User prompt
Ahora crea el shader al pajaro que cuando toque el power up se convierta en varios colores como en mario bros ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Vamos crear power upts como uno de imbencivilidad puedes crear un shader como el de mario bros de la estrella al pajero don puede caer del cielo como el asest de las nubes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Has que cuando el pajaro toque la bomba se comvierta en negro ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Pon un borde arriba y has que cuando el pajaro caiga por el borde de abajo sra gane over
User prompt
El borde de abajo quitalo
User prompt
Ahora quita el borde de abajo ponlo arriba
User prompt
Tambian haz que cuando se reprodusca la animación de la explosion el pajaro caiga al vacio y tambien has que cuando el pajaro baya tocando los borde cada vez las bombas sean más rapidas pero poco ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Haz que cuando toque el asest bomba se ocutaria el asest bomba el asest explosión se iria al asest bomba y tu arias una animación de explosión y cuando termine se pondria el game over ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Estan spawneando muchos que spawnee un poco menos
User prompt
Osea pueden spawnear multiple como el asest del cielo
User prompt
Se esta esperando mucho para espaunear otra que se espere maximo 3 segundos
User prompt
Usa el asest de bomba para que del cielo para abajo caiga este paracaidas con una caja con bombas con fisicas de paracaidas que spawnee de forma ramdon dentro de la pantalla pero cuando espawnee 1 hay que esperar un tiempo para que spawnee otra ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Has que las nubes bajen mas a abajo
User prompt
Que bajen nubes pero 1 a la vez y has que las nubes sean mas grandes porque son nubes
User prompt
Con el asest nube aparescan nubes de manera aleatoria que que aparescan arriba y bajen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Usa el asest del cielo para el blackground de fondo y has que sea del tamaño del la pantalla
User prompt
Has un cielo azul como fondo
User prompt
El text de los numero quiero que el borde no se quite por despues del 1 se quita que se ponga el borde del mismo tamaño en todos los numeros
User prompt
Cuando cambie el numero sigua el borde negro no se quite
User prompt
Has que el borde sea mas grande cuando cambie el numero sigua ese borde
User prompt
Has que el texto de la puntuación sea más grande
User prompt
Cambia la fuente de texto de la puntuación a una mejor con bordes negros
User prompt
Arriba cuando para la izquierda la rotación sea para arriba ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Cuando cambie de posición no quiero que se vea la rotación abajo es para arriba y cuan toque borde que va a cambiar la velocidad del pajaro que sea menor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ahora quiero que el pajaro cuando tocas la pantalla se rote un poco para un efecto de salto ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bird = Container.expand(function () {
var self = Container.call(this);
self.speedX = 5;
self.lastX = 0;
var birdGraphics = self.attachAsset('bird', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Store last position for edge detection
self.lastX = self.x;
// Move horizontally
self.x += self.speedX;
// Apply gravity
if (!self.speedY) self.speedY = 0;
self.speedY += 0.8; // Gravity acceleration
self.y += self.speedY;
// Keep bird within screen bounds
if (self.y < 30) {
self.y = 30;
self.speedY = 0;
}
// Reverse direction when hitting screen edges and add scoring
if (self.lastX <= 2048 - 40 && self.x > 2048 - 40) {
self.x = 2048 - 40;
self.speedX = -self.speedX; // Reverse horizontal direction
// Flip bird image horizontally using scaleX
birdGraphics.scaleX = self.speedX > 0 ? 1 : -1;
// Reset rotation to 0 when changing direction
birdGraphics.rotation = 0;
// Add point and increase speed
