User prompt
ilk yaptıgĢın olsun buda degĢil
User prompt
arka plan degĢişikliklerini iptal et ilk baştaki olsun
User prompt
arka planı lunapark olsun
User prompt
arka planı daha iyi uyumlu yapabilirmiyiz oyuna
User prompt
Please fix the bug: 'Uncaught TypeError: tween.create is not a function' in or related to this line: 'var needleTween = tween.create(needle).to({' Line Number: 249 āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Graphics is not a constructor' in or related to this line: 'var needleGraphics = new Graphics();' Line Number: 236
User prompt
Please fix the bug: 'Uncaught TypeError: LK.effects.createNeedleEffect is not a function' in or related to this line: 'LK.effects.createNeedleEffect(self.x, self.y, {' Line Number: 106
User prompt
balonlara tıklarken efekt istiyorum igĢne ile vurmuş gibi
User prompt
her balonda ses çıkmıyor duĢzeltirmisin
User prompt
balonun ucunda kare pembe şekilde gidiyor onu duĢzelt
User prompt
bir balon var kare şekilde gidiyor onu duĢzeltirmisin
User prompt
yanlış balona tıklayınce elenmess sesi olsun dogĢru balona tıklayınca elenme adlı ses olsun soundlarda
User prompt
balonların altında balon ipi vardı artık sarı kutu gidiyor duĢzelt onu
User prompt
balon ipi eklermisin tekrardan balon_dizesine aynısından
User prompt
Please fix the bug: 'Timeout.tick error: LK.effects.particleEffect is not a function' in or related to this line: 'LK.effects.particleEffect(2048 / 2, 2732 / 2, {' Line Number: 369
User prompt
Ses efektleri ekle
User prompt
Please fix the bug: 'Uncaught TypeError: LK.effects.particleEffect is not a function' in or related to this line: 'LK.effects.particleEffect(self.x, self.y, {' Line Number: 100
User prompt
daha iyi goĢrsellikte ve ses efektli olmasını istiyorum
Code edit (1 edits merged)
Please save this source code
User prompt
Balloon Blast Strategy
Initial prompt
Konsept: Balonlar yukarı çıkıyor, ama içlerinden bazıları "hileli" ā patlatınca puan kaybedersin. Bazı balonlar ekstra yetenek verir (yavaşlatma, x2 puan, zaman donması). Seviyeler ilerledikçe hız ve çeşit artar. Neden Tutar? Klasik "balon patlatma" hissi ama içine strateji eklenmiş. Herkes oynar ama ustalaşmak zaman alır.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, level: 1 }); /**** * Classes ****/ var Balloon = Container.expand(function (type, speed, value) { var self = Container.call(this); self.type = type || 'red'; self.speed = speed || 3; self.value = value || 10; self.popped = false; // Determine balloon color and behavior based on type var balloonColor; if (self.type === 'red') { balloonColor = 'balloon_red'; } else if (self.type === 'green') { balloonColor = 'balloon_green'; } else if (self.type === 'blue') { balloonColor = 'balloon_blue'; } else if (self.type === 'yellow') { balloonColor = 'balloon_yellow'; } else if (self.type === 'purple') { balloonColor = 'balloon_purple'; } else if (self.type === 'slow') { balloonColor = 'powerup_slow'; self.isPowerup = true; self.powerupType = 'slow'; } else if (self.type === 'double') { balloonColor = 'powerup_double'; self.isPowerup = true; self.powerupType = 'double'; } else if (self.type === 'freeze') { balloonColor = 'powerup_freeze'; self.isPowerup = true; self.powerupType = 'freeze'; } // Create balloon body self.body = self.attachAsset(balloonColor, { anchorX: 0.5, anchorY: 0.5 }); // Only add strings to regular balloons, not powerups if (!self.isPowerup) { // Add balloon string self.string = self.attachAsset('balloon_string', { anchorX: 0.5, anchorY: 0 }); self.string.y = self.body.height / 2; } // Interactive elements need to be flagged as such self.body.interactive = true; // Event handler for popping balloon self.down = function (x, y, obj) { if (!self.popped && !gameOver && !gamePaused) { self.pop(); } }; // Pop the balloon self.pop = function () { if (self.popped) { return; } self.popped = true; // Check if this is a good or bad balloon if (self.type === 'red' || self.type === 'green' || self.type === 'blue') { // Good balloon - add points LK.setScore(LK.getScore() + self.value * pointMultiplier); LK.getSound('pop').play(); // Flash balloon white before removing LK.effects.flashObject(self, 0xffffff, 300); } else if (self.type === 'yellow' || self.type === 'purple') { // Bad balloon - subtract points LK.setScore(Math.max(0, LK.getScore() - self.value)); LK.getSound('bad_pop').play(); // Flash balloon red before removing LK.effects.flashObject(self, 0xff0000, 300); } else if (self.isPowerup) { // Powerup balloon LK.getSound('powerup').play(); // Flash balloon white LK.effects.flashObject(self, 0xffffff, 300); // Apply powerup effect if (self.powerupType === 'slow') { gameSpeed = 0.5; // Reset game speed after 5 seconds LK.setTimeout(function () { gameSpeed = 1; }, 5000); } else if (self.powerupType === 'double') { pointMultiplier = 2; // Reset point multiplier after 5 seconds LK.setTimeout(function () { pointMultiplier = 1; }, 5000); } else if (self.powerupType === 'freeze') { freezeMode = true; // Reset freeze mode after 3 seconds LK.setTimeout(function () { freezeMode = false; }, 3000); } } // Update score display updateScoreDisplay(); // Remove balloon after short delay to allow for flash effect LK.setTimeout(function () { self.visible = false; // Find balloon in array and remove it var balloonIndex = balloons.indexOf(self); if (balloonIndex !== -1) { balloons.splice(balloonIndex, 1); self.destroy(); } }, 300); }; self.update = function () { if (self.popped) { return; } // Don't move if game is in freeze mode if (freezeMode) { return; } // Move balloon upward self.y -= self.speed * gameSpeed; // Remove balloon if it goes off the top of the screen if (self.y < -200) { var balloonIndex = balloons.indexOf(self); if (balloonIndex !== -1) { balloons.splice(balloonIndex, 1); self.destroy(); // Penalty for missing good balloons if (self.type === 'red' || self.type === 'green' || self.type === 'blue') { LK.setScore(Math.max(0, LK.getScore() - Math.floor(self.value / 2))); updateScoreDisplay(); } } } }; return self; }); var PowerupIndicator = Container.expand(function (type) { var self = Container.call(this); self.type = type; // Create indicator shape var indicatorAsset; if (self.type === 'slow') { indicatorAsset = 'powerup_slow'; } else if (self.type === 'double') { indicatorAsset = 'powerup_double'; } else if (self.type === 'freeze') { indicatorAsset = 'powerup_freeze'; } self.indicator = self.attachAsset(indicatorAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); self.timeRemaining = 0; self.active = false; self.activate = function (duration) { self.timeRemaining = duration; self.active = true; self.alpha = 1; }; self.update = function () { if (self.active) { self.timeRemaining -= 16.67; // Approximate ms per frame at 60fps if (self.timeRemaining <= 0) { self.active = false; self.alpha = 0.3; } } }; // Initial state is inactive self.alpha = 0.3; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game state variables var balloons = []; var spawnInterval; var levelTimers = []; var currentLevel = storage.level || 1; var gameOver = false; var gamePaused = false; var gameSpeed = 1; var pointMultiplier = 1; var freezeMode = false; var lastSpawnTime = 0; var spawnDelay = 1000; // starting spawn delay // UI elements var scoreTxt; var levelTxt; var highScoreTxt; var powerupIndicators = {}; // Initialize game elements function initGame() { // Clear any existing balloons while (balloons.length > 0) { balloons[0].destroy(); balloons.splice(0, 1); } // Clear any existing timers if (spawnInterval) { LK.clearInterval(spawnInterval); } levelTimers.forEach(function (timer) { LK.clearTimeout(timer); }); levelTimers = []; // Reset game state gameOver = false; gamePaused = false; gameSpeed = 1; pointMultiplier = 1; freezeMode = false; // Setup UI setupUI(); // Start balloon spawning spawnInterval = LK.setInterval(spawnBalloon, spawnDelay); // Play background music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.5, duration: 1000 } }); // Set level based difficulty setupLevelDifficulty(); } // Create UI elements function setupUI() { // Score display scoreTxt = new Text2('Score: 0', { size: 70, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 20; // Level display levelTxt = new Text2('Level: ' + currentLevel, { size: 50, fill: 0xFFFFFF }); levelTxt.anchor.set(0, 0); LK.gui.topRight.addChild(levelTxt); levelTxt.x = -180; levelTxt.y = 20; // High score display highScoreTxt = new Text2('Best: ' + storage.highScore, { size: 40, fill: 0xFFFFFF }); highScoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(highScoreTxt); highScoreTxt.x = -180; highScoreTxt.y = 80; // Powerup indicators setupPowerupIndicators(); // Update displays updateScoreDisplay(); } // Setup powerup indicators function setupPowerupIndicators() { // Create indicators for each powerup type var types = ['slow', 'double', 'freeze']; var startX = 130; types.forEach(function (type, index) { var indicator = new PowerupIndicator(type); powerupIndicators[type] = indicator; LK.gui.bottomLeft.addChild(indicator); indicator.x = startX + index * 120; indicator.y = -100; }); } // Update score display function updateScoreDisplay() { scoreTxt.setText('Score: ' + LK.getScore()); // Update high score if needed if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); highScoreTxt.setText('Best: ' + storage.highScore); } } // Set up difficulty based on current level function setupLevelDifficulty() { // Adjust spawn delay based on level spawnDelay = Math.max(300, 1000 - currentLevel * 100); // Clear and set new spawn interval if (spawnInterval) { LK.clearInterval(spawnInterval); } spawnInterval = LK.setInterval(spawnBalloon, spawnDelay); // Update level display levelTxt.setText('Level: ' + currentLevel); // Schedule level up if not at max level if (currentLevel < 5) { var levelTimer = LK.setTimeout(function () { levelUp(); }, 30000); // Level up every 30 seconds levelTimers.push(levelTimer); } } // Level up function function levelUp() { currentLevel++; storage.level = currentLevel; // Display level up message var levelUpText = new Text2('LEVEL ' + currentLevel + '!', { size: 120, fill: 0xFFFFFF }); levelUpText.anchor.set(0.5, 0.5); game.addChild(levelUpText); levelUpText.x = 2048 / 2; levelUpText.y = 2732 / 2; // Flash the screen LK.effects.flashScreen(0xffff00, 1000); // Remove level up text after a delay LK.setTimeout(function () { levelUpText.destroy(); }, 2000); // Update difficulty setupLevelDifficulty(); } // Spawn a new balloon function spawnBalloon() { if (gameOver || gamePaused) { return; } // Determine balloon type based on level and randomness var balloonType; var balloonValue; var balloonSpeed; // Random value between 0 and 1 var rand = Math.random(); // Increase chance of power-ups and bad balloons as level increases var powerupChance = 0.05 + currentLevel * 0.02; // 5% base plus 2% per level var badBalloonChance = 0.1 + currentLevel * 0.05; // 10% base plus 5% per level if (rand < powerupChance) { // Spawn a power-up balloon var powerupRand = Math.random(); if (powerupRand < 0.33) { balloonType = 'slow'; } else if (powerupRand < 0.66) { balloonType = 'double'; } else { balloonType = 'freeze'; } balloonValue = 0; balloonSpeed = 2 + currentLevel * 0.5; } else if (rand < powerupChance + badBalloonChance) { // Spawn a bad balloon balloonType = Math.random() < 0.5 ? 