User prompt
karakter gözükmüyor lütfen düzeltebilirmisin
User prompt
dinlenme alanı olsun engel gibi ama değince canımız gitmesin yani bir platform
User prompt
bazı engeller sabit kalsın dişli olsun o dişliye değince elenelim
User prompt
karakter dönmesin
User prompt
ani çıkışlar olmasın
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'passed')' in or related to this line: 'if (!obstacle.passed && obstacle.x + 100 < bird.x) {' Line Number: 401
User prompt
topun boyutu 2 kat büyüsün ona görede engellerin aralığı ayarlansın
User prompt
her seferinde 1 levelde farklı engeller çıksın ayrıca elendiğimizde levelin başına dönelim ve puanlar her elendiğimizde o levele göre sıfırlansın
User prompt
3 can olsun her engele değdiğimizde can azalsın canımız bitince oyun itsin ve her can eksildiğinde ekran hafif kırmızı olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
top sadece uçmasının başla levellerde engellerden zıplasında
User prompt
top engellere değmeden oyun bitmesin tam değin top engellere
User prompt
her levelin haritası aynı olsun
User prompt
level sistemi olsun ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
engeller arasınkadi boşluk ilerledikçe azalsın
User prompt
engeller arasındaki boşluk biraz azalsın
User prompt
başlangıç dada engel olsun
User prompt
engellerin boyutu 2 kat büyüsün bide engeller sık gelsin
User prompt
engeller topun geçeceği şekilde heryeri kaplasın
User prompt
engeller daha büyük olsun
User prompt
oyundaki engeller geometry dash a benzesin
Code edit (1 edits merged)
Please save this source code
User prompt
Flappy Bird Bottle Flip
Initial prompt
oyun space tuşu ile oynansın bottle flip olsun ama şişe yerine flappy bird karakteri olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentLevel: 1, unlockedLevels: 1, totalScore: 0 }); /**** * Classes ****/ var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); self.velocityY = 0; self.gravity = 0.8; self.flapPower = -12; self.rotation = 0; self.rotationVelocity = 0; self.isFlipping = false; self.completedFlips = 0; self.lastUpright = true; self.flap = function () { self.velocityY = self.flapPower; self.rotationVelocity = 0.3; self.isFlipping = true; LK.getSound('flap').play(); }; self.update = function () { // Apply gravity self.velocityY += self.gravity; self.y += self.velocityY; // Apply rotation if (self.isFlipping) { self.rotation += self.rotationVelocity; self.rotationVelocity *= 0.98; // Slow down rotation // Check if completed a full rotation if (self.rotation >= Math.PI * 2) { self.completedFlips++; self.rotation = 0; self.isFlipping = false; } } birdGraphics.rotation = self.rotation; // Keep bird in bounds horizontally if (self.x < 40) self.x = 40; if (self.x > 2008) self.x = 2008; }; self.isUpright = function () { var normalizedRotation = self.rotation % (Math.PI * 2); return normalizedRotation < 0.3 || normalizedRotation > Math.PI * 2 - 0.3; }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); // Choose obstacle type using seeded random for consistent maps var obstacleTypes = ['spike', 'block', 'tallBlock', 'platform']; var seed = (currentLevel * 1000 + obstacleCounter) % 9973; // Same seed system as gap position var seededRandom = (seed * 9301 + 49297) % 233280 / 233280; var randomType = obstacleTypes[Math.floor(seededRandom * obstacleTypes.length)]; var obstacleGraphics = self.attachAsset(randomType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = -3; self.passed = false; self.obstacleType = randomType; // Add visual effects for Geometry Dash style self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0; // Set rotation speed for certain types if (randomType === 'spike' || randomType === 'block') { self.rotationSpeed = 0.05; } self.update = function () { self.x += self.speed; // Add pulsing effect self.pulseScale += 0.02 * self.pulseDirection; if (self.pulseScale > 1.2) self.pulseDirection = -1; if (self.pulseScale < 0.9) self.pulseDirection = 1; obstacleGraphics.scaleX = self.pulseScale; obstacleGraphics.scaleY = self.pulseScale; // Add rotation for certain obstacles if (self.rotationSpeed > 0) { obstacleGraphics.rotation += self.rotationSpeed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var bird; var obstacles = []; var ground; var gameStarted = false; var lastObstacle = 0; var obstacleSpacing = 200; var currentLevel = storage.currentLevel || 1; var unlockedLevels = storage.unlockedLevels || 1; var totalScore = storage.totalScore || 0; var levelScoreThreshold = 10; // Score needed to unlock next level var obstacleCounter = 0; // Counter for obstacle generation // Create score display var scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 100; // Create level display var levelTxt = new Text2('Level ' + currentLevel, { size: 60, fill: 0xFFD700 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 200; // Create level progress display var progressTxt = new Text2('Progress: 0/' + levelScoreThreshold, { size: 40, fill: 0xFFFFFF }); progressTxt.anchor.set(0.5, 0); LK.gui.top.addChild(progressTxt); progressTxt.y = 280; // Create instructions var instructionTxt = new Text2('TAP TO FLIP AND FLY\nLAND UPRIGHT TO SCORE!', { size: 60, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 0.5); game.addChild(instructionTxt); instructionTxt.x = 1024; instructionTxt.y = 1000; // Create ground ground = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 0 })); ground.x = 0; ground.y = 2632; // Create bird bird = game.addChild(new Bird()); bird.x = 300; bird.y = 1366; // Create initial obstacles at game start createObstacle(); function updateLevelProgress() { var levelProgress = LK.getScore(); var progressNeeded = levelScoreThreshold * currentLevel; // Update progress display progressTxt.setText('Progress: ' + levelProgress + '/' + progressNeeded); // Check if level is completed if (levelProgress >= progressNeeded) { // Level completed totalScore += levelProgress; storage.totalScore = totalScore; // Unlock next level if not already unlocked if (currentLevel >= unlockedLevels) { unlockedLevels = currentLevel + 1; storage.unlockedLevels = unlockedLevels; LK.effects.flashScreen(0x00ff00, 1000); // Green flash for level completion } // Advance to next level currentLevel++; storage.currentLevel = currentLevel; levelTxt.setText('Level ' + currentLevel); // Reset score for new level LK.setScore(0); scoreTxt.setText(0); // Reset obstacle counter for consistent level maps obstacleCounter = 0; updateLevelProgress(); // Increase difficulty for new level updateDifficultyForLevel(); } } function updateDifficultyForLevel() { // Each level increases difficulty var difficultyMultiplier = 1 + (currentLevel - 1) * 0.3; // Adjust obstacle spacing based on level obstacleSpacing = Math.max(80, 200 - (currentLevel - 1) * 15); // Adjust bird physics slightly for higher levels if (currentLevel > 3) { bird.gravity = 0.8 + (currentLevel - 3) * 0.1; } } function startGame() { if (!gameStarted) { gameStarted = true; game.removeChild(instructionTxt); // Reset obstacle counter for consistent level maps obstacleCounter = 0; updateDifficultyForLevel(); updateLevelProgress(); } } function createObstacle() { // Create walls that cover full screen with a gap for the bird var baseX = 2148; var gapSize = 250; // Size of the gap for bird to pass through // Use seeded random based on current level and obstacle counter for consistent maps var seed = (currentLevel * 1000 + obstacleCounter) % 9973; // Use prime number for better distribution var seededRandom = (seed * 9301 + 49297) % 233280 / 233280; // Linear congruential generator var gapPosition = seededRandom * (2200 - gapSize) + 300; // Seeded gap position between 300-2200 var obstacleHeight = 400; // Height of each obstacle segment var numSegments = Math.ceil(2732 / obstacleHeight); // Number of segments to cover full height for (var i = 0; i < numSegments; i++) { var segmentY = i * obstacleHeight + obstacleHeight / 2; // Skip creating obstacles in the gap area if (segmentY + obstacleHeight / 2 > gapPosition && segmentY - obstacleHeight / 2 < gapPosition + gapSize) { continue; } var obstacle = new Obstacle(); obstacle.x = baseX; obstacle.y = segmentY; obstacles.push(obstacle); game.addChild(obstacle); } obstacleCounter++; lastObstacle = LK.ticks; } function checkCollisions() { // Check ground collision if (bird.y + 30 >= ground.y) { if (!bird.isUpright()) { LK.showGameOver(); return; } else { // Successful landing - award points if (bird.completedFlips > 0) { LK.setScore(LK.getScore() + bird.completedFlips); scoreTxt.setText(LK.getScore()); LK.getSound('score').play(); updateLevelProgress(); bird.completedFlips = 0; // Bounce back up bird.velocityY = -8; bird.y = ground.y - 30; } } } // Check obstacle collisions for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; if (bird.intersects(obstacle)) { LK.showGameOver(); return; } // Check if bird passed obstacle if (!obstacle.passed && obstacle.x + 75 < bird.x) { obstacle.passed = true; if (bird.isUpright() && bird.completedFlips > 0) { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); LK.getSound('score').play(); updateLevelProgress(); } } // Remove off-screen obstacles if (obstacle.x < -100) { // Add flash effect when obstacle disappears LK.effects.flashObject(obstacle, 0xffffff, 200); obstacle.destroy(); obstacles.splice(i, 1); } } // Check ceiling collision if (bird.y < 50) { bird.y = 50; bird.velocityY = 0; } } game.down = function (x, y, obj) { if (!gameStarted) { startGame(); } bird.flap(); }; game.update = function () { if (!gameStarted) return; // Create obstacles if (LK.ticks - lastObstacle > obstacleSpacing) { createObstacle(); } // Update bird physics bird.update(); // Update obstacles for (var i = 0; i < obstacles.length; i++) { obstacles[i].update(); } // Check collisions checkCollisions(); // Level-based difficulty progression var baseSpacing = 200 - (currentLevel - 1) * 15; var minSpacing = Math.max(80, 120 - (currentLevel - 1) * 5); var reductionRate = 2 + currentLevel; // Increase reduction rate with level var currentSpacing = baseSpacing - LK.getScore() * reductionRate; obstacleSpacing = Math.max(minSpacing, currentSpacing); };
===================================================================
--- original.js
+++ change.js
@@ -58,11 +58,13 @@
return self;
});
var Obstacle = Container.expand(function () {
var self = Container.call(this);
- // Choose random obstacle type
+ // Choose obstacle type using seeded random for consistent maps
var obstacleTypes = ['spike', 'block', 'tallBlock', 'platform'];
- var randomType = obstacleTypes[Math.floor(Math.random() * obstacleTypes.length)];
+ var seed = (currentLevel * 1000 + obstacleCounter) % 9973; // Same seed system as gap position
+ var seededRandom = (seed * 9301 + 49297) % 233280 / 233280;
+ var randomType = obstacleTypes[Math.floor(seededRandom * obstacleTypes.length)];
var obstacleGraphics = self.attachAsset(randomType, {
anchorX: 0.5,
anchorY: 0.5
});
@@ -112,8 +114,9 @@
var currentLevel = storage.currentLevel || 1;
var unlockedLevels = storage.unlockedLevels || 1;
var totalScore = storage.totalScore || 0;
var levelScoreThreshold = 10; // Score needed to unlock next level
+var obstacleCounter = 0; // Counter for obstacle generation
// Create score display
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
@@ -181,8 +184,10 @@
levelTxt.setText('Level ' + currentLevel);
// Reset score for new level
LK.setScore(0);
scoreTxt.setText(0);
+ // Reset obstacle counter for consistent level maps
+ obstacleCounter = 0;
updateLevelProgress();
// Increase difficulty for new level
updateDifficultyForLevel();
}
@@ -200,17 +205,22 @@
function startGame() {
if (!gameStarted) {
gameStarted = true;
game.removeChild(instructionTxt);
+ // Reset obstacle counter for consistent level maps
+ obstacleCounter = 0;
updateDifficultyForLevel();
updateLevelProgress();
}
}
function createObstacle() {
// Create walls that cover full screen with a gap for the bird
var baseX = 2148;
var gapSize = 250; // Size of the gap for bird to pass through
- var gapPosition = Math.random() * (2200 - gapSize) + 300; // Random gap position between 300-2200
+ // Use seeded random based on current level and obstacle counter for consistent maps
+ var seed = (currentLevel * 1000 + obstacleCounter) % 9973; // Use prime number for better distribution
+ var seededRandom = (seed * 9301 + 49297) % 233280 / 233280; // Linear congruential generator
+ var gapPosition = seededRandom * (2200 - gapSize) + 300; // Seeded gap position between 300-2200
var obstacleHeight = 400; // Height of each obstacle segment
var numSegments = Math.ceil(2732 / obstacleHeight); // Number of segments to cover full height
for (var i = 0; i < numSegments; i++) {
var segmentY = i * obstacleHeight + obstacleHeight / 2;
@@ -223,8 +233,9 @@
obstacle.y = segmentY;
obstacles.push(obstacle);
game.addChild(obstacle);
}
+ obstacleCounter++;
lastObstacle = LK.ticks;
}
function checkCollisions() {
// Check ground collision
kırmızı bir kalp . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
portal. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
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bayrak . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat