User prompt
Arkaplan dakika bir değişsin
User prompt
Tüm balıklar vurulduktan sonra balık gelmeye devam etmiyor. Çöz şunu.
User prompt
Bozdun tüm kodu. Balılar görünmüyor
User prompt
Please fix the bug: 'Maximum call stack size exceeded' in or related to this line: 'if (bulletTxt.style) {' Line Number: 439
User prompt
Ön plana al o zaman
User prompt
Şu an balıklar arkaplanın arkasında kalıyor ve bu sebeple görünmüyor. Görünür olmaları için balıkları arkaplanın önüne getirmen lazım.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'currentBackgroundIndex = (currentBackgroundIndex + 1) % backgrounds.length;' Line Number: 356
User prompt
Arkaplan 1 dakikada bir değişsin
User prompt
Yaptığın son 5 değişikliği geri al
User prompt
Please fix the bug: 'Maximum call stack size exceeded' in or related to this line: 'bulletTxt.setText('Bullets: ' + bulletCount);' Line Number: 415
User prompt
Kodu bozdun, balıklar görünmez oldu
User prompt
Balıkları geri getir
User prompt
Balıklar random olarak gelsin
User prompt
Balıklar hala gelmiyor
User prompt
Hallet bu problemi
User prompt
Balıklar gelmez olsu
User prompt
Level ile ilgli tüm tanımlamaları kaldır
User prompt
Please fix the bug: 'startLevel is not defined' in or related to this line: 'startLevel();' Line Number: 537
User prompt
Oyunda hiç bir level seviyesi olmasın
User prompt
Balıklar her vurulduğunda sabit olarak 50 puan kazanılsın
User prompt
Balıkların her vurulmasında kazanılan puanlar eşit olsun
User prompt
Balıklar vurulduğunda kazanılan puanı yazan yazının fontunu büyüt
User prompt
Oyun her yeni başladığında skor sıfırlansın
User prompt
Please fix the bug: 'timeRemaining is not defined' in or related to this line: 'timerTxt.setText('Time: ' + timeRemaining);' Line Number: 447
User prompt
Please fix the bug: 'timerTxt is not defined' in or related to this line: 'timerTxt.setText('Time: ' + timeRemaining);' Line Number: 439
/**** * Classes ****/ // Bubble class to represent the bubbles in the game var Bubble = Container.expand(function () { var self = Container.call(this); self.speed = 1; // Default speed // Attach bubble asset var scaleX = Math.random() * 0.5 + 0.5; var bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5, scaleX: scaleX, // Random scale between 0.5 and 1.0 scaleY: scaleX // Ensure scaleY matches scaleX for a perfect circle }); bubbleGraphics.alpha = 0.5; // Update function to move bubble self.update = function () { if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.y -= self.speed; self.lastY = self.y; // Update lastY after movement self.x += Math.sin(self.y / 50) * 1; // Reduce gentle swaying motion if (self.y < 500) { self.destroy(); // Destroy the bubble if it reaches a certain height } }; }); // Bullet class to represent the bullets shot by the player var Bullet = Container.expand(function () { var self = Container.call(this); self.speed = 10; // Default speed // Attach bullet asset var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.scale.set(0.5, 0.5); // Decrease the size of the bullet bulletGraphics.rotation = -Math.PI / 2; // Rotate the bullet to point upwards // Update function to move bullet self.update = function () { if (game.mouse) { self.rotation = Math.atan2(game.mouse.y - self.y, game.mouse.x - self.x); } if (self.lastX === undefined) { self.lastX = self.x; } // Initialize lastX for tracking changes on X if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.x += self.speed * Math.cos(self.rotation); self.y += self.speed * Math.sin(self.rotation); self.lastX = self.x; // Update lastX after movement self.lastY = self.y; // Update lastY after movement if (self.y < 0) { self.destroy(); // Destroy the bullet if it goes off screen } }; }); // Fake class to represent the fake in the game var Fake = Container.expand(function () { var self = Container.call(this); self.speed = 1; // Default speed // Attach fake asset var fakeGraphics = self.attachAsset('fake', { anchorX: 0.5, anchorY: 0.5 }); fakeGraphics.alpha = 