'yellow' : 'purple'; balloonValue = 10 + currentLevel * 5; balloonSpeed = 3 + currentLevel * 0.7; } else { // Spawn a good balloon var goodRand = Math.random(); if (goodRand < 0.33) { balloonType = 'red'; } else if (goodRand < 0.66) { balloonType = 'green'; } else { balloonType = 'blue'; } balloonValue = 10 + currentLevel * 3; balloonSpeed = 2 + currentLevel * 0.6; } // Create the balloon var balloon = new Balloon(balloonType, balloonSpeed, balloonValue); // Position balloon randomly along the bottom of the screen balloon.x = Math.random() * (2048 - 200) + 100; // Keep away from edges balloon.y = 2732 + 100; // Start below screen // Add to game and tracking array game.addChild(balloon); balloons.push(balloon); } // Check for game over conditions function checkGameOver() { // In this simple version, the game doesn't end until the player chooses to end it // You could add lives or a timer if desired } // Update game state game.update = function () { // Update all balloons for (var i = balloons.length - 1; i >= 0; i--) { if (balloons[i]) { balloons[i].update(); } } // Update powerup indicators for (var type in powerupIndicators) { if (powerupIndicators[type]) { powerupIndicators[type].update(); } } // Update powerup indicators based on current state if (gameSpeed < 1) { powerupIndicators['slow'].activate(5000); } if (pointMultiplier > 1) { powerupIndicators['double'].activate(5000); } if (freezeMode) { powerupIndicators['freeze'].activate(3000); } // Check for game over conditions checkGameOver(); }; // Game press event handler game.down = function (x, y, obj) { // This is handled by individual balloon objects }; // Initialize game on startup initGame();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,438 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highScore: 0,
+ level: 1
+});
+
+/****
+* Classes
+****/
+var Balloon = Container.expand(function (type, speed, value) {
+ var self = Container.call(this);
+ self.type = type || 'red';
+ self.speed = speed || 3;
+ self.value = value || 10;
+ self.popped = false;
+ // Determine balloon color and behavior based on type
+ var balloonColor;
+ if (self.type === 'red') {
+ balloonColor = 'balloon_red';
+ } else if (self.type === 'green') {
+ balloonColor = 'balloon_green';
+ } else if (self.type === 'blue') {
+ balloonColor = 'balloon_blue';
+ } else if (self.type === 'yellow') {
+ balloonColor = 'balloon_yellow';
+ } else if (self.type === 'purple') {
+ balloonColor = 'balloon_purple';
+ } else if (self.type === 'slow') {
+ balloonColor = 'powerup_slow';
+ self.isPowerup = true;
+ self.powerupType = 'slow';
+ } else if (self.type === 'double') {
+ balloonColor = 'powerup_double';
+ self.isPowerup = true;
+ self.powerupType = 'double';
+ } else if (self.type === 'freeze') {
+ balloonColor = 'powerup_freeze';
+ self.isPowerup = true;
+ self.powerupType = 'freeze';
+ }
+ // Create balloon body
+ self.body = self.attachAsset(balloonColor, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Only add strings to regular balloons, not powerups
+ if (!self.isPowerup) {
+ // Add balloon string
+ self.string = self.attachAsset('balloon_string', {
