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make fire effect 2 sec
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make explosion effect 2 sec and will come game over
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Please fix the bug: 'TypeError: LK.effects.explode is not a function' in or related to this line: 'LK.effects.explode(plane.x, plane.y, {' Line Number: 267
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make explode on collision tower
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The towers got mixed up — fix the ones rotated 180 degrees to be positioned at the top
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Rotate the towers at the top by 180 degrees; leave the ones at the bottom unchanged and make sky again
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undo
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nope towers top of screen rotate 180 bottom towers are pinned
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towers Make the towers rotate based on their position.
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towers must be touch top and bottom of screenb
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towers must be bottom and top on screen
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Make the towers start from the top and bottom of the screen.
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kuleleri ekran üst ve altına sınırla
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background is sky
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undo
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make player a plane
Code edit (1 edits merged)
Please save this source code
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Flappy Plane: Tower Dash
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a game like flappy bird but the player is plane and objects are towers
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Plane class var Plane = Container.expand(function () { var self = Container.call(this); var planeSprite = self.attachAsset('plane', { anchorX: 0.5, anchorY: 0.5 }); // Physics self.vy = 0; // vertical velocity self.gravity = 1.2; // gravity per frame self.flapStrength = -22; // negative for upward // Flap method self.flap = function () { self.vy = self.flapStrength; // Animate a quick upward tilt tween.stop(planeSprite, { rotation: true }); planeSprite.rotation = -0.25; tween(planeSprite, { rotation: 0.15 }, { duration: 350, easing: tween.easeOut }); }; // Update method self.update = function () { self.vy += self.gravity; self.y += self.vy; // Clamp rotation based on vy var targetRot = Math.max(-0.3, Math.min(0.4, self.vy / 40)); planeSprite.rotation += (targetRot - planeSprite.rotation) * 0.2; }; return self; }); // TowerPair class (top and bottom towers with a gap) var TowerPair = Container.expand(function () { var self = Container.call(this); // Constants var towerWidth = 220; var towerHeight = 900; var gapHeight = 520; // Top tower var topTower = self.attachAsset('tower', { anchorX: 0.5, anchorY: 1.0 }); // Bottom tower var bottomTower = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.0 }); // Set positions self.setGapY = function (gapY) { // Clamp gapY so that the gap is always fully on screen, and towers start exactly at the top and bottom var minGapY = gapHeight / 2; var maxGapY = GAME_HEIGHT - GROUND_HEIGHT - gapHeight / 2; if (gapY < minGapY) gapY = minGapY; if (gapY > maxGapY) gapY = maxGapY; // Place top tower so its bottom aligns with the top of the gap, and its top touches the top of the screen topTower.x = 0; topTower.y = gapY - gapHeight / 2; topTower.height = topTower.y; // The anchorY is 1.0, so height stretches from y up to 0 if (topTower.height < 0) topTower.height = 0; // Place bottom tower so its top aligns with the bottom of the gap, and its bottom touches the ground bottomTower.x = 0; bottomTower.y = gapY + gapHeight / 2; bottomTower.height = GAME_HEIGHT - GROUND_HEIGHT - bottomTower.y; if (bottomTower.height < 0) bottomTower.height = 0; }; // For collision detection self.getTopTower = function () { return topTower; }; self.getBottomTower = function () { return bottomTower; }; // For scoring self.passed = false; // Add update method: top tower rotates 180deg, bottom tower is pinned self.update = function () { if (self.lastX === undefined) self.lastX = self.x; // Top tower: rotate 180deg (PI radians) self.getTopTower().rotation = Math.PI; // Bottom tower: no rotation self.getBottomTower().rotation = 0; self.lastX = self.x; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ // No title, no description backgroundColor: 0x000000 }); /**** * Game Code ****/ // Sound: hit // Sound: point // Ground: brown box, 2048x120 // Tower: green box, 220x900 // Plane: yellow box, 120x80 // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var GROUND_HEIGHT = 120; var PLANE_START_X = 600; var PLANE_START_Y = 1100; var TOWER_GAP = 520; var TOWER_WIDTH = 220; var TOWER_HEIGHT = 900; var TOWER_MIN_Y = 600 + TOWER_GAP / 2; var TOWER_MAX_Y = GAME_HEIGHT - GROUND_HEIGHT - 400 - TOWER_GAP / 2; var TOWER_INTERVAL = 700; // horizontal distance between towers var TOWER_SPEED = 14; // px per frame // Game state var plane; var towers = []; var ground; var score = 0; var scoreTxt; var gameStarted = false; var gameOver = false; var lastTowerX = 0; // Add ground ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0, x: 0, y: GAME_HEIGHT - GROUND_HEIGHT }); game.addChild(ground); // Add plane plane = new Plane(); game.addChild(plane); plane.x = PLANE_START_X; plane.y = PLANE_START_Y; // Add score text scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Helper: reset game state function resetGame() { // Remove towers for (var i = 0; i < towers.length; i++) { towers[i].destroy(); } towers = []; // Reset plane plane.x = PLANE_START_X; plane.y = PLANE_START_Y; plane.vy = 0; // Reset score score = 0; scoreTxt.setText(score); // Reset state gameStarted = false; gameOver = false; lastTowerX = GAME_WIDTH + 600; // Add initial towers for (var i = 0; i < 3; i++) { spawnTower(GAME_WIDTH + 600 + i * TOWER_INTERVAL); } } // Helper: spawn a tower pair at x function spawnTower(x) { var gapY = TOWER_MIN_Y + Math.random() * (TOWER_MAX_Y - TOWER_MIN_Y); var towerPair = new TowerPair(); towerPair.x = x; towerPair.setGapY(gapY); game.addChild(towerPair); towers.push(towerPair); } // Start game resetGame(); // Input: tap anywhere to flap game.down = function (x, y, obj) { if (gameOver) return; if (!gameStarted) { gameStarted = true; } plane.flap(); }; // Main update loop game.update = function () { if (gameOver) return; if (gameStarted) { // Move towers for (var i = towers.length - 1; i >= 0; i--) { var t = towers[i]; t.x -= TOWER_SPEED; // Update tower (for rotation) if (typeof t.update === "function") t.update(); // Remove towers off screen if (t.x < -TOWER_WIDTH) { t.destroy(); towers.splice(i, 1); } } // Spawn new towers if (towers.length === 0 || towers[towers.length - 1].x < GAME_WIDTH - TOWER_INTERVAL) { spawnTower(GAME_WIDTH + TOWER_WIDTH); } // Plane physics plane.update(); // Collision: ground if (plane.y + 40 > GAME_HEIGHT - GROUND_HEIGHT) { plane.y = GAME_HEIGHT - GROUND_HEIGHT - 40; endGame(); return; } // Collision: ceiling if (plane.y - 40 < 0) { plane.y = 40; plane.vy = 0; } // Collision: towers for (var i = 0; i < towers.length; i++) { var t = towers[i]; // Only check if in range if (Math.abs(t.x - plane.x) < TOWER_WIDTH) { // Top if (plane.intersects(t.getTopTower()) || plane.intersects(t.getBottomTower())) { endGame(); return; } } // Scoring: passed tower if (!t.passed && t.x + TOWER_WIDTH / 2 < plane.x) { t.passed = true; score += 1; scoreTxt.setText(score); LK.getSound('point').play(); } } } else { // Idle: plane bobs up and down plane.y = PLANE_START_Y + Math.sin(LK.ticks / 30) * 30; plane.vy = 0; } }; // End game function endGame() { if (gameOver) return; gameOver = true; LK.getSound('hit').play(); LK.effects.flashScreen(0xff0000, 600); LK.showGameOver(); } // No drag or move needed for this game
===================================================================
--- original.js
+++ change.js
@@ -102,9 +102,9 @@
* Initialize Game
****/
var game = new LK.Game({
// No title, no description
- backgroundColor: 0x7ecfff // sky blue
+ backgroundColor: 0x000000
});
/****
* Game Code