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 }); // 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(); }; self.update = function () { // Apply gravity self.velocityY += self.gravity; self.y += self.velocityY; // Keep bird graphics without rotation birdGraphics.rotation = 0; // 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 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 gear-specific properties if (randomType === 'gear') { self.rotationSpeed = 0.05; // Faster rotation for gears self.speed = 0; // Gears don't move horizontally self.isStationary = true; } // 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 } self.update = function () { // Only move if not stationary if (!self.isStationary) { self.x += self.speed; } // Add pulsing effect only for non-gear and non-rest platform obstacles if (self.obstacleType !== 'gear' && 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; }); /**** * 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 = 400; 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 var levelObstacleTypes = []; // Array to store shuffled obstacle types for current level var playerHealth = 3; // Player starts with 3 lives var maxHealth = 3; // Maximum health // 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 health display var healthTxt = new Text2('Lives: ' + 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('TAP TO FLIP AND FLY\nBOUNCE OFF OBSTACLES!', { 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(); function generateLevelObstacleSequence() { levelObstacleTypes = []; var baseTypes = ['spike', 'block', 'tallBlock', 'platform', 'gear', 'restPlatform']; var sequenceLength = 50; // Generate enough types for a full level var seed = currentLevel * 12345; // Level-based seed for consistent sequences 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; // 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; // Generate new obstacle sequence for the new level generateLevelObstacleSequence(); 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(200, 400 - (currentLevel - 1) * 20); // Adjust bird physics slightly for higher levels if (currentLevel > 3) { bird.gravity = 0.8 + (currentLevel - 3) * 0.1; } } function resetToLevelStart() { // Reset score to level start LK.setScore(0); scoreTxt.setText(0); // Reset health playerHealth = maxHealth; healthTxt.setText('Lives: ' + playerHealth); // Clear all obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].destroy(); obstacles.splice(i, 1); } // Reset obstacle counter obstacleCounter = 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(); // Create initial obstacle createObstacle(); } function takeDamage() { playerHealth--; healthTxt.setText('Lives: ' + 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) { resetToLevelStart(); } } function resetHealth() { playerHealth = maxHealth; healthTxt.setText('Lives: ' + playerHealth); } function startGame() { if (!gameStarted) { gameStarted = true; game.removeChild(instructionTxt); // 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 createObstacle() { // Create walls that cover full screen with a gap for the bird var baseX = 2148; var gapSize = 400; // Size of the gap for bird to pass through (increased for larger bird) // 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 + 60 >= ground.y) { if (!bird.isUpright()) { takeDamage(); if (playerHealth > 0) { // Push bird back up if still alive bird.velocityY = -12; bird.y = ground.y - 60; } 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 - 60; } } } // 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 gear - immediate elimination if (obstacle.obstacleType === 'gear') { // Flash screen red and reset to level start LK.effects.flashScreen(0xff0000, 500); resetToLevelStart(); return; } // 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; } 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 if (!obstacle.passed && obstacle.x + 100 < 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 (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 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 = 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); };
===================================================================
--- original.js
+++ change.js
@@ -16,8 +16,11 @@
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;
@@ -176,9 +179,9 @@
ground.y = 2632;
// Create bird
bird = game.addChild(new Bird());
bird.x = 300;
-bird.y = 1366;
+bird.y = 800;
// Generate initial obstacle sequence for current level
generateLevelObstacleSequence();
// Create initial obstacles at game start
createObstacle();
@@ -250,9 +253,9 @@
// Reset obstacle counter
obstacleCounter = 0;
// Reset bird position
bird.x = 300;
- bird.y = 1366;
+ bird.y = 800;
bird.velocityY = 0;
bird.completedFlips = 0;
// Regenerate obstacle sequence for current level
generateLevelObstacleSequence();
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