User prompt
Oyuna günceleme getir
User prompt
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
User prompt
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
User prompt
speed up the scorpion a little bit and make its appearance more beautiful ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
This thing is easter egg in the game if you click on the heart bars 10 times, 31 thousandlet's have points
User prompt
Make the model of the scorpion yourself
User prompt
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
User prompt
forget the backlight
User prompt
ışıkları yavaşlat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Develop the game yourself and add more systems and make the visuals yourself ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
büyük start yazısı
User prompt
oyun başlamıyor start yazısı koy
User prompt
make start screen
User prompt
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
User prompt
the game is losing health by itself, fix it, slow it down
Code edit (1 edits merged)
Please save this source code
User prompt
Bubble Pop Symphony
Initial prompt
Design a simple game and make it unique
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var BeatRing = Container.expand(function () {
var self = Container.call(this);
var ringGraphics = self.attachAsset('beatRing', {
anchorX: 0.5,
anchorY: 0.5
});
ringGraphics.alpha = 0.3;
ringGraphics.scaleX = 0.1;
ringGraphics.scaleY = 0.1;
self.animate = function () {
tween(ringGraphics, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
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;
self.floatTween = null;
// Add floating motion
self.startFloat = function () {
if (self.floatTween) {
tween.stop(self, {
y: true
});
}
var floatAmount = 20 + Math.random() * 30;
var floatDuration = 2000 + Math.random() * 1000;
self.floatTween = tween(self, {
y: self.y - floatAmount
}, {
duration: floatDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
y: self.y + floatAmount
}, {
duration: floatDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.destroyed) {
self.startFloat();
}
}
});
}
});
};
// Enhanced pulsing effect with color changes
self.startPulse = function () {
self.lastPulseTime = LK.ticks;
if (self.pulseTween) {
tween.stop(bubbleGraphics, {
scaleX: true,
scaleY: true
});
}
// Add glow effect on pulse
var originalTint = bubbleGraphics.tint;
tween(bubbleGraphics, {
tint: 0xFFFFFF
}, {
duration: 150,
onFinish: function onFinish() {
tween(bubbleGraphics, {
tint: originalTint
}, {
duration: 150
});
}
});
self.pulseTween = tween(bubbleGraphics, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(bubbleGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 400,
easing: tween.bounceOut
});
}
});
};
self.pop = function () {
var popSounds = ['pop1', 'pop2', 'pop3', 'pop4'];
var soundToPlay = self.isGolden ? 'goldenPop' : popSounds[self.noteIndex];
LK.getSound(soundToPlay).play();
// Create particle explosion
createParticleExplosion(self.x, self.y, self.color, self.isGolden);
// Enhanced pop animation
tween(bubbleGraphics, {
scaleX: 2.0,
scaleY: 2.0,
alpha: 0,
rotation: Math.PI * 2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
self.down = function (x, y, obj) {
var currentTime = LK.ticks;
var beatInterval = 60;
var beatPosition = currentTime % beatInterval;
var timingWindow = 12; // Slightly larger timing window
var isPerfectTiming = beatPosition <= timingWindow || beatPosition >= beatInterval - timingWindow;
// Visual feedback on touch
tween(bubbleGraphics, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(bubbleGraphics, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
easing: tween.easeOut
});
}
});
if (isPerfectTiming) {
onBubblePopped(self, true);
} else {
onBubblePopped(self, false);
}
};
return self;
});
var Particle = Container.expand(function (color, size) {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
particleGraphics.tint = color || 0xFFFFFF;
particleGraphics.scaleX = size || 1;
particleGraphics.scaleY = size || 1;
self.velocity = {
x: 0,
y: 0
};
self.gravity = 0.2;
self.life = 60; // 1 second at 60fps
self.update = function () {
self.x += self.velocity.x;
self.y += self.velocity.y;
self.velocity.y += self.gravity;
self.life--;
// Fade out over time