LK.setScore(LK.getScore() + 1);
updateScoreText(LK.getScore());
// Increase speed with smaller increment
var newSpeed = Math.abs(self.speedX) + 0.5;
if (self.speedX < 0) newSpeed = -newSpeed;
tween(self, {
speedX: newSpeed
}, {
duration: 500,
easing: tween.easeOut
});
// Increase parachute speed slightly
if (parachutes) {
for (var i = 0; i < parachutes.length; i++) {
if (parachutes[i] && !parachutes[i].destroyed) {
parachutes[i].maxSpeed += 0.2;
parachutes[i].gravity += 0.01;
}
}
}
} else if (self.lastX >= 40 && self.x < 40) {
self.x = 40;
self.speedX = -self.speedX; // Reverse horizontal direction
// Flip bird image horizontally using scaleX
birdGraphics.scaleX = self.speedX > 0 ? 1 : -1;
// Reset rotation to 0 when changing direction
birdGraphics.rotation = 0;
// Add point and increase speed
LK.setScore(LK.getScore() + 1);
updateScoreText(LK.getScore());
// Increase speed with smaller increment
var newSpeed = Math.abs(self.speedX) + 0.5;
if (self.speedX < 0) newSpeed = -newSpeed;
tween(self, {
speedX: newSpeed
}, {
duration: 500,
easing: tween.easeOut
});
// Increase parachute speed slightly
if (parachutes) {
for (var i = 0; i < parachutes.length; i++) {
if (parachutes[i] && !parachutes[i].destroyed) {
parachutes[i].maxSpeed += 0.2;
parachutes[i].gravity += 0.01;
}
}
}
}
};
self.propelUp = function () {
if (!self.speedY) self.speedY = 0;
self.speedY = -15; // Upward thrust velocity
};
return self;
});
var Cloud = Container.expand(function () {
var self = Container.call(this);
var cloudGraphics = self.attachAsset('Nubes', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
self.lastY = 0;
self.update = function () {
self.lastY = self.y;
// Remove cloud when it goes off screen
if (self.lastY <= 2732 + 350 && self.y > 2732 + 350) {
self.destroy();
}
};
return self;
});
var Parachute = Container.expand(function () {
var self = Container.call(this);
var bombGraphics = self.attachAsset('Bombas', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
self.speedY = 0;
self.maxSpeed = 3; // Terminal velocity for parachute
self.gravity = 0.1; // Reduced gravity for parachute effect
self.lastY = 0;
self.update = function () {
self.lastY = self.y;
// Apply parachute physics - slower acceleration and terminal velocity
self.speedY += self.gravity;
if (self.speedY > self.maxSpeed) {
self.speedY = self.maxSpeed; // Cap at terminal velocity
}
self.y += self.speedY;
// Add slight horizontal drift for realism
self.x += Math.sin(self.y * 0.01) * 0.5;
// Remove parachute when it goes off screen
if (self.lastY <= 2732 + 100 && self.y > 2732 + 100) {
self.destroy();
}
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.lastY = 0;
self.speedY = 2;
// Create pulsing star effect
self.pulseDirection = 1;
self.pulseSpeed = 0.05;
self.update = function () {
self.lastY = self.y;
self.y += self.speedY;
// Create pulsing effect
starGraphics.scaleX += self.pulseSpeed * self.pulseDirection;
starGraphics.scaleY += self.pulseSpeed * self.pulseDirection;
if (starGraphics.scaleX >= 2) {
self.pulseDirection = -1;
} else if (starGraphics.scaleX <= 1) {
self.pulseDirection = 1;
}
// Rotate star
starGraphics.rotation += 0.1;
// Remove when off screen
if (self.lastY <= 2732 + 100 && self.y > 2732 + 100) {
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Add sky background that covers full screen
var skyBackground = game.attachAsset('Cielo', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
});
// Create score display
var scoreTxt = new Text2('0', {
size: 180,
fill: 0xFFFFFF,
font: "'Arial Black', Arial, sans-serif",
stroke: 0x000000,
strokeThickness: 15
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 100;
// Function to update score text with consistent styling
function updateScoreText(score) {
scoreTxt.setText(score);
scoreTxt.stroke = 0x000000;
scoreTxt.strokeThickness = 15;
}
// Create bird
var bird = new Bird();
bird.x = 300;
bird.y = 2732 / 2;
game.addChild(bird);
// Gradually increase bird speed over time
