User prompt
make seagul 2 assset work
User prompt
make the powerup work when it the bullet
User prompt
Trigger multiple balloon pops when bullet hits a powerup make this working
User prompt
if the bullet hit powerup make that single shot bursts multiple nearby balloons.
User prompt
game over when bullet touches the seagull
User prompt
Add tween effect for seagul when bullet touch the seagul activate tween effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
tween effect for spiky baloon is not working ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add tween effect asset for spiky balloon ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the ballon purple working
User prompt
Add tween effect asset for spiky balloon blast ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add tween effect for spiky balloon blast ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
if bullet hit the spiky balloon or seagul make the game over
User prompt
spiky baloon\
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make sure wing flapping animation to the seagull working or not
User prompt
make seagul make wings moving
User prompt
verify background asset is working or not
User prompt
background is not visible after adding assets also
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Timeout.tick error: LK.reload is not a function' in or related to this line: 'LK.reload();' Line Number: 224
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'frvr is not defined' in or related to this line: 'var BalloonShooterGame = /*#__PURE__*/function (_frvr$Game) {' Line Number: 114
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Please fix the bug: 'frvr is not defined' in or related to this line: 'var BalloonShooterGame = /*#__PURE__*/function (_frvr$Game) {' Line Number: 120
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Please fix the bug: 'this.onMouseDown is not a function' in or related to this line: 'this.onMouseDown(function (event) {' Line Number: 177
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Please fix the bug: 'this.onMouseDown is not a function' in or related to this line: 'this.onMouseDown(function (event) {' Line Number: 177
User prompt
Please fix the bug: 'this.setInterval is not a function' in or related to this line: 'this.setInterval(function () {' Line Number: 173
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0
});
/****
* Classes
****/
var Balloon = Container.expand(function (type) {
var self = Container.call(this);
// Define balloon types and properties
var types = {
'red': {
color: 'balloon_red',
points: 10,
speed: 2
},
'blue': {
color: 'balloon_blue',
points: 20,
speed: 3
},
'yellow': {
color: 'balloon_yellow',
points: 30,
speed: 4
},
'green': {
color: 'balloon_green',
points: 50,
speed: 5
},
'spiky': {
color: 'spiky_balloon',
points: -10,
speed: 6
},
'purple': {
color: 'balloon_purple',
points: 40,
speed: 4.5
}
};
var balloonType = types[type] || types['red'];
self.type = type;
self.points = balloonType.points;
self.baseSpeed = balloonType.speed;
self.speed = self.baseSpeed;
self.active = true;
// Create balloon body
var balloonBody = self.attachAsset(balloonType.color, {
anchorX: 0.5,
anchorY: 0.5
});
// Create balloon string
var balloonString = self.attachAsset('balloon_string', {
anchorX: 0.5,
anchorY: 0,
y: balloonBody.height / 2
});
// Add a small random horizontal drift
self.driftSpeed = (Math.random() * 2 - 1) * 0.5;
self.update = function () {
if (self.active) {
self.y -= self.speed;
self.x += self.driftSpeed;
// Check if balloon is off-screen
if (self.y < -200) {
self.active = false;
}
}
};
self.pop = function () {
if (self.active) {
self.active = false;
LK.getSound('pop').play();
// Visual pop effect
tween(balloonBody, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Nothing needed here as cleanup happens in game loop
}
});
// Make string fall
tween(balloonString, {
