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/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Load assets (boat, obstacle, treasure) function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function _callSuper(t, o, e) { return o = _getPrototypeOf(o), _possibleConstructorReturn(t, _isNativeReflectConstruct() ? Reflect.construct(o, e || [], _getPrototypeOf(t).constructor) : o.apply(t, e)); } function _possibleConstructorReturn(t, e) { if (e && ("object" == _typeof(e) || "function" == typeof e)) { return e; } if (void 0 !== e) { throw new TypeError("Derived constructors may only return object or undefined"); } return _assertThisInitialized(t); } function _assertThisInitialized(e) { if (void 0 === e) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return e; } function _isNativeReflectConstruct() { try { var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); } catch (t) {} return (_isNativeReflectConstruct = function _isNativeReflectConstruct() { return !!t; })(); } function _getPrototypeOf(t) { return _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function (t) { return t.__proto__ || Object.getPrototypeOf(t); }, _getPrototypeOf(t); } function _inherits(t, e) { if ("function" != typeof e && null !== e) { throw new TypeError("Super expression must either be null or a function"); } t.prototype = Object.create(e && e.prototype, { constructor: { value: t, writable: !0, configurable: !0 } }), Object.defineProperty(t, "prototype", { writable: !1 }), e && _setPrototypeOf(t, e); } function _setPrototypeOf(t, e) { return _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function (t, e) { return t.__proto__ = e, t; }, _setPrototypeOf(t, e); } Laya.loader.load([{ url: "boat.png", type: Laya.Loader.IMAGE }, { url: "obstacle.png", type: Laya.Loader.IMAGE }, { url: "treasure.png", type: Laya.Loader.IMAGE }]); // Boat class to represent the player's boat var Boat = /*#__PURE__*/function (_Laya$Sprite) { function Boat() { var _this; _classCallCheck(this, Boat); _this = _callSuper(this, Boat); _this.loadImage("boat.png"); // Load boat image _this.anchorX = 0.5; // Center the boat horizontally _this.anchorY = 0.5; // Center the boat vertically _this.speed = 10; // Boat speed return _this; } _inherits(Boat, _Laya$Sprite); return _createClass(Boat, [{ key: "update", value: function update() { // Boat movement logic will be handled in the game move event } }]); }(Laya.Sprite); // Obstacle class to represent rocks and logs var Obstacle = /*#__PURE__*/function (_Laya$Sprite2) { function Obstacle() { var _this2; _classCallCheck(this, Obstacle); _this2 = _callSuper(this, Obstacle); _this2.loadImage("obstacle.png"); // Load obstacle image _this2.anchorX = 0.5; // Center the obstacle horizontally _this2.anchorY = 0.5; // Center the obstacle vertically _this2.speed = 5; // Obstacle speed return _this2; } _inherits(Obstacle, _Laya$Sprite2); return _createClass(Obstacle, [{ key: "update", value: function update() { this.y += this.speed; // Move the obstacle down the screen if (this.y > Laya.stage.height) { this.destroy(); // Destroy the obstacle if it goes off-screen } } }]); }(Laya.Sprite); // Treasure class to represent collectible treasures var Treasure = /*#__PURE__*/function (_Laya$Sprite3) { function Treasure() { var _this3; _classCallCheck(this, Treasure); _this3 = _callSuper(this, Treasure); _this3.loadImage("treasure.png"); // Load treasure image _this3.anchorX = 0.5; // Center the treasure horizontally _this3.anchorY = 0.5; // Center the treasure vertically _this3.speed = 5; // Treasure speed return _this3; } _inherits(Treasure, _Laya$Sprite3); return _createClass(Treasure, [{ key: "update", value: function update() { this.y += this.speed; // Move the treasure down the screen if (this.y > Laya.stage.height) { this.destroy(); // Destroy the treasure if it goes off-screen } } }]); }(Laya.Sprite); Laya.init(800, 600); // Initialize the game stage (800x600) Laya.stage.bgColor = "#87CEEB"; // Light blue background for the river // Initialize game variables var boat = new Boat(); boat.pos(Laya.stage.width / 2, Laya.stage.height - 100); // Position the boat at the bottom center Laya.stage.addChild(boat); var obstacles = []; // Array to store obstacles var treasures = []; // Array to store treasures var score = 0; // Player's score // Display the score on the screen var scoreTxt = new Laya.Text(); scoreTxt.text = "Score: 0"; scoreTxt.fontSize = 30; scoreTxt.color = "#FFFFFF"; // White text scoreTxt.pos(10, 10); // Position the score text at the top-left corner Laya.stage.addChild(scoreTxt); // Function to handle boat movement function handleMove(e) { boat.x = Laya.stage.mouseX; // Move the boat to the mouse X position if (boat.x < 0) { boat.x = 0; // Prevent the boat from going off the left edge } if (boat.x > Laya.stage.width) { boat.x = Laya.stage.width; // Prevent the boat from going off the right edge } } // Game move event to handle swiping Laya.stage.on(Laya.Event.MOUSE_MOVE, void 0, handleMove); // Game update loop Laya.timer.frameLoop(1, void 0, function () { // Spawn obstacles and treasures every 60 frames (1 second) if (Laya.timer.currFrame % 60 == 0) { // Spawn a new obstacle var newObstacle = new Obstacle(); newObstacle.pos(Math.random() * Laya.stage.width, -50); // Random x position, start above the screen obstacles.push(newObstacle); Laya.stage.addChild(newObstacle); // Spawn a new treasure var newTreasure = new Treasure(); newTreasure.pos(Math.random() * Laya.stage.width, -50); // Random x position, start above the screen treasures.push(newTreasure); Laya.stage.addChild(newTreasure); } // Update obstacles and check for collisions for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; obstacle.update(); // Move the obstacle down the screen // Check for collision between the boat and the obstacle if (boat.getBounds().intersects(obstacle.getBounds())) { Laya.stage.off(Laya.Event.MOUSE_MOVE, this, handleMove); // Stop boat movement Laya.timer.clear(this, update); // Stop the game loop console.log("Game Over!"); return; } // Remove the obstacle if it goes off the screen if (obstacle.y > Laya.stage.height) { obstacle.destroy(); obstacles.splice(i, 1); } } // Update treasures and check for collection for (var j = treasures.length - 1; j >= 0; j--) { var treasure = treasures[j]; treasure.update(); // Move the treasure down the screen // Check for collision between the boat and the treasure if (boat.getBounds().intersects(treasure.getBounds())) { score += 10; // Increase the score scoreTxt.text = "Score: " + score; // Update the score display treasure.destroy(); // Remove the treasure treasures.splice(j, 1); // Remove the treasure from the array } // Remove the treasure if it goes off the screen if (treasure.y > Laya.stage.height) { treasure.destroy(); treasures.splice(j, 1); } } });
===================================================================
--- original.js
+++ change.js
@@ -1,115 +1,237 @@
/****
-* Classes
-****/
-// Boat class to represent the player's boat
-var Boat = Container.expand(function () {
- var self = Container.call(this);
- var boatGraphics = self.attachAsset('boat', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10; // Boat speed
- self.update = function () {
- // Boat movement logic will be handled in the game move event
- };
-});
-// Obstacle class to represent rocks and logs
-var Obstacle = Container.expand(function () {
- var self = Container.call(this);
- var obstacleGraphics = self.attachAsset('obstacle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5; // Obstacle speed
- self.update = function () {
- self.y += self.speed;
- if (self.y > 2732) {
- self.destroy();
- }
- };
-});
-// Treasure class to represent collectible treasures
-var Treasure = Container.expand(function () {
- var self = Container.call(this);
