User prompt
Please fix the bug: 'frvr.Sound is not a constructor' in or related to this line: 'this.gunshotSound = new frvr.Sound("gunshot.mp3");' Line Number: 155
User prompt
Please fix the bug: 'frvr.Text is not a constructor' in or related to this line: 'this.scoreText = new frvr.Text("Score: 0", {' Line Number: 148
User prompt
Please fix the bug: 'this.addChild is not a function' in or related to this line: 'this.addChild(this.background);' Line Number: 138
User prompt
Please fix the bug: 'frvr.Sprite is not a constructor' in or related to this line: 'this.background = new frvr.Sprite("background.jpg");' Line Number: 124
User prompt
Please fix the bug: 'frvr.startGame is not a function' in or related to this line: 'frvr.startGame(BalloonShooterGame);' Line Number: 261
User prompt
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: 87
User prompt
Please fix the bug: 'frvr is not defined' in or related to this line: 'var BalloonShooterGame = /*#__PURE__*/function (_frvr$Game) {' Line Number: 104
Code edit (1 edits merged)
Please save this source code
User prompt
Balloon Shooter
Initial prompt
Title: Balloon Shooter Description: Step into the ultimate beachside fun with Balloon Shooter! 🎈🔫 Pop colorful balloons floating in the air using your trusty beach gun. Aim, shoot, and score points as balloons drift across the sky. Watch out for special power-ups and obstacles like seagulls and strong winds! Can you become the top balloon shooter on the beach? 🏖️ Features: ✅ Smooth shooting mechanics ✅ Colorful balloons with different point values ✅ Power-ups and obstacles for extra challenge ✅ Fun sound effects and beach-themed background music Ready to test your aim? Play now and pop your way to victory! 🎯🔥
/****
* 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
}
};
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
});
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;
// 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
****/
// 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('sky', {
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'];
// 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)) {
// 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)) {
bullet.active = false;
break;
}
}
}
// 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();
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
@@ -1,6 +1,570 @@
-/****
+/****
+* 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
+ }
+ };
+ 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
+ });
+ 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;
+ // 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: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x99ddff
+});
+
+/****
+* Game Code
+****/
+// 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('sky', {
+ 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'];
+ // 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)) {
+ // 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)) {
+ bullet.active = false;
+ break;
+ }
+ }
+ }
+ // 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();
+ 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');
\ No newline at end of file
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