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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! šš« 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? šļø Features: ā Smooth shooting mechanics ā Colorful balloons with different point values ā Power-ups and obstacles for extra challenge ā Fun sound effects and beach-themed background music Ready to test your aim? Play now and pop your way to victory! šÆš„
/**** * 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 }); game.addChild(this.background); // Player Gun this.gun = LK.getAsset('gun', { anchorX: 0.5, anchorY: 0.5 }); this.gun.position.set(250, 500); game.addChild(this.gun); // Score Display this.score = 0; this.scoreText = new Text2("Score: 0", { size: 24, fill: "#fff" }); this.scoreText.position.set(10, 10); game.addChild(this.scoreText); // Sound Effects this.gunshotSound = LK.getSound('gunshot'); this.popSound = LK.getSound('balloon_pop'); this.goldenBalloonSound = LK.getSound('golden_balloon'); this.spikyBalloonSound = LK.getSound('spiky_balloon'); this.explosionSound = LK.getSound('explosion'); this.gameOverSound = LK.getSound('game_over'); // 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); game.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); game.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); game.addChild(gameOverText); } }]); }(frvr.Game); frvr.startGame(BalloonShooterGame);
===================================================================
--- original.js
+++ change.js
@@ -140,14 +140,14 @@
});
this.scoreText.position.set(10, 10);
game.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");
+ this.gunshotSound = LK.getSound('gunshot');
+ this.popSound = LK.getSound('balloon_pop');
+ this.goldenBalloonSound = LK.getSound('golden_balloon');
+ this.spikyBalloonSound = LK.getSound('spiky_balloon');
+ this.explosionSound = LK.getSound('explosion');
+ this.gameOverSound = LK.getSound('game_over');
// Game Variables
this.bullets = [];
this.balloons = [];
this.obstacleHits = 0;
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