User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'var bossExplodeTween = tween.create(secondBoss).to({' Line Number: 574
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(secondBoss, {' Line Number: 573
User prompt
en son kötadamı yenince patlasın alttan dünya halkı gelip bizi kurtandın desinler ingilizce bir şekilde
User prompt
Please fix the bug: 'ReferenceError: inSecondBossPhase is not defined' in or related to this line: 'if (inSecondBossPhase && secondBoss) {' Line Number: 541
Initial prompt
Please fix the bug: 'ReferenceError: inSecondBossPhase is not defined' in or related to this line: 'if (inSecondBossPhase && secondBoss) {' Line Number: 541
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Boss Class var Boss = Container.expand(function () { var self = Container.call(this); // Attach enemy ball asset (boss face) var bossFace = self.attachAsset('enemyBall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.2, scaleY: 2.2 }); self.bossFace = bossFace; self.speed = 8; self.targetX = 2048 / 2; self.targetY = 800; // Boss starts at top, then chases player self.x = 2048 / 2; self.y = -bossFace.height; self.update = function () { // Move boss into screen, then chase player if (self.y < self.targetY) { self.y += 18; if (self.y > self.targetY) self.y = self.targetY; } else { // Chase player var dx = playerBall.x - self.x; var dy = playerBall.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed * 0.7; } } }; return self; }); // Damage Ball Class var DamageBall = Container.expand(function () { var self = Container.call(this); // Attach a yellow ball asset var ball = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.1, scaleY: 1.1 }); ball.tint = 0xffe600; self.ball = ball; self.speed = 18; // Random X within game area var r = ball.width / 2; self.x = Math.random() * (2048 - 2 * r) + r; self.y = -r - 10; self.update = function () { self.y += self.speed; }; return self; }); // Start the boss chase phase // Enemy Ball Class var EnemyBall = Container.expand(function () { var self = Container.call(this); // Attach enemy ball asset (red circle) var ball = self.attachAsset('enemyBall', { anchorX: 0.5, anchorY: 0.5 }); // Assign ball asset to self.ball for external access self.ball = ball; // Speed will be set on creation self.speed = 6; // Update method: move down self.update = function () { self.y += self.speed; }; return self; }); // Player Ball Class var PlayerBall = Container.expand(function () { var self = Container.call(this); // Attach player ball asset (blue circle) var ball = self.attachAsset('playerBall', { anchorX: 0.5, anchorY: 0.5 }); // For possible future use (e.g., effects) self.ball = ball; // No update needed; position is controlled by drag return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 // Dark background }); /**** * Game Code ****/ // Start the boss chase phase // --- Game Variables --- // Tween plugin for future use (animations, etc.) // --- Asset Initialization (shapes) --- // --- Second Boss Phase Variables (moved to global scope for access in update and reset) --- var secondBoss = null; var secondBossHealth = 1000; var secondBossHealthTxt = null; var inSecondBossPhase = false; var secondBossDamageBalls = []; var secondBossDamageBallSpawnTicks = 0; function startChasePhase() { inChasePhase = true; // Remove all enemies for (var i = 0; i < enemyBalls.length; i++) { enemyBalls[i].destroy(); } enemyBalls = []; // Spawn boss boss = new Boss(); game.addChild(boss); // Show boss health if (bossHealthTxt && bossHealthTxt.parent) bossHealthTxt.parent.removeChild(bossHealthTxt); bossHealth = 500; bossHealthTxt = new Text2("Boss: " + bossHealth, { size: 90, fill: 0xffe600, font: "Arial, Helvetica, sans-serif" }); // Place boss health bar below score, yellow color bossHealthTxt.anchor.set(0.5, 0); bossHealthTxt.x = 2048 / 2; bossHealthTxt.y = 120; // just below score LK.gui.top.addChild(bossHealthTxt); // Reset damage balls for (var