User prompt
Please fix the bug: 'Uncaught TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(5, 0.5 * 1000); // Shake with magnitude 5 for 0.5 seconds (500ms)' Line Number: 350 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ekran Titreşim Efekti (Shake) Bomba yediğinde ekran 0.5 saniye titrer. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
muz kombolarını kaldır.
Code edit (1 edits merged)
Please save this source code
User prompt
çürük muzlar neden spawn olmuyor? bu hatayı düzet artık 30dan sonra %100 ihtimalle çürük muz spawn olsun.
Code edit (3 edits merged)
Please save this source code
User prompt
çürük muzlar çıkmıyor çürük muz assetini oyuna ekle ve bomba gibi aynı çürük muzlarıda oyuna ekle.
User prompt
çürük muzlarda bir hata var spawn olmuyorlar. bu hatayı düzelt ve çürük muzların spawmn olmasını sağla
User prompt
çürük muzlar hiç spawn olmuyor bunu düzlet skor 20yi geçtikten sonra %100 spawn olsun
User prompt
muzların düşme ihtimalini %100 yap ve çürük muzları geri ekle
Code edit (2 edits merged)
Please save this source code
User prompt
There is something wrong somewhere, rotten bananas are not spawning. Fix this.
User prompt
Fix the mechanic so that rotten bananas don't spawn after 30 and now they spawn after 20. Do this.
Code edit (2 edits merged)
Please save this source code
User prompt
In the combo system, let's see how many multipliers we are in a purple text when we click on each banana and if we can't click on the banana for 1.5 seconds, let the combo end. Let's do this. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
banana combo system. do this
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: isHeartAlreadyFalling is not defined' in or related to this line: 'if (!isHeartAlreadyFalling()) {' Line Number: 360
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'active')' in or related to this line: 'if (!item.active || item.alpha <= 0) {' Line Number: 413
User prompt
When we click on the bananas, the heart effect appears. Delete it. Just leave the banana effect. Fix it and do it
User prompt
When we click on the bananas, change it to a banana effect. do this
User prompt
If the score is 50 and there is 1 life, only 1 heart will come. If no heart is taken, 1 more heart will come after 20 scores. Do this
User prompt
When our health is low, if the heart that appears reaches the minimum requirement of 50 points, if it has 1 health, it will appear and this will now be automatic for 50+, but the chance of appearing will be 40%.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var BananaEffect = Container.expand(function () { var self = Container.call(this); self.init = function (x, y) { // Create multiple banana particles for (var i = 0; i < 8; i++) { var particle = self.attachAsset('banana', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2, alpha: 0.8 }); // Calculate angle for particle direction var angle = Math.PI * 2 * (i / 8); // Position particle particle.x = 0; particle.y = 0; // Calculate target position for the tween var targetX = Math.cos(angle) * 100; var targetY = Math.sin(angle) * 100; // Animate particle tween(particle, { x: targetX, y: targetY, alpha: 0, rotation: Math.random() * Math.PI * 2, scaleX: 0.05, scaleY: 0.05 }, { duration: 800 + Math.random() * 400, easing: tween.easeOut }); } // Set position of the effect self.x = x; self.y = y; // Auto-destroy after all animations complete LK.setTimeout(function () { self.destroy(); }, 1500); }; return self; }); var FallingItem = Container.expand(function () { var self = Container.call(this); self.type = "banana"; // default type self.speed = 2; // default speed self.lastY = 0; self.active = true; self.graphics = null; self.init = function (type, speed) { self.type = type || "banana"; self.speed = speed || 2; // Remove any