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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 // Removed level time tracking and timer text var timerTxt = new Text2('', { 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 backgrounds = ['background', 'background2', 'background3', 'fish', 'fish2', 'fish3', 'fish4']; var currentBackgroundIndex = 0; function changeBackground() { currentBackgroundIndex = (currentBackgroundIndex + 1) % backgrounds.length; var newBackground = game.attachAsset(backgrounds[currentBackgroundIndex], { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); newBackground.scale.set(Math.max(2048 / newBackground.width, 2732 / newBackground.height)); game.addChildAt(newBackground, 0); // Add new background at the bottom layer } // Initial background setup changeBackground(); // Set interval to change background every 5 minutes (300000 milliseconds) LK.setInterval(changeBackground, 300000); // Initialize variables var levelTime = 300; // Set default level time to 300 seconds (5 minutes) 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) { // Removed time-based fish replacement logic and timer updates 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 });
===================================================================
--- original.js
+++ change.js
@@ -173,9 +173,9 @@
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
- newBackground.scale.set(2048 / newBackground.width, 2732 / newBackground.height);
+ newBackground.scale.set(Math.max(2048 / newBackground.width, 2732 / newBackground.height));
game.addChildAt(newBackground, 0); // Add new background at the bottom layer
}
// Initial background setup
changeBackground();
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.