User prompt
Lütfen hatayı düzeltin: 'Script hatası.' bu satırda veya bu satırla ilgili: 'currentBoard.push(scoreEntry);' Satır Numarası: 1021 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'currentBoard.push(scoreEntry);' Line Number: 1021 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Oyunda skormuzu görek ve Sv mizide görək ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ve öldüyümuzuzde ana menüye gedey
User prompt
Ve biz bu engelre deydiyimzde ölek
User prompt
Şimdi bu maniyelere deydiyimzde öley ve bu maiyeler hızlı gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ya ben sıkıldım diyorum ki bizim önüme maniyelr cıksın ve bizi zorlasın para kasabada ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyundakı o sarı altın şeyelr geliyor a onları kayb et onalrın yerine bizi zorluyan şeyler cıksın özumuze ve ölek ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Abi bir oyun skoru yap ve bir svy yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuna kapak fotoğrafı köy
User prompt
Şimdi oyuna ana menü ekleyin içi dolu olsun yap kafana göre bir şeyelr ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Şimdide oyuna altın gelsin altında da basdımızda oyun hızılansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yok bu bolanalr gelsin hemde altın para gelsin cobo 259 olun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyun biraz sıkıcı be ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Buna böyle bir şey yap bu oyuna bir en iyi skor köy ve hızlansın Bide biraz maraxlı şeyler ele lutven ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Bubble Pop Frenzy
Initial prompt
Selam bana bir Oyun yap kafana göre ama eyeleneceli bir şey olsun vakit geçirecek bir şey
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Bubble = Container.expand(function (isGolden) { var self = Container.call(this); self.isGolden = isGolden || false; self.speed = Math.random() * 2 + 1; // Random speed between 1-3 self.points = self.isGolden ? 50 : 10; var bubbleGraphics = self.attachAsset(self.isGolden ? 'goldenBubble' : 'bubble', { anchorX: 0.5, anchorY: 0.5 }); // Golden bubbles get special pulsing effect if (self.isGolden) { tween(bubbleGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(bubbleGraphics, { scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { // Loop the pulsing effect if (self.parent) { // Only continue if bubble still exists tween(bubbleGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 800, easing: tween.easeInOut }); } } }); } }); } // Add slight floating animation var floatOffset = Math.random() * Math.PI * 2; self.update = function () { self.y -= self.speed; // Add slight horizontal wobble self.x += Math.sin(LK.ticks * 0.05 + floatOffset) * 0.5; // Add rainbow color cycling to regular bubbles if (!self.isGolden) { var colorPhase = (LK.ticks * 0.02 + floatOffset) % (Math.PI * 2); var red = Math.floor(Math.sin(colorPhase) * 127 + 128); var green = Math.floor(Math.sin(colorPhase + 2.094) * 127 + 128); var blue = Math.floor(Math.sin(colorPhase + 4.188) * 127 + 128); var rainbowColor = red << 16 | green << 8 | blue; bubbleGraphics.tint = rainbowColor; } }; self.down = function (x, y, obj) { self.pop(); }; self.pop = function () { // Combo system comboCount++; comboTimer = 180; // 3 seconds to maintain combo var comboMultiplier = Math.min(Math.floor(comboCount / 5) + 1, 5); var finalPoints = self.points * comboMultiplier; // Add points to score LK.setScore(LK.getScore() + finalPoints); // Create floating score indicator var scoreIndicator = new Text2('+' + finalPoints, { size: 50 + comboMultiplier * 10, fill: self.isGolden ? 