User prompt
balona vurmadan süre sayaçı çalışmasın
User prompt
play butonu büyük yap ekranı kaplasın
User prompt
durdurma butonunun olduğu yere gelmesin balonlar ve play butonu ekle oyun başlamadan önce
User prompt
her balon patladığında 1 balon cıksın rastgele konumlarda mümkünse uzak olan rastgele konumlar öncelikli cıksın
User prompt
balonlar az öncekine geri dönsün
User prompt
balonlar kırmızı olsun
User prompt
balon limiti 5 olsun
User prompt
her balon patladığında süre artmasın butonlarıda silelim 1 dakika limit olsun
User prompt
balon limiti 7 olsun
User prompt
balon limitini 10la sınırla daha fazla balon cıkmasın
User prompt
balon hareket etmesin 1 balon patladığında 2 tane balon daha cıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun süresini 3 dakika yap eğer bir balon 20 cmden az olursa normal boyuta sıfırla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
balonlar her 10 saniyede 10 cm küçülsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
bu butonları üzerine basıldığı zaman yok olsunlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'timeBoostBtn.down = function (x, y, obj) {' Line Number: 105
User prompt
en aşagı 2 buton ekle bunların üstüne bir şey yazma her turda birini kullanalım biri 10 saniye artırma olsun diğeri balon 10 saniyeliğine balon başı 2 kat puan alalım ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
her balona vurduğumuzda süreyi 1 saniye arttır ve balon daha hızlı hareket etsin ve daha hızlı çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
bir assets oluştur o assets mouse imlecinin hareketlerini taklit etsin
User prompt
mouse imlecini iğne resmine dönüştür
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bubble = Container.expand(function () {
var self = Container.call(this);
var bubbleGraphics = self.attachAsset('bubble', {
anchorX: 0.5,
anchorY: 0.5
});
// Add floating animation
self.floatDirection = Math.random() * Math.PI * 2;
self.floatSpeed = 2.0 + Math.random() * 4.0;
self.isDestroyed = false;
self.update = function () {
if (self.isDestroyed) return;
// Bubbles no longer move - they stay in place
};
self.down = function (x, y, obj) {
if (!isGameActive || self.isDestroyed) return;
// Resume timer when bubble is hit
if (timerPaused) {
timerPaused = false;
pausedTime += Date.now() - gameStartTime;
gameStartTime = Date.now();
}
// Mark as destroyed
self.isDestroyed = true;
// Pop this bubble - check for double score
var points = doubleScoreActive ? 20 : 10;
LK.setScore(LK.getScore() + points);
scoreTxt.setText('Score: ' + LK.getScore());
// Play pop sound
LK.getSound('pop').play();
// Time no longer increases when bubbles are popped
// Increase speed multipliers
speedMultiplier += 0.2;
spawnSpeedMultiplier += 0.15;
// Remove this bubble from array
for (var i = 0; i < bubbles.length; i++) {
if (bubbles[i] === self) {
bubbles.splice(i, 1);
break;
}
}
// Destroy this bubble
self.destroy();
// Spawn 1 new bubble at distant random location, but respect the 5 bubble limit
if (bubbles.length < 5) {
spawnBubbleDistant(self.x, self.y);
}
};
return self;
});
var MouseNeedle = Container.expand(function () {
var self = Container.call(this);
var needleGraphics = self.attachAsset('needle', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001122
});
/****
* Game Code
****/
// Set cursor to needle image
game.cursor;
// Create needle that follows mouse
var mouseNeedle = game.addChild(new MouseNeedle());
// Handle mouse movement to make needle follow cursor
game.move = function (x, y, obj) {
mouseNeedle.x = x;
mouseNeedle.y = y;
};
// Add background
var background = game.attachAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
// Game variables
var bubbles = [];
var gameTimer = 60000; // 1 minute in milliseconds
var gameStartTime;
var isGameActive = false; // Game starts inactive
var gameStarted = false; // Track if game has been started
var speedMultiplier = 1.0; // Speed multiplier that increases with each hit
var spawnSpeedMultiplier = 1.0; // Spawn speed multiplier
var doubleScoreActive = false;
var doubleScoreEndTime = 0;
var timeBoostUsed = false;
var doubleScoreUsed = false;
var lastShrinkTime = 0; // Track when bubbles were last shrunk
var bubbleShrinkAmount = 10; // Amount to shrink bubbles by (10cm = ~37.8 pixels at 96 DPI)
var timerPaused = true; // Timer starts paused
var pausedTime = 0; // Track how much time was spent paused
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var timerTxt = new Text2('1:00', {
size: 60,
fill: 0xFFAA00
});
timerTxt.anchor.set(0.5, 0);
timerTxt.y = 80;
LK.gui.top.addChild(timerTxt);
// Play button
var playButton = new Text2('PLAY', {
size: 200,
fill: 0x00FF00
});
playButton.anchor.set(0.5, 0.5);
playButton.x = 1024;
playButton.y = 1366;
game.addChild(playButton);
// Play button click handler
playButton.down = function (x, y, obj) {
if (!gameStarted) {
