User prompt
make seagul 2 assset work
User prompt
make the powerup work when it the bullet
User prompt
Trigger multiple balloon pops when bullet hits a powerup make this working
User prompt
if the bullet hit powerup make that single shot bursts multiple nearby balloons.
User prompt
game over when bullet touches the seagull
User prompt
Add tween effect for seagul when bullet touch the seagul activate tween effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
tween effect for spiky baloon is not working ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add tween effect asset for spiky balloon ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the ballon purple working
User prompt
Add tween effect asset for spiky balloon blast ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add tween effect for spiky balloon blast ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
if bullet hit the spiky balloon or seagul make the game over
User prompt
spiky baloon\
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make sure wing flapping animation to the seagull working or not
User prompt
make seagul make wings moving
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verify background asset is working or not
User prompt
background is not visible after adding assets also
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Timeout.tick error: LK.reload is not a function' in or related to this line: 'LK.reload();' Line Number: 224
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'frvr is not defined' in or related to this line: 'var BalloonShooterGame = /*#__PURE__*/function (_frvr$Game) {' Line Number: 114
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Please fix the bug: 'frvr is not defined' in or related to this line: 'var BalloonShooterGame = /*#__PURE__*/function (_frvr$Game) {' Line Number: 120
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Please fix the bug: 'this.onMouseDown is not a function' in or related to this line: 'this.onMouseDown(function (event) {' Line Number: 177
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Please fix the bug: 'this.onMouseDown is not a function' in or related to this line: 'this.onMouseDown(function (event) {' Line Number: 177
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Please fix the bug: 'this.setInterval is not a function' in or related to this line: 'this.setInterval(function () {' Line Number: 173
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ /**** * Balloon Class ****/ var Balloon = Container.expand(function (type) { var self = Container.call(this); var balloonTypes = { '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 }, 'spiky': { color: 'balloon_spiky', points: -20, speed: 3 }, // Spiky balloon decreases points 'gold': { color: 'balloon_gold', points: 100, speed: 6 } // Golden balloon is rare & gives high points }; var balloonType = balloonTypes[type] || balloonTypes['red']; self.points = balloonType.points; self.speed = balloonType.speed; self.active = true; // Balloon Body var balloonBody = self.attachAsset(balloonType.color, { anchorX: 0.5, anchorY: 0.5 }); // Balloon String var balloonString = self.attachAsset('balloon_string', { anchorX: 0.5, anchorY: 0, y: balloonBody.height / 2 }); // Movement self.update = function () { if (self.active) { self.y -= self.speed; if (self.y < -50) { self.active = false; if (type !== 'spiky' && type !== 'gold') { health--; // Lose health if a regular balloon escapes LK.getSound('damage').play(); updateHealthUI(); if (health <= 0) { gameOver(); } } } } }; // Pop Function self.pop = function () { if (self.active) { self.active = false; LK.getSound('pop').play(); tween(balloonBody, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300 }); score += self.points; updateScore(); } }; return self; }); /**** * Power-Up Class ****/ var PowerUp = Container.expand(function (type) { var self = Container.call(this); self.type = type; self.active = true; var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); // Movement self.update = function () { if (self.active) { self.y -= 2; if (self.y < -50) { self.active = false; } } }; // Collect self.collect = function () { if (self.active) { self.active = false; LK.getSound('powerup').play(); if (self.type === 'health') { health++; updateHealthUI(); } } }; return self; }); /**** * Initialize Game ****/ /**** * Game Initialization ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ /**** * Game Variables ****/ var score = 0; var health = 3; var gameActive = true; var waterGun = game.addChild(new Container()); waterGun.x = 1024; waterGun.y = 2700; /**** * UI Elements ****/ var scoreTxt = new Text2('Score: 0', { size: 50, fill: 0xffffff }); var healthTxt = new Text2('Health: 3', { size: 50, fill: 0xff0000 }); LK.gui.topRight.addChild(scoreTxt); LK.gui.topLeft.addChild(healthTxt); /**** * Functions ****/ function spawnBalloon() { var types = ['red', 'blue', 'yellow', 'green', 'spiky', 'gold']; var balloon = new Balloon(types[Math.floor(Math.random() * types.length)]); balloon.x = 200 + Math.random() * 1600; balloon.y = 2800; game.addChild(balloon); LK.setTimeout(spawnBalloon, 1000); } function spawnPowerUp() { var powerup = new PowerUp('health'); powerup.x = 200 + Math.random() * 1600; powerup.y = 2800; game.addChild(powerup); LK.setTimeout(spawnPowerUp, 20000); } function updateScore() { scoreTxt.text = 'Score: ' + score; if (score > storage.highScore) { storage.highScore = score; } } function updateHealthUI() { healthTxt.text = 'Health: ' + health; } function gameOver() { gameActive = false; LK.gui.center.addChild(new Text2('Game Over!', { size: 100, fill: 0xff0000 })); LK.setTimeout(function () { LK.reload(); }, 3000); } /**** * Shooting Mechanism ****/ function shoot() { if (!gameActive) { return; } var bullet = game.addChild(new Container()); bullet.x = waterGun.x; bullet.y = waterGun.y - 50; LK.getSound('shoot').play(); bullet.update = function () { bullet.y -= 20; if (bullet.y < -50) { bullet.active = false; } }; LK.setTimeout(shoot, 500); } /**** * Start Game ****/ spawnBalloon(); spawnPowerUp(); shoot();
