User prompt
Updated Request: I want the camera (or screen) to continuously scroll upward starting from the moment the first jump occurs. It should keep moving up smoothly regardless of the character's position. The player should never reach the top of the screen; instead, the environment should appear to move downward as the player jumps. Additionally, after every 10 successful jumps (i.e., landing on 10 platforms), the scroll speed should increase slightly to make the game progressively harder.
User prompt
Here’s what I want: After the character makes the first jump in the game, I want the screen (or camera) to start smoothly scrolling upward. That means, when the character jumps up, the screen should gradually follow along instead of staying static. The camera movement should depend on the character's y position. For example, once the character moves above the center of the screen, the camera should start following. This can be done using a cameraOffsetY value, which should be updated smoothly using lerp (linear interpolation). Finally, all drawing operations should take this cameraOffsetY into account and shift accordingly. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Canvas boyutunu yalnızca başta ayarla
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"The game should not alter the screen's view in any way during the very first jump. The screen should remain exactly as it is before the first jump occurs."
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"It seems the issue with the first jump is that the screen is trying to move upwards prematurely. The intended behavior is that the screen should only start scrolling upwards gradually as the bird continues to jump and ascend to higher wires, not on the very first jump."
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ilk atlamada kuş yuvaya girmeye çalışıyor bunu düzeltelim ilk atlamada da kuş serbest bir şekilde atlasın
User prompt
"The initial problem with the first jump persists. When I make the very first click to jump, instead of a smooth upward movement of the bird, there's a visual sensation that the entire screen or the game's viewport is abruptly shifting or transitioning to a different view or position. This feels like a sudden cut or jump in the camera's perspective, rather than just the bird moving upwards. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Could the issue be that the game is trying to forcefully move the bird to the second wire on the first jump? If there's an error in how this forced positioning is being handled, or if the bird isn't correctly landing on the 'target' second wire, it might be incorrectly triggering a 'game over'."
User prompt
The game incorrectly triggers a 'game over' as soon as I try to make the bird jump for the first time. This happens even though the bird should be starting on a nest on the bottom wire. Please check the following: Ensure that the initial position of the bird on the starting nest is recognized as a safe landing spot. Review the fall detection logic to prevent it from triggering immediately upon the first jump attempt. Examine the jump mechanics to confirm that the bird is indeed propelled upwards, even if just for a short duration. Verify the conditions that lead to a 'game over' to ensure they are not being met prematurely with the first jump."
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"The bird should start the game inside a nest located on the bottommost power line. This bottom wire will serve as our initial starting point for the player."
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'jump')' in or related to this line: 'bird.jump();' Line Number: 559
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'bird.y = bird.currentNest.y - 30;' Line Number: 434
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'bird.update();' Line Number: 533
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At the very beginning of the game, there's a noticeable lag or stutter. It feels like the game freezes for a brief moment before becoming responsive. This issue needs to be addressed to ensure a smooth initial experience for the player. Please investigate the code that runs at startup to identify any heavy or unoptimized processes that might be causing this delay. Consider optimizing asset loading, delaying non-essential initializations, or reviewing the overall sequence of startup operations."
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Please fix the bug: 'TypeError: tween.isTweening is not a function' in or related to this line: 'if (tween.isTweening(self, {' Line Number: 103
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Please fix the bug: 'TypeError: tween.isTweening is not a function' in or related to this line: 'if (tween.isTweening(self, {' Line Number: 103
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"The problem seems to be with the first jump. Instead of reaching the second wire directly, the bird appears to jump to an intermediate, incorrect position first." "The bird's first jump doesn't go directly to the second wire. It seems to briefly move to an intermediate Y-coordinate before potentially correcting itself or falling. The intended behavior is a direct upward movement to land on the nest of the wire immediately above the starting one." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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"There's an issue with the very first click. Upon the initial mouse click, it looks as if the game is transitioning from a lower screen or position to the current one."