j = 0; j < damageBalls.length; j++) { damageBalls[j].destroy(); } damageBalls = []; damageBallSpawnTicks = 0; } // Spawn a damage ball function spawnDamageBall() { var dball = new DamageBall(); damageBalls.push(dball); game.addChild(dball); } var playerBall; var enemyBalls = []; var lives = 3; var score = 0; var spawnInterval = 80; // Initial enemy spawn interval (ticks) var enemySpeed = 6; // Initial enemy speed var ticksSinceLastSpawn = 0; var dragNode = null; var lastGameOver = false; // --- Boss & Chase Phase --- var freezeEnemies = false; var freezeTicks = 0; var chasePhaseStarted = false; var boss = null; var bossHealth = 500; var bossHealthTxt = null; var damageBalls = []; var damageBallSpawnTicks = 0; var inChasePhase = false; // --- Tap to Start Overlay & Villain Dialog Control --- // (Removed tap-to-start overlay and tap logic. Game/dialog starts immediately.) var gameStarted = true; // Control for villain dialog per level (no tap-to-start) var waitingForTap = false; var pendingVillainText = null; var pendingVillainState = null; // Helper to show villain dialog (no tap-to-start overlay) function showVillainAndWait(text, nextState) { // Show villain dialog showVillainBubble(text); waitingForTap = false; pendingVillainText = text; pendingVillainState = nextState; gameStarted = true; } // --- UI Elements --- // Score Text var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Lives Text var livesTxt = new Text2('❤ 3', { size: 90, fill: 0xFF5252 }); livesTxt.anchor.set(1, 0); LK.gui.topRight.addChild(livesTxt); // --- Player Ball Setup --- playerBall = new PlayerBall(); game.addChild(playerBall); // Start at bottom center, above the bottom edge playerBall.x = 2048 / 2; playerBall.y = 2732 - 220; // --- Drag Handling --- function handleMove(x, y, obj) { if (dragNode) { // Clamp to game area (keep ball fully visible) var r = playerBall.ball.width / 2; var minX = r, maxX = 2048 - r; var minY = r, maxY = 2732 - r; dragNode.x = Math.max(minX, Math.min(maxX, x)); dragNode.y = Math.max(minY, Math.min(maxY, y)); } } game.move = handleMove; game.down = function (x, y, obj) { // Only start drag if touch/click is on the player ball var dx = x - playerBall.x; var dy = y - playerBall.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= playerBall.ball.width / 2) { dragNode = playerBall; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // --- Enemy Spawning --- function spawnEnemy() { var enemy = new EnemyBall(); // Random X within game area, keeping ball fully visible var r = enemy.ball.width / 2; enemy.x = Math.random() * (2048 - 2 * r) + r; enemy.y = -r - 10; // Start just above the screen enemy.speed = enemySpeed + Math.random() * 2; // Add a bit of speed variation enemyBalls.push(enemy); game.addChild(enemy); } // --- Story & Level State --- var villainState = 0; // 0: intro, 1: after 50, 2: after 100, 3: after 250 (win) var villainBubble = null; var villainTimeout = null; var villainShowTicks = 0; var villainShowDuration = 180; // 3 seconds at 60fps function showVillainBubble(text) { // Remove previous if exists if (villainBubble && villainBubble.parent) villainBubble.parent.removeChild(villainBubble); villainBubble = new Container(); // Villain face (red ball) var face = LK.getAsset('enemyBall', { anchorX: 0.5, anchorY: 1 }); face.x = 0; face.y = 0; villainBubble.addChild(face); // Speech bubble (white rounded box) var bubble = new Container(); var bubbleShape = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 1.2 }); bubbleShape.tint = 0xffffff; bubbleShape.alpha = 0.92; bubble.addChild(bubbleShape); // Text (English, white) var txt = new Text2(text, { size: 80, fill: 0xffffff, font: "Arial, Helvetica, sans-serif" }); txt.anchor.set(0.5, 0.5); bubble.addChild(txt); bubble.x = 0; bubble.y = -180; villainBubble.addChild(bubble); // Position villainBubble at top center, but lower for readability villainBubble.x = 2048 / 2; villainBubble.y = 520; // moved down