0.5; // Update function to move fake self.update = function () { if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.y -= self.speed; self.lastY = self.y; // Update lastY after movement if (self.y < 500) { self.destroy(); // Destroy the fake if it reaches a certain height } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Fish class to represent different types of fish var Fish = Container.expand(function () { var self = Container.call(this); self.size = 1; // Default size multiplier self.points = 1; // Default points self.speed = 2; // Default speed // Attach fish asset var fishGraphics = self.attachAsset('fish', { anchorX: 0.5, anchorY: 0.5 }); // Update function to move fish self.update = function () { if (self.lastX === undefined) { self.lastX = self.x; } // Initialize lastX for tracking changes on X if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.x += self.speed; // Move fish based on speed direction self.y += Math.sin(self.x / 50) * 0.5; // Further reduce gentle swaying motion to fish self.lastX = self.x; // Update lastX after movement self.lastY = self.y; // Update lastY after movement // Removed rotation animation from fish // Ensure fish face the correct direction based on speed fishGraphics.scale.x = self.speed > 0 ? 1 : -1; fishGraphics.scale.y = 1; // Ensure fish are always facing forward // Check for nearby bullets and change direction if close game.children.forEach(function (child) { if (child instanceof Bullet) { var distance = Math.sqrt(Math.pow(child.x - self.x, 2) + Math.pow(child.y - self.y, 2)); if (distance < 200) { // If bullet is within 200 pixels self.speed = -self.speed; // Reverse direction } } }); // Reset position if fish goes off screen if (self.speed > 0 && self.x > 2048) { self.x = -fishGraphics.width; } else if (self.speed < 0 && self.x < -fishGraphics.width) { self.x = 2048; } }; // Method to set fish properties based on level self.setProperties = function () { self.size = 1; // Set size to a constant value self.points = 50; // Fixed points for each fish self.speed = 2; // Constant speed fishGraphics.scale.set(self.size * 6.0, self.size * 6.0); if (Math.random() > 0.5) { self.speed = -self.speed; } }; // Method to shoot a bullet self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); }; }); var Fish2 = Container.expand(function () { var self = Container.call(this); self.size = 1; self.points = 1; self.speed = 2; var fishGraphics = self.attachAsset('fish2', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.lastX === undefined) { self.lastX = self.x; } // Initialize lastX for tracking changes on X if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.x += self.speed; self.y += Math.sin(self.x / 50) * 0.5; self.lastX = self.x; // Update lastX after movement self.lastY = self.y; // Update lastY after movement fishGraphics.scale.x = self.speed > 0 ? 1 : -1; fishGraphics.scale.y = 1; game.children.forEach(function (child) { if (child instanceof Bullet) { var distance = Math.sqrt(Math.pow(child.x - self.x, 2) + Math.pow(child.y - self.y, 2)); if (distance < 200) { self.speed = -self.speed; } } }); if (self.speed > 0 && self.x > 2048) { self.x = -fishGraphics.width; } else if (self.speed < 0 && self.x < -fishGraphics.width) { self.x = 2048; } }; self.setProperties = function () { self.size = 1; self.points = 50; // Fixed points for each fish self.speed = 2; // Constant speed fishGraphics.scale.set(self.size * 6.0, self.size * 6.0); if (Math.random() > 0.5) { self.speed = -self.speed; } }; self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); }; }); var Fish3 = Container.expand(function () { var self = Container.call(this); self.size = 1; self.points = 1; self.speed = 2; var fishGraphics = self.attachAsset('fish3', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.lastX === undefined) { self.lastX = self.x; } // Initialize lastX for tracking changes on X if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.x += self.speed; self.y += Math.sin(self.x / 50) * 0.5; self.lastX = self.x; // Update lastX after movement self.lastY = self.y; // Update lastY after movement fishGraphics.scale.x = self.speed > 0 ? 