existing graphics if (self.graphics) { self.removeChild(self.graphics); } // Create the appropriate graphics based on type if (self.type === "banana") { self.graphics = self.attachAsset('banana', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === "bomb") { self.graphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === "heart") { self.graphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === "rottenBanana") { self.graphics = self.attachAsset('rottenBanana', { anchorX: 0.5, anchorY: 0.5 }); } // Set initial position self.x = Math.random() * (2048 - 200) + 100; self.y = -100; self.lastY = self.y; // Interactive for tapping self.interactive = true; }; self.update = function () { if (!self.active) { return; } self.lastY = self.y; self.y += self.speed; }; self.down = function (x, y, obj) { if (!self.active) { return; } if (self.type === "banana") { // Scored a point by tapping banana LK.setScore(LK.getScore() + 1); LK.getSound('pop').play(); // Create banana effect at tap position createBananaEffect(self.x, self.y); self.remove(false); } else if (self.type === "bomb") { // Lost a life by tapping bomb LK.getSound('explosion').play(); decreaseLife(); self.remove(); } else if (self.type === "heart") { // Gained a life by tapping heart LK.getSound('pop').play(); increaseLife(); self.remove(); } else if (self.type === "rottenBanana") { // Lost a life by tapping rotten banana LK.getSound('explosion').play(); decreaseLife(); self.remove(); } }; self.remove = function (createSouls) { self.active = false; // Create soul effect based on item type, but only if createSouls is not false if (createSouls !== false) { if (self.type === "banana") { createSoulEffect(self.x, self.y, 3); } else if (self.type === "heart") { createSoulEffect(self.x, self.y, 5); } else if (self.type === "bomb" || self.type === "rottenBanana") { // No souls for negative items } } tween(self, { alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var Soul = Container.expand(function () { var self = Container.call(this); self.init = function (x, y) { // Create soul graphics var soulGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, alpha: 0.7 }); // Set initial position self.x = x; self.y = y; // Randomize direction slightly self.targetX = Math.random() * 300 - 150 + x; self.targetY = y - 300 - Math.random() * 200; // Always float upward // Start the float animation tween(self, { x: self.targetX, y: self.targetY, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 1500 + Math.random() * 1000, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ ; // Game constants var SCREEN_WIDTH = 2048; var SCREEN_HEIGHT = 2732; var MAX_LIVES = 3; var BOMB_THRESHOLD_SCORE = 15; var SPAWN_INTERVAL_INITIAL = 60; // frames var MIN_SPAWN_INTERVAL = 20; // frames var INTERVAL_DECREMENT = 1; // Game variables var fallingItems = []; var lives = MAX_LIVES; var spawnCounter = 0; var currentSpawnInterval = SPAWN_INTERVAL_INITIAL; var currentSpeed = 2; var isGameOver = false; var extraHeartSpawned = false; var extraHeartCaught = false; var gameStarted = false; // Add background var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); // Initialize score text var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 8, bold: true }); scoreText.anchor.set(0.5, 0); scoreText.x = SCREEN_WIDTH / 2; scoreText.y = 50; game.addChild(scoreText); // Create click to play text var clickToPlayText = new Text2('Click to Start', { size: 120, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 8, bold: true }); clickToPlayText.anchor.set(0.5, 0.5); clickToPlayText.x = SCREEN_WIDTH / 2; clickToPlayText.y = SCREEN_HEIGHT / 2; game.addChild(clickToPlayText); // Create hearts container var heartsContainer = new Container(); heartsContainer.x = 1410; heartsContainer.y = 50; game.addChild(heartsContainer); // Initialize