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Every three successful ascents (when the bird reaches a nest on a higher wire), the bottommost wire should disappear from the screen. This will create gaps where the bird can fall into the void, leading to a game over if it doesn't land on a remaining nest."
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The initial position issue is resolved, but now, when I click for the bird to jump, all the wires move downwards simultaneously."
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"The same error persists. As soon as the game starts, the stationary wires that should be at the top suddenly move downwards."
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The game seems to be acting erratically right now. Let's revert the change where the wires were moving. The wires should be fixed in place again. Additionally, the bird should start the game from a designated starting point on the bottommost wire."
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Currently, upon starting the game, the viewport is immediately set to the highest point of the game world. This is incorrect. The initial camera position should be such that the bird is visible at the bottom of the screen at the start of the game. Subsequently, the camera's vertical position should dynamically adjust upwards as the bird gains altitude by jumping."
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"The vertical scrolling of the screen should be directly tied to the bird's upward progress."
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Everything seems to be working well, but the screen isn't continuously scrolling upwards; it stops scrolling after a certain point."
/**** * 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; } // Special handling for first jump if (!game.gameStarted) { // Calculate target Y position (one power line above) var targetY = self.y - lineSpacing; // Use tween for smooth first jump tween(self, { y: targetY }, { duration: 500, easing: tween.easeOutQuad, onFinish: function onFinish() { // Re-enable bird physics after tween self.flying = true; self.velocity = 0; // Reset velocity after tween } }); game.gameStarted = true; game.isFirstJump = false; // Already handled the first jump } else { // Normal jump physics for subsequent jumps 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) { // Skip physics if being tweened during first jump if (tween.isActive && tween.isActive(self, 'y')) { return; } 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; self.speed = 4; // Speed for horizontal movement self.direction = 1; // Direction for horizontal movement // Randomize initial direction self.randomizeDirection = function () { self.direction = Math.random() > 0.5 ? 1 : -1; }; // Update method to handle movement and collisions self.update = function () { // Track last position for reference if (self.lastX === undefined) self.lastX = self.x; // Move nest horizontally self.x += self.speed * self.direction; // Check for wall collisions and reverse direction var wallWidth = 30; // Width of the wall assets var nestWidth = 100; // Width of nest if (self.x <= wallWidth + nestWidth / 2) { self.direction = 1; // Move right when hitting left wall self.x = wallWidth + nestWidth / 2; } else if (self.x >= 2048 - wallWidth - nestWidth / 2) { self.direction = -1; // Move left when hitting right wall self.x = 2048 - wallWidth - nestWidth / 2; } // Update last position self.lastX = self.x; }; // Initialize random direction self.randomizeDirection(); return self; }); var PowerLine = Container.expand(function () { var self = Container.call(this); var lineGraphic = self.attachAsset('powerLine', { anchorX: 0, anchorY: 0.5 }); // Power lines are static - no update method needed 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; var ascentCount = 0; var lastNestLevel = null; var removedBottomLines = 0; // 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); // Bird will be positioned on a nest in initGame } // Create a power line with nests function createPowerLine(y) { var powerLine = new PowerLine(); powerLine.y = y; powerLine.initialY = y; // Store initial Y position // Set power line to span the whole width, respecting wall boundaries powerLine.x = 30; // Starting from left wall position game.addChild(powerLine); powerLines.push(powerLine); // Calculate