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son değişikliği iptal et
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arka planı minecraft görseli yaparmısın
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checkpointblou1 kendi etrafında dönmesin
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checkpoint açma kapama tuşunu siyah yap ve biraz büyüt
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devam et tuşunu kaldır
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bomba oluşma sıklığını arttır
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checkpoint kapalıyken checkpoint sayacını gizle ve checkpointblou1 i gizle
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checkpoint aldıktan sonra ölürsek devam et butonu göster
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checkpointi açıp kapatma tuşu koy
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kuş checkpointblou1 e değerse ve sonrasında ölürse checkpointblou1 in olduğu yerden başlasın
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her level için ayrı tohum kullan ama oyun yeniden başladığında tohum aynı kalsın
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oyun baştan başladığında seedi değiştirme
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yukarı checkpoint sayacı ekleyelim
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blokun adını "checkpoint bloğu1 olarak değiştir
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blok kalplrden 100 piksel ilerde olsun
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blok 0 can arttırsın
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kalplerle aynı mantıkta çalışan bir blok ekle
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checkpoint sistemini kaldır
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oyuncu checkpoint alırsa puanı sıfırlanmasın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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eğer oyuncu checkpoint alırsa oyun en sonki checkpointi aldığı yerden başlasın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
checkpointe kuş değerse yeni oyunu checkpointin olduğu yerden başlasın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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checkpoint simgesi oluştur
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game over ekranına tekrar oyna düğmesinin yanına eğer checkpoint açıksa "Kaldığın Yerden Başla" diye nir düğme koy ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
game over ekranına eğer çhekpoint açıksa "Kaldığın Yerden Başla" diye bir buton koy ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
chekpoint her engelden sonra kalplerin yakınında dursun ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentLevel: 1, unlockedLevels: 1, totalScore: 0, levelScore: 0 }); /**** * Classes ****/ var BackgroundShape = Container.expand(function () { var self = Container.call(this); var shapeTypes = ['bgCircle', 'bgSquare', 'bgTriangle', 'bgPentagon', 'bgHexagon', 'bgHeptagon', 'bgOctagon']; var randomType = shapeTypes[Math.floor(Math.random() * shapeTypes.length)]; var shapeGraphics = self.attachAsset(randomType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = -1 - Math.random() * 2; // Random speed between -1 and -3 self.rotationSpeed = (Math.random() - 0.5) * 0.02; // Random rotation self.pulseScale = 1; self.pulseDirection = 1; self.alpha = 0.3 + Math.random() * 0.4; // Random transparency between 0.3-0.7 shapeGraphics.alpha = self.alpha; self.update = function () { self.x += self.speed; // Add rotation shapeGraphics.rotation += self.rotationSpeed; // Add subtle pulsing self.pulseScale += 0.003 * self.pulseDirection; if (self.pulseScale > 1.1) self.pulseDirection = -1; if (self.pulseScale < 0.9) self.pulseDirection = 1; shapeGraphics.scaleX = self.pulseScale; shapeGraphics.scaleY = self.pulseScale; }; return self; }); var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); // Ensure bird is visible birdGraphics.alpha = 1.0; birdGraphics.visible = true; 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; LK.getSound('flap').play(); // No score bonus for flapping - score only from obstacles }; self.update = function () { // Apply gravity self.velocityY += self.gravity; self.y += self.velocityY; // 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 Block = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('collectibleBlock', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.speed = -3; self.collected = false; self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0.02; // Add pulsing and rotation animation self.update = function () { self.x += self.speed; // Pulsing effect self.pulseScale += 0.008 * self.pulseDirection; if (self.pulseScale > 1.15) self.pulseDirection = -1; if (self.pulseScale < 0.85) self.pulseDirection = 1; blockGraphics.scaleX = self.pulseScale * 1.5; blockGraphics.scaleY = self.pulseScale * 1.5; // Rotation effect blockGraphics.rotation += self.rotationSpeed; }; return self; }); var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -2; self.passed = false; self.collected = false; self.isBomb = true; self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0.05; self.update = function () { self.x += self.speed; // Pulsing effect for bombs self.pulseScale += 0.015 * self.pulseDirection; if (self.pulseScale > 1.3) self.pulseDirection = -1; if (self.pulseScale < 0.8) self.pulseDirection = 1; bombGraphics.scaleX = self.pulseScale; bombGraphics.scaleY = self.pulseScale; }; return self; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.speed = -3; self.collected = false; self.pulseScale = 1; self.pulseDirection = 1; self.floatOffset = 0; // Add pulsing and floating animation self.update = function () { self.x += self.speed; // Pulsing effect self.pulseScale += 0.01 * self.pulseDirection; if (self.pulseScale > 1.2) self.pulseDirection = -1; if (self.pulseScale < 0.8) self.pulseDirection = 1; heartGraphics.scaleX = self.pulseScale; heartGraphics.scaleY = self.pulseScale; // Floating effect self.floatOffset += 0.05; heartGraphics.y = Math.sin(self.floatOffset) * 10; }; return self; }); var Laser = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -24; self.passed = false; self.collected = false; self.isLaser = true; self.pulseScale = 1; self.pulseDirection = 1; self.horizontalSpeed = 6; self.horizontalDirection = 1; self.maxHorizontalRange = 300; self.startX = 0; // Laser visual effects - bright red pulsing