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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