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Please fix the bug: 'TypeError is not a constructor' in or related to this line: 'throw new TypeError("Super expression must either be null or a function");' Line Number: 104
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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);
}
// 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
@@ -100,18 +100,8 @@
 	return _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function (t, e) {
 		return t.__proto__ = e, t;
 	}, _setPrototypeOf(t, e);
 }
-LK.loadAssets([{
-	url: "boat.png",
-	type: LK.Loader.IMAGE
-}, {
-	url: "obstacle.png",
-	type: LK.Loader.IMAGE
-}, {
-	url: "treasure.png",
-	type: LK.Loader.IMAGE
-}]);
 // Boat class to represent the player's boat
 var Boat = /*#__PURE__*/function (_Laya$Sprite) {
 	function Boat() {
 		var _this;
 
 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