User prompt
ilk yaptığın olsun buda değil
User prompt
arka plan değişikliklerini 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 ↪💡 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 iğne ile vurmuş gibi
User prompt
her balonda ses çıkmıyor düzeltirmisin
User prompt
balonun ucunda kare pembe şekilde gidiyor onu düzelt
User prompt
bir balon var kare şekilde gidiyor onu düzeltirmisin
User prompt
yanlış balona tıklayınce elenmess sesi olsun doğru balona tıklayınca elenme adlı ses olsun soundlarda
User prompt
balonların altında balon ipi vardı artık sarı kutu gidiyor düzelt onu
User prompt
balon ipi eklermisin tekrardan balon_dizesine aynısından
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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 görsellikte 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" – 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;
// 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 // Ensure background color is black
});
/****
* 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
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
@@ -203,9 +203,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000
+ backgroundColor: 0x000000 // Ensure background color is black
});
/****
* Game Code
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