+ anchorX: 0.5,
+ anchorY: 0
+ });
+ self.string.y = self.body.height / 2;
+ }
+ // Interactive elements need to be flagged as such
+ self.body.interactive = true;
+ // Event handler for popping balloon
+ self.down = function (x, y, obj) {
+ if (!self.popped && !gameOver && !gamePaused) {
+ self.pop();
+ }
+ };
+ // Pop the balloon
+ self.pop = function () {
+ if (self.popped) {
+ return;
+ }
+ self.popped = true;
+ // Check if this is a good or bad balloon
+ if (self.type === 'red' || self.type === 'green' || self.type === 'blue') {
+ // Good balloon - add points
+ LK.setScore(LK.getScore() + self.value * pointMultiplier);
+ LK.getSound('pop').play();
+ // Flash balloon white before removing
+ LK.effects.flashObject(self, 0xffffff, 300);
+ } else if (self.type === 'yellow' || self.type === 'purple') {
+ // Bad balloon - subtract points
+ LK.setScore(Math.max(0, LK.getScore() - self.value));
+ LK.getSound('bad_pop').play();
+ // Flash balloon red before removing
+ LK.effects.flashObject(self, 0xff0000, 300);
+ } else if (self.isPowerup) {
+ // Powerup balloon
+ LK.getSound('powerup').play();
+ // Flash balloon white
+ LK.effects.flashObject(self, 0xffffff, 300);
+ // Apply powerup effect
+ if (self.powerupType === 'slow') {
+ gameSpeed = 0.5;
+ // Reset game speed after 5 seconds
+ LK.setTimeout(function () {
+ gameSpeed = 1;
+ }, 5000);
+ } else if (self.powerupType === 'double') {
+ pointMultiplier = 2;
+ // Reset point multiplier after 5 seconds
+ LK.setTimeout(function () {
+ pointMultiplier = 1;
+ }, 5000);
+ } else if (self.powerupType === 'freeze') {
+ freezeMode = true;
+ // Reset freeze mode after 3 seconds
+ LK.setTimeout(function () {
+ freezeMode = false;
+ }, 3000);
+ }
+ }
+ // Update score display
+ updateScoreDisplay();
+ // Remove balloon after short delay to allow for flash effect
+ LK.setTimeout(function () {
+ self.visible = false;
+ // Find balloon in array and remove it
+ var balloonIndex = balloons.indexOf(self);
+ if (balloonIndex !== -1) {
+ balloons.splice(balloonIndex, 1);
+ self.destroy();
+ }
+ }, 300);
+ };
+ self.update = function () {
+ if (self.popped) {
+ return;
+ }
+ // Don't move if game is in freeze mode
+ if (freezeMode) {
+ return;
+ }
+ // Move balloon upward
+ self.y -= self.speed * gameSpeed;
+ // Remove balloon if it goes off the top of the screen
+ if (self.y < -200) {
+ var balloonIndex = balloons.indexOf(self);
+ if (balloonIndex !== -1) {
+ balloons.splice(balloonIndex, 1);
+ self.destroy();
+ // Penalty for missing good balloons
+ if (self.type === 'red' || self.type === 'green' || self.type === 'blue') {
+ LK.setScore(Math.max(0, LK.getScore() - Math.floor(self.value / 2)));
+ updateScoreDisplay();
+ }
+ }
+ }
+ };
+ return self;
+});
+var PowerupIndicator = Container.expand(function (type) {
+ var self = Container.call(this);
+ self.type = type;
+ // Create indicator shape
+ var indicatorAsset;
+ if (self.type === 'slow') {
+ indicatorAsset = 'powerup_slow';
+ } else if (self.type === 'double') {
+ indicatorAsset = 'powerup_double';
+ } else if (self.type === 'freeze') {
+ indicatorAsset = 'powerup_freeze';
+ }
+ self.indicator = self.attachAsset(indicatorAsset, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.5,
+ scaleY: 0.5
+ });
+ self.timeRemaining = 0;
+ self.active = false;
+ self.activate = function (duration) {
+ self.timeRemaining = duration;
+ self.active = true;
+ self.alpha = 1;
+ };
+ self.update = function () {
+ if (self.active) {
+ self.timeRemaining -= 16.67; // Approximate ms per frame at 60fps
+ if (self.timeRemaining <= 0) {
+ self.active = false;
+ self.alpha = 0.3;
+ }