hearts display function initLives() { // Clear existing hearts while (heartsContainer.children.length > 0) { heartsContainer.removeChildAt(0); } // Add hearts based on current lives for (var i = 0; i < lives; i++) { var heart = LK.getAsset('heart', { anchorX: 0, anchorY: 0, x: i * 190, y: 0 }); heartsContainer.addChild(heart); } } // Function to create floating soul effect function createSoulEffect(x, y, count) { count = count || 1; for (var i = 0; i < count; i++) { var soul = new Soul(); soul.init(x, y); game.addChild(soul); } } // Function to create banana effect when banana is clicked function createBananaEffect(x, y) { var effect = new BananaEffect(); effect.init(x, y); game.addChild(effect); } // Function to check if a heart is already falling function isHeartAlreadyFalling() { for (var i = 0; i < fallingItems.length; i++) { if (fallingItems[i] && fallingItems[i].type === "heart" && fallingItems[i].active) { return true; } } return false; } // Function to increase life function increaseLife() { if (lives < MAX_LIVES) { lives++; initLives(); extraHeartCaught = true; // Mark that a heart was caught } } // Function to decrease life function decreaseLife() { // Create soul effect at heart position that was lost var heartIndex = lives - 1; if (heartIndex >= 0 && heartsContainer.children[heartIndex]) { var heartPos = heartsContainer.children[heartIndex]; var globalPos = heartsContainer.toGlobal({ x: heartPos.x + 50, y: heartPos.y + 50 }); var gamePos = game.toLocal(globalPos); createSoulEffect(gamePos.x, gamePos.y, 7); } lives--; initLives(); // Shake the screen LK.effects.flashScreen(0xff0000, 300); // Check for game over if (lives <= 0) { gameOver(); } } // Function to handle game over function gameOver() { if (isGameOver) { return; } isGameOver = true; gameStarted = false; LK.getSound('gameover').play(); LK.effects.flashScreen(0xff0000, 1000); // [Bu kısım kaldırıldı] -> createSoulEffect ile kalp efektleri artık çıkmayacak // Remove all falling items for (var i = fallingItems.length - 1; i >= 0; i--) { fallingItems[i].destroy(); } fallingItems = []; // Show game over screen LK.setTimeout(function () { LK.showGameOver(); }, 1000); // Show click to play text again clickToPlayText.visible = true; } function spawnItem() { var score = LK.getScore(); var isBomb = score >= BOMB_THRESHOLD_SCORE && Math.random() < 0.3; var isRottenBanana = score >= 30 && Math.random() < 0.3; var isHeart = false; if (!isHeartAlreadyFalling()) { if (score >= 50 && lives === 1 && !extraHeartSpawned) { isHeart = true; extraHeartSpawned = true; } else if (score >= 70 && lives === 1 && extraHeartSpawned && !extraHeartCaught) { isHeart = true; } } var itemType = "banana"; if (isHeart) { itemType = "heart"; } else if (isBomb) { itemType = "bomb"; } else if (isRottenBanana) { // Make sure rotten bananas can spawn even if bombs are also possible itemType = "rottenBanana"; } var item = new FallingItem(); if (itemType === "heart" && score > 100 && lives === 1) { item.init(itemType, 16); } else if (itemType === "heart" && score >= 50 && lives === 1) { item.init(itemType, 10); } else { item.init(itemType, currentSpeed); } fallingItems.push(item); game.addChild(item); return item; } // Update game state each frame game.update = function () { if (!gameStarted || isGameOver) { return; } // Update all falling items for (var i = fallingItems.length - 1; i >= 0; i--) { var item = fallingItems[i]; // Check if item has fallen off screen if (item && item.lastY !