particleGraphics.alpha = self.life / 60;
if (self.life <= 0) {
self.destroy();
}
};
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;
});
var Scorpion = Container.expand(function () {
var self = Container.call(this);
var scorpionGraphics = self.attachAsset('heartShape', {
anchorX: 0.5,
anchorY: 0.5
});
scorpionGraphics.tint = 0x8B4513; // Brown color for scorpion
scorpionGraphics.scaleX = 1.5;
scorpionGraphics.scaleY = 1.5;
self.speed = 0.5; // Very slow movement
self.targetBubble = null;
self.lastTargetTime = 0;
// Find nearest bubble to target
self.findTarget = function () {
var nearestBubble = null;
var nearestDistance = Infinity;
for (var i = 0; i < bubbles.length; i++) {
var bubble = bubbles[i];
var distance = Math.sqrt(Math.pow(self.x - bubble.x, 2) + Math.pow(self.y - bubble.y, 2));
if (distance < nearestDistance) {
nearestDistance = distance;
nearestBubble = bubble;
}
}
return nearestBubble;
};
self.update = function () {
// Find new target every 2 seconds or if current target is destroyed
if (LK.ticks - self.lastTargetTime > 120 || !self.targetBubble || self.targetBubble.destroyed) {
self.targetBubble = self.findTarget();
self.lastTargetTime = LK.ticks;
}
// Move towards target bubble
if (self.targetBubble && !self.targetBubble.destroyed) {
var dx = self.targetBubble.x - self.x;
var dy = self.targetBubble.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
// Move towards bubble
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
// Rotate towards target
scorpionGraphics.rotation = Math.atan2(dy, dx);
} else {
// Close enough to pop the bubble
if (self.targetBubble && !self.targetBubble.destroyed) {
// Scorpion pops the bubble (counts as missed for player)
for (var i = 0; i < bubbles.length; i++) {
if (bubbles[i] === self.targetBubble) {
bubbles.splice(i, 1);
break;
}
}
self.targetBubble.pop();
missedBeat(); // Player loses health
self.targetBubble = null;
}
}
}
// Keep scorpion within screen bounds
if (self.x < 50) self.x = 50;
if (self.x > 1998) self.x = 1998;
if (self.y < 50) self.y = 50;
if (self.y > 2682) self.y = 2682;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
var gameState = 'start'; // 'start' or 'playing'
var bubbles = [];
var particles = [];
var beatRings = [];
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, 0xFF69B4, 0x32CD32, 0xFFA500];
var bestScore = storage.bestScore || 0;
var scorpion = null;
// Particle explosion function
function createParticleExplosion(x, y, color, isGolden) {
var particleCount = isGolden ? 15 : 8;
var particleColors = isGolden ? [0xFFD700, 0xFFA500, 0xFFFF00] : [color, 0xFFFFFF];
for (var i = 0; i < particleCount; i++) {
var particle = new Particle(particleColors[Math.floor(Math.random() * particleColors.length)], 0.5 + Math.random() * 0.5);
particle.x = x + (Math.random() - 0.5) * 40;
particle.y = y + (Math.random() - 0.5) * 40;
particle.velocity.x = (Math.random() - 0.5) * 8;
particle.velocity.y = (Math.random() - 0.5) * 8 - 2;
particles.push(particle);
game.addChild(particle);
}
}
// Create beat ring effect
function createBeatRing() {
var ring = new BeatRing();
ring.x = 2048 / 2;
ring.y = 2732 / 2;
beatRings.push(ring);
game.addChild(ring);
ring.animate();
}
// Enhanced background effects
function updateBackgroundEffects() {
// Background pulse removed
}
// Start screen UI
var titleText = new Text2('START', {
size: 200,
fill: 0xFFD700
});
titleText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(titleText);
var instructionsText = new Text2('Pop bubbles in rhythm with the music!\nTap to start playing', {
size: 60,
fill: 0xFFFFFF
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.y = 200;
LK.gui.center.addChild(instructionsText);
var startBestScoreText = new Text2('Best Score: ' + bestScore, {
size: 80,
fill: 0x4ECDC4
});
startBestScoreText.anchor.set(0.5, 0.5);
startBestScoreText.y = 350;
LK.gui.center.addChild(startBestScoreText);
// Game UI (initially hidden)
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
scoreText.visible = false;
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;
comboText.visible = false;
LK.gui.top.addChild(comboText);
var healthText = new Text2('♥♥♥♥♥', {
size: 70,
fill: 0xFF4444
});
healthText.anchor.set(1, 0);
healthText.visible = false;
LK.gui.topRight.addChild(healthText);
