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 (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 * 6.0, self.size * 6.0);
// 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);
};
});
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 (level) {
self.size = 1;
self.points = level * 100;
self.speed = 2 + level * 0.5;
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 (level) {
self.size = 1;
self.points = level * 100;
self.speed = 2 + level * 0.5;
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 (level) {
self.size = 1;
self.points = level * 100;
self.speed = 2 + level * 0.5;
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
****/
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 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 = 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);
}
}
}, 1000);
// Function to start a new level
function startLevel() {
// Randomly select a background from the backgrounds array
var randomBackground = backgrounds[Math.floor(Math.random() * backgrounds.length)];
LK.setTimeout(function () {
// Logic to change background after a longer duration
var newBackground = LK.getAsset(randomBackground, {
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(newBackground);
}, 600000); // Change background every 10 minutes
var newBackground = LK.getAsset(randomBackground, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(newBackground);
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;
var fishType = Math.floor(Math.random() * 4) + 1; // Randomly select a fish type
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(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);
// Display points earned at the fish's position
var pointsTxt = new Text2('+' + fish.points, {
size: 50,
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) {
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) {
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.