== undefined && item.active && item.lastY < SCREEN_HEIGHT && item.y >= SCREEN_HEIGHT) { if (item.type === "banana" && item.active) { // Missed a banana - lose a life decreaseLife(); item.remove(); } else if (item.type === "bomb" && item.active || item.type === "rottenBanana" && item.active) { // Bomb or rotten banana fell off screen - remove it with no penalty item.destroy(); fallingItems.splice(i, 1); } } // Remove destroyed items from array if (!item || !item.active || item.alpha <= 0) { fallingItems.splice(i, 1); } } // Spawn new items at intervals spawnCounter++; // Get current score for difficulty calculations var score = LK.getScore(); // Hearts will be spawned based on specific conditions in spawnItem function if (spawnCounter >= currentSpawnInterval) { spawnItem(); spawnCounter = 0; // Increase difficulty based on score thresholds var score = LK.getScore(); // Set speed multiplier based on score thresholds var speedMultiplier = 1; if (score >= 200) { speedMultiplier = 20; } else if (score >= 190) { speedMultiplier = 19; } else if (score >= 180) { speedMultiplier = 18; } else if (score >= 170) { speedMultiplier = 17; } else if (score >= 160) { speedMultiplier = 16; } else if (score >= 150) { speedMultiplier = 15; } else if (score >= 140) { speedMultiplier = 14; } else if (score >= 130) { speedMultiplier = 13; } else if (score >= 120) { speedMultiplier = 12; } else if (score >= 110) { speedMultiplier = 11; } else if (score >= 100) { speedMultiplier = 10.5; } else if (score >= 90) { speedMultiplier = 10; } else if (score >= 80) { speedMultiplier = 9.5; } else if (score >= 70) { speedMultiplier = 9; } else if (score >= 60) { speedMultiplier = 8.5; } else if (score >= 50) { speedMultiplier = 8; } else if (score >= 40) { speedMultiplier = 7.5; } else if (score >= 30) { speedMultiplier = 7; } else if (score >= 20) { speedMultiplier = 6.5; } else if (score >= 10) { speedMultiplier = 6; } else if (score >= 5) { speedMultiplier = 4; } currentSpeed = 2 * speedMultiplier; currentSpawnInterval = Math.max(MIN_SPAWN_INTERVAL, SPAWN_INTERVAL_INITIAL - score * INTERVAL_DECREMENT); } // Update score text scoreText.setText('Score: ' + LK.getScore()); }; // Initialize the game function initGame() { // Reset game variables lives = MAX_LIVES; LK.setScore(0); spawnCounter = 0; currentSpawnInterval = SPAWN_INTERVAL_INITIAL; currentSpeed = 2; isGameOver = false; extraHeartSpawned = false; // Reset heart spawn tracking extraHeartCaught = false; // Reset heart catch tracking fallingItems = []; // Initialize UI initLives(); scoreText.setText('Score: 0'); // Play background music LK.playMusic('gameMusic'); } // Set up click handler to start game game.down = function () { if (!gameStarted) { gameStarted = true; clickToPlayText.visible = false; initGame(); } }; // Initialize but don't start the game yet lives = MAX_LIVES; initLives();
===================================================================
--- original.js
+++ change.js
@@ -103,85 +103,25 @@
if (!self.active) {
return;
}
if (self.type === "banana") {
- // --- Banana Combo System ---
- // Increase combo and reset timer
- bananaCombo++;
- if (bananaCombo > maxBananaCombo) {
- maxBananaCombo = bananaCombo;
- }
- // Show combo text if combo > 1
- if (bananaCombo > 1) {
- comboText.setText('x' + bananaCombo);
- comboText.visible = true;
- comboText.fill = 0xA259FF; // purple
- comboText.alpha = 1;
- comboText.scale.set(1.4, 1.4);
- tween(comboText, {
- scaleX: 1,
- scaleY: 1,
- alpha: 1
- }, {
- duration: 200
- });
- } else {
- comboText.visible = false;
- }
- // Reset combo timer
- if (bananaComboTimer) {
- LK.clearTimeout(bananaComboTimer);
- }
- bananaComboTimer = LK.setTimeout(function () {
- // Combo expired
- bananaCombo = 0;
- tween(comboText, {
- alpha: 0
- }, {
- duration: 400,
- onFinish: function onFinish() {
- comboText.visible = false;
- }
- });
- }, 1500);
- // Score: Each banana in combo is worth its combo count
- LK.setScore(LK.getScore() + bananaCombo);
+ // Scored a point by tapping banana
+ LK.setScore(LK.getScore() + 1);
LK.getSound('pop').play();
// Create banana effect at tap position