tween(bird, {
speedX: 15
}, {
duration: 30000,
easing: tween.easeInOut
});
// Instruction text
var instructionTxt = new Text2('Tap to propel the bird upward!', {
size: 60,
fill: 0xFFFFFF,
font: "'Arial Black', Arial, sans-serif",
stroke: 0x000000,
strokeThickness: 4
});
instructionTxt.anchor.set(0.5, 0.5);
game.addChild(instructionTxt);
instructionTxt.x = 2048 / 2;
instructionTxt.y = 300;
// Touch controls
game.down = function (x, y, obj) {
bird.propelUp();
// Add rotation effect for jump to bird graphics only
var birdGraphics = bird.children[0];
// Rotate upward when moving left, downward when moving right
var rotationDirection = bird.speedX < 0 ? 0.3 : -0.3;
tween(birdGraphics, {
rotation: birdGraphics.rotation + rotationDirection
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
// Return to normal rotation
tween(birdGraphics, {
rotation: 0
}, {
duration: 300,
easing: tween.easeInOut
});
}
});
};
// Array to track clouds and parachutes
var clouds = [];
var parachutes = [];
var powerUps = [];
var lastParachuteSpawn = 0;
var parachuteSpawnDelay = 1000 + Math.random() * 2000; // 1-3 seconds between spawns
var lastPowerUpSpawn = 0;
var powerUpSpawnDelay = 15000 + Math.random() * 10000; // 15-25 seconds between power-ups
var isInvincible = false;
var invincibilityEndTime = 0;
game.update = function () {
// Spawn clouds randomly - one at a time
if (Math.random() < 0.001) {
// 0.1% chance each frame
var newCloud = new Cloud();
newCloud.x = Math.random() * 2048; // Random X position across screen width
newCloud.y = -50; // Start above screen
newCloud.lastY = newCloud.y;
clouds.push(newCloud);
game.addChild(newCloud);
// Animate cloud falling down with random speed
var fallDuration = 8000 + Math.random() * 4000; // 8-12 seconds
tween(newCloud, {
y: 2732 + 300
}, {
duration: fallDuration,
easing: tween.linear,
onFinish: function onFinish() {
// Remove from clouds array when finished
for (var i = clouds.length - 1; i >= 0; i--) {
if (clouds[i] === newCloud) {
clouds.splice(i, 1);
break;
}
}
}
});
}
// Spawn parachutes with timing control - multiple can exist
var currentTime = Date.now();
if (currentTime - lastParachuteSpawn > parachuteSpawnDelay) {
var newParachute = new Parachute();
newParachute.x = Math.random() * (2048 - 200) + 100; // Random X position with margin
newParachute.y = -100; // Start above screen
newParachute.lastY = newParachute.y;
parachutes.push(newParachute);
game.addChild(newParachute);
lastParachuteSpawn = currentTime;
// Set new random delay for next spawn (3-7 seconds)
parachuteSpawnDelay = 3000 + Math.random() * 4000;
}
// Spawn power-ups occasionally
if (currentTime - lastPowerUpSpawn > powerUpSpawnDelay) {
var newPowerUp = new PowerUp();
newPowerUp.x = Math.random() * (2048 - 200) + 100;
newPowerUp.y = -100;
newPowerUp.lastY = newPowerUp.y;
powerUps.push(newPowerUp);
game.addChild(newPowerUp);
lastPowerUpSpawn = currentTime;
// Set new random delay for next spawn (15-25 seconds)
powerUpSpawnDelay = 15000 + Math.random() * 10000;
}
// Check invincibility timer
if (isInvincible && currentTime > invincibilityEndTime) {
isInvincible = false;
// Stop any ongoing tween effects on bird
tween.stop(bird, {
tint: true
});
bird.tint = 0xFFFFFF; // Reset to normal color
}
// Check power-up collection
var _loop = function _loop() {
powerUp = powerUps[i];
if (!powerUp.destroyed && bird.intersects(powerUp)) {
// 8 seconds of invincibility
// Start Mario-like rainbow color cycling effect
var colorIndex = 0;
var rainbowColors = [0xFF0000,
// Red
0xFF7F00,
// Orange
0xFFFF00,
// Yellow
0x00FF00,
// Green
0x0000FF,
// Blue
0x4B0082,
// Indigo
0x9400D3 // Violet
];
var _createRainbowEffect = function createRainbowEffect() {
if (isInvincible) {
tween(bird, {
tint: rainbowColors[colorIndex]
}, {
duration: 150,
onFinish: function onFinish() {
if (isInvincible) {
colorIndex = (colorIndex + 1) % rainbowColors.length;
_createRainbowEffect();
}
}
});
}
};
// Activate invincibility