- var treasureGraphics = self.attachAsset('treasure', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 5; // Treasure speed
- self.update = function () {
- self.y += self.speed;
- if (self.y > 2732) {
- self.destroy();
- }
- };
-});
-
-/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x87CEEB // Light blue background to represent the river
+ backgroundColor: 0x000000
});
/****
* Game Code
****/
+// Load assets (boat, obstacle, treasure)
+function _typeof(o) {
+ "@babel/helpers - typeof";
+ return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
+ return typeof o;
+ } : function (o) {
+ return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
+ }, _typeof(o);
+}
+function _classCallCheck(a, n) {
+ if (!(a instanceof n)) {
+ throw new TypeError("Cannot call a class as a function");
+ }
+}
+function _defineProperties(e, r) {
+ for (var t = 0; t < r.length; t++) {
+ var o = r[t];
+ o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o);
+ }
+}
+function _createClass(e, r, t) {
+ return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", {
+ writable: !1
+ }), e;
+}
+function _toPropertyKey(t) {
+ var i = _toPrimitive(t, "string");
+ return "symbol" == _typeof(i) ? i : i + "";
+}
+function _toPrimitive(t, r) {
+ if ("object" != _typeof(t) || !t) {
+ return t;
+ }
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r || "default");
+ if ("object" != _typeof(i)) {
+ return i;
+ }
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return ("string" === r ? String : Number)(t);
+}
+function _callSuper(t, o, e) {
+ return o = _getPrototypeOf(o), _possibleConstructorReturn(t, _isNativeReflectConstruct() ? Reflect.construct(o, e || [], _getPrototypeOf(t).constructor) : o.apply(t, e));
+}
+function _possibleConstructorReturn(t, e) {
+ if (e && ("object" == _typeof(e) || "function" == typeof e)) {
+ return e;
+ }
+ if (void 0 !== e) {
+ throw new TypeError("Derived constructors may only return object or undefined");
+ }
+ return _assertThisInitialized(t);
+}
+function _assertThisInitialized(e) {
+ if (void 0 === e) {
+ throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
+ }
+ return e;
+}
+function _isNativeReflectConstruct() {
+ try {
+ var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
+ } catch (t) {}
+ return (_isNativeReflectConstruct = function _isNativeReflectConstruct() {
+ return !!t;
+ })();
+}
+function _getPrototypeOf(t) {
+ return _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function (t) {
+ return t.__proto__ || Object.getPrototypeOf(t);
+ }, _getPrototypeOf(t);
+}
+function _inherits(t, e) {
+ if ("function" != typeof e && null !== e) {
+ throw new TypeError("Super expression must either be null or a function");
+ }
+ t.prototype = Object.create(e && e.prototype, {
+ constructor: {
+ value: t,
+ writable: !0,
+ configurable: !0
+ }
+ }), Object.defineProperty(t, "prototype", {
+ writable: !1
+ }), e && _setPrototypeOf(t, e);
+}
+function _setPrototypeOf(t, e) {
+ return _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function (t, e) {
+ return t.__proto__ = e, t;
+ }, _setPrototypeOf(t, e);
+}
+Laya.loader.load([{
+ url: "boat.png",
+ type: Laya.Loader.IMAGE
+}, {
+ url: "obstacle.png",
+ type: Laya.Loader.IMAGE
+}, {
+ url: "treasure.png",
+ type: Laya.Loader.IMAGE
+}]);
+// Boat class to represent the player's boat
+var Boat = /*#__PURE__*/function (_Laya$Sprite) {
+ function Boat() {
+ var _this;
+ _classCallCheck(this, Boat);
+ _this = _callSuper(this, Boat);
+ _this.loadImage("boat.png"); // Load boat image
+ _this.anchorX = 0.5; // Center the boat horizontally
+ _this.anchorY = 0.5; // Center the boat vertically
+ _this.speed = 10; // Boat speed
+ return _this;
+ }
+ _inherits(Boat, _Laya$Sprite);
+ return _createClass(Boat, [{
+ key: "update",
+ value: function update() {
+ // Boat movement logic will be handled in the game move event
+ }
+ }]);
+}(Laya.Sprite); // Obstacle class to represent rocks and logs
+var Obstacle = /*#__PURE__*/function (_Laya$Sprite2) {