var bestScoreText = new Text2('Best: ' + bestScore, {
size: 50,
fill: 0xFFFFFF
});
bestScoreText.anchor.set(0, 0);
bestScoreText.x = 50;
bestScoreText.y = 200;
bestScoreText.visible = false;
LK.gui.top.addChild(bestScoreText);
function startGame() {
gameState = 'playing';
// Hide start screen UI
titleText.visible = false;
instructionsText.visible = false;
startBestScoreText.visible = false;
// Show game UI
scoreText.visible = true;
comboText.visible = true;
healthText.visible = true;
bestScoreText.visible = true;
// Spawn scorpion
scorpion = new Scorpion();
scorpion.x = Math.random() * 1800 + 124;
scorpion.y = Math.random() * 2400 + 166;
game.addChild(scorpion);
}
// Touch handler for starting game
game.down = function (x, y, obj) {
if (gameState === 'start') {
startGame();
}
};
function updateUI() {
scoreText.setText('Score: ' + score);
comboText.setText('Combo: ' + combo);
var hearts = '';
for (var i = 0; i < health; i++) {
hearts += '♥';
}
healthText.setText(hearts);
// Update best score if current score is higher
if (score > bestScore) {
bestScore = score;
storage.bestScore = bestScore;
bestScoreText.setText('Best: ' + bestScore);
}
}
function spawnBubble() {
var isGolden = Math.random() < 0.15; // 15% chance for golden bubble
var color = bubbleColors[Math.floor(Math.random() * bubbleColors.length)];
var bubble = new Bubble(color, isGolden);
// Better spawn positioning with grid-like distribution
var attempts = 0;
var maxAttempts = 20;
do {
bubble.x = Math.random() * (2048 - 300) + 150;
bubble.y = Math.random() * (2732 - 600) + 300;
attempts++;
} while (isTooCloseToOthers(bubble) && attempts < maxAttempts);
if (attempts < maxAttempts) {
bubbles.push(bubble);
game.addChild(bubble);
bubble.spawned = true;
bubble.lastPulseTime = LK.ticks;
// Enhanced spawn animation with rotation and bounce
bubble.alpha = 0;
bubble.scaleX = 0;
bubble.scaleY = 0;
bubble.rotation = Math.PI * 2;
bubble.y -= 100; // Start above final position
tween(bubble, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2,
rotation: 0,
y: bubble.y + 100
}, {
duration: 500,
easing: tween.bounceOut,
onFinish: function onFinish() {
tween(bubble, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeOut
});
bubble.startFloat(); // Start floating animation
}
});
// Add sparkle effect for golden bubbles
if (isGolden) {
createSparkleEffect(bubble);
}
} else {
bubble.destroy();
}
}
function isTooCloseToOthers(bubble) {
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 < 200) {
return true;
}
}
return false;
}
function createSparkleEffect(bubble) {
var sparkleTimer = LK.setInterval(function () {
if (bubble.destroyed) {
LK.clearInterval(sparkleTimer);
return;
}
var sparkle = new Particle(0xFFD700, 0.3);
sparkle.x = bubble.x + (Math.random() - 0.5) * 100;
sparkle.y = bubble.y + (Math.random() - 0.5) * 100;
sparkle.velocity.x = (Math.random() - 0.5) * 1;
sparkle.velocity.y = (Math.random() - 0.5) * 1;
sparkle.gravity = -0.05; // Float upward more slowly
particles.push(sparkle);
game.addChild(sparkle);
}, 400);
}
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 () {
if (gameState === 'start') {
// Update best score display on start screen
startBestScoreText.setText('Best Score: ' + bestScore);
// Animate start screen elements
titleText.rotation = Math.sin(LK.ticks * 0.01) * 0.1;
return;
}
beatTimer++;
spawnTimer++;
updateBackgroundEffects();
// Enhanced beat visualization
if (beatTimer % 60 === 0) {
// Every second - create beat ring and pulse bubbles
createBeatRing();
for (var i = 0; i < bubbles.length; i++) {
bubbles[i].startPulse();
}
}
// Update particles
for (var p = particles.length - 1; p >= 0; p--) {
var particle = particles[p];
if (particle.destroyed) {
particles.splice(p, 1);
}
}
// Clean up beat rings
for (var r = beatRings.length - 1; r >= 0; r--) {
if (beatRings[r].destroyed) {
beatRings.splice(r, 1);
}
}
// Check if 6 bubbles are on screen - game over condition (increased from 5)
if (bubbles.length >= 6) {
// Update best score before game over
if (score > bestScore) {
bestScore = score;
storage.bestScore = bestScore;
}
// Screen shake effect before game over
LK.effects.flashScreen(0xFF0000, 500);
LK.showGameOver();
}
// Dynamic spawn rate based on score and combo
