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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();
}