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HTML

              
                
              
            
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CSS

              
                
              
            
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JS

              
                const application_size = 512;
const box_size = 32;
const max_missle_speed = 10;
const flame_speed = 12;
const flame_interval = 2;
const flame_fade = 0.02;

var flames = [];
var missile_container = new PIXI.Container();
var flame_ticker = 0;


let app = new PIXI.Application({width: application_size, height: application_size});
document.body.appendChild(app.view);

function gameLoop(delta){
  updateFlames();
  moveMissle();
  removeInvisibleChildren();
  
  // If container is empty, restart
  if(missile_container.children.length == 0)
    StartNewMissle();
}

function moveMissle(){
  if(missile_container.vy < max_missle_speed)
    missile_container.vy =  missile_container.vy + 0.1;
  missile_container.position.y -= missile_container.vy;
}

function removeInvisibleChildren() {
  items = missile_container.children.slice();
  items.forEach(function(item) {
    if(missile_container.x + item.x > application_size || 
       missile_container.y + item.y > application_size || 
       missile_container.x + item.x + item.height < 0 || 
       missile_container.y + item.y + item.width < 0)
    {
      missile_container.removeChild(item);
    }
  });
}

function updateFlames(){
  // If needed add new flame
  if(flame_ticker >= flame_interval) {
    var flame = new PIXI.Graphics();
    flame.beginFill(0xff8000);
    flame.drawRect(0, 0, box_size / 4, box_size / 8);
    flame.endFill();
    flame.position.x = 0;
    flame.position.y = box_size / 2 - box_size / 8;
    flame.vx = 0;
    flame.vy = flame_speed;
    missile_container.addChild(flame);
    missile_container.setChildIndex(flame, 0);
    flames.push(flame);
    flame_ticker = 0;
  }
  
  // Move flame
  flames.forEach(function(flame) {
    flame.position.x += flame.vx;
    flame.position.y += flame.vy;
    flame.alpha -= flame_fade;
  });

  // Remove invisible flames
  if(flames.length > 0 && flames[0].alpha < 0){
    flames[0].destroy();
    flames.shift();
  }
  
  // Increase call count
  flame_ticker++;
}

function initiateStage() {
  stage = new PIXI.Container();
  app.stage = stage;
  
  StartNewMissle();
  stage.addChild(missile_container);
}

function StartNewMissle() {
  var box1 = new PIXI.Graphics();
  box1.beginFill(0xd0d0d0);
  box1.drawRect(0, 0, box_size / 4, box_size / 2);
  box1.endFill();
  box1.position.x = 0;
  box1.position.y = 0;
  missile_container.addChild(box1);
  
  missile_container.position.y = application_size-64;
  missile_container.position.x = Math.floor(Math.random() * (application_size-box_size - box_size*2)) + box_size; 
  missile_container.vy = 1;
}

initiateStage();
app.ticker.add(delta => gameLoop(delta));
              
            
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999px

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