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
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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: 104
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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