+ }
+ };
+ // Initial state is inactive
+ self.alpha = 0.3;
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x87CEEB
+});
+
+/****
+* Game Code
+****/
+// Game state variables
+var balloons = [];
+var spawnInterval;
+var levelTimers = [];
+var currentLevel = storage.level || 1;
+var gameOver = false;
+var gamePaused = false;
+var gameSpeed = 1;
+var pointMultiplier = 1;
+var freezeMode = false;
+var lastSpawnTime = 0;
+var spawnDelay = 1000; // starting spawn delay
+// UI elements
+var scoreTxt;
+var levelTxt;
+var highScoreTxt;
+var powerupIndicators = {};
+// Initialize game elements
+function initGame() {
+ // Clear any existing balloons
+ while (balloons.length > 0) {
+ balloons[0].destroy();
+ balloons.splice(0, 1);
+ }
+ // Clear any existing timers
+ if (spawnInterval) {
+ LK.clearInterval(spawnInterval);
+ }
+ levelTimers.forEach(function (timer) {
+ LK.clearTimeout(timer);
+ });
+ levelTimers = [];
+ // Reset game state
+ gameOver = false;
+ gamePaused = false;
+ gameSpeed = 1;
+ pointMultiplier = 1;
+ freezeMode = false;
+ // Setup UI
+ setupUI();
+ // Start balloon spawning
+ spawnInterval = LK.setInterval(spawnBalloon, spawnDelay);
+ // Play background music
+ LK.playMusic('bgmusic', {
+ fade: {
+ start: 0,
+ end: 0.5,
+ duration: 1000
+ }
+ });
+ // Set level based difficulty
+ setupLevelDifficulty();
+}
+// Create UI elements
+function setupUI() {
+ // Score display
+ scoreTxt = new Text2('Score: 0', {
+ size: 70,
+ fill: 0xFFFFFF
+ });
+ scoreTxt.anchor.set(0.5, 0);
+ LK.gui.top.addChild(scoreTxt);
+ scoreTxt.y = 20;
+ // Level display
+ levelTxt = new Text2('Level: ' + currentLevel, {
+ size: 50,
+ fill: 0xFFFFFF
+ });
+ levelTxt.anchor.set(0, 0);
+ LK.gui.topRight.addChild(levelTxt);
+ levelTxt.x = -180;
+ levelTxt.y = 20;
+ // High score display
+ highScoreTxt = new Text2('Best: ' + storage.highScore, {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ highScoreTxt.anchor.set(0, 0);
+ LK.gui.topRight.addChild(highScoreTxt);
+ highScoreTxt.x = -180;
+ highScoreTxt.y = 80;
+ // Powerup indicators
+ setupPowerupIndicators();
+ // Update displays
+ updateScoreDisplay();
+}
+// Setup powerup indicators
+function setupPowerupIndicators() {
+ // Create indicators for each powerup type
+ var types = ['slow', 'double', 'freeze'];
+ var startX = 130;
+ types.forEach(function (type, index) {
+ var indicator = new PowerupIndicator(type);
+ powerupIndicators[type] = indicator;
+ LK.gui.bottomLeft.addChild(indicator);
+ indicator.x = startX + index * 120;
+ indicator.y = -100;
+ });
+}
+// Update score display
+function updateScoreDisplay() {
+ scoreTxt.setText('Score: ' + LK.getScore());
+ // Update high score if needed
+ if (LK.getScore() > storage.highScore) {
+ storage.highScore = LK.getScore();
+ highScoreTxt.setText('Best: ' + storage.highScore);
+ }
+}
+// Set up difficulty based on current level
+function setupLevelDifficulty() {
+ // Adjust spawn delay based on level
+ spawnDelay = Math.max(300, 1000 - currentLevel * 100);
+ // Clear and set new spawn interval
+ if (spawnInterval) {
+ LK.clearInterval(spawnInterval);
+ }
+ spawnInterval = LK.setInterval(spawnBalloon, spawnDelay);
+ // Update level display
+ levelTxt.setText('Level: ' + currentLevel);
+ // Schedule level up if not at max level
+ if (currentLevel < 5) {
+ var levelTimer = LK.setTimeout(function () {
+ levelUp();
+ }, 30000); // Level up every 30 seconds
+ levelTimers.push(levelTimer);
+ }
+}
+// Level up function
+function levelUp() {
+ currentLevel++;
+ storage.level = currentLevel;
+ // Display level up message
+ var levelUpText = new Text2('LEVEL ' + currentLevel + '!', {
+ size: 120,
+ fill: 0xFFFFFF
+ });
+ levelUpText.anchor.set(0.5, 0.5);
+ game.addChild(levelUpText);
+ levelUpText.x = 2048 / 2;
+ levelUpText.y = 2732 / 2;
+ // Flash the screen
+ LK.effects.flashScreen(0xffff00, 1000);
+ // Remove level up text after a delay
+ LK.setTimeout(function () {
+ levelUpText.destroy();
+ }, 2000);
+ // Update difficulty
+ setupLevelDifficulty();
+}
+// Spawn a new balloon
+function spawnBalloon() {
+ if (gameOver || gamePaused) {
+ return;
+ }
+ // Determine balloon type based on level and randomness
+ var balloonType;
+ var balloonValue;
+ var balloonSpeed;
+ // Random value between 0 and 1
+ var rand = Math.random();
+ // Increase chance of power-ups and bad balloons as level increases
+ var powerupChance = 0.05 + currentLevel * 0.02; // 5% base plus 2% per level
+ var badBalloonChance = 0.1 + currentLevel * 0.05; // 10% base plus 5% per level
+ if (rand < powerupChance) {
+ // Spawn a power-up balloon
+ var powerupRand = Math.random();
+ if (powerupRand < 0.33) {
+ balloonType = 'slow';
+ } else if (powerupRand < 0.66) {
+ balloonType = 'double';
+ } else {
+ balloonType = 'freeze';
+ }
+ balloonValue = 0;
+ balloonSpeed = 2 + currentLevel * 0.5;
+ } else if (rand < powerupChance + badBalloonChance) {
+ // Spawn a bad balloon
+ balloonType = Math.random() < 0.5 ? 'yellow' : 'purple';
+ balloonValue = 10 + currentLevel * 5;
+ balloonSpeed = 3 + currentLevel * 0.7;
+ } else {
+ // Spawn a good balloon
+ var goodRand = Math.random();
+ if (goodRand < 0.33) {
+ balloonType = 'red';
+ } else if (goodRand < 0.66) {
+ balloonType = 'green';
+ } else {
+ balloonType = 'blue';
+ }
+ balloonValue = 10 + currentLevel * 3;
+ balloonSpeed = 2 + currentLevel * 0.6;
+ }
+ // Create the balloon
+ var balloon = new Balloon(balloonType, balloonSpeed, balloonValue);
+ // Position balloon randomly along the bottom of the screen
+ balloon.x = Math.random() * (2048 - 200) + 100; // Keep away from edges
+ balloon.y = 2732 + 100; // Start below screen
+ // Add to game and tracking array
+ game.addChild(balloon);
+ balloons.push(balloon);
+}
+// Check for game over conditions
+function checkGameOver() {
+ // In this simple version, the game doesn't end until the player chooses to end it
+ // You could add lives or a timer if desired
+}
+// Update game state
+game.update = function () {
+ // Update all balloons
+ for (var i = balloons.length - 1; i >= 0; i--) {
+ if (balloons[i]) {
+ balloons[i].update();
+ }
+ }
+ // Update powerup indicators
+ for (var type in powerupIndicators) {
+ if (powerupIndicators[type]) {
+ powerupIndicators[type].update();
+ }
+ }
+ // Update powerup indicators based on current state
+ if (gameSpeed < 1) {
+ powerupIndicators['slow'].activate(5000);
+ }
+ if (pointMultiplier > 1) {
+ powerupIndicators['double'].activate(5000);
+ }
+ if (freezeMode) {
+ powerupIndicators['freeze'].activate(3000);
+ }
+ // Check for game over conditions
+ checkGameOver();
+};
+// Game press event handler
+game.down = function (x, y, obj) {
+ // This is handled by individual balloon objects
+};
+// Initialize game on startup
+initGame();
\ No newline at end of file
mavi balon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
yeşil balon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
kırmızı balon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
mavi balon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
turkuaz renginde balon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pembe balon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
turuncu balon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows