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! 🎯🔥
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ 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); } var frvr = {}; // Define frvr as an object var BalloonShooterGame = /*#__PURE__*/function (_frvr$Game) { function BalloonShooterGame() { _classCallCheck(this, BalloonShooterGame); return _callSuper(this, BalloonShooterGame, arguments); } _inherits(BalloonShooterGame, _frvr$Game); return _createClass(BalloonShooterGame, [{ key: "init", value: function init() { var _this = this; // Background this.background = new frvr.Sprite("background.jpg"); this.addChild(this.background); // Player Gun this.gun = new frvr.Sprite("gun.png"); this.gun.position.set(250, 500); this.addChild(this.gun); // Score Display this.score = 0; this.scoreText = new frvr.Text("Score: 0", { fontSize: 24, fill: "#fff" }); this.scoreText.position.set(10, 10); this.addChild(this.scoreText); // Sound Effects this.gunshotSound = new frvr.Sound("gunshot.mp3"); this.popSound = new frvr.Sound("balloon_pop.mp3"); this.goldenBalloonSound = new frvr.Sound("golden_balloon.mp3"); this.spikyBalloonSound = new frvr.Sound("spiky_balloon.mp3"); this.explosionSound = new frvr.Sound("explosion.mp3"); this.gameOverSound = new frvr.Sound("game_over.mp3"); // Game Variables this.bullets = []; this.balloons = []; this.obstacleHits = 0; this.gameOver = false; // Spawn Balloons Every 1 Second this.setInterval(function () { return _this.spawnBalloon(); }, 1000); // Mouse Click to Shoot this.onMouseDown(function (event) { if (!_this.gameOver) { _this.shootBullet(event.x); } }); } }, { key: "spawnBalloon", value: function spawnBalloon() { if (this.gameOver) { return; } var balloon; var randomType = Math.random(); if (randomType < 0.1) { balloon = new frvr.Sprite("golden_balloon.png"); // 10% chance balloon.isSpecial = true; } else if (randomType < 0.2) { balloon = new frvr.Sprite("spiky_balloon.png"); // 10% chance balloon.isObstacle = true; } else { balloon = new frvr.Sprite("balloon.png"); // Normal balloon } balloon.position.set(Math.random() * 500, 600); balloon.speedY = -2 - this.score / 50; balloon.speedX = Math.random() > 0.5 ? 1.5 : -1.5; this.balloons.push(balloon); this.addChild(balloon); } }, { key: "shootBullet", value: function shootBullet(x) { var bullet = new frvr.Sprite("bullet.png"); bullet.position.set(x, 550); bullet.speed = -8; this.bullets.push(bullet); this.addChild(bullet); this.gunshotSound.play(); // Play gunshot sound } }, { key: "update", value: function update(deltaTime) { if (this.gameOver) { return; } // Move Bullets this.bullets.forEach(function (bullet) { bullet.position.y += bullet.speed; }); // Move Balloons this.balloons.forEach(function (balloon) { balloon.position.y += balloon.speedY; balloon.position.x += balloon.speedX; }); // Check for Collisions this.checkCollisions(); } }, { key: "checkCollisions", value: function checkCollisions() { var _this2 = this; this.bullets.forEach(function (bullet, bulletIndex) { _this2.balloons.forEach(function (balloon, balloonIndex) { if (_this2.isColliding(bullet, balloon)) { if (balloon.isSpecial) { _this2.goldenBalloonSound.play(); _this2.clearAllBalloons(); _this2.score += 50; // Bonus points } else if (balloon.isObstacle) { _this2.spikyBalloonSound.play(); _this2.obstacleHits += 1; if (_this2.obstacleHits >= 3) { _this2.gameOverScreen(); } } else { _this2.popSound.play(); _this2.score += 10; } // Update Score Display _this2.scoreText.text = "Score: ".concat(_this2.score); // Remove balloon and bullet _this2.removeChild(bullet); _this2.removeChild(balloon); _this2.bullets.splice(bulletIndex, 1); _this2.balloons.splice(balloonIndex, 1); } }); }); } }, { key: "clearAllBalloons", value: function clearAllBalloons() { var _this3 = this; this.balloons.forEach(function (balloon) { _this3.removeChild(balloon); }); this.balloons = []; } }, { key: "gameOverScreen", value: function gameOverScreen() { this.gameOverSound.play(); this.gameOver = true; var gameOverText = new frvr.Text("Game Over!", { fontSize: 48, fill: 0xFF0000 }); gameOverText.position.set(200, 300); this.addChild(gameOverText); } }]); }(frvr.Game); frvr.startGame(BalloonShooterGame);
===================================================================
--- original.js
+++ change.js
@@ -1,570 +1,258 @@
/****
-* 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
+ backgroundColor: 0x000000
});
/****
* 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);
+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);
}
-// 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 _classCallCheck(a, n) {
+ if (!(a instanceof n)) {
+ throw new TypeError("Cannot call a class as a function");
+ }
}
-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 _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 createPowerup() {
- var powerup = new PowerUp();
- powerup.x = 200 + Math.random() * (2048 - 400);
- powerup.y = 2732 + 50;
- powerups.push(powerup);
- game.addChild(powerup);
+function _createClass(e, r, t) {
+ return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", {
+ writable: !1
+ }), e;
}
-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;
- }
- }
+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;
}
- // Check watergun-powerup collisions
- for (var m = powerups.length - 1; m >= 0; m--) {
- var powerup = powerups[m];
- if (!powerup.active) {
- continue;
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r || "default");
+ if ("object" != _typeof(i)) {
+ return i;
}
- if (waterGun.intersects(powerup)) {
- var powerupType = powerup.collect();
- if (powerupType) {
- waterGun.activatePowerup(powerupType);
- }
- }
+ throw new TypeError("@@toPrimitive must return a primitive value.");
}
+ return ("string" === r ? String : Number)(t);
}
-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 _callSuper(t, o, e) {
+ return o = _getPrototypeOf(o), _possibleConstructorReturn(t, _isNativeReflectConstruct() ? Reflect.construct(o, e || [], _getPrototypeOf(t).constructor) : o.apply(t, e));
}
-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);
- }
+function _possibleConstructorReturn(t, e) {
+ if (e && ("object" == _typeof(e) || "function" == typeof e)) {
+ return e;
}
- // Clean up inactive balloons
- for (var j = balloons.length - 1; j >= 0; j--) {
- if (!balloons[j].active) {
- balloons[j].destroy();
- balloons.splice(j, 1);
- }
+ if (void 0 !== e) {
+ throw new TypeError("Derived constructors may only return object or undefined");
}
- // 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);
- }
- }
+ return _assertThisInitialized(t);
}
-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]);
- }
+function _assertThisInitialized(e) {
+ if (void 0 === e) {
+ throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
}
+ return e;
}
-// 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);
+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");
}
-};
-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++;
+ 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);
+}
+var frvr = {}; // Define frvr as an object
+var BalloonShooterGame = /*#__PURE__*/function (_frvr$Game) {
+ function BalloonShooterGame() {
+ _classCallCheck(this, BalloonShooterGame);
+ return _callSuper(this, BalloonShooterGame, arguments);
}
- // 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
+ _inherits(BalloonShooterGame, _frvr$Game);
+ return _createClass(BalloonShooterGame, [{
+ key: "init",
+ value: function init() {
+ var _this = this;
+ // Background
+ this.background = new frvr.Sprite("background.jpg");
+ this.addChild(this.background);
+ // Player Gun
+ this.gun = new frvr.Sprite("gun.png");
+ this.gun.position.set(250, 500);
+ this.addChild(this.gun);
+ // Score Display
+ this.score = 0;
+ this.scoreText = new frvr.Text("Score: 0", {
+ fontSize: 24,
+ fill: "#fff"
+ });
+ this.scoreText.position.set(10, 10);
+ this.addChild(this.scoreText);
+ // Sound Effects
+ this.gunshotSound = new frvr.Sound("gunshot.mp3");
+ this.popSound = new frvr.Sound("balloon_pop.mp3");
+ this.goldenBalloonSound = new frvr.Sound("golden_balloon.mp3");
+ this.spikyBalloonSound = new frvr.Sound("spiky_balloon.mp3");
+ this.explosionSound = new frvr.Sound("explosion.mp3");
+ this.gameOverSound = new frvr.Sound("game_over.mp3");
+ // Game Variables
+ this.bullets = [];
+ this.balloons = [];
+ this.obstacleHits = 0;
+ this.gameOver = false;
+ // Spawn Balloons Every 1 Second
+ this.setInterval(function () {
+ return _this.spawnBalloon();
+ }, 1000);
+ // Mouse Click to Shoot
+ this.onMouseDown(function (event) {
+ if (!_this.gameOver) {
+ _this.shootBullet(event.x);
+ }
+ });
+ }
+ }, {
+ key: "spawnBalloon",
+ value: function spawnBalloon() {
+ if (this.gameOver) {
+ return;
+ }
+ var balloon;
+ var randomType = Math.random();
+ if (randomType < 0.1) {
+ balloon = new frvr.Sprite("golden_balloon.png"); // 10% chance
+ balloon.isSpecial = true;
+ } else if (randomType < 0.2) {
+ balloon = new frvr.Sprite("spiky_balloon.png"); // 10% chance
+ balloon.isObstacle = true;
+ } else {
+ balloon = new frvr.Sprite("balloon.png"); // Normal balloon
+ }
+ balloon.position.set(Math.random() * 500, 600);
+ balloon.speedY = -2 - this.score / 50;
+ balloon.speedX = Math.random() > 0.5 ? 1.5 : -1.5;
+ this.balloons.push(balloon);
+ this.addChild(balloon);
+ }
+ }, {
+ key: "shootBullet",
+ value: function shootBullet(x) {
+ var bullet = new frvr.Sprite("bullet.png");
+ bullet.position.set(x, 550);
+ bullet.speed = -8;
+ this.bullets.push(bullet);
+ this.addChild(bullet);
+ this.gunshotSound.play(); // Play gunshot sound
+ }
+ }, {
+ key: "update",
+ value: function update(deltaTime) {
+ if (this.gameOver) {
+ return;
+ }
+ // Move Bullets
+ this.bullets.forEach(function (bullet) {
+ bullet.position.y += bullet.speed;
+ });
+ // Move Balloons
+ this.balloons.forEach(function (balloon) {
+ balloon.position.y += balloon.speedY;
+ balloon.position.x += balloon.speedX;
+ });
+ // Check for Collisions
+ this.checkCollisions();
+ }
+ }, {
+ key: "checkCollisions",
+ value: function checkCollisions() {
+ var _this2 = this;
+ this.bullets.forEach(function (bullet, bulletIndex) {
+ _this2.balloons.forEach(function (balloon, balloonIndex) {
+ if (_this2.isColliding(bullet, balloon)) {
+ if (balloon.isSpecial) {
+ _this2.goldenBalloonSound.play();
+ _this2.clearAllBalloons();
+ _this2.score += 50; // Bonus points
+ } else if (balloon.isObstacle) {
+ _this2.spikyBalloonSound.play();
+ _this2.obstacleHits += 1;
+ if (_this2.obstacleHits >= 3) {
+ _this2.gameOverScreen();
+ }
+ } else {
+ _this2.popSound.play();
+ _this2.score += 10;
+ }
+ // Update Score Display
+ _this2.scoreText.text = "Score: ".concat(_this2.score);
+ // Remove balloon and bullet
+ _this2.removeChild(bullet);
+ _this2.removeChild(balloon);
+ _this2.bullets.splice(bulletIndex, 1);
+ _this2.balloons.splice(balloonIndex, 1);
+ }
+ });
+ });
+ }
+ }, {
+ key: "clearAllBalloons",
+ value: function clearAllBalloons() {
+ var _this3 = this;
+ this.balloons.forEach(function (balloon) {
+ _this3.removeChild(balloon);
+ });
+ this.balloons = [];
+ }
+ }, {
+ key: "gameOverScreen",
+ value: function gameOverScreen() {
+ this.gameOverSound.play();
+ this.gameOver = true;
+ var gameOverText = new frvr.Text("Game Over!", {
+ fontSize: 48,
+ fill: 0xFF0000
+ });
+ gameOverText.position.set(200, 300);
+ this.addChild(gameOverText);
+ }
+ }]);
+}(frvr.Game);
+frvr.startGame(BalloonShooterGame);
\ 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