var baseSpawnRate = Math.max(150 - Math.floor(score / 50) * 5, 80);
var comboBonus = Math.min(combo * 5, 30);
var spawnRate = baseSpawnRate - comboBonus;
if (spawnTimer >= spawnRate && bubbles.length < 10) {
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];
// Slightly longer lifetime for better gameplay
if (bubble.spawned && LK.ticks - bubble.lastPulseTime > 1500) {
// Warning effect before removal
tween(bubble, {
alpha: 0.3,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
if (!bubble.destroyed) {
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);
}
}
// Update scorpion
if (scorpion && !scorpion.destroyed) {
// Scorpion updates automatically via its update method
}
// Increase difficulty
gameSpeed = 1 + score / 1000;
// Win condition
if (score >= 3000) {
LK.showYouWin();
}
};
// Initialize UI
updateUI(); ===================================================================
--- original.js
+++ change.js
@@ -222,8 +222,75 @@
});
};
return self;
});
+var Scorpion = Container.expand(function () {
+ var self = Container.call(this);
+ var scorpionGraphics = self.attachAsset('heartShape', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ scorpionGraphics.tint = 0x8B4513; // Brown color for scorpion
+ scorpionGraphics.scaleX = 1.5;
+ scorpionGraphics.scaleY = 1.5;
+ self.speed = 0.5; // Very slow movement
+ self.targetBubble = null;
+ self.lastTargetTime = 0;
+ // Find nearest bubble to target
+ self.findTarget = function () {
+ var nearestBubble = null;
+ var nearestDistance = Infinity;
+ for (var i = 0; i < bubbles.length; i++) {
+ var bubble = bubbles[i];
+ var distance = Math.sqrt(Math.pow(self.x - bubble.x, 2) + Math.pow(self.y - bubble.y, 2));
+ if (distance < nearestDistance) {
+ nearestDistance = distance;
+ nearestBubble = bubble;
+ }
+ }
+ return nearestBubble;
+ };
+ self.update = function () {
+ // Find new target every 2 seconds or if current target is destroyed
+ if (LK.ticks - self.lastTargetTime > 120 || !self.targetBubble || self.targetBubble.destroyed) {
+ self.targetBubble = self.findTarget();
+ self.lastTargetTime = LK.ticks;
+ }
+ // Move towards target bubble
+ if (self.targetBubble && !self.targetBubble.destroyed) {
+ var dx = self.targetBubble.x - self.x;
+ var dy = self.targetBubble.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 5) {
+ // Move towards bubble
+ self.x += dx / distance * self.speed;
+ self.y += dy / distance * self.speed;
+ // Rotate towards target
+ scorpionGraphics.rotation = Math.atan2(dy, dx);
+ } else {
+ // Close enough to pop the bubble
+ if (self.targetBubble && !self.targetBubble.destroyed) {
+ // Scorpion pops the bubble (counts as missed for player)
+ for (var i = 0; i < bubbles.length; i++) {
+ if (bubbles[i] === self.targetBubble) {
+ bubbles.splice(i, 1);
+ break;
+ }
+ }
+ self.targetBubble.pop();
+ missedBeat(); // Player loses health
+ self.targetBubble = null;
+ }
+ }
+ }
+ // Keep scorpion within screen bounds
+ if (self.x < 50) self.x = 50;
+ if (self.x > 1998) self.x = 1998;
+ if (self.y < 50) self.y = 50;
+ if (self.y > 2682) self.y = 2682;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -246,8 +313,9 @@
var beatTimer = 0;
var perfectIndicators = [];
var bubbleColors = [0x4A90E2, 0xFF6B6B, 0x4ECDC4, 0xFFE66D, 0x95E1D3, 0xFF69B4, 0x32CD32, 0xFFA500];
var bestScore = storage.bestScore || 0;
+var scorpion = null;
// Particle explosion function
function createParticleExplosion(x, y, color, isGolden) {
var particleCount = isGolden ? 15 : 8;
var particleColors = isGolden ? [0xFFD700, 0xFFA500, 0xFFFF00] : [color, 0xFFFFFF];
@@ -338,8 +406,13 @@
scoreText.visible = true;
comboText.visible = true;
healthText.visible = true;
bestScoreText.visible = true;
+ // Spawn scorpion
+ scorpion = new Scorpion();
+ scorpion.x = Math.random() * 1800 + 124;
+ scorpion.y = Math.random() * 2400 + 166;
+ game.addChild(scorpion);
}
// Touch handler for starting game
game.down = function (x, y, obj) {
if (gameState === 'start') {
@@ -556,8 +629,12 @@
if (perfectIndicators[j].destroyed) {
perfectIndicators.splice(j, 1);
}
}
+ // Update scorpion
+ if (scorpion && !scorpion.destroyed) {
+ // Scorpion updates automatically via its update method
+ }
// Increase difficulty
gameSpeed = 1 + score / 1000;
// Win condition
if (score >= 3000) {