from 320 to 520 game.addChild(villainBubble); villainShowTicks = 0; } function removeVillainBubble() { if (villainBubble && villainBubble.parent) villainBubble.parent.removeChild(villainBubble); villainBubble = null; villainShowTicks = 0; } // --- Game Update Loop --- game.update = function () { // --- Villain Dialog Logic --- if (villainBubble) { villainShowTicks++; if (villainShowTicks > villainShowDuration) { removeVillainBubble(); } } // --- Level/Story Progression --- // At each story point, show villain and advance automatically if (villainState === 0 && LK.ticks < 10) { showVillainAndWait("I will destroy the world!", 1); villainState = 0.25; } if (villainState === 0.25) { // Remove villain bubble after duration, then advance if (!villainBubble) { villainState = 1; } } if (villainState === 1 && score >= 50) { showVillainAndWait("You're finished now!", 2); // Speed up balls spawnInterval = Math.max(30, spawnInterval - 18); enemySpeed += 3.5; villainState = 1.25; } if (villainState === 1.25) { if (!villainBubble) { villainState = 2; } } if (villainState === 2 && score >= 100) { showVillainAndWait("Enough!", 3); // Balls get much faster spawnInterval = Math.max(18, spawnInterval - 10); enemySpeed += 4.5; villainState = 2.25; } if (villainState === 2.25) { if (!villainBubble) { villainState = 3; } } if (villainState === 3 && score >= 250) { showVillainAndWait("Stop right there!", 4); villainState = 3.25; // Freeze all enemies, but allow player to move for (var i = 0; i < enemyBalls.length; i++) { enemyBalls[i].frozen = true; } // Prevent new enemies from spawning freezeEnemies = true; freezeTicks = LK.ticks; chasePhaseStarted = false; } if (villainState === 3.25) { if (!villainBubble && !chasePhaseStarted) { // After villain dialog, wait 10 seconds, then start chase LK.setTimeout(function () { showVillainAndWait("Taste this!", 5); // After dialog, spawn boss and damage balls LK.setTimeout(function () { startChasePhase(); }, villainShowDuration * 16.7); // villainShowDuration is in ticks, convert to ms }, 10000); chasePhaseStarted = true; } // Do not advance villainState until chase phase is started } // --- Enemy Spawning --- if (!freezeEnemies && !inChasePhase) { ticksSinceLastSpawn++; if (ticksSinceLastSpawn >= spawnInterval) { spawnEnemy(); ticksSinceLastSpawn = 0; } } // --- Difficulty Scaling --- if (!freezeEnemies && !inChasePhase) { // Every 600 ticks (~10 seconds), increase difficulty if (LK.ticks % 600 === 0 && LK.ticks > 0) { if (spawnInterval > 30) spawnInterval -= 8; // Faster spawns if (enemySpeed < 22) enemySpeed += 1.2; // Faster enemies } } // --- Update Enemies --- for (var i = enemyBalls.length - 1; i >= 0; i--) { var enemy = enemyBalls[i]; if (!enemy.frozen) { enemy.update(); } // Check collision with player var collides = enemy.intersects(playerBall); if (collides && !enemy.frozen) { // Remove enemy enemy.destroy(); enemyBalls.splice(i, 1); // Lose a life lives--; livesTxt.setText('❤ ' + lives); // Flash player ball LK.effects.flashObject(playerBall, 0xff0000, 400); // Game over if no lives left if (lives <= 0 && !lastGameOver) { lastGameOver = true; LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } continue; } // Remove if off screen if (enemy.y - enemy.ball.height / 2 > 2732 + 40) { enemy.destroy(); enemyBalls.splice(i, 1); // Score for dodging score++; scoreTxt.setText(score + ''); } } // --- Boss Chase Phase --- if (inChasePhase && boss) { boss.update(); // Check collision with player (lose instantly) if (boss.intersects(playerBall) && !lastGameOver) { lastGameOver = true; LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } // Update damage balls for (var j = damageBalls.length - 1; j >= 0; j--) { var dball = damageBalls[j]; dball.update(); // If player collects damage ball if (dball.intersects(playerBall)) { // Remove damage ball dball.destroy(); damageBalls.splice(j, 1); // Deal 20 damage to boss bossHealth -= 20; if (bossHealth < 