gameStarted = true;
isGameActive = true;
gameStartTime = Date.now();
playButton.destroy();
// Initialize bubbles - bubbles will spawn when play button is clicked
}
// Game start will be triggered by play button
};
// Powerup buttons removed
// Function to spawn a bubble at random position
function spawnBubble() {
var bubble = new Bubble();
// Avoid top-left 100x100 area where pause button is located
do {
bubble.x = 50 + Math.random() * 1948;
bubble.y = 50 + Math.random() * 2632;
} while (bubble.x < 150 && bubble.y < 150);
// Apply faster spawn animation
bubble.alpha = 0;
bubble.scaleX = 0.3;
bubble.scaleY = 0.3;
tween(bubble, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: Math.max(100, 500 / spawnSpeedMultiplier),
easing: tween.easeOut
});
bubbles.push(bubble);
game.addChild(bubble);
}
// Function to spawn a bubble at distant random location from given position
function spawnBubbleDistant(fromX, fromY) {
var bubble = new Bubble();
var bestX, bestY;
var maxDistance = 0;
// Try multiple random positions and pick the one farthest away
for (var attempt = 0; attempt < 10; attempt++) {
var testX, testY;
// Avoid top-left 100x100 area where pause button is located
do {
testX = 50 + Math.random() * 1948;
testY = 50 + Math.random() * 2632;
} while (testX < 150 && testY < 150);
var distance = Math.sqrt((testX - fromX) * (testX - fromX) + (testY - fromY) * (testY - fromY));
if (distance > maxDistance) {
maxDistance = distance;
bestX = testX;
bestY = testY;
}
}
bubble.x = bestX;
bubble.y = bestY;
// Apply faster spawn animation
bubble.alpha = 0;
bubble.scaleX = 0.3;
bubble.scaleY = 0.3;
tween(bubble, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: Math.max(100, 500 / spawnSpeedMultiplier),
easing: tween.easeOut
});
bubbles.push(bubble);
game.addChild(bubble);
}
// Initialize bubbles - start with just 1 bubble
spawnBubble();
// Game start
// Main game update loop
game.update = function () {
if (!isGameActive) return;
// Update timer - only count down when not paused
var elapsed;
if (timerPaused) {
elapsed = pausedTime;
} else {
elapsed = pausedTime + (Date.now() - gameStartTime);
}
var remaining = Math.max(0, gameTimer - elapsed);
if (remaining <= 0) {
isGameActive = false;
LK.showGameOver();
return;
}
var minutes = Math.floor(remaining / 60000);
var seconds = Math.floor(remaining % 60000 / 1000);
timerTxt.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds);
// Check if double score effect should end
if (doubleScoreActive && Date.now() > doubleScoreEndTime) {
doubleScoreActive = false;
}
// Shrink bubbles every 10 seconds - only when timer is running
if (!timerPaused && elapsed - lastShrinkTime >= 10000) {
lastShrinkTime = elapsed;
for (var i = 0; i < bubbles.length; i++) {
var bubble = bubbles[i];
if (!bubble.isDestroyed) {
var newScale = bubble.scaleX - 0.1;
// If bubble becomes smaller than 20cm (scale < 0.2), reset to normal size
if (newScale < 0.2) {
newScale = 1.0;
}
tween(bubble, {
scaleX: newScale,
scaleY: newScale
}, {
duration: 500,
easing: tween.easeOut
});
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -21,8 +21,14 @@
// Bubbles no longer move - they stay in place
};
self.down = function (x, y, obj) {
if (!isGameActive || self.isDestroyed) return;
+ // Resume timer when bubble is hit
+ if (timerPaused) {
+ timerPaused = false;
+ pausedTime += Date.now() - gameStartTime;
+ gameStartTime = Date.now();
+ }
// Mark as destroyed
self.isDestroyed = true;
// Pop this bubble - check for double score
var points = doubleScoreActive ? 20 : 10;
@@ -98,8 +104,10 @@
var timeBoostUsed = false;
var doubleScoreUsed = false;
var lastShrinkTime = 0; // Track when bubbles were last shrunk
var bubbleShrinkAmount = 10; // Amount to shrink bubbles by (10cm = ~37.8 pixels at 96 DPI)
+var timerPaused = true; // Timer starts paused
+var pausedTime = 0; // Track how much time was spent paused
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
@@ -199,10 +207,15 @@
// Game start
// Main game update loop
game.update = function () {
if (!isGameActive) return;
- // Update timer
- var elapsed = Date.now() - gameStartTime;
+ // Update timer - only count down when not paused
+ var elapsed;
+ if (timerPaused) {
+ elapsed = pausedTime;
+ } else {
+ elapsed = pausedTime + (Date.now() - gameStartTime);
+ }
var remaining = Math.max(0, gameTimer - elapsed);
if (remaining <= 0) {
isGameActive = false;
LK.showGameOver();
@@ -214,10 +227,10 @@
// Check if double score effect should end
if (doubleScoreActive && Date.now() > doubleScoreEndTime) {
doubleScoreActive = false;
}
- // Shrink bubbles every 10 seconds
- if (elapsed - lastShrinkTime >= 10000) {
+ // Shrink bubbles every 10 seconds - only when timer is running
+ if (!timerPaused && elapsed - lastShrinkTime >= 10000) {
lastShrinkTime = elapsed;
for (var i = 0; i < bubbles.length; i++) {
var bubble = bubbles[i];
if (!bubble.isDestroyed) {