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
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Make it duplicated and teleport to cursor position
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Add the releasing for wood
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Fix the dragging of wood to be with cursor position
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Make the wood as a button to duplicate a wood from it to be placed to fire area.
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Add wood asset to the bottom of screen
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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.
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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
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make it duplicate with cursor the wood asset not jump from the button its jumping when i click it!
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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
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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
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Add all other colors with assets
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lower it by 400px
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Lower the fire a bit by 200px
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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
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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
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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; // 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 }); // 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 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); // Add wood asset to the bottom of the screen var wood = game.attachAsset('wood', { x: 1024, y: 2532, anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 8 }); // 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
@@ -97,10 +97,8 @@
// Fire animation system
var fireParticles = [];
var fireBaseX = 1024; // Center of screen
var fireBaseY = 1966; // Lowered by 600px from center (200px + 400px)
-// Wood pieces array for tracking spawned wood
-var woodPieces = [];
// Play fire sound repeatedly
var fireSoundTimer = LK.setInterval(function () {
LK.getSound('Firesound').play();
}, 2000); // Play every 2 seconds
@@ -131,32 +129,8 @@
});
fireParticles.push(particle);
game.addChild(particle);
}
- // Add wood button at bottom of screen
- var woodButton = game.attachAsset('woodButton', {
- anchorX: 0.5,
- anchorY: 1.0,
- x: 1024,
- y: 2632
- });
- // Wood button click handler
- woodButton.down = function (x, y, obj) {
- // Create new wood piece at cursor position
- // x and y are already in game coordinates relative to the button
- var wood = game.attachAsset('wood', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: x,
- y: y
- });
- // Add physics properties
- wood.velocityX = (Math.random() - 0.5) * 4;
- wood.velocityY = 0; // Start with no vertical velocity
- wood.gravity = 0.5;
- // Store in array for tracking
- woodPieces.push(wood);
- };
// Create core fire particles (yellow/white)
for (var j = 0; j < 5; j++) {
var coreParticle = new FireParticle();
// Use core and yellow/white assets
@@ -249,8 +223,17 @@
fireParticles.push(smokeParticle);
game.addChild(smokeParticle);
}
}, 80);
+// Add wood asset to the bottom of the screen
+var wood = game.attachAsset('wood', {
+ x: 1024,
+ y: 2532,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 8,
+ scaleY: 8
+});
// Update fire system
game.update = function () {
// Update and clean up particles
for (var i = fireParticles.length - 1; i >= 0; i--) {
@@ -265,18 +248,5 @@
// Add flickering effect to the fire base
if (LK.ticks % 10 === 0) {
fireBaseX = 1024 + (Math.random() - 0.5) * 120;
}
- // Update wood pieces
- for (var j = woodPieces.length - 1; j >= 0; j--) {
- var wood = woodPieces[j];
- // Apply physics
- wood.x += wood.velocityX;
- wood.y += wood.velocityY;
- wood.velocityY += wood.gravity;
- // Remove if off screen
- if (wood.y > 2800) {
- wood.destroy();
- woodPieces.splice(j, 1);
- }
- }
};
\ No newline at end of file