rotation: Math.PI / 4,
alpha: 0
}, {
duration: 500,
easing: tween.easeIn
});
// Additional blast effect for spiky balloon
if (self.type === 'spiky') {
tween(balloonBody, {
scaleX: 2.5,
// Increase scale for more dramatic effect
scaleY: 2.5,
// Increase scale for more dramatic effect
alpha: 0
}, {
duration: 700,
// Increase duration for a slower blast
easing: tween.elasticOut,
onFinish: function onFinish() {
// Additional effect or cleanup if needed
balloonBody.destroy(); // Ensure the balloon body is removed after the effect
}
});
}
return self.points;
}
return 0;
};
return self;
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
var cloudGraphics = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
self.speed = 0.3 + Math.random() * 0.3;
self.active = true;
// Make clouds different sizes
var scale = 0.8 + Math.random() * 1.2;
cloudGraphics.scaleX = scale;
cloudGraphics.scaleY = scale * 0.7;
self.update = function () {
if (self.active) {
self.x += self.speed;
// Loop cloud back to left side when it goes off screen
if (self.x > 2200) {
self.x = -200;
self.y = 200 + Math.random() * 300;
}
}
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerupGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.active = true;
self.type = Math.random() > 0.5 ? 'rapid' : 'spread';
// Set different color based on powerup type
if (self.type === 'rapid') {
powerupGraphics.tint = 0xff0000;
} else {
powerupGraphics.tint = 0x00ff00;
}
// Animate the powerup
tween(powerupGraphics, {
rotation: Math.PI * 2
}, {
duration: 3000,
easing: tween.linear
});
self.update = function () {
if (self.active) {
self.y -= self.speed;
// Check if powerup is off-screen
if (self.y < -100) {
self.active = false;
}
}
};
self.collect = function () {
if (self.active) {
self.active = false;
LK.getSound('powerup_collect').play();
// Visual collect effect
tween(powerupGraphics, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut
});
return self.type;
}
return null;
};
return self;
});
var Seagull = Container.expand(function () {
var self = Container.call(this);
var seagullGraphics = self.attachAsset('seagull', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4 + Math.random() * 2;
self.active = true;
self.direction = Math.random() > 0.5 ? 1 : -1;
// Set initial direction
if (self.direction < 0) {
seagullGraphics.scaleX = -1;
}
self.update = function () {
if (self.active) {
self.x += self.speed * self.direction;
// Ensure wing flapping animation is applied
if (!self.flapping) {
self.flapping = true;
tween(seagullGraphics, {
scaleY: 0.8
}, {
duration: 200,
yoyo: true,
repeat: Infinity,
easing: tween.easeInOut
});
}
// Check if seagull is off-screen
if (self.direction > 0 && self.x > 2100 || self.direction < 0 && self.x < -50) {
self.active = false;
}
}
};
return self;
});
var Seagull2 = Container.expand(function () {
var self = Container.call(this);
var seagullGraphics = self.attachAsset('seagull2', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4 + Math.random() * 2;
self.active = true;
self.direction = Math.random() > 0.5 ? 1 : -1;
// Set initial direction
if (self.direction < 0) {
seagullGraphics.scaleX = -1;
}
self.update = function () {
if (self.active) {
self.x += self.speed * self.direction;
// Ensure wing flapping animation is applied
if (!self.flapping) {
self.flapping = true;
tween(seagullGraphics, {
scaleY: 0.8
}, {
duration: 200,
yoyo: true,
repeat: Infinity,
easing: tween.easeInOut
});
}
// Check if seagull is off-screen
if (self.direction > 0 && self.x > 2100 || self.direction < 0 && self.x < -50) {
self.active = false;
}
}
};
return self;
});
var WaterBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -15;
self.active = true;
self.update = function () {
if (self.active) {
self.y += self.speed;
// Check if bullet is off-screen
if (self.y < -50) {
self.active = false;
}
}
};
return self;
});
var WaterGun = Container.expand(function () {