createBananaEffect(self.x, self.y);
self.remove(false);
} else if (self.type === "bomb") {
- // Combo breaker: reset combo
- bananaCombo = 0;
- comboText.visible = false;
- if (bananaComboTimer) {
- LK.clearTimeout(bananaComboTimer);
- bananaComboTimer = null;
- }
// Lost a life by tapping bomb
LK.getSound('explosion').play();
decreaseLife();
self.remove();
} else if (self.type === "heart") {
- // Combo breaker: reset combo
- bananaCombo = 0;
- comboText.visible = false;
- if (bananaComboTimer) {
- LK.clearTimeout(bananaComboTimer);
- bananaComboTimer = null;
- }
// Gained a life by tapping heart
LK.getSound('pop').play();
increaseLife();
self.remove();
} else if (self.type === "rottenBanana") {
- // Combo breaker: reset combo
- bananaCombo = 0;
- comboText.visible = false;
- if (bananaComboTimer) {
- LK.clearTimeout(bananaComboTimer);
- bananaComboTimer = null;
- }
// Lost a life by tapping rotten banana
LK.getSound('explosion').play();
decreaseLife();
self.remove();
@@ -275,27 +215,8 @@
var isGameOver = false;
var extraHeartSpawned = false;
var extraHeartCaught = false;
var gameStarted = false;
-// Banana combo system variables
-var bananaCombo = 0;
-var bananaComboTimer = null;
-var BANANA_COMBO_TIMEOUT = 1500; // ms
-var maxBananaCombo = 0;
-// Combo text UI
-var comboText = new Text2('', {
- size: 120,
- fill: 0xA259FF,
- // purple
- stroke: 0x000000,
- strokeThickness: 8,
- bold: true
-});
-comboText.anchor.set(0.5, 0);
-comboText.x = SCREEN_WIDTH / 2;
-comboText.y = 200;
-comboText.visible = false;
-game.addChild(comboText);
// Add background
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
@@ -406,15 +327,8 @@
return;
}
isGameOver = true;
gameStarted = false;
- // Reset banana combo system
- bananaCombo = 0;
- comboText.visible = false;
- if (bananaComboTimer) {
- LK.clearTimeout(bananaComboTimer);
- bananaComboTimer = null;
- }
LK.getSound('gameover').play();
LK.effects.flashScreen(0xff0000, 1000);
// [Bu kısım kaldırıldı] -> createSoulEffect ile kalp efektleri artık çıkmayacak
// Remove all falling items
@@ -430,60 +344,27 @@
clickToPlayText.visible = true;
}
function spawnItem() {
var score = LK.getScore();
- var isBomb = false;
- var isRottenBanana = false;
+ var isBomb = score >= BOMB_THRESHOLD_SCORE && Math.random() < 0.3;
+ var isRottenBanana = score >= 30 && Math.random() < 0.3;
var isHeart = false;
- // Heart spawn logic
if (!isHeartAlreadyFalling()) {
if (score >= 50 && lives === 1 && !extraHeartSpawned) {
isHeart = true;
extraHeartSpawned = true;
} else if (score >= 70 && lives === 1 && extraHeartSpawned && !extraHeartCaught) {
isHeart = true;
}
}
- // İhtimal hesaplama fonksiyonu, skor arttıkça artan olasılık
- function chanceByScore(score, thresholds, chances) {
- // thresholds ve chances aynı uzunlukta array
- for (var i = thresholds.length - 1; i >= 0; i--) {
- if (score >= thresholds[i]) {
- return chances[i];
- }
- }
- return 0; // skor düşükse sıfır
- }
- // Skor eşikleri ve olasılıkları, burada ihtimal %10’dan %100’e çıkıyor
- var rottenBananaThresholds = [10, 20, 30, 50, 70, 100, 150];
- var rottenBananaChances = [0.1, 0.2, 0.3, 0.5, 0.7, 0.9, 1.0];
- var bombThresholds = [10, 20, 30, 50, 70, 100, 150];
- var bombChances = [0.1, 0.15, 0.25, 0.4, 0.6, 0.8, 1.0];
- // Çürük muzlar skor 20'yi geçtikten sonra %100 spawn olur
- if (!isHeart) {
- if (score > 20) {
- isRottenBanana = true;
- } else {
- var rottenChance = chanceByScore(score, rottenBananaThresholds, rottenBananaChances);
- if (Math.random() < rottenChance) {
- isRottenBanana = true;
- }
- }
- }
- // Bomba spawnı, Heart ve çürük muz yoksa
- if (!isHeart && !isRottenBanana) {
- var bombChance = chanceByScore(score, bombThresholds, bombChances);
- if (Math.random() < bombChance) {
- isBomb = true;
- }
- }
var itemType = "banana";