nest properties once - more efficient var nestCount = Math.floor(Math.random() * 3) + 1; var nestWidth = 100; var wallWidth = 30; // Width of the wall assets var availableWidth = 2048 - nestWidth - wallWidth * 2; // Account for walls // Pre-calculate nest positions for better performance var nestPositions = []; for (var i = 0; i < nestCount; i++) { nestPositions.push({ x: wallWidth + nestWidth / 2 + Math.random() * (availableWidth - nestWidth), y: y - 5 }); } // Add nests in a small timeout to prevent UI blocking LK.setTimeout(function () { // Place nests randomly along the power line for (var i = 0; i < nestCount; i++) { var nest = new Nest(); // Random position along the power line nest.x = nestPositions[i].x; nest.y = nestPositions[i].y; // Slightly above the line nest.initialY = y - 5; // Store initial Y position game.addChild(nest); nests.push(nest); } }, 0); // Even a 0ms timeout helps by deferring to next event loop return powerLine; } // Initialize power lines function initPowerLines() { // Clear existing lines and nests - optimize by checking length first if (powerLines.length > 0) { for (var i = 0; i < powerLines.length; i++) { game.removeChild(powerLines[i]); } } if (nests.length > 0) { for (var i = 0; i < nests.length; i++) { game.removeChild(nests[i]); } } powerLines = []; nests = []; // Create initial power lines - create in batches for better performance nextLineY = 2500; // Create lines in smaller batches to prevent blocking UI var linesBatch = 3; var currentLine = 0; function createLineBatch() { var batchEnd = Math.min(currentLine + linesBatch, maxLines); for (var i = currentLine; i < batchEnd; i++) { createPowerLine(nextLineY); nextLineY -= lineSpacing; } currentLine = batchEnd; if (currentLine < maxLines) { LK.setTimeout(createLineBatch, 1); } } createLineBatch(); } // Initialize the game function initGame() { score = 0; gameOver = false; game.gameStarted = false; // Flag to track if game has started (first jump) game.isFirstJump = false; // No longer needed as we use tween for first jump game.birdHighestPosition = null; // Track bird's highest (lowest y value) position ascentCount = 0; lastNestLevel = null; removedBottomLines = 0; updateScore(0); // Defer heavy initialization with a small timeout to allow the UI to render first LK.setTimeout(function () { initPowerLines(); initBird(); // Create walls at screen edges createWalls(); // Find a nest on the bottommost line and place bird on it var bottomNest = null; var bottomY = 0; // First identify the bottommost line by finding the nest with largest Y value for (var i = 0; i < nests.length; i++) { if (nests[i].y > bottomY) { bottomY = nests[i].y; bottomNest = nests[i]; } } // If we found a bottom nest, place bird on it if (bottomNest) { bird.currentNest = bottomNest; bird.x = bottomNest.x; bird.y = bottomNest.y - 30; bird.isJumpAllowed = true; bottomNest.occupied = true; bird.onWire = true; } // Initialize camera position to show bird at bottom of screen // Calculate camera position so bird is visible at screen bottom // Bird is at around y=2500, and we want it visible at the bottom of 2732 height screen cameraY = bird.y - 2732 + 200; // 200px from bottom // Play background music LK.playMusic('gameMusic'); }, 50); // Short delay to let the UI render first } // 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); // Check for successful ascent to a higher wire var currentLevel = Math.floor(nest.initialY / lineSpacing); if (lastNestLevel !== null && currentLevel < lastNestLevel) { ascentCount++; // Every 3 successful ascents, remove the bottommost wire if (ascentCount % 3 === 0) { removeBottomWire(); } } lastNestLevel = currentLevel; // Play landing sound LK.getSound('land').play(); return true; } } } return false; } // Move camera based on bird position and directly tied to the bird's upward progress function updateCamera() { // Track the bird's highest position (lowest y value) if (!game.birdHighestPosition || bird.y < game.birdHighestPosition) { game.birdHighestPosition = bird.y; // When bird moves upward, camera should follow // Calculate target camera position to keep bird visible in the lower part of screen var targetY = bird.y - 2732 + 600; // Keep bird 600px from bottom of screen when jumping up // Only move camera up (not down) when bird makes upward progress if (targetY < cameraY) { // If bird is being tweened (first jump), sync camera with bird movement if (tween.isActive && tween.isActive(bird, 'y')) { // Move camera with smooth transition matching the bird's tween cameraY = targetY; } else { // Move camera to follow bird with smooth transition cameraY = (cameraY * 4 + targetY) / 5; // Smoother camera movement } } } // Only apply camera transformation after gameplay begins (after first jump) // This keeps wires stationary at their initial positions if (game.gameStarted) { // Apply camera transformation to game objects var offsetY = cameraY; for (var i = 0; i < powerLines.length; i++) { powerLines[i].y = powerLines[i].initialY - offsetY + 2732; } for (var i = 0; i < nests.length; i++) { nests[i].y = nests[i].initialY - offsetY + 2732; } // 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 = walls[i].initialY - offsetY + 2732; } } // Bird follows camera movement when on wire if (bird.onWire && bird.currentNest) { 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() { // Prepare wall properties before asset loading var wallProps = { anchorX: 0, anchorY: 0 }; // Using setTimeout to create a small delay before accessing assets LK.setTimeout(function () { var leftWall = LK.getAsset('wall', { anchorX: 0, anchorY: 0 }); leftWall.x = 0; leftWall.y = 0; leftWall.initialY = 0; // Store initial Y position game.addChild(leftWall); var rightWall = LK.getAsset('wall', { anchorX: 0, anchorY: 0 }); rightWall.x = 2048 - rightWall.width; rightWall.y = 0; rightWall.initialY = 0; // Store initial Y position game.addChild(rightWall); }, 5); // Small delay to prevent blocking UI } // Function to remove the bottommost wire and its nests function removeBottomWire() { // Find the bottommost wire (highest y value) var bottomLineIndex = -1; var bottomY = -Infinity; for (var i = 0; i < powerLines.length; i++) { if (powerLines[i].initialY > bottomY) { bottomY = powerLines[i].initialY; bottomLineIndex = i; } } if (bottomLineIndex >= 0) { // Remove the wire game.removeChild(powerLines[bottomLineIndex]); var removedLine = powerLines.splice(bottomLineIndex, 1)[0]; // Remove all nests on this wire for (var i = nests.length - 1; i >= 0; i--) { // Check if the nest is on the removed wire (approximately same initialY) if (Math.abs(nests[i].initialY - (removedLine.initialY - 5)) < 10) { // If bird is on this nest, it will fall if (bird.currentNest === nests[i]) { bird.currentNest = null; bird.onWire = false; bird.isJumpAllowed = false; bird.velocity = 1; // Start falling } game.removeChild(nests[i]); nests.splice(i, 1); } } removedBottomLines++; } } // 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 if it exists if (bird) { bird.update(); } // Power lines are static, no need to update them // Update nests for (var i = 0; i < nests.length; i++) { nests[i].update(); } // Check if bird landed on a nest and bird exists if (bird) { checkNestCollision(); // Update camera position updateCamera(); } // Generate new lines if needed checkGenerateLines(); // Remove off-screen objects cleanupObjects(); // Check game over condition if (bird) { handleGameOver(); } }; // Bird jump on screen tap/click game.down = function (x, y, obj) { if (!gameOver) { bird.jump(); } }; // Show loading indicator var loadingText = new Text2('Loading...', { size: 80, fill: 0xFFFFFF }); loadingText.anchor.set(0.5, 0.5); loadingText.x = 2048 / 2; loadingText.y = 2732 / 2; game.addChild(loadingText); // Create a preloader to load game assets efficiently function startGameWithPreloader() { // Use tween to animate loading text while assets are prepared tween(loadingText, { alpha: 0.5 }, { duration: 500, easing: tween.easeInOutQuad, loop: true, yoyo: true }); // Defer game initialization to prevent startup lag LK.setTimeout(function () { // Remove loading indicator tween(loadingText, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { game.removeChild(loadingText); // Initialize game initGame(); } }); }, 200); // Give enough time for engine to initialize } // Start game with preloader startGameWithPreloader();
===================================================================
--- original.js
+++ change.js
@@ -411,9 +411,9 @@
walls[i].y = walls[i].initialY - offsetY + 2732;
}
}
// Bird follows camera movement when on wire
- if (bird.onWire) {
+ if (bird.onWire && bird.currentNest) {
bird.y = bird.currentNest.y - 30;
}
}
// Generate new lines if needed