var self = Container.call(this);
var gunGraphics = self.attachAsset('watergun', {
anchorX: 0.5,
anchorY: 0.5
});
self.canShoot = true;
self.cooldown = 500; // ms between shots
self.powerupActive = false;
self.powerupType = null;
self.powerupTimer = null;
self.shoot = function () {
if (!self.canShoot) {
return null;
}
LK.getSound('shoot').play();
var bullets = [];
// Create main bullet
var bullet = new WaterBullet();
bullet.x = self.x;
bullet.y = self.y - 30;
bullets.push(bullet);
// If spread powerup is active, create side bullets
if (self.powerupActive && self.powerupType === 'spread') {
var bulletLeft = new WaterBullet();
bulletLeft.x = self.x - 30;
bulletLeft.y = self.y - 20;
bullets.push(bulletLeft);
var bulletRight = new WaterBullet();
bulletRight.x = self.x + 30;
bulletRight.y = self.y - 20;
bullets.push(bulletRight);
}
// Set cooldown unless rapid fire powerup is active
if (!(self.powerupActive && self.powerupType === 'rapid')) {
self.canShoot = false;
LK.setTimeout(function () {
self.canShoot = true;
}, self.cooldown);
}
return bullets;
};
self.activatePowerup = function (type) {
// Clear existing powerup if any
if (self.powerupTimer) {
LK.clearTimeout(self.powerupTimer);
}
self.powerupActive = true;
self.powerupType = type;
// Visual feedback
tween(gunGraphics, {
tint: type === 'rapid' ? 0xff0000 : 0x00ff00
}, {
duration: 300,
easing: tween.easeOut
});
// Set powerup duration
self.powerupTimer = LK.setTimeout(function () {
self.powerupActive = false;
self.powerupType = null;
// Reset gun appearance
tween(gunGraphics, {
tint: 0x2299cc
}, {
duration: 300,
easing: tween.easeIn
});
}, 8000); // 8 seconds
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x99ddff
});
/****
* Game Code
****/
function createSeagull2() {
var seagull2 = new Seagull2();
// Start from either left or right edge based on direction
seagull2.x = seagull2.direction > 0 ? -50 : 2100;
seagull2.y = 400 + Math.random() * 600;
seagulls.push(seagull2);
game.addChild(seagull2);
}
// Game variables
var score = 0;
var waterGun;
var bullets = [];
var balloons = [];
var seagulls = [];
var powerups = [];
var clouds = [];
var windEffect = 0;
var gameActive = true;
var lastBalloonSpawn = 0;
var lastSeagullSpawn = 0;
var lastPowerupSpawn = 0;
var balloonSpawnRate = 1500; // ms
var seagullSpawnRate = 5000; // ms
var powerupSpawnRate = 10000; // ms
var touchPoint = null;
// Background elements
var skyBackground = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
}));
// Add some clouds
for (var i = 0; i < 5; i++) {
var cloud = new Cloud();
cloud.x = Math.random() * 2048;
cloud.y = 200 + Math.random() * 300;
clouds.push(cloud);
game.addChild(cloud);
}
// Water
var water = game.addChild(LK.getAsset('water', {
anchorX: 0,
anchorY: 1,
x: 0,
y: 2732
}));
// Sand
var sand = game.addChild(LK.getAsset('sand', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 2732 - water.height
}));
// Create water gun
waterGun = new WaterGun();
waterGun.x = 1024;
waterGun.y = 2732 - 200; // Position above the sand
game.addChild(waterGun);
// UI elements
var scoreTxt = new Text2('Score: 0', {
size: 50,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(scoreTxt);
scoreTxt.x = -200; // Offset from right edge
var highScoreTxt = new Text2('High Score: ' + storage.highScore, {
size: 40,
fill: 0xFFFFFF
});
highScoreTxt.anchor.set(0, 0);
LK.gui.topRight.addChild(highScoreTxt);
highScoreTxt.x = -200;
highScoreTxt.y = 60;
// Wind indicator
var windTxt = new Text2('Wind: 0', {
size: 40,
fill: 0xFFFFFF
});
windTxt.anchor.set(0, 0);
LK.gui.top.addChild(windTxt);
windTxt.y = 60;
// Game functions
function createBalloon() {
var types = ['red', 'blue', 'yellow', 'green', 'spiky', 'purple'];
// Weight probabilities toward easier balloons
var type = types[Math.floor(Math.pow(Math.random(), 1.5) * types.length)];
var balloon = new Balloon(type);
balloon.x = 200 + Math.random() * (2048 - 400);
