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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'var randomIndex = Math.floor(Math.random() * backgrounds.length);' Line Number: 371
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'var randomIndex = Math.floor(Math.random() * backgrounds.length);' Line Number: 371
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Arkaplanı random olarak değiştir. Süreye bağlılığı kaldır
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Daha da büyüt
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Balıkların boyutlarını biraz daha büyüt
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biraz daha
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balıkların boyutunu biraz artır
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tüm balıklarıoyuna dahil et
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level süresinin her 10 saniye değişiminde arkaplan da değişsin
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hala yapamadın dediğimi
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background, background2 ve background3 random olarak her 10 saniyede değişsin
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10 saniyede bir backgroun değişsin
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10 saniyede bir arkaplan değişsin
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level süresi ekranda yazsın
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arkaplanlar 1 dakikada bir değişsin
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Üst taraftaki beyaz kısımı kırp
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Ekranı kaplasın
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backgroundlar ekranı kaplasın
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Her 5 dakikada background değişsin. Tüm balık resimlerini kullan
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Please fix the bug: 'timerTxt is not defined' in or related to this line: 'timerTxt.setText('Time: ' + timeRemaining);' Line Number: 233
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Time ekrana yazmasın
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Please fix the bug: 'timerTxt is not defined' in or related to this line: 'timerTxt.setText('Time: ' + timeRemaining);' Line Number: 233
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Please fix the bug: 'levelTime is not defined' in or related to this line: 'timeRemaining = levelTime; // Reset the timer for the new level' Line Number: 230
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Oyundan toplam level süresini kaldır
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Level süresi 5 dakikayı geçince balıkları fish2 ile değiştir
/****
* 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 () {
self.y -= self.speed;
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);
}
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
self.y += Math.sin(self.x / 50) * 0.5; // Further reduce gentle swaying motion to fish
// 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 (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 * 1.5, self.size * 1.5);
// 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
****/
function showRestartButton() {
// Logic to display the restart button
console.log("Restart button displayed");
}
// 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 = 100; // 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) {
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);
}
}
}, 1000);
// Function to start a new level
function startLevel() {
timeRemaining = levelTime; // Reset the timer for the new level
scoreTxt.setText('Score: ' + score);
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, index) {
// Check if 5 minutes have passed
if (timeRemaining <= levelTime - 300) {
// Replace fish with fish2
var fish2 = new Fish();
fish2.attachAsset('fish2', {
anchorX: 0.5,
anchorY: 0.5
});
fish2.x = fish.x;
fish2.y = fish.y;
fish2.setProperties(level);
fishArray[index] = fish2;
game.addChild(fish2);
fish.destroy();
}
// Update the timer every second
if (LK.ticks % 60 === 0) {
timeRemaining--;
timerTxt.setText('Time: ' + timeRemaining);
if (timeRemaining <= 0) {
// Time is up, show Game Over
console.log("Time's up! Total Score: " + score);
LK.showGameOver();
showRestartButton(); // Show the restart button
}
}
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
});
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.