0xFFD700 : 0x00FF88 }); scoreIndicator.anchor.set(0.5, 0.5); scoreIndicator.x = self.x; scoreIndicator.y = self.y; game.addChild(scoreIndicator); // Animate the floating score tween(scoreIndicator, { y: self.y - 100, alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1200, easing: tween.easeOut, onFinish: function onFinish() { scoreIndicator.destroy(); } }); // Show combo text for exciting combos if (comboCount >= 5 && comboCount % 5 === 0) { comboTxt.setText('COMBO x' + comboMultiplier + '!'); comboTxt.alpha = 1; comboTxt.scaleX = 1.5; comboTxt.scaleY = 1.5; tween(comboTxt, { alpha: 0, scaleX: 1, scaleY: 1 }, { duration: 1500 }); // Screen shake for big combos screenShakeIntensity = Math.min(comboMultiplier * 2, 10); // Add screen zoom effect for mega combos if (comboCount >= 10) { tween(game, { scaleX: 1.05, scaleY: 1.05 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(game, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); } }); } } // Play pop sound if (self.isGolden) { LK.getSound('goldenPop').play(); // Golden bubble creates screen flash LK.effects.flashScreen(0xFFD700, 300); } else { LK.getSound('pop').play(); } // Create particle burst effect for (var p = 0; p < 6; p++) { var particle = LK.getAsset('bubble', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, x: self.x, y: self.y }); particle.tint = self.isGolden ? 0xFFD700 : bubbleGraphics.tint; game.addChild(particle); var angle = p / 6 * Math.PI * 2; var distance = 80 + Math.random() * 40; var targetX = self.x + Math.cos(angle) * distance; var targetY = self.y + Math.sin(angle) * distance; tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0, scaleY: 0, rotation: Math.random() * Math.PI * 2 }, { duration: 400 + Math.random() * 200, easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } // Enhanced pop animation with random rotation var randomRotation = (Math.random() - 0.5) * Math.PI; tween(self, { scaleX: 2, scaleY: 2, alpha: 0, rotation: randomRotation }, { duration: 250, easing: tween.bounceOut, onFinish: function onFinish() { self.destroy(); } }); // Remove from bubbles array for (var i = bubbles.length - 1; i >= 0; i--) { if (bubbles[i] === self) { bubbles.splice(i, 1); break; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var bubbles = []; var bubblesEscaped = 0; var maxEscapedBubbles = 10; var spawnTimer = 0; var spawnInterval = 80; // Start spawning faster (80 ticks = ~1.3 seconds) var difficultyTimer = 0; var comboCount = 0; var comboTimer = 0; var screenShakeIntensity = 0; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var escapedTxt = new Text2('Escaped: 0/10', { size: 50, fill: 0xFFFFFF }); escapedTxt.anchor.set(1, 0); escapedTxt.x = -20; escapedTxt.y = 80; LK.gui.topRight.addChild(escapedTxt); var highScoreTxt = new Text2('Best: ' + storage.highScore, { size: 45, fill: 0xFFD700 }); highScoreTxt.anchor.set(0, 0); highScoreTxt.x = 20; highScoreTxt.y = 80; LK.gui.topLeft.addChild(highScoreTxt); var comboTxt = new Text2('', { size: 70, fill: 0xFF6B35 }); comboTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(comboTxt); function spawnBubble() { var isGolden = Math.random() < 0.1; // 10% chance for golden bubble var bubble = new Bubble(isGolden); // Random spawn position across screen width bubble.x = Math.random() * (2048 - 200) + 100; bubble.y = 2732 + 60; // Start just below screen bubbles.push(bubble); game.addChild(bubble); } function updateDifficulty() { difficultyTimer++; // Increase difficulty every 7 seconds (420 ticks) - faster progression if (difficultyTimer % 420 === 0) { // Decrease spawn interval (spawn