balloon.y = 2732 + 100;
// Apply wind effect to drift speed
balloon.driftSpeed += windEffect;
balloons.push(balloon);
game.addChild(balloon);
}
function createSeagull() {
var seagull = new Seagull();
// Start from either left or right edge based on direction
seagull.x = seagull.direction > 0 ? -50 : 2100;
seagull.y = 400 + Math.random() * 600;
seagulls.push(seagull);
game.addChild(seagull);
}
function createPowerup() {
var powerup = new PowerUp();
powerup.x = 200 + Math.random() * (2048 - 400);
powerup.y = 2732 + 50;
powerups.push(powerup);
game.addChild(powerup);
}
function checkCollisions() {
// Check bullet-balloon collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
if (!bullet.active) {
continue;
}
for (var j = balloons.length - 1; j >= 0; j--) {
var balloon = balloons[j];
if (!balloon.active) {
continue;
}
if (bullet.intersects(balloon)) {
if (bullet.intersects(powerup)) {
powerup.collect(); // Collect the powerup
// Burst multiple nearby balloons
for (var n = balloons.length - 1; n >= 0; n--) {
var nearbyBalloon = balloons[n];
if (nearbyBalloon.active && Math.abs(nearbyBalloon.x - bullet.x) < 200 && Math.abs(nearbyBalloon.y - bullet.y) < 200) {
nearbyBalloon.pop();
score += nearbyBalloon.points;
scoreTxt.setText('Score: ' + score);
if (score > storage.highScore) {
storage.highScore = score;
highScoreTxt.setText('High Score: ' + storage.highScore);
}
}
}
}
if (balloon.type === 'spiky') {
gameActive = false;
LK.showGameOver();
return;
}
// Score points for popping balloon
var points = balloon.pop();
score += points;
scoreTxt.setText('Score: ' + score);
// Update high score if needed
if (score > storage.highScore) {
storage.highScore = score;
highScoreTxt.setText('High Score: ' + storage.highScore);
}
// Deactivate bullet
bullet.active = false;
break;
}
}
// Check bullet-seagull collisions (no points, but deactivates bullet)
for (var k = seagulls.length - 1; k >= 0; k--) {
var seagull = seagulls[k];
if (!seagull.active || !bullet.active) {
continue;
}
if (bullet.intersects(seagull)) {
// Trigger game over
gameActive = false;
LK.showGameOver();
return;
}
}
}
// Check watergun-powerup collisions
for (var m = powerups.length - 1; m >= 0; m--) {
var powerup = powerups[m];
if (!powerup.active) {
continue;
}
if (waterGun.intersects(powerup)) {
var powerupType = powerup.collect();
if (powerupType) {
waterGun.activatePowerup(powerupType);
}
}
}
}
function updateWind() {
// Change wind every 10 seconds
if (LK.ticks % 600 === 0) {
windEffect = (Math.random() * 2 - 1) * 1.5;
windTxt.setText('Wind: ' + (windEffect > 0 ? '→' : '←').repeat(Math.abs(Math.round(windEffect))));
}
}
function cleanupInactiveObjects() {
// Clean up inactive bullets
for (var i = bullets.length - 1; i >= 0; i--) {
if (!bullets[i].active) {
bullets[i].destroy();
bullets.splice(i, 1);
}
}
// Clean up inactive balloons
for (var j = balloons.length - 1; j >= 0; j--) {
if (!balloons[j].active) {
balloons[j].destroy();
balloons.splice(j, 1);
}
}
// Clean up inactive seagulls
for (var k = seagulls.length - 1; k >= 0; k--) {
if (!seagulls[k].active) {
seagulls[k].destroy();
seagulls.splice(k, 1);
}
}
// Clean up inactive powerups
for (var m = powerups.length - 1; m >= 0; m--) {
if (!powerups[m].active) {
powerups[m].destroy();
powerups.splice(m, 1);
}
}
}
function handleTouch(x, y) {
// Move water gun to touch position (with limits)
waterGun.x = Math.max(100, Math.min(2048 - 100, x));
// Shoot water
var newBullets = waterGun.shoot();
if (newBullets) {
for (var i = 0; i < newBullets.length; i++) {
game.addChild(newBullets[i]);
bullets.push(newBullets[i]);
}
}
}
// Touch events
game.down = function (x, y) {
touchPoint = {
x: x,
y: y
};
handleTouch(x, y);
};
game.move = function (x, y) {
if (touchPoint) {
touchPoint = {
x: x,
y: y
};
handleTouch(x, y);
}
};
game.up = function () {
touchPoint = null;
};
// Main game loop
game.update = function () {