isInvincible = true;
invincibilityEndTime = currentTime + 8000;
_createRainbowEffect();
// Remove power-up
powerUp.destroy();
powerUps.splice(i, 1);
return 1; // break
}
},
powerUp;
for (var i = powerUps.length - 1; i >= 0; i--) {
if (_loop()) break;
}
// Clean up destroyed clouds from array
for (var i = clouds.length - 1; i >= 0; i--) {
if (clouds[i].destroyed) {
clouds.splice(i, 1);
}
}
// Check collision between bird and parachutes
for (var i = parachutes.length - 1; i >= 0; i--) {
var parachute = parachutes[i];
if (!parachute.destroyed && bird.intersects(parachute)) {
if (isInvincible) {
// If invincible, just destroy the bomb without explosion
parachute.destroy();
parachutes.splice(i, 1);
// Add bonus points for destroying bomb while invincible
LK.setScore(LK.getScore() + 5);
updateScoreText(LK.getScore());
} else {
// Hide the bomb
parachute.visible = false;
// Make bird turn black
bird.tint = 0x000000;
// Make bird fall by giving it strong downward velocity
bird.speedY = 10; // Strong downward velocity
// Create explosion at bomb position
var explosion = game.attachAsset('Explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
explosion.x = parachute.x;
explosion.y = parachute.y;
// Animate explosion
tween(explosion, {
scaleX: 5,
scaleY: 5,
alpha: 0
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
// Show game over when explosion finishes
LK.showGameOver();
}
});
// Remove parachute
parachute.destroy();
parachutes.splice(i, 1);
}
break; // Only handle one collision per frame
}
}
// Check if bird falls below screen for game over
if (bird.y > 2732 + 100) {
LK.showGameOver();
}
// Clean up destroyed parachutes from array
for (var i = parachutes.length - 1; i >= 0; i--) {
if (parachutes[i].destroyed) {
parachutes.splice(i, 1);
}
}
// Clean up destroyed power-ups from array
for (var i = powerUps.length - 1; i >= 0; i--) {
if (powerUps[i].destroyed) {
powerUps.splice(i, 1);
}
}
};
; ===================================================================
--- original.js
+++ change.js
@@ -333,36 +333,43 @@
var _loop = function _loop() {
powerUp = powerUps[i];
if (!powerUp.destroyed && bird.intersects(powerUp)) {
// 8 seconds of invincibility
- // Start Mario-like flashing effect
- var _createFlashEffect = function createFlashEffect() {
+ // Start Mario-like rainbow color cycling effect
+ var colorIndex = 0;
+ var rainbowColors = [0xFF0000,
+ // Red
+ 0xFF7F00,
+ // Orange
+ 0xFFFF00,
+ // Yellow
+ 0x00FF00,
+ // Green
+ 0x0000FF,
+ // Blue
+ 0x4B0082,
+ // Indigo
+ 0x9400D3 // Violet
+ ];
+ var _createRainbowEffect = function createRainbowEffect() {
if (isInvincible) {
tween(bird, {
- tint: 0xFFFFFF
+ tint: rainbowColors[colorIndex]
}, {
- duration: 100,
+ duration: 150,
onFinish: function onFinish() {
if (isInvincible) {
- tween(bird, {
- tint: 0xFFD700
- }, {
- duration: 100,
- onFinish: function onFinish() {
- if (isInvincible) {
- _createFlashEffect();
- }
- }
- });
+ colorIndex = (colorIndex + 1) % rainbowColors.length;
+ _createRainbowEffect();
}
}
});
}
};
// Activate invincibility
isInvincible = true;
invincibilityEndTime = currentTime + 8000;
- _createFlashEffect();
+ _createRainbowEffect();
// Remove power-up
powerUp.destroy();
powerUps.splice(i, 1);
return 1; // break
Crea un pajaro caway en 2d viendo a la derecha de color rojo acostado que con se vean las patas. In-Game asset. No shadows
Haz una sola nube carton de color blanco. In-Game asset. High contrast. No shadows
Un paracaidas con una cja con bombas carton. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Has un cielo bonito sin nubes y sin bordes. In-Game asset. High contrast. No shadows
Explosión. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Pajaro amarillo con pico naranja carton. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
En el logo estera el texto de bird bomber abajo estara un cañon y arriba un pajaro. In-Game asset. High contrast. No shadows
Button play. In-Game asset. High contrast. No shadows