if (isHeart) {
itemType = "heart";
- } else if (isRottenBanana) {
- itemType = "rottenBanana";
} else if (isBomb) {
itemType = "bomb";
+ } else if (isRottenBanana) {
+ // Make sure rotten bananas can spawn even if bombs are also possible
+ itemType = "rottenBanana";
}
var item = new FallingItem();
if (itemType === "heart" && score > 100 && lives === 1) {
item.init(itemType, 16);
@@ -507,15 +388,8 @@
// Check if item has fallen off screen
if (item && item.lastY !== undefined && item.active && item.lastY < SCREEN_HEIGHT && item.y >= SCREEN_HEIGHT) {
if (item.type === "banana" && item.active) {
// Missed a banana - lose a life
- // Combo breaker: reset combo
- bananaCombo = 0;
- comboText.visible = false;
- if (bananaComboTimer) {
- LK.clearTimeout(bananaComboTimer);
- bananaComboTimer = null;
- }
decreaseLife();
item.remove();
} else if (item.type === "bomb" && item.active || item.type === "rottenBanana" && item.active) {
// Bomb or rotten banana fell off screen - remove it with no penalty
@@ -535,12 +409,23 @@
// Hearts will be spawned based on specific conditions in spawnItem function
if (spawnCounter >= currentSpawnInterval) {
spawnItem();
spawnCounter = 0;
+ // Increase difficulty based on score thresholds
+ var score = LK.getScore();
// Set speed multiplier based on score thresholds
var speedMultiplier = 1;
- // 0-150 arası sabit artışlar (orijinal hız tablosu)
- if (score >= 150) {
+ if (score >= 200) {
+ speedMultiplier = 20;
+ } else if (score >= 190) {
+ speedMultiplier = 19;
+ } else if (score >= 180) {
+ speedMultiplier = 18;
+ } else if (score >= 170) {
+ speedMultiplier = 17;
+ } else if (score >= 160) {
+ speedMultiplier = 16;
+ } else if (score >= 150) {
speedMultiplier = 15;
} else if (score >= 140) {
speedMultiplier = 14;
} else if (score >= 130) {
@@ -570,24 +455,14 @@
} else if (score >= 10) {
speedMultiplier = 6;
} else if (score >= 5) {
speedMultiplier = 4;
- } else {
- speedMultiplier = 1;
}
- // 150’den sonra 300000’e kadar dinamik artış: +0.25 her 1 skor artışı için
- if (score > 150 && score <= 300000) {
- speedMultiplier = 15 + (score - 150) * 0.5;
- }
- // Eğer istersen 300000’den sonrası için burada farklı artış mantığı eklenebilir.
- // Örnek olarak, 300000’den sonra her 1000 puanda 0.1 artış veya başka bir şey gibi.
- // Güncellenen hız, oyun içindeki hız değişkenine atanıyor
currentSpeed = 2 * speedMultiplier;
- // Spawn interval (yeniden item çıkma aralığı) puana göre azalıyor ama minimum sınırı var
currentSpawnInterval = Math.max(MIN_SPAWN_INTERVAL, SPAWN_INTERVAL_INITIAL - score * INTERVAL_DECREMENT);
}
- // Score text’i güncelle
- scoreText.setText('Score: ' + score);
+ // Update score text
+ scoreText.setText('Score: ' + LK.getScore());
};
// Initialize the game
function initGame() {
// Reset game variables
@@ -599,16 +474,8 @@
isGameOver = false;
extraHeartSpawned = false; // Reset heart spawn tracking
extraHeartCaught = false; // Reset heart catch tracking
fallingItems = [];
- // Reset banana combo system
- bananaCombo = 0;
- maxBananaCombo = 0;
- comboText.visible = false;
- if (bananaComboTimer) {
- LK.clearTimeout(bananaComboTimer);
- bananaComboTimer = null;
- }
// Initialize UI
initLives();
scoreText.setText('Score: 0');
// Play background music
Pixel banana. In-Game asset. High contrast. No shadows
Pixel art Bomb.. In-Game asset. High contrast. No shadows
Pixel art Heart. In-Game asset. High contrast. No shadows
Pixel art Forest background. In-Game asset. High contrast. No shadows
Purple color "+1" in pixels art style . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Simple empty clean pixel art background in brown. In-Game asset. 2d. High contrast. No shadows. Game menu background.
Menu button. Pixel art dark brown.. In-Game asset. 2d. High contrast. No shadows No writing inside