/****
* 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(); /****
* 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();
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