+ function Obstacle() {
+ var _this2;
+ _classCallCheck(this, Obstacle);
+ _this2 = _callSuper(this, Obstacle);
+ _this2.loadImage("obstacle.png"); // Load obstacle image
+ _this2.anchorX = 0.5; // Center the obstacle horizontally
+ _this2.anchorY = 0.5; // Center the obstacle vertically
+ _this2.speed = 5; // Obstacle speed
+ return _this2;
+ }
+ _inherits(Obstacle, _Laya$Sprite2);
+ return _createClass(Obstacle, [{
+ key: "update",
+ value: function update() {
+ this.y += this.speed; // Move the obstacle down the screen
+ if (this.y > Laya.stage.height) {
+ this.destroy(); // Destroy the obstacle if it goes off-screen
+ }
+ }
+ }]);
+}(Laya.Sprite); // Treasure class to represent collectible treasures
+var Treasure = /*#__PURE__*/function (_Laya$Sprite3) {
+ function Treasure() {
+ var _this3;
+ _classCallCheck(this, Treasure);
+ _this3 = _callSuper(this, Treasure);
+ _this3.loadImage("treasure.png"); // Load treasure image
+ _this3.anchorX = 0.5; // Center the treasure horizontally
+ _this3.anchorY = 0.5; // Center the treasure vertically
+ _this3.speed = 5; // Treasure speed
+ return _this3;
+ }
+ _inherits(Treasure, _Laya$Sprite3);
+ return _createClass(Treasure, [{
+ key: "update",
+ value: function update() {
+ this.y += this.speed; // Move the treasure down the screen
+ if (this.y > Laya.stage.height) {
+ this.destroy(); // Destroy the treasure if it goes off-screen
+ }
+ }
+ }]);
+}(Laya.Sprite);
+Laya.init(800, 600); // Initialize the game stage (800x600)
+Laya.stage.bgColor = "#87CEEB"; // Light blue background for the river
// Initialize game variables
-var boat = game.addChild(new Boat());
-boat.x = 2048 / 2; // Center the boat horizontally
-boat.y = 2500; // Position the boat near the bottom of the screen
+var boat = new Boat();
+boat.pos(Laya.stage.width / 2, Laya.stage.height - 100); // Position the boat at the bottom center
+Laya.stage.addChild(boat);
var obstacles = []; // Array to store obstacles
var treasures = []; // Array to store treasures
var score = 0; // Player's score
// Display the score on the screen
-var scoreTxt = new Text2('Score: 0', {
- size: 100,
- fill: 0xFFFFFF // White text
-});
-scoreTxt.anchor.set(0.5, 0); // Center the text horizontally
-LK.gui.top.addChild(scoreTxt); // Add the score text to the top of the screen
+var scoreTxt = new Laya.Text();
+scoreTxt.text = "Score: 0";
+scoreTxt.fontSize = 30;
+scoreTxt.color = "#FFFFFF"; // White text
+scoreTxt.pos(10, 10); // Position the score text at the top-left corner
+Laya.stage.addChild(scoreTxt);
// Function to handle boat movement
-function handleMove(x, y, obj) {
- boat.x = x; // Move the boat to the x position of the swipe
+function handleMove(e) {
+ boat.x = Laya.stage.mouseX; // Move the boat to the mouse X position
if (boat.x < 0) {
boat.x = 0; // Prevent the boat from going off the left edge
}
- if (boat.x > 2048) {
- boat.x = 2048; // Prevent the boat from going off the right edge
+ if (boat.x > Laya.stage.width) {
+ boat.x = Laya.stage.width; // Prevent the boat from going off the right edge
}
}
// Game move event to handle swiping
-game.move = handleMove;
+Laya.stage.on(Laya.Event.MOUSE_MOVE, void 0, handleMove);
// Game update loop
-game.update = function () {
- // Spawn obstacles and treasures every 60 ticks (1 second)
- if (LK.ticks % 60 == 0) {
+Laya.timer.frameLoop(1, void 0, function () {
+ // Spawn obstacles and treasures every 60 frames (1 second)
+ if (Laya.timer.currFrame % 60 == 0) {
// Spawn a new obstacle
var newObstacle = new Obstacle();
- newObstacle.x = Math.random() * 2048; // Random x position
- newObstacle.y = -50; // Start above the screen
+ newObstacle.pos(Math.random() * Laya.stage.width, -50); // Random x position, start above the screen
obstacles.push(newObstacle);
- game.addChild(newObstacle);
+ Laya.stage.addChild(newObstacle);
// Spawn a new treasure
var newTreasure = new Treasure();
