y = touchY + (Math.random() - 0.5) * 30; burnParticle.velocityX = (Math.random() - 0.5) * 4; burnParticle.velocityY = -Math.random() * 8 - 2; burnParticle.life = 1.0; burnParticle.maxLife = 1.0; burnParticle.graphics.scaleX = 0.5 + Math.random() * 0.5; burnParticle.graphics.scaleY = 0.5 + Math.random() * 0.5; wood.burnParticles.push(burnParticle); fireParticles.push(burnParticle); game.addChild(burnParticle); } }, 200); wood.fireTimer = fireTimer; }
===================================================================
--- original.js
+++ change.js
@@ -331,11 +331,13 @@
wood.burnStartTime = null;
// Instantly change wood color to fire-like color
if (wood.children.length > 0) {
// Assuming the first child is the wood graphic
- tween.get(wood.children[0]).to({
+ tween(wood.children[0], {
tint: 0xffa500
- }, 100).start(); // Change tint to orange over 100ms
+ }, {
+ duration: 100
+ }); // Change tint to orange over 100ms
}
break;
}
}
@@ -356,11 +358,13 @@
draggedWood.isDragging = false;
if (draggedWood && fireDistance >= 200 * fireScale) {
// If wood is dropped outside the fire area, change tint back to original wood color
if (draggedWood.children.length > 0) {
- tween.get(draggedWood.children[0]).to({
+ tween(draggedWood.children[0], {
tint: 0xffffff
- }, 500).start(); // Change tint back to white (original) over 500ms
+ }, {
+ duration: 500
+ }); // Change tint back to white (original) over 500ms
}
}
draggedWood = null;
}