1 : -1; fishGraphics.scale.y = 1; game.children.forEach(function (child) { if (child instanceof Bullet) { var distance = Math.sqrt(Math.pow(child.x - self.x, 2) + Math.pow(child.y - self.y, 2)); if (distance < 200) { self.speed = -self.speed; } } }); if (self.speed > 0 && self.x > 2048) { self.x = -fishGraphics.width; } else if (self.speed < 0 && self.x < -fishGraphics.width) { self.x = 2048; } }; self.setProperties = function () { self.size = 1; self.points = 50; // Fixed points for each fish self.speed = 2; // Constant speed fishGraphics.scale.set(self.size * 6.0, self.size * 6.0); if (Math.random() > 0.5) { self.speed = -self.speed; } }; self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); }; }); var Fish4 = Container.expand(function () { var self = Container.call(this); self.size = 1; self.points = 1; self.speed = 2; var fishGraphics = self.attachAsset('fish4', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.lastX === undefined) { self.lastX = self.x; } // Initialize lastX for tracking changes on X if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY for tracking changes on Y self.x += self.speed; self.y += Math.sin(self.x / 50) * 0.5; self.lastX = self.x; // Update lastX after movement self.lastY = self.y; // Update lastY after movement fishGraphics.scale.x = self.speed > 0 ? 1 : -1; fishGraphics.scale.y = 1; game.children.forEach(function (child) { if (child instanceof Bullet) { var distance = Math.sqrt(Math.pow(child.x - self.x, 2) + Math.pow(child.y - self.y, 2)); if (distance < 200) { self.speed = -self.speed; } } }); if (self.speed > 0 && self.x > 2048) { self.x = -fishGraphics.width; } else if (self.speed < 0 && self.x < -fishGraphics.width) { self.x = 2048; } }; self.setProperties = function () { self.size = 1; self.points = 50; // Fixed points for each fish self.speed = 2; // Constant speed fishGraphics.scale.set(self.size * 6.0, self.size * 6.0); if (Math.random() > 0.5) { self.speed = -self.speed; } }; self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); }; }); // Spear class to represent the spear shot by the player var Spear = Container.expand(function () { var self = Container.call(this); self.speed = 10; // Default speed // Attach spear asset var spearGraphics = self.attachAsset('spear', { anchorX: 0.5, anchorY: 1.0 }); // Update function to move spear self.update = function () { self.y -= self.speed; if (self.y < 0) { self.destroy(); // Destroy the spear if it goes off screen } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0000FF // Change background color to blue to simulate water }); /**** * Game Code ****/ var backgrounds = ['background', 'background2', 'background3', 'background4']; // Initialize backgrounds array var currentBackgroundIndex = 0; // Track the current background index var currentBackground = null; // Track the current background object function changeBackground() { // Remove the current background if it exists if (currentBackground) { game.removeChild(currentBackground); } // Update the background index currentBackgroundIndex = (currentBackgroundIndex + 1) % backgrounds.length; // Get the new background asset currentBackground = LK.getAsset(backgrounds[currentBackgroundIndex], { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 4096, scaleY: 2732 / 5464, x: 2048 / 2, y: 2732 / 2 }); // Add the new background to the game game.addChild(currentBackground); // Schedule the next background change LK.setTimeout(changeBackground, 60000); // Change background every 60 seconds } // Start the background change cycle changeBackground(); function showRestartButton() { // Logic to display the restart button console.log("Restart button displayed"); } // Initialize variables var backgrounds = ['background', 'background2', 'background3']; // Initialize backgrounds array var initialBackground = LK.getAsset('background2', { anchorX: 0.5, anchorY: 0.5, scaleX: 2048 / 4096, // Adjust scale to fit screen width scaleY: 2732 / 5464, // Adjust scale to fit screen height x: 2048 / 2, y: 2732 / 2 }); game.addChild(initialBackground); // Initialize variables var timerTxt = new Text2('Time: 0', { size: 80, fill: 0xFFFFFF, font: "'Bubbleboddy Neue Trial Regular', Impact, 'Arial Black', Tahoma" }); timerTxt.anchor.set(0.5, 0); timerTxt.y = 200; // Position below the bullet count LK.gui.top.addChild(timerTxt); var timeRemaining = 300; // Initialize timeRemaining to 300 seconds (5 minutes) var score = 0; var fishArray = []; var bulletCount = 100; // Maximum number of bullets available var reloadTime = 3000; // 3 seconds reload time in milliseconds var isReloading = false; // Flag to check if reloading is in progress var scoreTxt = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF, font: "'Bubbleboddy Neue Trial Regular', Impact, 'Arial Black', Tahoma" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Display bullet count and reloading status var bulletTxt = new Text2('Bullets: ' + bulletCount, { size: 80, // Increased size from 50 to 80 fill: 0xFFFFFF, font: "'Bubbleboddy Neue Trial Regular', Impact, 'Arial Black', Tahoma" }); bulletTxt.anchor.set(0.5, 0); bulletTxt.y = 100; // Position below the score LK.gui.top.addChild(bulletTxt); var reloadCountdown = reloadTime / 1000; // Reload time in seconds var bulletInterval = LK.setInterval(function () { if (isReloading) { if (bulletTxt) { bulletTxt.setText('Bullets: ' + bulletCount + ' (Reloading in ' + reloadCountdown + 's)'); if (bulletTxt.style) { bulletTxt.style.fill = 0xFF0000; // Set text color to red } } reloadCountdown--; if (reloadCountdown < 0) { reloadCountdown = reloadTime / 1000; // Reset countdown } } else { if (bulletTxt) { bulletTxt.setText('Bullets: ' + bulletCount); if (bulletTxt.style) { bulletTxt.style.fill = 0xFFFFFF; // Reset text color to white } } } }, 1000); // Function to initialize fish function initializeFish() { for (var i = 0; i < 20; i++) { var fishType = Math.floor(Math.random() * 4) + 1; // Randomly select fish type var fish; switch (fishType) { case 1: fish = new Fish(); break; case 2: fish = new Fish2(); break; case 3: fish = new Fish3(); break; case 4: fish = new Fish4(); break; } fish.setProperties(); fish.x = Math.random() * 2048; fish.y = Math.random() * 2732; fish.speed = (Math.random() > 0.5 ? 1 : -1) * (Math.random() * 2 + 1); // Randomize speed and direction fishArray.push(fish); game.addChild(fish); } var randomBackground = backgrounds[Math.floor(Math.random() * backgrounds.length)]; var newBackground = LK.getAsset(randomBackground, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(newBackground); score = 0; scoreTxt.setText('Score: ' + score); timerTxt.setText('Time: ' + timeRemaining); // Initialize fish after background to ensure they are rendered above fishArray.forEach(function (fish) { game.addChild(fish); }); // Removed redundant fish initialization to prevent maximum call stack size exceeded error // Removed redundant fish initialization to prevent maximum call stack size exceeded error } // Function to handle fish click function handleFishClick(fish) { score += fish.points; // Add points based on fish properties scoreTxt.setText('Score: ' + score); // Display points earned at the fish's position var pointsTxt = new Text2('+' + fish.points, { size: 100, // Increased font size fill: 0xFFFF00, // Yellow color for visibility font: "'Bubbleboddy Neue Trial Regular', Impact, 'Arial Black', Tahoma" }); pointsTxt.anchor.set(0.5, 0.5); pointsTxt.x = fish.x; pointsTxt.y = fish.y; game.addChild(pointsTxt); // Animate the points text to move upwards and fade out LK.setTimeout(function () { pointsTxt.y -= 50; // Move up by 50 pixels pointsTxt.alpha = 0; // Fade out LK.setTimeout(function () { pointsTxt.destroy(); // Remove the text after animation }, 1000); // Duration of the fade out }, 1000); // Duration before starting the fade out fish.destroy(); fishArray.splice(fishArray.indexOf(fish), 1); // Check if all fish are caught if (fishArray.length === 0) { initializeFish(); // Reinitialize fish when all are caught } } // Add event listeners for fish fishArray.forEach(function (fish) { fish.down = function (x, y, obj) { handleFishClick(fish); }; }); // Game update function game.update = function () { fishArray.forEach(function (fish, index) { return fish.update(); }); // Update timeRemaining and timerTxt if (timeRemaining > 0) { timeRemaining -= 1 / 60; // Decrease timeRemaining by 1 second every 60 frames timerTxt.setText('Time: ' + Math.ceil(timeRemaining)); } else { // Handle time out logic if needed } game.children.forEach(function (child) { if (child instanceof Spear || child instanceof Bullet) { child.update(); // Check for collision with fish fishArray.forEach(function (fish) { if (child.intersects(fish)) { handleFishClick(fish); child.destroy(); LK.getSound('saplanma').play(); // Play 'saplanma' sound } }); } // Create bubbles at random intervals if (Math.random() < 0.0005) { var bubble = new Bubble(); bubble.x = Math.random() * 2048; bubble.y = 2732; // Start from the bottom of the screen game.addChild(bubble); } }); }; // Initialize the fake var fake = new Fake(); fake.x = 2048 / 2; fake.y = 2732 / 2; game.addChild(fake); initializeFish(); // Initialize fish after background and fake to ensure they are rendered above // Mouse or touch down on the game game.down = function (x, y, obj) { if (bulletCount > 0 && !isReloading) { var bullet = new Bullet(); bullet.x = 2048 / 2; // Set the bullet's starting x position to the center of the screen bullet.y = 2732; // Set the bullet's starting y position to the bottom of the screen bullet.rotation = Math.atan2(y - bullet.y, x - bullet.x); game.addChild(bullet); bulletCount--; // Decrease bullet count console.log("Bullets left: " + bulletCount); } else if (bulletCount === 0 && !isReloading) { isReloading = true; console.log("Reloading bullets..."); LK.setTimeout(function () { bulletCount = 20; // Reset bullet count isReloading = false; console.log("Bullets reloaded: " + bulletCount); reloadCountdown = reloadTime / 1000; // Reset countdown }, reloadTime); } }; // Play background music LK.playMusic('bgmusic', { loop: true });
===================================================================
--- original.js
+++ change.js
@@ -330,24 +330,27 @@
* Game Code
****/
var backgrounds = ['background', 'background2', 'background3', 'background4']; // Initialize backgrounds array
var currentBackgroundIndex = 0; // Track the current background index
+var currentBackground = null; // Track the current background object
function changeBackground() {
- // Remove the current background
- game.removeChild(initialBackground);
+ // Remove the current background if it exists
+ if (currentBackground) {
+ game.removeChild(currentBackground);
+ }
// Update the background index
currentBackgroundIndex = (currentBackgroundIndex + 1) % backgrounds.length;
// Get the new background asset
- var newBackground = LK.getAsset(backgrounds[currentBackgroundIndex], {
+ currentBackground = LK.getAsset(backgrounds[currentBackgroundIndex], {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2048 / 4096,
scaleY: 2732 / 5464,
x: 2048 / 2,
y: 2732 / 2
});
// Add the new background to the game
- game.addChild(newBackground);
+ game.addChild(currentBackground);
// Schedule the next background change
LK.setTimeout(changeBackground, 60000); // Change background every 60 seconds
}
// Start the background change cycle
Red pot fish. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
spear. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
palyaço balığı. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
japon balığı. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Guppy fish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
undersea olants rocks etc but no fish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.