faster) spawnInterval = Math.max(25, spawnInterval - 8); // Increase bubble speed more dramatically for (var i = 0; i < bubbles.length; i++) { bubbles[i].speed += 0.4; } } // Every 30 seconds, spawn a burst of golden bubbles for excitement if (difficultyTimer % 1800 === 0) { for (var j = 0; j < 3; j++) { LK.setTimeout(function () { var goldenBubble = new Bubble(true); goldenBubble.x = Math.random() * (2048 - 200) + 100; goldenBubble.y = 2732 + 60; goldenBubble.speed *= 0.7; // Slower so players can catch them bubbles.push(goldenBubble); game.addChild(goldenBubble); }, j * 300); } } } game.update = function () { updateDifficulty(); // Combo timer countdown if (comboTimer > 0) { comboTimer--; if (comboTimer === 0) { comboCount = 0; // Reset combo when timer expires } } // Screen shake effect if (screenShakeIntensity > 0) { game.x = (Math.random() - 0.5) * screenShakeIntensity; game.y = (Math.random() - 0.5) * screenShakeIntensity; screenShakeIntensity *= 0.9; // Gradually reduce shake if (screenShakeIntensity < 0.1) { screenShakeIntensity = 0; game.x = 0; game.y = 0; } } // Spawn bubbles faster spawnTimer++; if (spawnTimer >= spawnInterval) { spawnBubble(); spawnTimer = 0; } // Check for bubbles that escaped for (var i = bubbles.length - 1; i >= 0; i--) { var bubble = bubbles[i]; // Check if bubble escaped (reached top of screen) if (bubble.y < -60) { bubblesEscaped++; bubble.destroy(); bubbles.splice(i, 1); // Reset combo when bubble escapes comboCount = 0; comboTimer = 0; // Update escaped counter escapedTxt.setText('Escaped: ' + bubblesEscaped + '/' + maxEscapedBubbles); // Check game over condition if (bubblesEscaped >= maxEscapedBubbles) { // Update high score before game over var currentScore = LK.getScore(); if (currentScore > storage.highScore) { storage.highScore = currentScore; highScoreTxt.setText('Best: ' + storage.highScore); } LK.showGameOver(); return; } } } // Update score display scoreTxt.setText('Score: ' + LK.getScore()); // Dynamic background color based on score for atmosphere var currentScore = LK.getScore(); var colorPhase = currentScore * 0.01 % (Math.PI * 2); var bgRed = Math.floor(Math.sin(colorPhase) * 40 + 100); var bgGreen = Math.floor(Math.sin(colorPhase + 2.094) * 40 + 150); var bgBlue = Math.floor(Math.sin(colorPhase + 4.188) * 40 + 200); var dynamicBgColor = bgRed << 16 | bgGreen << 8 | bgBlue; game.setBackgroundColor(dynamicBgColor); // Update high score display in real-time if beaten var currentScore = LK.getScore(); if (currentScore > storage.highScore) { storage.highScore = currentScore; highScoreTxt.setText('Best: ' + storage.highScore); highScoreTxt.tint = 0x00FF00; // Green highlight for new record } };
===================================================================
--- original.js
+++ change.js
@@ -17,14 +17,55 @@
var bubbleGraphics = self.attachAsset(self.isGolden ? 'goldenBubble' : 'bubble', {
anchorX: 0.5,
anchorY: 0.5
});
+ // Golden bubbles get special pulsing effect
+ if (self.isGolden) {
+ tween(bubbleGraphics, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 800,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(bubbleGraphics, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 800,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ // Loop the pulsing effect
+ if (self.parent) {
+ // Only continue if bubble still exists
+ tween(bubbleGraphics, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 800,
+ easing: tween.easeInOut
+ });
+ }
+ }
+ });
+ }
+ });
+ }
// Add slight floating animation
var floatOffset = Math.random() * Math.PI * 2;
self.update = function () {
self.y -= self.speed;