0) bossHealth = 0; if (bossHealthTxt) bossHealthTxt.setText("Boss: " + bossHealth); // Flash boss LK.effects.flashObject(boss, 0xffe600, 400); // If boss defeated, start second boss phase if (bossHealth <= 0 && !inSecondBossPhase) { // Remove first boss and health bar if (boss && boss.parent) boss.parent.removeChild(boss); boss = null; if (bossHealthTxt && bossHealthTxt.parent) bossHealthTxt.parent.removeChild(bossHealthTxt); bossHealthTxt = null; // Remove all damage balls for (var k = 0; k < damageBalls.length; k++) { damageBalls[k].destroy(); } damageBalls = []; inChasePhase = false; // Villain dialog: "How is this possible?!" showVillainAndWait("How is this possible?!", 100); villainState = 99.5; inSecondBossPhase = true; // After dialog, start second boss attack after 2 seconds LK.setTimeout(function () { showVillainAndWait("Now face me!", 101); LK.setTimeout(function () { // Spawn second boss secondBoss = new Boss(); secondBossHealth = 1000; secondBoss.speed = 13; // faster and angrier secondBoss.targetY = 700; secondBoss.bossFace.tint = 0xff2222; // visually more angry game.addChild(secondBoss); // Show second boss health bar if (secondBossHealthTxt && secondBossHealthTxt.parent) secondBossHealthTxt.parent.removeChild(secondBossHealthTxt); secondBossHealthTxt = new Text2("Villain: " + secondBossHealth, { size: 90, fill: 0xffe600, font: "Arial, Helvetica, sans-serif" }); secondBossHealthTxt.anchor.set(0.5, 0); secondBossHealthTxt.x = 2048 / 2; secondBossHealthTxt.y = 220; // below score and first boss bar LK.gui.top.addChild(secondBossHealthTxt); // Reset second boss damage balls for (var m = 0; m < secondBossDamageBalls.length; m++) { secondBossDamageBalls[m].destroy(); } secondBossDamageBalls = []; secondBossDamageBallSpawnTicks = 0; }, villainShowDuration * 16.7); }, 2000); return; } } // Remove if off screen if (dball.y > 2732 + 80) { dball.destroy(); damageBalls.splice(j, 1); } } // Spawn damage balls every 90 ticks damageBallSpawnTicks++; if (damageBallSpawnTicks >= 90) { spawnDamageBall(); damageBallSpawnTicks = 0; } } // --- Second Boss Phase --- if (inSecondBossPhase && secondBoss) { secondBoss.update(); // If villain collides with player, game over if (secondBoss.intersects(playerBall) && !lastGameOver) { lastGameOver = true; LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } // Update second boss damage balls for (var n = secondBossDamageBalls.length - 1; n >= 0; n--) { var sdball = secondBossDamageBalls[n]; sdball.update(); // If player collects damage ball if (sdball.intersects(playerBall)) { sdball.destroy(); secondBossDamageBalls.splice(n, 1); // Deal 50 damage to second boss secondBossHealth -= 50; if (secondBossHealth < 0) secondBossHealth = 0; if (secondBossHealthTxt) secondBossHealthTxt.setText("Villain: " + secondBossHealth); LK.effects.flashObject(secondBoss, 0xffe600, 400); // If second boss defeated if (secondBossHealth <= 0 && !lastGameOver) { lastGameOver = true; // Boss explosion effect if (secondBoss && secondBoss.parent) { // Create a quick yellow flash and scale up for explosion // Use tween.create and .start for boss explosion var bossExplodeTween = tween.create(secondBoss).to({ scaleX: 3.5, scaleY: 3.5, alpha: 0 }, 700, { easing: "easeOutCubic" }).start(); LK.effects.flashObject(secondBoss, 0xffe600, 400); LK.setTimeout(function () { if (secondBoss && secondBoss.parent) secondBoss.parent.removeChild(secondBoss); }, 700); } else if (secondBoss && !secondBoss.parent) { // fallback secondBoss = null; } if (secondBossHealthTxt && secondBossHealthTxt.parent) secondBossHealthTxt.parent.removeChild(secondBossHealthTxt); // Remove all second boss damage balls for (var p = 0; p < secondBossDamageBalls.length; p++) { secondBossDamageBalls[p].destroy(); } secondBossDamageBalls = []; // Final villain dialog: "No! How could you?!" showVillainAndWait("No! How could you?!", 200); // After dialog, show crowd rescue message LK.setTimeout(function () { // Remove villain bubble if still present removeVillainBubble(); // Show crowd dialog at bottom of screen var crowdBubble = new Container(); // Crowd "face" (use playerBall asset as a group icon) var crowdFace = LK.getAsset('playerBall', { anchorX: 0.5, anchorY: 1, scaleX: 1.5, scaleY: 1.5 }); crowdFace.x = 0; crowdFace.y = 0; crowdFace.tint = 0x4caf50; // green for hope crowdBubble.addChild(crowdFace); // Speech bubble (white, wide) var bubble = new Container(); var bubbleShape = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.2, scaleY: 1.3 }); bubbleShape.tint = 0xffffff; bubbleShape.alpha = 0.95; bubble.addChild(bubbleShape); // Text (English, green) var txt = new Text2("You saved us! Thank you, hero!", { size: 90, fill: 0x4caf50, font: "Arial, Helvetica, sans-serif" }); txt.anchor.set(0.5, 0.5); bubble.addChild(txt); bubble.x = 0; bubble.y = -180; crowdBubble.addChild(bubble); // Position at bottom center crowdBubble.x = 2048 / 2; crowdBubble.y = 2732 - 220; game.addChild(crowdBubble); // Flash green for celebration LK.effects.flashScreen(0x00ff00, 800); // Remove crowd bubble and show win after 2.5s LK.setTimeout(function () { if (crowdBubble && crowdBubble.parent) crowdBubble.parent.removeChild(crowdBubble); LK.showYouWin(); }, 2500); }, 1800 + 1200); // after villain dialog and a short pause return; } } // Remove if off screen if (sdball.y > 2732 + 80) { sdball.destroy(); secondBossDamageBalls.splice(n, 1); } } // Spawn second boss damage balls every 60 ticks (faster) secondBossDamageBallSpawnTicks++; if (secondBossDamageBallSpawnTicks >= 60) { var sdb = new DamageBall(); sdb.ball.tint = 0xffe600; secondBossDamageBalls.push(sdb); game.addChild(sdb); secondBossDamageBallSpawnTicks = 0; } } }; // --- Reset Handler (for when game restarts) --- game.on('destroy', function () { // Clean up for (var i = 0; i < enemyBalls.length; i++) { enemyBalls[i].destroy(); } enemyBalls = []; // Remove boss if exists if (boss && boss.parent) boss.parent.removeChild(boss); boss = null; // Remove boss health text if (bossHealthTxt && bossHealthTxt.parent) bossHealthTxt.parent.removeChild(bossHealthTxt); bossHealthTxt = null; // Remove damage balls for (var j = 0; j < damageBalls.length; j++) { damageBalls[j].destroy(); } damageBalls = []; inChasePhase = false; freezeEnemies = false; chasePhaseStarted = false; bossHealth = 500; damageBallSpawnTicks = 0; // Remove second boss and its UI if (secondBoss && secondBoss.parent) secondBoss.parent.removeChild(secondBoss); secondBoss = null; if (secondBossHealthTxt && secondBossHealthTxt.parent) secondBossHealthTxt.parent.removeChild(secondBossHealthTxt); secondBossHealthTxt = null; for (var q = 0; q < secondBossDamageBalls.length; q++) { secondBossDamageBalls[q].destroy(); } secondBossDamageBalls = []; inSecondBossPhase = false; secondBossHealth = 1000; secondBossDamageBallSpawnTicks = 0; lives = 3; score = 0; spawnInterval = 80; enemySpeed = 6; ticksSinceLastSpawn = 0; lastGameOver = false; scoreTxt.setText('0'); livesTxt.setText('❤ 3'); // Reset player position playerBall.x = 2048 / 2; playerBall.y = 2732 - 220; // Reset gameStarted and villain state gameStarted = true; waitingForTap = false; pendingVillainText = null; pendingVillainState = null; villainState = 0; removeVillainBubble(); });
===================================================================
--- original.js
+++ change.js
@@ -536,15 +536,16 @@
lastGameOver = true;
// Boss explosion effect
if (secondBoss && secondBoss.parent) {
// Create a quick yellow flash and scale up for explosion
- tween.to(secondBoss, {
+ // Use tween.create and .start for boss explosion
+ var bossExplodeTween = tween.create(secondBoss).to({
scaleX: 3.5,
scaleY: 3.5,
alpha: 0
}, 700, {
easing: "easeOutCubic"
- });
+ }).start();
LK.effects.flashObject(secondBoss, 0xffe600, 400);
LK.setTimeout(function () {
if (secondBoss && secondBoss.parent) secondBoss.parent.removeChild(secondBoss);
}, 700);