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 = 'balloon_red'; // Default to red if type is not recognized
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' || self.type === 'bomb') {
// Bad balloon or bomb - 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: 0x87CEEB
});
/****
* Game Code
****/
// 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 or bomb
if (Math.random() < 0.5) {
balloonType = Math.random() < 0.5 ? 'yellow' : 'purple';
balloonValue = 10 + currentLevel * 5;
} else {
balloonType = 'bomb';
balloonValue = -20; // Bomb decreases score
}
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
@@ -16,9 +16,9 @@
self.speed = speed || 3;
self.value = value || 10;
self.popped = false;
// Determine balloon color and behavior based on type
- var balloonColor;
+ var balloonColor = 'balloon_red'; // Default to red if type is not recognized
if (self.type === 'red') {
balloonColor = 'balloon_red';
} else if (self.type === 'green') {
balloonColor = 'balloon_green';
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