User prompt
Balıklardan bazıları bulleti eğer bullete yakın iseler farkedebilsinler ve geri dönebilsinler
User prompt
Please fix the bug: 'ReferenceError: showRestartButton is not defined' in or related to this line: 'showRestartButton(); // Show the restart button' Line Number: 269
User prompt
rebuilding yazısı kırmızı renkli yazsın
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'bulletTxt.style.fill = 0xFF0000; // Set text color to red' Line Number: 204
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'bulletTxt.style.fill = 0xFF0000; // Set text color to red' Line Number: 204
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'bulletTxt.style.fill = 0xFF0000; // Set text color to red' Line Number: 203
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Reloading yazısı kırmızı olsun
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Balıkları bir tık büyüt
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Skor arada sıfırlanıyor. Bu bit hata
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Yeniden başlatma tuşunu kaldır
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Yeniden başlatma tuşu görünmüyor?
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Oyunu yeniden başlatma butonu sağ üst tarafta sürekli görünsün
User prompt
Ekrana oyunun yeniden başlatılabilmesi için bir tuş koy
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Oyuna her başlandığında skoru sıfırla. ayrıca istendiğinde oyun yeniden başlatılabilsin
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Bullet sayısını 100 yap. Ayrıca level süresi de 5 dakika olsun
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Level süresini 30 saniye yap
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Level süresi dolduğunda Game Over yazsın ve bir tuşa tıklanınca oyun yeniden başlasın
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Bullet sayısını 30 yap
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kabarcıklarında sallanma hareketşni biraz azalt
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Biraz daha azalt
User prompt
Balıkların bu sallanma hareketlerini biraz azalt
User prompt
Bu etkiyi balık harektlerine de yansıt
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kabrcıklar yukarı doğru hafif su sallanması şeklinde çıksılar
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Please fix the bug: 'ReferenceError: scaleX is not defined' in or related to this line: 'var bubbleGraphics = self.attachAsset('bubble', {' Line Number: 23
User prompt
kabarcıklar elips olmasın hepsi yuvarlak olsun
/**** 
* 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 bubbleGraphics = self.attachAsset('bubble', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: Math.random() * 0.5 + 0.5,
		// 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 () {
		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;
		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() < 0.0005) {
			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
}); /**** 
* 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 bubbleGraphics = self.attachAsset('bubble', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: Math.random() * 0.5 + 0.5,
		// 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 () {
		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;
		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() < 0.0005) {
			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
});
:quality(85)/https://cdn.frvr.ai/6792672d583fa2d9f946fcd8.png%3F3) 
 Red pot fish. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
:quality(85)/https://cdn.frvr.ai/67927429aa76070fd096fc96.png%3F3) 
 spear. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
:quality(85)/https://cdn.frvr.ai/67928b9baa76070fd096ff01.png%3F3) 
 palyaço balığı. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/67928ce1aa76070fd096ff3a.png%3F3) 
 japon balığı. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/67928dd2aa76070fd096ff6f.png%3F3) 
 Guppy fish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/6792983aaa76070fd0970045.png%3F3) 
 undersea olants rocks etc but no fish. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.