laserGraphics.tint = 0xff0000; self.update = function () { self.x -= self.speed; // Changed to move in opposite direction (positive X, away from bird) // Horizontal oscillation movement self.x += self.horizontalSpeed * self.horizontalDirection; // Reverse direction if reached maximum range if (Math.abs(self.x - self.startX) > self.maxHorizontalRange) { self.horizontalDirection *= -1; } // Intense pulsing effect for laser self.pulseScale += 0.02 * self.pulseDirection; if (self.pulseScale > 1.4) self.pulseDirection = -1; if (self.pulseScale < 0.7) self.pulseDirection = 1; laserGraphics.scaleX = self.pulseScale; laserGraphics.scaleY = self.pulseScale; // Add rotation for visual effect laserGraphics.rotation += 0.03; }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); // Choose obstacle type from level-specific sequence var randomType = 'block'; // Default fallback if (levelObstacleTypes.length > 0) { var typeIndex = obstacleCounter % levelObstacleTypes.length; randomType = levelObstacleTypes[typeIndex]; } 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; self.isStationary = false; // Set rotation speed for certain types if (randomType === 'spike' || randomType === 'block') { self.rotationSpeed = 0.02; } // Set rest platform specific properties if (randomType === 'restPlatform') { self.speed = 0; // Rest platforms don't move horizontally self.isStationary = true; self.isSafe = true; // Mark as safe platform } // Set door specific properties if (randomType === 'door') { self.speed = -1; // Doors move slower self.isDoor = true; // Mark as door for special collision handling self.pulseScale = 1.1; // Start with larger pulse for visibility } self.update = function () { // Only move if not stationary if (!self.isStationary) { self.x += self.speed; } // Add pulsing effect only for non-rest platform obstacles if (self.obstacleType !== 'restPlatform') { self.pulseScale += 0.005 * self.pulseDirection; if (self.pulseScale > 1.05) self.pulseDirection = -1; if (self.pulseScale < 0.98) 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; }); var Portal = Container.expand(function () { var self = Container.call(this); var portalGraphics = self.attachAsset('door', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.speed = -2; self.passed = false; self.isPortal = true; self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0.01; // Portal specific visual effects portalGraphics.tint = 0x9966ff; // Purple tint for portal self.update = function () { self.x += self.speed; // Enhanced pulsing effect for portal self.pulseScale += 0.008 * self.pulseDirection; if (self.pulseScale > 1.3) self.pulseDirection = -1; if (self.pulseScale < 0.8) self.pulseDirection = 1; portalGraphics.scaleX = self.pulseScale * 1.5; portalGraphics.scaleY = self.pulseScale * 1.5; // Portal rotation removed - portal no longer spins }; return self; }); var Spike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -2; self.passed = false; self.collected = false; self.isSpike = true; self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0; // Spike visual effects - look like hearts (no tint) self.update = function () { self.x += self.speed; // Pulsing effect for spikes self.pulseScale += 0.01 * self.pulseDirection; if (self.pulseScale > 1.15) self.pulseDirection = -1; if (self.pulseScale < 0.9) self.pulseDirection = 1; spikeGraphics.scaleX = self.pulseScale; spikeGraphics.scaleY = self.pulseScale; // No rotation for spikes }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var bird; var obstacles = []; var hearts = []; var blocks = []; var backgroundShapes = []; var portals = []; var spikes = []; var bombs = []; var lasers = []; var ground; var gameStarted = false; var lastObstacle = 0; var obstacleSpacing = 400; var currentLevel = 1; var unlockedLevels = 1; var totalScore = 0; var levelScoreThreshold = 10; // Base score needed to unlock next level // Load persistent scores from storage totalScore = storage.totalScore || 0; var levelScore = storage.levelScore || 0; LK.setScore(levelScore); var obstacleCounter = 0; // Counter for obstacle generation var levelObstacleTypes = []; // Array to store shuffled obstacle types for current level var playerHealth = 3; // Player starts with 3 lives var lastBackgroundShape = 0; var backgroundShapeSpacing = 400; // Spacing between background shapes - increased for more space between shapes var missedHearts = 0; // Track how many hearts were missed var missedBlocks = 0; // Track how many blocks were missed var portalSpawned = false; // Track if portal has been spawned for current level var currentObstacleArrayPassed = false; // Track if current obstacle array has been passed var lastObstacleArrayX = 0; // Track the X position of the last obstacle array // Death music is already implemented in the following scenarios: // 1. Ground collision - line 43: LK.getSound('death').play(); // 2. Spike collision - line 5F: LK.getSound('death').play(); // 3. Bomb collision when health is 1 - line 5S: LK.getSound('death').play(); // 4. When health reaches 0 in takeDamage - line 36: LK.getSound('death').play(); LK.setScore(0); // 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; // Reset storage values to initial state storage.currentLevel = 1; storage.unlockedLevels = 1; storage.totalScore = 0; // Create level display var levelTxt = new Text2('Seviye ' + currentLevel, { size: 70, fill: 0xFFD700 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 180; // Create level progress display var progressTxt = new Text2('İlerleme: 0/' + levelScoreThreshold, { size: 40, fill: 0xFFFFFF }); progressTxt.anchor.set(0.5, 0); LK.gui.top.addChild(progressTxt); progressTxt.y = 280; // Create health display var healthTxt = new Text2('Can: ' + playerHealth, { size: 50, fill: 0xff0000 }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); healthTxt.y = 340; // Create instructions var instructionTxt = new Text2('DOKUN VE UÇ\nENGELLERDEN ZİPLA!', { 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 = 800; // Generate initial obstacle sequence for current level generateLevelObstacleSequence(); // Create initial obstacles at game start createObstacle(); // Create initial background shapes for (var i = 0; i < 15; i++) { createBackgroundShape(); } function generateLevelObstacleSequence() { levelObstacleTypes = []; var baseTypes = ['spike', 'block', 'tallBlock', 'platform', 'restPlatform', 'restPlatform', 'restPlatform', 'laser']; // Door obstacle removed completely var sequenceLength = 50; // Generate