User prompt
kabarcıklar farklı büyüklüklerde olsun
User prompt
baloncukları bir tık azalt
User prompt
kabarcıları bir tık artıralım
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Animasyonu kaldır
User prompt
Please fix the bug: 'TypeError: LK.Rectangle is not a constructor' in or related to this line: 'animatedFishGraphics.texture.frame = new LK.Rectangle(self.frame * 100, 0, 100, 100);' Line Number: 36
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'frame')' in or related to this line: 'animatedFishGraphics.texture.frame = new Rectangle(self.frame * 100, 0, 100, 100);' Line Number: 36
User prompt
Please fix the bug: 'TypeError: LK.Rectangle is not a constructor' in or related to this line: 'animatedFishGraphics.texture.frame = new LK.Rectangle(self.frame * 100, 0, 100, 100);' Line Number: 36
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'frame')' in or related to this line: 'animatedFishGraphics.texture.frame = new Rectangle(self.frame * 100, 0, 100, 100);' Line Number: 36
User prompt
Balılların bazılarını animasyonlu yap
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Animasyonu kaldır
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Balıları animasyonlu yap
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Her level için oyun süresi 5 dakika olsun. Bu süre ekranda görülsün. Level süresi dolduğunda toplam skor oluşsun.
User prompt
Bazı balılar sağa doğru bazı balıklar sola doğru gitsin. Ama yönleri hep ileri olmalı
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Balıklar geri gitmemeli
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Bazı balılar sağa doğru bazı balıklar sola doğru gitmeliler
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azı balılar geri geri gidiyorlar. Bu hatalı. Balıklar geri geri gitmemeli
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Reloading süresi 5 saniye olsun
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Bullet sayısı ve reloading yazılarını biraz büyüt
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Reloading süresini de göster
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Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 264
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Please fix the bug: 'setInterval is not a function' in or related to this line: 'setInterval(function () {' Line Number: 179
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Kullanılabilir bullet sayısı 20 olsun. Her 20 sayıya ulaşıldığında yeniden 10 saniye bullet doldurma süresi beklensin. Bullet sayısını ve bulet doldurma sayısını yazdır
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Yönünü terse çevir demek istemiştim
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Bulleti tam tersine çevir
User prompt
Bullet yukarı baksın
/**** * Classes ****/ // AnimatedFish class to represent animated fish in the game var AnimatedFish = Container.expand(function () { var self = Container.call(this); self.size = 1; // Default size multiplier self.points = 1; // Default points self.speed = 2; // Default speed self.frame = 0; // Current animation frame self.frameCount = 4; // Total number of frames in the animation // Attach animated fish asset var animatedFishGraphics = self.attachAsset('animated_fish', { anchorX: 0.5, anchorY: 0.5 }); // Update function to move and animate fish self.update = function () { self.x += self.speed; // Move fish based on speed direction // Animate fish by cycling through frames self.frame = (self.frame + 1) % self.frameCount; animatedFishGraphics.texture.frame = new LK.Rectangle(self.frame * 100, 0, 100, 100); // Ensure fish face the correct direction based on speed animatedFishGraphics.scale.x = self.speed > 0 ? 1 : -1; animatedFishGraphics.scale.y = 1; // Ensure fish are always facing forward // Reset position if fish goes off screen if (self.speed > 0 && self.x > 2048) { self.x = -animatedFishGraphics.width; } else if (self.speed < 0 && self.x < -animatedFishGraphics.width) { self.x = 2048; } }; // Method to set fish properties based on level self.setProperties = function (level) { self.size = 1; // Set size to a constant value self.points = level * 100; // Increase points with level self.speed = 2 + level * 0.5; // Increase speed with level animatedFishGraphics.scale.set(self.size, self.size); // Randomly assign some fish to move to the left if (Math.random() > 0.5) { self.speed = -self.speed; } }; }); // 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 bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); bubbleGraphics.alpha = 0.5; // Update function to move bubble self.update = function () { self.y -= self.speed; 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); } self.x += self.speed * Math.cos(self.rotation); self.y += self.speed * Math.sin(self.rotation); 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 () { self.y -= self.speed; 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 () { self.x += self.speed; // Move fish based on speed direction // 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 // 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 (level) { self.size = 1; // Set size to a constant value self.points = level * 100; // Increase points with level self.speed = 2 + level * 0.5; // Increase speed with level fishGraphics.scale.set(self.size, self.size); // Randomly assign some fish to move to the left 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); }; }); // 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 ****/ // Initialize variables var levelTime = 300; // 5 minutes in seconds var timeRemaining = levelTime; var timerTxt = new Text2('Time: ' + timeRemaining, { 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 background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); background.scale.set(1, 1); // Scale the image to cover the entire screen // Initialize variables var level = 1; var score = 0; var fishArray = []; var bulletCount = 20; // Maximum number of bullets available var reloadTime = 5000; // 5 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) { bulletTxt.setText('Bullets: ' + bulletCount + ' (Reloading in ' + reloadCountdown + 's)'); reloadCountdown--; if (reloadCountdown < 0) { reloadCountdown = reloadTime / 1000; // Reset countdown } } else { bulletTxt.setText('Bullets: ' + bulletCount); } }, 1000); // Function to start a new level function startLevel() { timeRemaining = levelTime; // Reset the timer for the new level timerTxt.setText('Time: ' + timeRemaining); // Create new fish for the level fishArray.forEach(function (fish) { return fish.destroy(); }); fishArray = []; // Create new fish for the level for (var i = 0; i < level + 2; i++) { var fish; if (Math.random() > 0.5) { fish = new AnimatedFish(); } else { fish = new Fish(); } fish.setProperties(level); fish.x = Math.random() * 2048; fish.y = Math.random() * 1000 + 500; // Position fish in the middle of the screen fishArray.push(fish); game.addChild(fish); } } // Function to handle fish click function handleFishClick(fish) { score += fish.points; scoreTxt.setText('Score: ' + score); fish.destroy(); fishArray.splice(fishArray.indexOf(fish), 1); // Check if all fish are caught if (fishArray.length === 0) { level++; startLevel(); } } // Add event listeners for fish fishArray.forEach(function (fish) { fish.down = function (x, y, obj) { handleFishClick(fish); fish.shoot(); }; }); // Game update function game.update = function () { fishArray.forEach(function (fish) { // Update the timer every second if (LK.ticks % 60 === 0) { timeRemaining--; timerTxt.setText('Time: ' + timeRemaining); if (timeRemaining <= 0) { // Time is up, calculate total score and reset level console.log("Time's up! Total Score: " + score); LK.showGameOver(); } } return fish.update(); }); 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() < 0.0001) { var bubble = new Bubble(); bubble.x = Math.random() * 2048; bubble.y = 2732; // Start from the bottom of the screen game.addChild(bubble); } }); }; // Start the first level startLevel(); // Initialize the fake var fake = new Fake(); fake.x = 2048 / 2; fake.y = 2732 / 2; game.addChild(fake); // 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
@@ -18,9 +18,9 @@
self.update = function () {
self.x += self.speed; // Move fish based on speed direction
// Animate fish by cycling through frames
self.frame = (self.frame + 1) % self.frameCount;
- animatedFishGraphics.texture.frame = new Rectangle(self.frame * 100, 0, 100, 100);
+ animatedFishGraphics.texture.frame = new LK.Rectangle(self.frame * 100, 0, 100, 100);
// Ensure fish face the correct direction based on speed
animatedFishGraphics.scale.x = self.speed > 0 ? 1 : -1;
animatedFishGraphics.scale.y = 1; // Ensure fish are always facing forward
// Reset position if fish goes off screen
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.