// Add slight horizontal wobble
self.x += Math.sin(LK.ticks * 0.05 + floatOffset) * 0.5;
+ // Add rainbow color cycling to regular bubbles
+ if (!self.isGolden) {
+ var colorPhase = (LK.ticks * 0.02 + floatOffset) % (Math.PI * 2);
+ var red = Math.floor(Math.sin(colorPhase) * 127 + 128);
+ var green = Math.floor(Math.sin(colorPhase + 2.094) * 127 + 128);
+ var blue = Math.floor(Math.sin(colorPhase + 4.188) * 127 + 128);
+ var rainbowColor = red << 16 | green << 8 | blue;
+ bubbleGraphics.tint = rainbowColor;
+ }
};
self.down = function (x, y, obj) {
self.pop();
};
@@ -35,8 +76,30 @@
var comboMultiplier = Math.min(Math.floor(comboCount / 5) + 1, 5);
var finalPoints = self.points * comboMultiplier;
// Add points to score
LK.setScore(LK.getScore() + finalPoints);
+ // Create floating score indicator
+ var scoreIndicator = new Text2('+' + finalPoints, {
+ size: 50 + comboMultiplier * 10,
+ fill: self.isGolden ? 0xFFD700 : 0x00FF88
+ });
+ scoreIndicator.anchor.set(0.5, 0.5);
+ scoreIndicator.x = self.x;
+ scoreIndicator.y = self.y;
+ game.addChild(scoreIndicator);
+ // Animate the floating score
+ tween(scoreIndicator, {
+ y: self.y - 100,
+ alpha: 0,
+ scaleX: 1.5,
+ scaleY: 1.5
+ }, {
+ duration: 1200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ scoreIndicator.destroy();
+ }
+ });
// Show combo text for exciting combos
if (comboCount >= 5 && comboCount % 5 === 0) {
comboTxt.setText('COMBO x' + comboMultiplier + '!');
comboTxt.alpha = 1;
@@ -50,8 +113,27 @@
duration: 1500
});
// Screen shake for big combos
screenShakeIntensity = Math.min(comboMultiplier * 2, 10);
+ // Add screen zoom effect for mega combos
+ if (comboCount >= 10) {
+ tween(game, {
+ scaleX: 1.05,
+ scaleY: 1.05
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(game, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 300,
+ easing: tween.bounceOut
+ });
+ }
+ });
+ }
}
// Play pop sound
if (self.isGolden) {
LK.getSound('goldenPop').play();
@@ -59,8 +141,39 @@
LK.effects.flashScreen(0xFFD700, 300);
} else {
LK.getSound('pop').play();
}
+ // Create particle burst effect
+ for (var p = 0; p < 6; p++) {
+ var particle = LK.getAsset('bubble', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.3,
+ scaleY: 0.3,
+ x: self.x,
+ y: self.y
+ });
+ particle.tint = self.isGolden ? 0xFFD700 : bubbleGraphics.tint;
+ game.addChild(particle);
+ var angle = p / 6 * Math.PI * 2;
+ var distance = 80 + Math.random() * 40;
+ var targetX = self.x + Math.cos(angle) * distance;
+ var targetY = self.y + Math.sin(angle) * distance;
+ tween(particle, {
+ x: targetX,
+ y: targetY,
+ alpha: 0,
+ scaleX: 0,
+ scaleY: 0,
+ rotation: Math.random() * Math.PI * 2
+ }, {
+ duration: 400 + Math.random() * 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ particle.destroy();
+ }
+ });
+ }
// Enhanced pop animation with random rotation
var randomRotation = (Math.random() - 0.5) * Math.PI;
tween(self, {
scaleX: 2,
@@ -220,8 +333,16 @@
}
}
// Update score display
scoreTxt.setText('Score: ' + LK.getScore());
+ // Dynamic background color based on score for atmosphere
+ var currentScore = LK.getScore();
+ var colorPhase = currentScore * 0.01 % (Math.PI * 2);
+ var bgRed = Math.floor(Math.sin(colorPhase) * 40 + 100);
+ var bgGreen = Math.floor(Math.sin(colorPhase + 2.094) * 40 + 150);
+ var bgBlue = Math.floor(Math.sin(colorPhase + 4.188) * 40 + 200);
+ var dynamicBgColor = bgRed << 16 | bgGreen << 8 | bgBlue;
+ game.setBackgroundColor(dynamicBgColor);
// Update high score display in real-time if beaten
var currentScore = LK.getScore();
if (currentScore > storage.highScore) {
storage.highScore = currentScore;