===================================================================
--- original.js
+++ change.js
@@ -1,264 +1,230 @@
/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1", {
+ highScore: 0
+});
+
+/****
+* Classes
+****/
+/****
+* Balloon Class
+****/
+var Balloon = Container.expand(function (type) {
+ var self = Container.call(this);
+ var balloonTypes = {
+ '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
+ },
+ 'spiky': {
+ color: 'balloon_spiky',
+ points: -20,
+ speed: 3
+ },
+ // Spiky balloon decreases points
+ 'gold': {
+ color: 'balloon_gold',
+ points: 100,
+ speed: 6
+ } // Golden balloon is rare & gives high points
+ };
+ var balloonType = balloonTypes[type] || balloonTypes['red'];
+ self.points = balloonType.points;
+ self.speed = balloonType.speed;
+ self.active = true;
+ // Balloon Body
+ var balloonBody = self.attachAsset(balloonType.color, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Balloon String
+ var balloonString = self.attachAsset('balloon_string', {
+ anchorX: 0.5,
+ anchorY: 0,
+ y: balloonBody.height / 2
+ });
+ // Movement
+ self.update = function () {
+ if (self.active) {
+ self.y -= self.speed;
+ if (self.y < -50) {
+ self.active = false;
+ if (type !== 'spiky' && type !== 'gold') {
+ health--; // Lose health if a regular balloon escapes
+ LK.getSound('damage').play();
+ updateHealthUI();
+ if (health <= 0) {
+ gameOver();
+ }
+ }
+ }
+ }
+ };
+ // Pop Function
+ self.pop = function () {
+ if (self.active) {
+ self.active = false;
+ LK.getSound('pop').play();
+ tween(balloonBody, {
+ scaleX: 1.5,
+ scaleY: 1.5,
+ alpha: 0
+ }, {
+ duration: 300
+ });
+ score += self.points;
+ updateScore();
+ }
+ };
+ return self;
+});
+/****
+* Power-Up Class
+****/
+var PowerUp = Container.expand(function (type) {
+ var self = Container.call(this);
+ self.type = type;
+ self.active = true;
+ var powerupGraphics = self.attachAsset('powerup', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Movement
+ self.update = function () {
+ if (self.active) {
+ self.y -= 2;
+ if (self.y < -50) {
+ self.active = false;
+ }
+ }
+ };
+ // Collect
+ self.collect = function () {
+ if (self.active) {
+ self.active = false;
+ LK.getSound('powerup').play();
+ if (self.type === 'health') {
+ health++;
+ updateHealthUI();
+ }
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
****/
+/****
+* Game Initialization
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
+ backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
-var frvr = {
- Game: function Game() {},
- Sprite: function Sprite() {},
- Text: function Text() {},
- Sound: function Sound() {},
- startGame: function startGame() {}
-};
-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);
+/****
+* Game Variables
+****/
+var score = 0;
+var health = 3;
+var gameActive = true;
+var waterGun = game.addChild(new Container());
+waterGun.x = 1024;
+waterGun.y = 2700;
+/****
+* UI Elements
+****/
+var scoreTxt = new Text2('Score: 0', {
+ size: 50,
+ fill: 0xffffff
+});
+var healthTxt = new Text2('Health: 3', {
+ size: 50,
+ fill: 0xff0000
+});
+LK.gui.topRight.addChild(scoreTxt);
+LK.gui.topLeft.addChild(healthTxt);
+/****
+* Functions
+****/
+function spawnBalloon() {
+ var types = ['red', 'blue', 'yellow', 'green', 'spiky', 'gold'];
+ var balloon = new Balloon(types[Math.floor(Math.random() * types.length)]);
+ balloon.x = 200 + Math.random() * 1600;
+ balloon.y = 2800;
+ game.addChild(balloon);
+ LK.setTimeout(spawnBalloon, 1000);
}
-function _classCallCheck(a, n) {
- if (!(a instanceof n)) {
- throw new TypeError("Cannot call a class as a function");
- }
+function spawnPowerUp() {
+ var powerup = new PowerUp('health');
+ powerup.x = 200 + Math.random() * 1600;
+ powerup.y = 2800;
+ game.addChild(powerup);
+ LK.setTimeout(spawnPowerUp, 20000);
}
-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 updateScore() {
+ scoreTxt.text = 'Score: ' + score;
+ if (score > storage.highScore) {
+ storage.highScore = score;
}
}
-function _createClass(e, r, t) {
- return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", {
- writable: !1
- }), e;
+function updateHealthUI() {
+ healthTxt.text = 'Health: ' + health;
}
-function _toPropertyKey(t) {
- var i = _toPrimitive(t, "string");
- return "symbol" == _typeof(i) ? i : i + "";
+function gameOver() {
+ gameActive = false;
+ LK.gui.center.addChild(new Text2('Game Over!', {
+ size: 100,
+ fill: 0xff0000
+ }));
+ LK.setTimeout(function () {
+ LK.reload();
+ }, 3000);
}
-function _toPrimitive(t, r) {
- if ("object" != _typeof(t) || !t) {
- return t;
+/****
+* Shooting Mechanism
+****/
+function shoot() {
+ if (!gameActive) {
+ return;
}
- var e = t[Symbol.toPrimitive];
- if (void 0 !== e) {
- var i = e.call(t, r || "default");
- if ("object" != _typeof(i)) {
- return i;
+ var bullet = game.addChild(new Container());
+ bullet.x = waterGun.x;
+ bullet.y = waterGun.y - 50;
+ LK.getSound('shoot').play();
+ bullet.update = function () {
+ bullet.y -= 20;
+ if (bullet.y < -50) {
+ bullet.active = false;
}
- throw new TypeError("@@toPrimitive must return a primitive value.");
- }
- return ("string" === r ? String : Number)(t);
+ };
+ LK.setTimeout(shoot, 500);
}
-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 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);
\ No newline at end of file
+/****
+* Start Game
+****/
+spawnBalloon();
+spawnPowerUp();
+shoot();
\ 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