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Oyuna günceleme getir
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = leaderboard;' Line Number: 713 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Make this game as beautiful as GTA 2 and add a table showing the scores of the players to the login screen. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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speed up the scorpion a little bit and make its appearance more beautiful ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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This thing is easter egg in the game if you click on the heart bars 10 times, 31 thousandlet's have points
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Make the model of the scorpion yourself
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Let there be a scorpion, a slow scorpion, this scorpion will try to burst the balloon before us.Let there be a scorpion, a slow scorpion, this scorpion will try to burst the balloon before us. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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forget the backlight
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ışıkları yavaşlat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Develop the game yourself and add more systems and make the visuals yourself ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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büyük start yazısı
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oyun başlamıyor start yazısı koy
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make start screen
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If 5 balloons appear on the screen, you lose and a sign that says your best score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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the game is losing health by itself, fix it, slow it down
Code edit (1 edits merged)
Please save this source code
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Bubble Pop Symphony
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Design a simple game and make it unique
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bubble = Container.expand(function (color, isGolden) { var self = Container.call(this); var bubbleAsset = isGolden ? 'goldenBubble' : 'bubble'; var bubbleGraphics = self.attachAsset(bubbleAsset, { anchorX: 0.5, anchorY: 0.5 }); if (!isGolden) { bubbleGraphics.tint = color; } self.isGolden = isGolden || false; self.color = color; self.noteIndex = Math.floor(Math.random() * 4); self.spawned = false; self.pulseTween = null; self.lastPulseTime = 0; // Create pulsing effect self.startPulse = function () { self.lastPulseTime = LK.ticks; // Update timing when pulsing if (self.pulseTween) { tween.stop(bubbleGraphics, { scaleX: true, scaleY: true }); } self.pulseTween = tween(bubbleGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(bubbleGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeInOut }); } }); }; self.pop = function () { var popSounds = ['pop1', 'pop2', 'pop3', 'pop4']; var soundToPlay = self.isGolden ? 'goldenPop' : popSounds[self.noteIndex]; LK.getSound(soundToPlay).play(); // Pop animation tween(bubbleGraphics, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; self.down = function (x, y, obj) { var currentTime = LK.ticks; var beatInterval = 60; // 60 ticks = 1 second at 60fps var beatPosition = currentTime % beatInterval; var timingWindow = 10; // Perfect timing window var isPerfectTiming = beatPosition <= timingWindow || beatPosition >= beatInterval - timingWindow; if (isPerfectTiming) { onBubblePopped(self, true); } else { onBubblePopped(self, false); } }; return self; }); var PerfectIndicator = Container.expand(function () { var self = Container.call(this); var indicator = self.attachAsset('perfectIndicator', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.show = function (x, y) { self.x = x; self.y = y; indicator.alpha = 1; indicator.scaleX = 0.5; indicator.scaleY = 0.5; tween(indicator, { scaleX: 1, scaleY: 1, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ var bubbles = []; var score = 0; var combo = 0; var health = 5; var gameSpeed = 1; var spawnTimer = 0; var beatTimer = 0; var perfectIndicators = []; var bubbleColors = [0x4A90E2, 0xFF6B6B, 