enough types for a full level var seed = currentLevel * 12345 + Date.now(); // Level-based seed plus current time for different patterns each time for (var i = 0; i < sequenceLength; i++) { seed = (seed * 9301 + 49297) % 233280; var randomIndex = Math.floor(seed / 233280 * baseTypes.length); levelObstacleTypes.push(baseTypes[randomIndex]); } } function updateLevelProgress() { var levelProgress = LK.getScore(); var progressNeeded = levelScoreThreshold + (currentLevel - 1) * 10; // Update progress display progressTxt.setText('İlerleme: ' + levelProgress + '/' + progressNeeded); } function updateDifficultyForLevel() { // Each level increases difficulty significantly var difficultyMultiplier = 1 + (currentLevel - 1) * 0.4; // Adjust obstacle spacing based on level - gets much tighter obstacleSpacing = Math.max(150, 400 - (currentLevel - 1) * 30); // Adjust bird physics progressively for higher levels if (currentLevel > 2) { bird.gravity = 0.8 + (currentLevel - 2) * 0.15; // Stronger gravity earlier } // Increase bird flap power requirement for higher levels if (currentLevel > 3) { bird.flapPower = Math.max(-18, -12 - (currentLevel - 3) * 1.5); // Stronger flap needed } // Adjust obstacle speed for higher levels var obstacleSpeedMultiplier = 1 + (currentLevel - 1) * 0.2; // Apply speed multiplier to all moving obstacles for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] && !obstacles[i].isStationary) { obstacles[i].speed = -3 * obstacleSpeedMultiplier; } } for (var h = 0; h < hearts.length; h++) { if (hearts[h]) { hearts[h].speed = -3 * obstacleSpeedMultiplier; } } for (var bl = 0; bl < blocks.length; bl++) { if (blocks[bl]) { blocks[bl].speed = -3 * obstacleSpeedMultiplier; } } for (var s = 0; s < spikes.length; s++) { if (spikes[s]) { spikes[s].speed = -2 * obstacleSpeedMultiplier; } } for (var b = 0; b < bombs.length; b++) { if (bombs[b]) { bombs[b].speed = -2 * obstacleSpeedMultiplier; } } for (var l = 0; l < lasers.length; l++) { if (lasers[l]) { lasers[l].speed = -24 * obstacleSpeedMultiplier; } } } function clearAllGameObjects() { // Clear all obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].destroy(); obstacles.splice(i, 1); } // Clear all hearts for (var h = hearts.length - 1; h >= 0; h--) { hearts[h].destroy(); hearts.splice(h, 1); } // Clear all blocks for (var bl = blocks.length - 1; bl >= 0; bl--) { blocks[bl].destroy(); blocks.splice(bl, 1); } // Clear all portals for (var p = portals.length - 1; p >= 0; p--) { portals[p].destroy(); portals.splice(p, 1); } // Clear all spikes for (var s = spikes.length - 1; s >= 0; s--) { spikes[s].destroy(); spikes.splice(s, 1); } // Clear all bombs for (var b = bombs.length - 1; b >= 0; b--) { bombs[b].destroy(); bombs.splice(b, 1); } // Clear all lasers for (var l = lasers.length - 1; l >= 0; l--) { lasers[l].destroy(); lasers.splice(l, 1); } // Clear all background shapes for (var bg = backgroundShapes.length - 1; bg >= 0; bg--) { backgroundShapes[bg].destroy(); backgroundShapes.splice(bg, 1); } // Reset counters obstacleCounter = 0; missedHearts = 0; missedBlocks = 0; portalSpawned = false; currentObstacleArrayPassed = false; lastObstacleArrayX = 0; } function resetToLevelStart() { // Reset to level 1 when game over occurs currentLevel = 1; storage.currentLevel = 1; levelTxt.setText('Seviye ' + currentLevel); // Reset score to level start LK.setScore(0); scoreTxt.setText(0); // Reset health playerHealth = 3; healthTxt.setText('Can: ' + playerHealth); // Restart music when game resets LK.playMusic('hfu2'); // Clear all obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].destroy(); obstacles.splice(i, 1); } // Clear all background shapes for (var j = backgroundShapes.length - 1; j >= 0; j--) { backgroundShapes[j].destroy(); backgroundShapes.splice(j, 1); } // Clear all hearts for (var k = hearts.length - 1; k >= 0; k--) { hearts[k].destroy(); hearts.splice(k, 1); } // Clear all blocks for (var bl = blocks.length - 1; bl >= 0; bl--) { blocks[bl].destroy(); blocks.splice(bl, 1); } // Clear all portals for (var p = portals.length - 1; p >= 0; p--) { portals[p].destroy(); portals.splice(p, 1); } // Clear all spikes for (var s = spikes.length - 1; s >= 0; s--) { spikes[s].destroy(); spikes.splice(s, 1); } // Clear all bombs for (var b = bombs.length - 1; b >= 0; b--) { bombs[b].destroy(); bombs.splice(b, 1); } // Clear all lasers for (var l = lasers.length - 1; l >= 0; l--) { lasers[l].destroy(); lasers.splice(l, 1); } // Reset obstacle counter obstacleCounter = 0; // Reset missed hearts counter missedHearts = 0; // Reset missed blocks counter missedBlocks = 0; // Reset portal spawned flag portalSpawned = false; // Reset obstacle array tracking currentObstacleArrayPassed = false; lastObstacleArrayX = 0; // Reset bird position bird.x = 300; bird.y = 800; bird.velocityY = 0; bird.completedFlips = 0; // Regenerate obstacle sequence for current level generateLevelObstacleSequence(); // Update displays updateLevelProgress(); // Update difficulty for level 1 updateDifficultyForLevel(); // Create initial obstacle createObstacle(); } function takeDamage() { playerHealth--; healthTxt.setText('Can: ' + playerHealth); // Flash screen red when taking damage tween(game, { tint: 0xff4444 }, { duration: 200, onFinish: function onFinish() { tween(game, { tint: 0xffffff }, { duration: 200 }); } }); // Check if game over if (playerHealth <= 0) { // Play death music LK.getSound('death').play(); // Play death sound LK.getSound('deathSound').play(); // Show game over screen showGameOverWithLevelButton(); } } function resetHealth() { playerHealth = 3; healthTxt.setText('Can: ' + playerHealth); } function startGame() { if (!gameStarted) { gameStarted = true; game.removeChild(instructionTxt); // Start playing music when game begins - restart music for new game LK.playMusic('hfu2'); // Reset obstacle counter for consistent level maps obstacleCounter = 0; // Generate obstacle sequence for current level generateLevelObstacleSequence(); resetHealth(); // Reset health when starting game updateDifficultyForLevel(); updateLevelProgress(); } } function createBackgroundShape() { var bgShape = new BackgroundShape(); bgShape.x = 2200 + Math.random() * 200; // Start off-screen right bgShape.y = 200 + Math.random() * 2300; // Random Y position // Scale background shapes to 3 times their original size bgShape.scaleX = 3; bgShape.scaleY = 3; // Check distance from existing background shapes to ensure spacing var minDistance = 400; // Minimum distance between shapes var validPosition = true; for (var i = 0; i < backgroundShapes.length; i++) { var existingShape = backgroundShapes[i]; var distanceX = bgShape.x - existingShape.x; var distanceY = bgShape.y - existingShape.y; var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); if (distance < minDistance) { validPosition = false; break; } } // Only add the shape if it has enough spacing if (validPosition) { backgroundShapes.push(bgShape); game.addChild(bgShape); } else { // Destroy the shape if position is invalid bgShape.destroy(); } } function createHeart() { var heart = new Heart(); heart.x = 2200; // Start off-screen right heart.y = 300 + Math.random() * 2000; // Random Y position within playable area hearts.push(heart); game.addChild(heart); } function createSpike() { // Use seed based on current level and time for randomness var spikeSeed = (currentLevel * 7777 + LK.ticks + Date.now()) % 99991; var spikeRandom = (spikeSeed * 9301 + 49297) % 233280 / 233280; // Only create spike if random chance is met (roughly 15% chance) if (spikeRandom < 0.15) { var spike = new Spike(); spike.x = 2200 + Math.random() * 100; // Start off-screen right spike.y = 300 + spikeRandom * 2000; // Random Y position spikes.push(spike); game.addChild(spike); } } function createObstacle() { // Create walls that cover full screen with a gap for the bird var baseX = 2148; var gapSize = 600; // Size of the gap for bird to pass through // Progressive gap size reduction per level for increased difficulty if (currentLevel === 1) { gapSize = 650; // Easier start for level 1 } else if (currentLevel === 2) { gapSize = 580; // Slightly smaller for level 2 } else if (currentLevel === 3) { gapSize = 520; // Even smaller for level 3 } else if (currentLevel >= 4) { // Much more challenging gaps for level 4+ var baseLevelGap = Math.max(350, 500 - (currentLevel - 4) * 25); // Starts at 500, reduces by 25 per level, minimum 350 var obstacleReduction = Math.max(0, obstacleCounter * 3); // Reduce by 3 per obstacle within level gapSize = Math.max(300, baseLevelGap - obstacleReduction); // Minimum gap of 300 } // Use seeded random based on current level, obstacle counter and current time for different maps each time var seed = (currentLevel * 1000 + obstacleCounter + Date.now()) % 9973; // Use prime number for better distribution plus time var seededRandom = (seed * 9301 + 49297) % 233280 / 233280; // Linear congruential generator var gapPosition = seededRandom * (2200 - gapSize) + 300; // Seeded gap position between 300-2200 var obstacleHeight = 320; // Height of each obstacle segment (reduced from 400) // Reduce obstacle height for Level 4 to create more segments and fill gaps if (currentLevel >= 4) { obstacleHeight = 240; // Smaller segments create more obstacles (reduced from 300) } 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); } // Add extra obstacles to fill empty spaces - more for higher levels var extraObstacles = Math.min(15, 4 + currentLevel + Math.floor(seededRandom * (2 + currentLevel))); // Scales with level: 5-7 for level 1, up to 15 for high levels for (var j = 0; j < extraObstacles; j++) { var extraSeed = (seed + j * 777) % 9973; var extraRandom = (extraSeed * 9301 + 49297) % 233280 / 233280; var obstacleX = baseX + 100 + extraRandom * (400 + currentLevel * 50); // Wider spread for higher levels var obstacleY = 150 + extraRandom * 2300; // Cover more vertical space // Make sure it's not in the main gap area - tighter constraints for higher levels var gapBuffer = Math.max(30, 80 - currentLevel * 5); // Smaller buffer for higher levels if (obstacleY < gapPosition - gapBuffer || obstacleY > gapPosition + gapSize + gapBuffer) { var extraObstacle = new Obstacle(); extraObstacle.x = obstacleX; extraObstacle.y = obstacleY; obstacles.push(extraObstacle); game.addChild(extraObstacle); } } // Add obstacles in the middle area - much more for higher levels var middleObstacles = Math.min(12, 3 + currentLevel * 2 + Math.floor(seededRandom * currentLevel)); // Scales dramatically: 4-6 for level 1, up to 12 for high levels for (var m = 0; m < middleObstacles; m++) { var middleSeed = (seed + m * 333 + 111) % 9973; var middleRandom = (middleSeed * 9301 + 49297) % 233280 / 233280; var middleX = baseX - 300 - middleRandom * (600 + currentLevel * 100); // Wider area coverage for higher levels var middleY = 250 + middleRandom * 2100; // Random Y position // Ensure obstacles are within screen bounds - tighter placement for higher levels var minX = Math.max(400, 600 - currentLevel * 20); // Allow closer placement for higher levels if (middleX > minX && middleY > 150 && middleY < 2500) { var middleObstacle = new Obstacle(); middleObstacle.x = middleX; middleObstacle.y = middleY; obstacles.push(middleObstacle); game.addChild(middleObstacle); } } // Add additional scattered obstacles for Level 4, but fewer at the beginning if (currentLevel >= 4 && obstacleCounter > 3) { // Create 2-3 additional obstacles in random positions, but only after first few obstacles var additionalObstacles = 2 + Math.floor(seededRandom * 2); // 2-3 obstacles for (var j = 0; j < additionalObstacles; j++) { var additionalSeed = (seed + j * 1000) % 9973; var additionalRandom = (additionalSeed * 9301 + 49297) % 233280 / 233280; var obstacleX = baseX + 200 + additionalRandom * 400; // Spread them out var obstacleY = 400 + additionalRandom * 1800; // Random Y position // Make sure it's not in the main gap area if (obstacleY < gapPosition || obstacleY > gapPosition + gapSize) { var additionalObstacle = new Obstacle(); additionalObstacle.x = obstacleX; additionalObstacle.y = obstacleY; obstacles.push(additionalObstacle); game.addChild(additionalObstacle); } } // Add obstacles specifically in character's current area for Level 4, but fewer at the beginning var characterAreaObstacles = obstacleCounter > 2 ? 3 + Math.floor(seededRandom * 2) : 1 + Math.floor(seededRandom * 1); // Start with 1-2 obstacles, then 3-4 for (var k = 0; k < characterAreaObstacles; k++) { var charAreaSeed = (seed + k * 2000 + 500) % 9973; var charAreaRandom = (charAreaSeed * 9301 + 49297) % 233280 / 233280; // Place obstacles in character's vicinity (around x=300, y=800) var charObstacleX = baseX + 100 + charAreaRandom * 300; // Close to current obstacles var charObstacleY = bird.y - 400 + charAreaRandom * 800; // Around character's Y position // Ensure obstacles are within screen bounds and not in gap if (charObstacleY > 100 && charObstacleY < 2500 && (charObstacleY < gapPosition || charObstacleY > gapPosition + gapSize)) { var charAreaObstacle = new Obstacle(); charAreaObstacle.x = charObstacleX; charAreaObstacle.y = charObstacleY; obstacles.push(charAreaObstacle); game.addChild(charAreaObstacle); } } } obstacleCounter++; lastObstacle = LK.ticks; // Update the last obstacle array position and reset completion flag lastObstacleArrayX = baseX; currentObstacleArrayPassed = false; // Create rest platform every 2 obstacles if (obstacleCounter % 2 === 0) { var restPlatform = new Obstacle(); restPlatform.obstacleType = 'restPlatform'; restPlatform.speed = 0; restPlatform.isStationary = true; restPlatform.isSafe = true; restPlatform.x = baseX + 300; // Position rest platform after obstacles restPlatform.y = gapPosition + gapSize / 2; // Center in gap area obstacles.push(restPlatform); game.addChild(restPlatform); } // Create hearts based on missed hearts count (minimum 1, add 1 for each missed) var heartsToCreate = 1 + missedHearts; for (var heartIndex = 0; heartIndex < heartsToCreate; heartIndex++) { var heart = new Heart(); heart.x = baseX + 30; // Position heart 30 pixels ahead of obstacle // Spread multiple hearts vertically in the gap area if (heartsToCreate === 1) { heart.y = gapPosition + gapSize / 2; // Center single heart in the gap area } else { // Distribute multiple hearts evenly across the gap var heartSpacing = gapSize / (heartsToCreate + 1); heart.y = gapPosition + heartSpacing * (heartIndex + 1); } hearts.push(heart); game.addChild(heart); } // Create blocks based on missed blocks count (minimum 1, add 1 for each missed) var blocksToCreate = 1 + missedBlocks; for (var blockIndex = 0; blockIndex < blocksToCreate; blockIndex++) { var block = new Block(); block.x = baseX + 70; // Position block 70 pixels ahead of obstacle // Spread multiple blocks vertically in the gap area if (blocksToCreate === 1) { block.y = gapPosition + gapSize / 2 + 60; // Position single block offset from heart } else { // Distribute multiple blocks evenly across the gap var blockSpacing = gapSize / (blocksToCreate + 1); block.y = gapPosition + blockSpacing * (blockIndex + 1) + 60; } blocks.push(block); game.addChild(block); } // Create spikes based on level - more spikes for higher levels with strategic positioning var spikesToCreate = Math.min(5, Math.floor(currentLevel / 2) + 1); // 1 spike for levels 1-2, up to 5 for high levels for (var spikeIndex = 0; spikeIndex < spikesToCreate; spikeIndex++) { var spike = new Spike(); spike.x = baseX + 40 + spikeIndex * 25; // Position spikes closer together // Strategic spike positioning for higher levels if (spikesToCreate === 1) { spike.y = gapPosition + gapSize / 2 + 120; // Single spike offset from heart position } else if (currentLevel >= 3) { // For level 3+: place spikes to create challenging patterns if (spikeIndex === 0) { spike.y = gapPosition - 50; // Above gap } else if (spikeIndex === 1) { spike.y = gapPosition + gapSize + 50; // Below gap } else { // Additional spikes within gap area for extreme difficulty var innerSpacing = gapSize / (spikesToCreate - 1); spike.y = gapPosition + innerSpacing * (spikeIndex - 2); } } else { // For levels 1-2: distribute spikes more safely var spikeSpacing = (gapSize + 200) / spikesToCreate; spike.y = gapPosition - 50 + spikeSpacing * spikeIndex; } spikes.push(spike); game.addChild(spike); } // Create bombs based on level - much more frequent and challenging for higher levels var bombFrequency = Math.max(1, 4 - currentLevel); // Level 1: every 3 obstacles, Level 2: every 2, Level 3+: every obstacle if (obstacleCounter % bombFrequency === 0) { // Create multiple bombs for higher levels var bombCount = Math.min(4, Math.floor(currentLevel / 2) + 1); // 1 bomb for levels 1-2, 2 for 3-4, 3 for 5-6, 4 for 7+ for (var bombIndex = 0; bombIndex < bombCount; bombIndex++) { var bomb = new Bomb(); bomb.x = baseX + 50 + bombIndex * 40; // Spread bombs horizontally // Position bombs at different heights for higher levels if (bombCount === 1) { bomb.y = gapPosition + gapSize / 2 - 100; // Single bomb position } else { // Distribute multiple bombs vertically in and around the gap var bombSpacing = (gapSize + 200) / bombCount; bomb.y = gapPosition - 100 + bombSpacing * bombIndex; } bombs.push(bomb); game.addChild(bomb); } } // Create exactly 3 lasers with each obstacle if (currentLevel >= 1) { var laserCount = 3; // Always create exactly 3 lasers for (var laserIndex = 0; laserIndex < laserCount; laserIndex++) { var laser = new Laser(); laser.x = baseX + 100 + laserIndex * 80; // Spread lasers horizontally laser.startX = laser.x; // Set starting position for oscillation // Distribute 3 lasers vertically around the gap var laserSpacing = (gapSize + 300) / laserCount; laser.y = gapPosition - 150 + laserSpacing * laserIndex; lasers.push(laser); game.addChild(laser); } } // Create rest platforms above and below the gap (door area) var topRestPlatform = new Obstacle(); topRestPlatform.obstacleType = 'restPlatform'; topRestPlatform.speed = 0; topRestPlatform.isStationary = true; topRestPlatform.isSafe = true; topRestPlatform.x = baseX; topRestPlatform.y = gapPosition - 100; // Position above the gap obstacles.push(topRestPlatform); game.addChild(topRestPlatform); var bottomRestPlatform = new Obstacle(); bottomRestPlatform.obstacleType = 'restPlatform'; bottomRestPlatform.speed = 0; bottomRestPlatform.isStationary = true; bottomRestPlatform.isSafe = true; bottomRestPlatform.x = baseX; bottomRestPlatform.y = gapPosition + gapSize + 100; // Position below the gap obstacles.push(bottomRestPlatform); game.addChild(bottomRestPlatform); } function checkCollisions() { // Check ground collision - game over when bird touches ground if (bird.y + 60 >= ground.y) { // Play death music LK.getSound('death').play(); // Play death sound LK.getSound('deathSound').play(); // Show game over screen showGameOverWithLevelButton(); return; } // Check obstacle collisions - bounce off obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; // Skip if obstacle is undefined if (!obstacle) { obstacles.splice(i, 1); continue; } if (bird.intersects(obstacle)) { // Check if it's a rest platform - safe area if (obstacle.obstacleType === 'restPlatform') { // Safe collision - just bounce without damage var distanceX = bird.x - obstacle.x; var distanceY = bird.y - obstacle.y; var totalDistance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); if (totalDistance > 0) { var normalX = distanceX / totalDistance; var normalY = distanceY / totalDistance; // Gentle push away from platform var pushForce = 3; bird.x += normalX * pushForce; bird.y += normalY * pushForce; // Apply gentle bounce velocity bird.velocityY = normalY * 3; // Visual feedback for landing on safe platform LK.effects.flashObject(obstacle, 0x00ff88, 300); } continue; // Skip damage dealing } // Only take damage if not already damaged from this obstacle if (!obstacle.damagedBird) { takeDamage(); obstacle.damagedBird = true; // Mark this obstacle as having caused damage } // Calculate collision direction var distanceX = bird.x - obstacle.x; var distanceY = bird.y - obstacle.y; var totalDistance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); // Normalize collision direction if (totalDistance > 0) { var normalX = distanceX / totalDistance; var normalY = distanceY / totalDistance; // Push bird away from obstacle var pushForce = 8; bird.x += normalX * pushForce; bird.y += normalY * pushForce; // Apply bounce velocity var bounceForce = 5; bird.velocityY = normalY * bounceForce; // Play flap sound for bounce feedback LK.getSound('flap').play(); } } // Check if bird passed obstacle (mark individual obstacles as passed but don't award points yet) if (!obstacle.passed && obstacle.x + 100 < bird.x) { obstacle.passed = true; } ; // Remove off-screen obstacles (but keep stationary gears and rest platforms) if (obstacle.x < -100 && !obstacle.isStationary) { // Add flash effect when obstacle disappears LK.effects.flashObject(obstacle, 0xffffff, 200); obstacle.destroy(); obstacles.splice(i, 1); } } // Check heart collections for (var h = hearts.length - 1; h >= 0; h--) { var heart = hearts[h]; // Skip if heart is undefined if (!heart) { hearts.splice(h, 1); continue; } // Check if bird collected the heart if (bird.intersects(heart) && !heart.collected) { heart.collected = true; // Reset missed hearts counter when collecting a heart missedHearts = 0; // Always increase health (no maximum limit) playerHealth++; healthTxt.setText('Can: ' + playerHealth); // Increase score by 2 when collecting heart LK.setScore(LK.getScore() + 2); storage.levelScore = LK.getScore(); // Save to storage scoreTxt.setText(LK.getScore()); updateLevelProgress(); // Visual feedback for collecting heart tween(heart, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { heart.destroy(); } }); // Flash screen green briefly LK.effects.flashScreen(0x00ff00, 200); // Play score sound as feedback LK.getSound('score').play(); hearts.splice(h, 1); continue; } // Remove off-screen hearts if (heart.x < -100) { // Track that this heart was missed missedHearts++; heart.destroy(); hearts.splice(h, 1); } } // Check block collections for (var bl = blocks.length - 1; bl >= 0; bl--) { var block = blocks[bl]; // Skip if block is undefined if (!block) { blocks.splice(bl, 1); continue; } // Check if bird collected the block if (bird.intersects(block) && !block.collected) { block.collected = true; // Reset missed blocks counter when collecting a block missedBlocks = 0; // Increase score by 3 when collecting block (more than hearts) LK.setScore(LK.getScore() + 3); storage.levelScore = LK.getScore(); // Save to storage scoreTxt.setText(LK.getScore()); updateLevelProgress(); // Visual feedback for collecting block tween(block, { scaleX: 2.5, scaleY: 2.5, alpha: 0, rotation: Math.PI * 2 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { block.destroy(); } }); // Flash screen blue briefly LK.effects.flashScreen(0x4169E1, 300); // Play score sound as feedback LK.getSound('score').play(); blocks.splice(bl, 1); continue; } // Remove off-screen blocks if (block.x < -100) { // Track that this block was missed missedBlocks++; block.destroy(); blocks.splice(bl, 1); } } // Check spike collisions - instant death for (var s = spikes.length - 1; s >= 0; s--) { var spike = spikes[s]; // Skip if spike is undefined if (!spike) { spikes.splice(s, 1); continue; } // Check if bird touched the spike - instant death if (bird.intersects(spike)) { // Play death music LK.getSound('death').play(); // Play death sound LK.getSound('deathSound').play(); // Flash screen red to indicate death LK.effects.flashScreen(0xff0000, 500); // Show game over screen showGameOverWithLevelButton(); return; // Exit collision check immediately } // Remove off-screen spikes if (spike.x < -150) { spike.destroy(); spikes.splice(s, 1); } } // Check bomb collisions - reduce health to 1 and remove all hearts for (var b = bombs.length - 1; b >= 0; b--) { var bomb = bombs[b]; // Skip if bomb is undefined if (!bomb) { bombs.splice(b, 1); continue; } // Check if bird touched the bomb if (bird.intersects(bomb) && !bomb.collected) { bomb.collected = true; // Play bomb explosion sound LK.getSound('bombExplosion').play(); // Create explosion effect - scale up and fade out tween(bomb, { scaleX: 3, scaleY: 3, alpha: 0, rotation: Math.PI * 2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { bomb.destroy(); } }); // Remove all hearts from the game first for (var hRemove = hearts.length - 1; hRemove >= 0; hRemove--) { hearts[hRemove].destroy(); hearts.splice(hRemove, 1); } // Check if player already had 1 health (would die from bomb) if (playerHealth <= 1) { // Play death music LK.getSound('death').play(); // Play death sound LK.getSound('deathSound').play(); // Show game over screen showGameOverWithLevelButton(); return; // Exit collision check immediately } // Reduce health to 1 playerHealth = 1; healthTxt.setText('Can: ' + playerHealth); // Flash screen red to indicate bomb effect LK.effects.flashScreen(0xff4444, 800); // Remove the bomb from array but don't destroy immediately (explosion handles destruction) bombs.splice(b, 1); continue; } // Remove off-screen bombs if (bomb.x < -150) { bomb.destroy(); bombs.splice(b, 1); } } // Check laser collisions - damage player and apply knockback for (var l = lasers.length - 1; l >= 0; l--) { var laser = lasers[l]; // Skip if laser is undefined if (!laser) { lasers.splice(l, 1); continue; } // Check if bird touched the laser if (bird.intersects(laser) && !laser.collected) { laser.collected = true; // Play laser sound LK.getSound('laserSound').play(); // Take damage takeDamage(); // Apply knockback effect var knockbackForce = 15; var distanceX = bird.x - laser.x; var distanceY = bird.y - laser.y; var totalDistance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); if (totalDistance > 0) { var normalX = distanceX / totalDistance; var normalY = distanceY / totalDistance; // Push bird away from laser bird.x += normalX * knockbackForce; bird.y += normalY * knockbackForce; // Apply strong bounce velocity bird.velocityY = normalY * 8; } // Flash screen red to indicate laser hit LK.effects.flashScreen(0xff0000, 400); // Create destruction effect for laser tween(laser, { scaleX: 0, scaleY: 0, alpha: 0, rotation: Math.PI * 4 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { laser.destroy(); } }); lasers.splice(l, 1); continue; } // Remove off-screen lasers (now check right side since they move right) if (laser.x > 2300) { laser.destroy(); lasers.splice(l, 1); } } // Check portal collisions for (var p = portals.length - 1; p >= 0; p--) { var portal = portals[p]; // Skip if portal is undefined if (!portal) { portals.splice(p, 1); continue; } if (bird.intersects(portal)) { // Flash screen purple to indicate portal entry LK.effects.flashScreen(0x9966ff, 800); // Add current level score to total and preserve it totalScore += LK.getScore(); storage.totalScore = totalScore; storage.levelScore = LK.getScore(); // Save current level score // Unlock next level if not already unlocked if (currentLevel >= unlockedLevels) { unlockedLevels = currentLevel + 1; storage.unlockedLevels = unlockedLevels; } // Advance to next level currentLevel++; storage.currentLevel = currentLevel; levelTxt.setText('Seviye ' + currentLevel); // Keep current score when advancing levels (don't reset to 0) // Score persists to next level scoreTxt.setText(LK.getScore()); // Reset obstacle counter for consistent level maps obstacleCounter = 0; // Clear all obstacles for (var j = obstacles.length - 1; j >= 0; j--) { obstacles[j].destroy(); obstacles.splice(j, 1); } // Clear all portals for (var pt = portals.length - 1; pt >= 0; pt--) { portals[pt].destroy(); portals.splice(pt, 1); } // Generate new obstacle sequence for the new level generateLevelObstacleSequence(); updateLevelProgress(); // Increase difficulty for new level updateDifficultyForLevel(); // Reset bird position bird.x = 300; bird.y = 800; bird.velocityY = 0; bird.completedFlips = 0; // Reset health resetHealth(); // Reset portal spawned flag portalSpawned = false; // Create initial obstacle for new level createObstacle(); return; // Exit collision check to avoid other collision handling } // Remove off-screen portals if (portal.x < -200) { portal.destroy(); portals.splice(p, 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(); } // Create background shapes if (LK.ticks - lastBackgroundShape > backgroundShapeSpacing) { createBackgroundShape(); lastBackgroundShape = LK.ticks; } // Spikes are now created after obstacles, no random creation needed // Hearts are now created after each obstacle, so no timer-based spawning needed // Update bird physics bird.update(); // Update obstacles for (var i = 0; i < obstacles.length; i++) { obstacles[i].update(); } // Update hearts for (var h = 0; h < hearts.length; h++) { hearts[h].update(); } // Update blocks for (var bl = 0; bl < blocks.length; bl++) { blocks[bl].update(); } // Update portals for (var p = 0; p < portals.length; p++) { portals[p].update(); } // Update spikes for (var s = 0; s < spikes.length; s++) { spikes[s].update(); } // Update bombs for (var b = 0; b < bombs.length; b++) { bombs[b].update(); } // Update lasers for (var l = 0; l < lasers.length; l++) { lasers[l].update(); } // Update background shapes for (var j = backgroundShapes.length - 1; j >= 0; j--) { var bgShape = backgroundShapes[j]; bgShape.update(); // Remove off-screen background shapes if (bgShape.x < -200) { bgShape.destroy(); backgroundShapes.splice(j, 1); } } // Check collisions checkCollisions(); // Check individual obstacle passing for score increment for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; // Check if bird passed obstacle and hasn't scored from it yet if (!obstacle.passed && !obstacle.scoredFrom && obstacle.x + 100 < bird.x) { obstacle.passed = true; obstacle.scoredFrom = true; // Mark as scored to prevent duplicate scoring LK.setScore(LK.getScore() + 1); storage.levelScore = LK.getScore(); // Save to storage scoreTxt.setText(LK.getScore()); LK.getSound('score').play(); updateLevelProgress(); } } // Create portal when score reaches level threshold (10 + (level-1)*10) var currentLevelThreshold = levelScoreThreshold + (currentLevel - 1) * 10; if (LK.getScore() >= currentLevelThreshold && !portalSpawned) { var portal = new Portal(); portal.x = 2200; // Start off-screen right portal.y = 1366; // Center of screen vertically portals.push(portal); game.addChild(portal); // Hide all existing obstacles when portal is created for (var hideIndex = 0; hideIndex < obstacles.length; hideIndex++) { obstacles[hideIndex].visible = false; } // Hide all hearts when portal is created for (var heartHideIndex = 0; heartHideIndex < hearts.length; heartHideIndex++) { hearts[heartHideIndex].visible = false; } // Hide all blocks when portal is created for (var blockHideIndex = 0; blockHideIndex < blocks.length; blockHideIndex++) { blocks[blockHideIndex].visible = false; } // Hide all spikes when portal is created for (var spikeHideIndex = 0; spikeHideIndex < spikes.length; spikeHideIndex++) { spikes[spikeHideIndex].visible = false; } // Hide all bombs when portal is created for (var bombHideIndex = 0; bombHideIndex < bombs.length; bombHideIndex++) { bombs[bombHideIndex].visible = false; } // Hide all lasers when portal is created for (var laserHideIndex = 0; laserHideIndex < lasers.length; laserHideIndex++) { lasers[laserHideIndex].visible = false; } portalSpawned = true; } // No time-based score increment - score only from obstacles // Level-based difficulty progression var baseSpacing = 400 - (currentLevel - 1) * 20; var minSpacing = Math.max(200, 300 - (currentLevel - 1) * 10); var reductionRate = 1 + currentLevel; // Increase reduction rate with level var currentSpacing = baseSpacing - LK.getScore() * reductionRate; obstacleSpacing = Math.max(minSpacing, currentSpacing); }; function showGameOverWithLevelButton() { // Standard game over resetToLevelStart(); LK.showGameOver(); } ;
===================================================================
--- original.js
+++ change.js
@@ -74,8 +74,35 @@
return normalizedRotation < 0.3 || normalizedRotation > Math.PI * 2 - 0.3;
};
return self;
});
+var Block = Container.expand(function () {
+ var self = Container.call(this);
+ var blockGraphics = self.attachAsset('collectibleBlock', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 1.5
+ });
+ self.speed = -3;
+ self.collected = false;
+ self.pulseScale = 1;
+ self.pulseDirection = 1;
+ self.rotationSpeed = 0.02;
+ // Add pulsing and rotation animation
+ self.update = function () {
+ self.x += self.speed;
+ // Pulsing effect
+ self.pulseScale += 0.008 * self.pulseDirection;
+ if (self.pulseScale > 1.15) self.pulseDirection = -1;
+ if (self.pulseScale < 0.85) self.pulseDirection = 1;
+ blockGraphics.scaleX = self.pulseScale * 1.5;
+ blockGraphics.scaleY = self.pulseScale * 1.5;
+ // Rotation effect
+ blockGraphics.rotation += self.rotationSpeed;
+ };
+ return self;
+});
var Bomb = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('bomb', {
anchorX: 0.5,
@@ -287,8 +314,9 @@
****/
var bird;
var obstacles = [];
var hearts = [];
+var blocks = [];
var backgroundShapes = [];
var portals = [];
var spikes = [];
var bombs = [];
@@ -310,8 +338,9 @@
var playerHealth = 3; // Player starts with 3 lives
var lastBackgroundShape = 0;
var backgroundShapeSpacing = 400; // Spacing between background shapes - increased for more space between shapes
var missedHearts = 0; // Track how many hearts were missed
+var missedBlocks = 0; // Track how many blocks were missed
var portalSpawned = false; // Track if portal has been spawned for current level
var currentObstacleArrayPassed = false; // Track if current obstacle array has been passed
var lastObstacleArrayX = 0; // Track the X position of the last obstacle array
// Death music is already implemented in the following scenarios:
@@ -426,8 +455,13 @@
if (hearts[h]) {
hearts[h].speed = -3 * obstacleSpeedMultiplier;
}
}
+ for (var bl = 0; bl < blocks.length; bl++) {
+ if (blocks[bl]) {
+ blocks[bl].speed = -3 * obstacleSpeedMultiplier;
+ }
+ }
for (var s = 0; s < spikes.length; s++) {
if (spikes[s]) {
spikes[s].speed = -2 * obstacleSpeedMultiplier;
}
@@ -453,8 +487,13 @@
for (var h = hearts.length - 1; h >= 0; h--) {
hearts[h].destroy();
hearts.splice(h, 1);
}
+ // Clear all blocks
+ for (var bl = blocks.length - 1; bl >= 0; bl--) {
+ blocks[bl].destroy();
+ blocks.splice(bl, 1);
+ }
// Clear all portals
for (var p = portals.length - 1; p >= 0; p--) {
portals[p].destroy();
portals.splice(p, 1);
@@ -481,8 +520,9 @@
}
// Reset counters
obstacleCounter = 0;
missedHearts = 0;
+ missedBlocks = 0;
portalSpawned = false;
currentObstacleArrayPassed = false;
lastObstacleArrayX = 0;
}
@@ -513,8 +553,13 @@
for (var k = hearts.length - 1; k >= 0; k--) {
hearts[k].destroy();
hearts.splice(k, 1);
}
+ // Clear all blocks
+ for (var bl = blocks.length - 1; bl >= 0; bl--) {
+ blocks[bl].destroy();
+ blocks.splice(bl, 1);
+ }
// Clear all portals
for (var p = portals.length - 1; p >= 0; p--) {
portals[p].destroy();
portals.splice(p, 1);
@@ -537,8 +582,10 @@
// Reset obstacle counter
obstacleCounter = 0;
// Reset missed hearts counter
missedHearts = 0;
+ // Reset missed blocks counter
+ missedBlocks = 0;
// Reset portal spawned flag
portalSpawned = false;
// Reset obstacle array tracking
currentObstacleArrayPassed = false;
@@ -792,8 +839,24 @@
}
hearts.push(heart);
game.addChild(heart);
}
+ // Create blocks based on missed blocks count (minimum 1, add 1 for each missed)
+ var blocksToCreate = 1 + missedBlocks;
+ for (var blockIndex = 0; blockIndex < blocksToCreate; blockIndex++) {
+ var block = new Block();
+ block.x = baseX + 70; // Position block 70 pixels ahead of obstacle
+ // Spread multiple blocks vertically in the gap area
+ if (blocksToCreate === 1) {
+ block.y = gapPosition + gapSize / 2 + 60; // Position single block offset from heart
+ } else {
+ // Distribute multiple blocks evenly across the gap
+ var blockSpacing = gapSize / (blocksToCreate + 1);
+ block.y = gapPosition + blockSpacing * (blockIndex + 1) + 60;
+ }
+ blocks.push(block);
+ game.addChild(block);
+ }
// Create spikes based on level - more spikes for higher levels with strategic positioning
var spikesToCreate = Math.min(5, Math.floor(currentLevel / 2) + 1); // 1 spike for levels 1-2, up to 5 for high levels
for (var spikeIndex = 0; spikeIndex < spikesToCreate; spikeIndex++) {
var spike = new Spike();
@@ -998,8 +1061,54 @@
heart.destroy();
hearts.splice(h, 1);
}
}
+ // Check block collections
+ for (var bl = blocks.length - 1; bl >= 0; bl--) {
+ var block = blocks[bl];
+ // Skip if block is undefined
+ if (!block) {
+ blocks.splice(bl, 1);
+ continue;
+ }
+ // Check if bird collected the block
+ if (bird.intersects(block) && !block.collected) {
+ block.collected = true;
+ // Reset missed blocks counter when collecting a block
+ missedBlocks = 0;
+ // Increase score by 3 when collecting block (more than hearts)
+ LK.setScore(LK.getScore() + 3);
+ storage.levelScore = LK.getScore(); // Save to storage
+ scoreTxt.setText(LK.getScore());
+ updateLevelProgress();
+ // Visual feedback for collecting block
+ tween(block, {
+ scaleX: 2.5,
+ scaleY: 2.5,
+ alpha: 0,
+ rotation: Math.PI * 2
+ }, {
+ duration: 400,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ block.destroy();
+ }
+ });
+ // Flash screen blue briefly
+ LK.effects.flashScreen(0x4169E1, 300);
+ // Play score sound as feedback
+ LK.getSound('score').play();
+ blocks.splice(bl, 1);
+ continue;
+ }
+ // Remove off-screen blocks
+ if (block.x < -100) {
+ // Track that this block was missed
+ missedBlocks++;
+ block.destroy();
+ blocks.splice(bl, 1);
+ }
+ }
// Check spike collisions - instant death
for (var s = spikes.length - 1; s >= 0; s--) {
var spike = spikes[s];
// Skip if spike is undefined
@@ -1231,8 +1340,12 @@
// Update hearts
for (var h = 0; h < hearts.length; h++) {
hearts[h].update();
}
+ // Update blocks
+ for (var bl = 0; bl < blocks.length; bl++) {
+ blocks[bl].update();
+ }
// Update portals
for (var p = 0; p < portals.length; p++) {
portals[p].update();
}
@@ -1289,8 +1402,12 @@
// Hide all hearts when portal is created
for (var heartHideIndex = 0; heartHideIndex < hearts.length; heartHideIndex++) {
hearts[heartHideIndex].visible = false;
}
+ // Hide all blocks when portal is created
+ for (var blockHideIndex = 0; blockHideIndex < blocks.length; blockHideIndex++) {
+ blocks[blockHideIndex].visible = false;
+ }
// Hide all spikes when portal is created
for (var spikeHideIndex = 0; spikeHideIndex < spikes.length; spikeHideIndex++) {
spikes[spikeHideIndex].visible = false;
}
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
bomba. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
minecraft papağan. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
bayrak . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat