User prompt
Instead of the wires moving, the wires should now remain stationary. The nests will be the moving elements, traversing horizontally along the static power lines. The initial placement of these nests on each wire should be random. However, there should be a constraint on the number of nests per wire: each wire should have a maximum of 3 nests and a minimum of 1 nest."
User prompt
The nests on each individual power line should move horizontally together in a synchronized and fixed manner. All nests on the same wire will oscillate left and right at the same speed and remain at a constant relative distance from each other. The speed of this horizontal movement should be increased. Upon reaching the left or right screen boundaries, the nests should immediately reverse their direction and continue moving in the opposite way."
User prompt
The bird should only perform one jump (a dash upwards) per mouse click." "It shouldn't continue jumping repeatedly with each click. One click, one jump." "The bird should only be able to jump again after it has landed on a nest." "The ability to jump should be disabled until the bird successfully lands on a nest." "We need to implement a cooldown or a landing check before the bird can jump again."
User prompt
"The bird still isn't jumping high enough even after the previous adjustments." "The current jump height remains insufficient for the bird to reach the next nest." "We need to further increase the bird's jump power or duration." "The upward force applied during the jump might need to be stronger." "Perhaps adjusting the gravity or the bird's mass could also influence the jump height." "Let's try increasing the initial upward velocity of the bird when it jumps." "Maybe we should consider a longer jump duration to allow the bird to gain more height."
User prompt
"The bird isn't jumping high enough to reach the nest on the wire above." "The jump height of the bird is insufficient to land on the next nest." "The bird's jump needs to be increased so it can reach the higher nests." "Currently, the bird's upward jump doesn't allow it to settle on the nest above."
User prompt
"Once the first nest touches a wall, it should start moving in the opposite direction." "The initial nest should reverse its movement direction upon colliding with a screen edge." "When the first nest reaches the left or right boundary, its horizontal movement should be inverted."
User prompt
"The nests are going off-screen to the left and right, as if there are no walls. How can I prevent this?" Answer in English (based on the solution above): "To prevent the nests from moving off-screen, you need to implement boundary collision detection for their horizontal movement. Here's the logic you should follow: Determine Screen Boundaries: Get the coordinates of the left and right edges of your game screen. Track Nest Positions: Keep track of the horizontal (x) position of each nest. Check for Collision: In each frame of your game, check if any nest's x-position has reached or gone beyond the screen boundaries. Reverse Movement: If a nest's x-position is less than or equal to the left screen edge, change its horizontal movement direction to the right. If a nest's x-position is greater than or equal to the right screen edge, change its horizontal movement direction to the left."
User prompt
In the game, the left and right edges of the screen should function as solid walls. When the nests reach these boundaries, they should reverse their horizontal movement direction and travel back in the opposite way
User prompt
ekranın sağı ve sol çerçeveli olsun duvar gibi
User prompt
ekranın sağı ve solu sınır olsun oraya ulaştıktan yuvalar geri dönsün
User prompt
The game starts with a single bird instance present on the screen. Vertically stacked power lines are displayed, extending upwards. Each power line will have one bird's nest positioned randomly along its length. These power lines will oscillate horizontally between the left and right screen boundaries at a defined speed. The player's objective is to navigate the bird upwards, landing it on the bird's nest located on the immediately higher power line. Player input is achieved through mouse clicks. A mouse click initiates a jump action, propelling the bird upwards. The jump height should be precisely calibrated to allow the bird to reach the next power line. Failure to land the bird on a nest on the ascending jump will result in the bird falling downwards due to gravity. If the falling bird does not collide with a nest on a lower power line, it will be considered 'dead', ending the game or triggering a 'game over' state. As the player successfully maneuvers the bird upwards to higher nests, the game screen will scroll vertically upwards. Consequently, the lower power lines will gradually move out of the player's view and disappear. Upon each successful mouse click that initiates a jump, a visual effect of small stars emanating from the bird's position should be triggered, providing visual feedback to the player. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
WireFlyer - Nest Hopper
Initial prompt
Initially, we will have a bird, and there will be power lines arranged vertically upwards on the screen. On these lines, there will be a bird's nest at a random position. These lines will move left and right at a certain speed. Our goal is to try and land our bird on the bird's nest on the wire above by clicking the mouse. If we fail to land on the nest, the bird will fall downwards. If it doesn't land on a nest below, it will fall and die. As we move the bird upwards, the screen will scroll upwards, and the lower wires will gradually disappear. When we click the mouse on the bird, small stars will appear around it
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphic = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = 0; self.gravity = 0.5; self.jumpForce = -20; self.flying = false; self.onWire = true; self.currentNest = null; self.isJumpAllowed = true; self.jump = function () { // Only jump if allowed (when on a nest) if (!self.isJumpAllowed) return; if (self.onWire) { self.onWire = false; } self.velocity = self.jumpForce; self.flying = true; // Disable jumping until landing on a nest again self.isJumpAllowed = false; // Create stars effect self.createStars(); // Play flying sound LK.getSound('fly').play(); }; self.createStars = function () { for (var i = 0; i < 5; i++) { var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, x: self.x + (Math.random() * 60 - 30), y: self.y + (Math.random() * 60 - 30), alpha: 1 }); game.addChild(star); // Animate the star tween(star, { alpha: 0, scaleX: 0.2, scaleY: 0.2, x: star.x + (Math.random() * 40 - 20), y: star.y + (Math.random() * 40 - 20) }, { duration: 500, onFinish: function onFinish() { game.removeChild(star); } }); } }; self.update = function () { if (!self.onWire) { self.velocity += self.gravity; self.y += self.velocity; // Check if falling too fast if (self.velocity > 20) { self.velocity = 20; } } else if (self.currentNest) { // Bird follows the nest self.x = self.currentNest.x; self.y = self.currentNest.y - 30; } }; self.down = function (x, y, obj) { self.jump(); }; return self; }); var Nest = Container.expand(function () { var self = Container.call(this); var nestGraphic = self.attachAsset('nest', { anchorX: 0.5, anchorY: 0.5 }); self.occupied = false; self.lastX = undefined; // Update method to handle collisions self.update = function () { // Just track last position for reference // No need to check wall collisions here since nests follow power lines // which already handle wall collisions // Update last position if (self.lastX === undefined) self.lastX = self.x; self.lastX = self.x; }; return self; }); var PowerLine = Container.expand(function () { var self = Container.call(this); var lineGraphic = self.attachAsset('powerLine', { anchorX: 0, anchorY: 0.5 }); self.speed = 4; // Increased from 2 to 4 for faster movement self.direction = 1; self.maxSpeed = 4; // Increased max speed to match fixed speed self.randomizeDirection = function () { self.direction = Math.random() > 0.5 ? 1 : -1; }; self.update = function () { // Store previous position to detect collisions if (self.lastX === undefined) self.lastX = self.x; // Move power line self.x += self.speed * self.direction; // Reverse direction if reaching screen walls var wallWidth = 30; // Width of the wall assets if (self.lastX > wallWidth && self.x <= wallWidth) { self.direction = 1; // Move right when hitting left wall self.x = wallWidth; } else if (self.lastX < 2048 - wallWidth - lineGraphic.width && self.x >= 2048 - wallWidth - lineGraphic.width) { self.direction = -1; // Move left when hitting right wall self.x = 2048 - wallWidth - lineGraphic.width; } // Update last position self.lastX = self.x; }; // Only randomize direction, not speed self.randomizeDirection(); // Make sure all lines use the full speed self.speed = self.maxSpeed; return self; }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphic = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var score = 0; var highScore = storage.highScore || 0; var powerLines = []; var nests = []; var bird; var cameraY = 0; var gameOver = false; var lineSpacing = 300; var maxLines = 10; var nextLineY = 2500; // Initialize score display var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); scoreTxt.x = -scoreTxt.width - 20; scoreTxt.y = 20; // Initialize high score display var highScoreTxt = new Text2('Best: ' + highScore, { size: 40, fill: 0xFFFFFF }); highScoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(highScoreTxt); highScoreTxt.x = -highScoreTxt.width - 20; highScoreTxt.y = 100; // Create background var background = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); game.addChild(background); // Initialize bird function initBird() { bird = new Bird(); bird.x = 2048 / 2; bird.y = 2500; game.addChild(bird); } // Create a power line with nests function createPowerLine(y) { var powerLine = new PowerLine(); powerLine.y = y; // Set initial position to respect wall boundaries powerLine.x = 30; // Starting from left wall position game.addChild(powerLine); powerLines.push(powerLine); // Add 1-3 nests randomly on this line var nestCount = Math.floor(Math.random() * 3) + 1; var nestWidth = 100; var wallWidth = 30; // Width of the wall assets var availableWidth = 2048 - nestWidth * 2 - wallWidth * 2; // Account for walls var nestSpacing = availableWidth / (nestCount + 1); for (var i = 0; i < nestCount; i++) { var nest = new Nest(); nest.x = wallWidth + nestWidth + nestSpacing * (i + 1); nest.y = y - 5; // Slightly above the line game.addChild(nest); nests.push(nest); } return powerLine; } // Initialize power lines function initPowerLines() { // Clear existing lines and nests for (var i = 0; i < powerLines.length; i++) { game.removeChild(powerLines[i]); } for (var i = 0; i < nests.length; i++) { game.removeChild(nests[i]); } powerLines = []; nests = []; // Create initial power lines nextLineY = 2500; for (var i = 0; i < maxLines; i++) { createPowerLine(nextLineY); nextLineY -= lineSpacing; } } // Initialize the game function initGame() { score = 0; cameraY = 0; gameOver = false; updateScore(0); initPowerLines(); initBird(); // Create walls at screen edges createWalls(); // Start with bird on a nest on the bottom line if (nests.length > 0) { for (var i = 0; i < nests.length; i++) { if (Math.abs(nests[i].y - 2500) < 20) { // Find a nest on the bottom line bird.currentNest = nests[i]; bird.x = nests[i].x; bird.y = nests[i].y - 30; bird.isJumpAllowed = true; nests[i].occupied = true; break; } } } // Play background music LK.playMusic('gameMusic'); } // Update score display function updateScore(newScore) { score = newScore; scoreTxt.setText('Score: ' + score); if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('Best: ' + highScore); } } // Check if bird is on a nest function checkNestCollision() { if (bird.velocity > 0) { // Only check when bird is falling for (var i = 0; i < nests.length; i++) { var nest = nests[i]; if (!nest.occupied && bird.intersects(nest)) { bird.velocity = 0; bird.onWire = true; bird.currentNest = nest; nest.occupied = true; // Re-enable jumping now that bird has landed bird.isJumpAllowed = true; // Update score based on height var newScore = Math.floor((2732 - nest.y) / 100); updateScore(newScore); // Play landing sound LK.getSound('land').play(); return true; } } } return false; } // Move camera based on bird position function updateCamera() { if (bird.y < 1000 && !gameOver) { // Start scrolling when bird reaches upper part var targetY = 1366 - bird.y; cameraY = (cameraY * 9 + targetY) / 10; // Smooth camera movement // Apply camera transformation to game objects for (var i = 0; i < powerLines.length; i++) { powerLines[i].y += (cameraY - powerLines[i].y + 2732) * 0.1; } for (var i = 0; i < nests.length; i++) { nests[i].y += (cameraY - nests[i].y + 2732) * 0.1; } // Update wall positions if they exist var walls = game.children.filter(function (child) { return child.isAsset && child.isAsset('wall'); }); for (var i = 0; i < walls.length; i++) { walls[i].y += (cameraY - walls[i].y + 2732) * 0.1; } // Bird follows camera movement when on wire if (bird.onWire) { bird.y = bird.currentNest.y - 30; } } } // Generate new lines if needed function checkGenerateLines() { if (nextLineY > cameraY - 2732) { createPowerLine(nextLineY); nextLineY -= lineSpacing; } } // Create walls at screen edges function createWalls() { var leftWall = LK.getAsset('wall', { anchorX: 0, anchorY: 0 }); leftWall.x = 0; leftWall.y = 0; game.addChild(leftWall); var rightWall = LK.getAsset('wall', { anchorX: 0, anchorY: 0 }); rightWall.x = 2048 - rightWall.width; rightWall.y = 0; game.addChild(rightWall); } // Remove off-screen power lines and nests function cleanupObjects() { for (var i = powerLines.length - 1; i >= 0; i--) { if (powerLines[i].y > cameraY + 3000) { game.removeChild(powerLines[i]); powerLines.splice(i, 1); } } for (var i = nests.length - 1; i >= 0; i--) { if (nests[i].y > cameraY + 3000) { game.removeChild(nests[i]); nests.splice(i, 1); } } } // Handle game over function handleGameOver() { if (!gameOver && bird.y > cameraY + 3000) { gameOver = true; LK.getSound('fall').play(); LK.showGameOver(); } } // Main game loop game.update = function () { if (gameOver) return; // Update bird bird.update(); // Update power lines for (var i = 0; i < powerLines.length; i++) { powerLines[i].update(); } // Update nests for (var i = 0; i < nests.length; i++) { nests[i].update(); } // Update nests to follow their power lines exactly at the same speed for (var i = 0; i < nests.length; i++) { var nest = nests[i]; // Track last position if not already tracking if (nest.lastX === undefined) nest.lastX = nest.x; // Find the closest power line for (var j = 0; j < powerLines.length; j++) { if (Math.abs(nest.y - powerLines[j].y) < 10) { // Get the parent power line var powerLine = powerLines[j]; // Move with the exact same speed and direction as the power line // Store last position before updating nest.lastX = nest.x; // Apply the same movement to the nest that the power line uses nest.x += powerLine.speed * powerLine.direction; var wallWidth = 30; var nestWidth = 100; // Ensure nest stays within screen boundaries (safety check) if (nest.x < wallWidth + nestWidth / 2) { nest.x = wallWidth + nestWidth / 2; } else if (nest.x > 2048 - wallWidth - nestWidth / 2) { nest.x = 2048 - wallWidth - nestWidth / 2; } break; } } } // Check if bird landed on a nest checkNestCollision(); // Update camera position updateCamera(); // Generate new lines if needed checkGenerateLines(); // Remove off-screen objects cleanupObjects(); // Check game over condition handleGameOver(); }; // Bird jump on screen tap/click game.down = function (x, y, obj) { if (!gameOver) { bird.jump(); } }; // Initialize game initGame();
===================================================================
--- original.js
+++ change.js
@@ -88,23 +88,13 @@
self.occupied = false;
self.lastX = undefined;
// Update method to handle collisions
self.update = function () {
- // Track wall collisions
- var wallWidth = 30;
- var nestWidth = 100;
- // Check if we've just hit a wall
- if (self.lastX !== undefined) {
- // Left wall collision
- if (self.lastX > wallWidth + nestWidth / 2 && self.x <= wallWidth + nestWidth / 2) {
- self.x = wallWidth + nestWidth / 2;
- }
- // Right wall collision
- else if (self.lastX < 2048 - wallWidth - nestWidth / 2 && self.x >= 2048 - wallWidth - nestWidth / 2) {
- self.x = 2048 - wallWidth - nestWidth / 2;
- }
- }
+ // Just track last position for reference
+ // No need to check wall collisions here since nests follow power lines
+ // which already handle wall collisions
// Update last position
+ if (self.lastX === undefined) self.lastX = self.x;
self.lastX = self.x;
};
return self;
});
@@ -113,33 +103,35 @@
var lineGraphic = self.attachAsset('powerLine', {
anchorX: 0,
anchorY: 0.5
});
- self.speed = 0;
+ self.speed = 4; // Increased from 2 to 4 for faster movement
self.direction = 1;
- self.maxSpeed = 2;
+ self.maxSpeed = 4; // Increased max speed to match fixed speed
self.randomizeDirection = function () {
self.direction = Math.random() > 0.5 ? 1 : -1;
- self.speed = Math.random() * self.maxSpeed;
};
self.update = function () {
// Store previous position to detect collisions
if (self.lastX === undefined) self.lastX = self.x;
// Move power line
self.x += self.speed * self.direction;
// Reverse direction if reaching screen walls
var wallWidth = 30; // Width of the wall assets
- if (self.x <= wallWidth) {
+ if (self.lastX > wallWidth && self.x <= wallWidth) {
self.direction = 1; // Move right when hitting left wall
self.x = wallWidth;
- } else if (self.x + lineGraphic.width >= 2048 - wallWidth) {
+ } else if (self.lastX < 2048 - wallWidth - lineGraphic.width && self.x >= 2048 - wallWidth - lineGraphic.width) {
self.direction = -1; // Move left when hitting right wall
self.x = 2048 - wallWidth - lineGraphic.width;
}
// Update last position
self.lastX = self.x;
};
+ // Only randomize direction, not speed
self.randomizeDirection();
+ // Make sure all lines use the full speed
+ self.speed = self.maxSpeed;
return self;
});
var Star = Container.expand(function () {
var self = Container.call(this);
@@ -388,9 +380,9 @@
// Update nests
for (var i = 0; i < nests.length; i++) {
nests[i].update();
}
- // Update nests to follow their power lines
+ // Update nests to follow their power lines exactly at the same speed
for (var i = 0; i < nests.length; i++) {
var nest = nests[i];
// Track last position if not already tracking
if (nest.lastX === undefined) nest.lastX = nest.x;
@@ -398,20 +390,21 @@
for (var j = 0; j < powerLines.length; j++) {
if (Math.abs(nest.y - powerLines[j].y) < 10) {
// Get the parent power line
var powerLine = powerLines[j];
- // Follow power line exactly
- var newX = nest.x + powerLine.speed * powerLine.direction;
+ // Move with the exact same speed and direction as the power line
+ // Store last position before updating
+ nest.lastX = nest.x;
+ // Apply the same movement to the nest that the power line uses
+ nest.x += powerLine.speed * powerLine.direction;
var wallWidth = 30;
var nestWidth = 100;
- // Ensure nest stays within screen boundaries
- if (newX < wallWidth + nestWidth / 2) {
- newX = wallWidth + nestWidth / 2;
- } else if (newX > 2048 - wallWidth - nestWidth / 2) {
- newX = 2048 - wallWidth - nestWidth / 2;
+ // Ensure nest stays within screen boundaries (safety check)
+ if (nest.x < wallWidth + nestWidth / 2) {
+ nest.x = wallWidth + nestWidth / 2;
+ } else if (nest.x > 2048 - wallWidth - nestWidth / 2) {
+ nest.x = 2048 - wallWidth - nestWidth / 2;
}
- nest.x = newX;
- nest.lastX = nest.x;
break;
}
}
}