0x4ECDC4, 0xFFE66D, 0x95E1D3]; var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var comboText = new Text2('Combo: 0', { size: 60, fill: 0xFFD700 }); comboText.anchor.set(0, 0); comboText.x = 50; comboText.y = 120; LK.gui.top.addChild(comboText); var healthText = new Text2('♥♥♥♥♥', { size: 70, fill: 0xFF4444 }); healthText.anchor.set(1, 0); LK.gui.topRight.addChild(healthText); function updateUI() { scoreText.setText('Score: ' + score); comboText.setText('Combo: ' + combo); var hearts = ''; for (var i = 0; i < health; i++) { hearts += '♥'; } healthText.setText(hearts); } function spawnBubble() { var isGolden = Math.random() < 0.1; // 10% chance for golden bubble var color = bubbleColors[Math.floor(Math.random() * bubbleColors.length)]; var bubble = new Bubble(color, isGolden); bubble.x = Math.random() * (2048 - 240) + 120; bubble.y = Math.random() * (2732 - 400) + 200; // Make sure bubble doesn't spawn too close to others var tooClose = false; for (var i = 0; i < bubbles.length; i++) { var distance = Math.sqrt(Math.pow(bubble.x - bubbles[i].x, 2) + Math.pow(bubble.y - bubbles[i].y, 2)); if (distance < 180) { tooClose = true; break; } } if (!tooClose) { bubbles.push(bubble); game.addChild(bubble); bubble.spawned = true; bubble.lastPulseTime = LK.ticks; // Initialize timing to prevent immediate removal // Spawn animation bubble.alpha = 0; bubble.scaleX = 0; bubble.scaleY = 0; tween(bubble, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } else { bubble.destroy(); } } function onBubblePopped(bubble, isPerfect) { var basePoints = bubble.isGolden ? 100 : 10; var points = isPerfect ? basePoints * 2 : basePoints; if (isPerfect) { combo++; points *= 1 + combo * 0.1; // Show perfect indicator var indicator = new PerfectIndicator(); perfectIndicators.push(indicator); game.addChild(indicator); indicator.show(bubble.x, bubble.y); if (bubble.isGolden) { LK.effects.flashScreen(0xFFD700, 300); } } else { combo = 0; } score += Math.floor(points); // Remove bubble from array for (var i = 0; i < bubbles.length; i++) { if (bubbles[i] === bubble) { bubbles.splice(i, 1); break; } } bubble.pop(); updateUI(); } function missedBeat() { combo = 0; health--; LK.effects.flashScreen(0xFF0000, 200); LK.getSound('miss').play(); if (health <= 0) { LK.showGameOver(); } updateUI(); } // Start background music LK.playMusic('bgMusic'); game.update = function () { beatTimer++; spawnTimer++; // Beat visualization (pulse existing bubbles on beat) if (beatTimer % 60 === 0) { // Every second for (var i = 0; i < bubbles.length; i++) { bubbles[i].startPulse(); } } // Spawn bubbles var spawnRate = Math.max(120 - Math.floor(score / 100) * 10, 60); if (spawnTimer >= spawnRate && bubbles.length < 8) { spawnBubble(); spawnTimer = 0; } // Remove bubbles that have been on screen too long for (var i = bubbles.length - 1; i >= 0; i--) { var bubble = bubbles[i]; if (bubble.spawned && LK.ticks - bubble.lastPulseTime > 1200) { // 20 seconds (doubled from 10) bubble.destroy(); bubbles.splice(i, 1); missedBeat(); } } // Clean up perfect indicators for (var j = perfectIndicators.length - 1; j >= 0; j--) { if (perfectIndicators[j].destroyed) { perfectIndicators.splice(j, 1); } } // Increase difficulty gameSpeed = 1 + score / 1000; // Win condition if (score >= 2000) { LK.showYouWin(); } }; // Initialize UI updateUI();
===================================================================
--- original.js
+++ change.js
@@ -23,8 +23,9 @@
self.pulseTween = null;
self.lastPulseTime = 0;
// Create pulsing effect
self.startPulse = function () {
+ self.lastPulseTime = LK.ticks; // Update timing when pulsing
if (self.pulseTween) {
tween.stop(bubbleGraphics, {
scaleX: true,
scaleY: true
@@ -172,8 +173,9 @@
if (!tooClose) {
bubbles.push(bubble);
game.addChild(bubble);
bubble.spawned = true;
+ bubble.lastPulseTime = LK.ticks; // Initialize timing to prevent immediate removal
// Spawn animation
bubble.alpha = 0;
bubble.scaleX = 0;
bubble.scaleY = 0;
@@ -247,10 +249,10 @@
}
// Remove bubbles that have been on screen too long
for (var i = bubbles.length - 1; i >= 0; i--) {
var bubble = bubbles[i];
- if (bubble.spawned && LK.ticks - bubble.lastPulseTime > 600) {
- // 10 seconds
+ if (bubble.spawned && LK.ticks - bubble.lastPulseTime > 1200) {
+ // 20 seconds (doubled from 10)
bubble.destroy();
bubbles.splice(i, 1);
missedBeat();
}