if (!gameActive) {
return;
}
// Spawn objects based on time
var currentTime = LK.ticks * (1000 / 60); // Convert ticks to milliseconds
// Spawn balloons
if (currentTime - lastBalloonSpawn > balloonSpawnRate) {
createBalloon();
lastBalloonSpawn = currentTime;
// Gradually increase balloon spawn rate
balloonSpawnRate = Math.max(700, balloonSpawnRate - 10);
}
// Spawn seagulls
if (currentTime - lastSeagullSpawn > seagullSpawnRate) {
createSeagull();
createSeagull2(); // Add seagull2 spawning
lastSeagullSpawn = currentTime;
}
// Spawn powerups
if (currentTime - lastPowerupSpawn > powerupSpawnRate) {
createPowerup();
lastPowerupSpawn = currentTime;
}
// Update wind
updateWind();
// Check for collisions
checkCollisions();
// Clean up inactive objects
cleanupInactiveObjects();
// Shooting if touch is held
if (touchPoint && LK.ticks % 10 === 0 && waterGun.powerupActive && waterGun.powerupType === 'rapid') {
handleTouch(touchPoint.x, touchPoint.y);
}
// Game over condition: If too many balloons escape
// Count escaped balloons (moved off the top of the screen)
var escapedCount = 0;
for (var i = 0; i < balloons.length; i++) {
if (!balloons[i].active && balloons[i].y < 0) {
escapedCount++;
}
}
// If score reaches 500, player wins
if (score >= 500) {
gameActive = false;
LK.showYouWin();
}
};
// Start background music
LK.playMusic('beach_music'); ===================================================================
--- original.js
+++ change.js
@@ -231,8 +231,44 @@
}
};
return self;
});
+var Seagull2 = Container.expand(function () {
+ var self = Container.call(this);
+ var seagullGraphics = self.attachAsset('seagull2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 4 + Math.random() * 2;
+ self.active = true;
+ self.direction = Math.random() > 0.5 ? 1 : -1;
+ // Set initial direction
+ if (self.direction < 0) {
+ seagullGraphics.scaleX = -1;
+ }
+ self.update = function () {
+ if (self.active) {
+ self.x += self.speed * self.direction;
+ // Ensure wing flapping animation is applied
+ if (!self.flapping) {
+ self.flapping = true;
+ tween(seagullGraphics, {
+ scaleY: 0.8
+ }, {
+ duration: 200,
+ yoyo: true,
+ repeat: Infinity,
+ easing: tween.easeInOut
+ });
+ }
+ // Check if seagull is off-screen
+ if (self.direction > 0 && self.x > 2100 || self.direction < 0 && self.x < -50) {
+ self.active = false;
+ }
+ }
+ };
+ return self;
+});
var WaterBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
@@ -332,8 +368,16 @@
/****
* Game Code
****/
+function createSeagull2() {
+ var seagull2 = new Seagull2();
+ // Start from either left or right edge based on direction
+ seagull2.x = seagull2.direction > 0 ? -50 : 2100;
+ seagull2.y = 400 + Math.random() * 600;
+ seagulls.push(seagull2);
+ game.addChild(seagull2);
+}
// Game variables
var score = 0;
var waterGun;
var bullets = [];
@@ -597,8 +641,9 @@
}
// Spawn seagulls
if (currentTime - lastSeagullSpawn > seagullSpawnRate) {
createSeagull();
+ createSeagull2(); // Add seagull2 spawning
lastSeagullSpawn = currentTime;
}
// Spawn powerups
if (currentTime - lastPowerupSpawn > powerupSpawnRate) {
A soft gradient sky transitioning from light blue to white, with subtle fluffy clouds scattered across. The style should be cartoonish and visually appealing.". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A glowing, floating power-up icon shaped like a lightning bolt, rotating in mid-air. Colors include blue, green, and red variants.". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A cartoon-style toy gun with a futuristic design, mainly blue with white and black details, a large trigger, and a barrel that shoots darts.". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A cartoon-style seagull in mid-flight, white feathers with a light gray beak and wings slightly spread out. Expressions should be fun and mischievous.". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows