User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'self.body = self.attachAsset(balloonColor, {' Line Number: 67
User prompt
oyunda bazı balonlar 2x puan versin birde bomba ekliyelim araya puan düşürsün güzel mantıklar eklersen sevinirim oyunu eğlenceli hale getirsin
User prompt
oyunun arka planını ayarlıyabildiğim bir yer oluştur
User prompt
siyah oldu şimdide olmuyor ya
User prompt
arka plan rengi bozuldu nolur düzelt olmuyor
Code edit (1 edits merged)
Please save this source code
User prompt
oyun da arka plan rengi çok kötü
User prompt
arka planı oyunu ilk yaptığında yazılımını yaptığını yap sürekli mor yapıyorsun olmuyor.
User prompt
arka planı mavi yap solmuş
User prompt
arka planı duvar yap tuğladan örülmüş sinematik şekilde
/**** * 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; // Play pop sound for any balloon LK.getSound('pop').play(); // 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); // Play additional sound effect for enhanced audio feedback LK.getSound('pop_extra').play(); LK.getSound('elenme').play(); // Play additional sound effect for enhanced audio feedback LK.getSound('pop_extra').play(); // Flash balloon white before removing LK.effects.flashObject(self, 0xffffff, 300); // Add needle effect for visual enhancement createNeedleEffect(self.x, self.y, { color: 0xffffff, size: 10 }); } 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(); LK.getSound('elenmess').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; // Add visual effect for power-up activation LK.effects.flashObject(self, 0x00ff00, 500); }; 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 // Set background color to black }); /**** * Game Code ****/ game.setBackgroundColor(0x000000); // Ensure background color is set to black // Function to change the game background color function changeBackgroundColor(color) { game.setBackgroundColor(color); } // Game state variables function createNeedleEffect(x, y, options) { var needle = new Container(); var needleGraphics = LK.getAsset('needle', { anchorX: 0.5, anchorY: 0.5, scaleX: options.size / 100, scaleY: options.size / 100, tint: options.color }); needle.addChild(needleGraphics); needle.x = x; needle.y = y; game.addChild(needle); // Animate the needle effect tween(needle, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { needle.destroy(); } }); } 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 with enhanced fade-in effect LK.playMusic('bgmusic', { fade: { start: 0, end: 0.7, duration: 2000 } }); // 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 with enhanced effect LK.effects.flashScreen(0xffff00, 1000); // Add particle effect for level up // Placeholder for particle effect, replace with a valid function if available console.log("Particle effect at", 2048 / 2, 2732 / 2, "with color", 0xffff00); // 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
@@ -210,8 +210,12 @@
/****
* Game Code
****/
game.setBackgroundColor(0x000000); // Ensure background color is set to black
+// Function to change the game background color
+function changeBackgroundColor(color) {
+ game.setBackgroundColor(color);
+}
// Game state variables
function createNeedleEffect(x, y, options) {
var needle = new Container();
var needleGraphics = LK.getAsset('needle', {
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