- newTreasure.x = Math.random() * 2048; // Random x position
- newTreasure.y = -50; // Start above the screen
+ newTreasure.pos(Math.random() * Laya.stage.width, -50); // Random x position, start above the screen
treasures.push(newTreasure);
- game.addChild(newTreasure);
+ Laya.stage.addChild(newTreasure);
}
// Update obstacles and check for collisions
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
obstacle.update(); // Move the obstacle down the screen
// Check for collision between the boat and the obstacle
- if (boat.intersects(obstacle)) {
- LK.effects.flashScreen(0xff0000, 1000); // Flash the screen red
- LK.showGameOver(); // End the game
+ if (boat.getBounds().intersects(obstacle.getBounds())) {
+ Laya.stage.off(Laya.Event.MOUSE_MOVE, this, handleMove); // Stop boat movement
+ Laya.timer.clear(this, update); // Stop the game loop
+ console.log("Game Over!");
return;
}
// Remove the obstacle if it goes off the screen
- if (obstacle.y > 2732) {
+ if (obstacle.y > Laya.stage.height) {
obstacle.destroy();
obstacles.splice(i, 1);
}
}
@@ -117,43 +239,17 @@
for (var j = treasures.length - 1; j >= 0; j--) {
var treasure = treasures[j];
treasure.update(); // Move the treasure down the screen
// Check for collision between the boat and the treasure
- if (boat.intersects(treasure)) {
+ if (boat.getBounds().intersects(treasure.getBounds())) {
score += 10; // Increase the score
- scoreTxt.setText('Score: ' + score); // Update the score display
+ scoreTxt.text = "Score: " + score; // Update the score display
treasure.destroy(); // Remove the treasure
treasures.splice(j, 1); // Remove the treasure from the array
}
// Remove the treasure if it goes off the screen
- if (treasure.y > 2732) {
+ if (treasure.y > Laya.stage.height) {
treasure.destroy();
treasures.splice(j, 1);
}
}
-};
-/****
-* FRVR Integration
-****/
-// Initialize the LK SDK
-LK.start({
- gameId: "your-game-id",
- // Replace with your LK game ID
- onReady: function onReady() {
- console.log("LK SDK is ready!");
- // Start the game
- game.start();
- },
- onGameOver: function onGameOver(score) {
- // Submit the player's score to LK leaderboard
- LK.submitScore(score);
- }
-});
-// Function to handle game over
-function gameOver() {
- // Submit the player's score to FRVR
- frvr.submitScore(score);
- // Show FRVR's game over screen
- frvr.showGameOver();
-}
-// Update the game over logic to use FRVR's game over function
-LK.showGameOver = gameOver;
\ No newline at end of file
+});
\ No newline at end of file
shining moon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a single shining yellowish golden coin with the boat on it. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a colorful, cartoon style boat with an orange and blue color scheme. the boat has a small flag on top, round windows and a curved hull , with the BOAT text on it with bold letters. the design is vibrant, playful and optimized for a mobile game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
white water bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single rock. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gold sparkle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single gold sparkle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red shining heart symbol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
whale head in octogonal box with green background asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
orange life rings asset that revive from water. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
single rounded white bubble firefly trail. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
shining sun cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
flying owl with blue gold color mix asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
coin magnet white blue red in color. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
warning asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows