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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
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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
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Please fix the bug: 'this.addChild is not a function' in or related to this line: 'this.addChild(this.background);' Line Number: 138
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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
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Please fix the bug: 'frvr.startGame is not a function' in or related to this line: 'frvr.startGame(BalloonShooterGame);' Line Number: 261
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Please fix the bug: 'TypeError is not a constructor' in or related to this line: 'throw new TypeError("Super expression must either be null or a function");' Line Number: 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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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 = {
Game: function Game() {},
// Ensure Game is a function to act as a superclass
startGame: function startGame(gameClass) {
// Define startGame as a function
var gameInstance = new gameClass();
gameInstance.init();
}
}; // 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 = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
this.addChild(this.background);
// Player Gun
this.gun = LK.getAsset('gun', {
anchorX: 0.5,
anchorY: 0.5
});
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 = LK.getAsset('golden_balloon', {
anchorX: 0.5,
anchorY: 0.5
}); // 10% chance
balloon.isSpecial = true;
} else if (randomType < 0.2) {
balloon = LK.getAsset('spiky_balloon', {
anchorX: 0.5,
anchorY: 0.5
}); // 10% chance
balloon.isObstacle = true;
} else {
balloon = LK.getAsset('balloon', {
anchorX: 0.5,
anchorY: 0.5
}); // 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 = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
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
@@ -119,12 +119,18 @@
key: "init",
value: function init() {
var _this = this;
// Background
- this.background = new frvr.Sprite("background.jpg");
+ this.background = LK.getAsset('background', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
this.addChild(this.background);
// Player Gun
- this.gun = new frvr.Sprite("gun.png");
+ this.gun = LK.getAsset('gun', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
this.gun.position.set(250, 500);
this.addChild(this.gun);
// Score Display
this.score = 0;
@@ -165,15 +171,24 @@
}
var balloon;
var randomType = Math.random();
if (randomType < 0.1) {
- balloon = new frvr.Sprite("golden_balloon.png"); // 10% chance
+ balloon = LK.getAsset('golden_balloon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }); // 10% chance
balloon.isSpecial = true;
} else if (randomType < 0.2) {
- balloon = new frvr.Sprite("spiky_balloon.png"); // 10% chance
+ balloon = LK.getAsset('spiky_balloon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }); // 10% chance
balloon.isObstacle = true;
} else {
- balloon = new frvr.Sprite("balloon.png"); // Normal balloon
+ balloon = LK.getAsset('balloon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }); // 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;
@@ -182,9 +197,12 @@
}
}, {
key: "shootBullet",
value: function shootBullet(x) {
- var bullet = new frvr.Sprite("bullet.png");
+ var bullet = LK.getAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
bullet.position.set(x, 550);
bullet.speed = -8;
this.bullets.push(bullet);
this.addChild(bullet);
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