User prompt
Her sineği hareket ettirdiğimde fisirtili sesi gelsin
User prompt
bariyerleri oyuna ekle
Code edit (1 edits merged)
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User prompt
Flappy Fly
User prompt
Merhaba ben flappy kuş gibi bir tıklama oyunu yapıcağım ama benim oyunumda karakter bir sinek olacak geri kalalan şeyler flappy kuş gibi olacak daha açık oyunumu anlatırsam 2 adet üstde ve altda engeller olacak ortada sineğin geçeceği bir bölüm olacak uçanlar rasgele üstde veya altda veya ortada olacak biz sinek ile o engele
User prompt
bir önceki daha iyiydi
User prompt
Please continue polishing my design document.
Initial prompt
Merhaba ben flappy bird gibi bir tıklama oyunu yapıcağım ama benim oyunumda uçan karakter bir sinek olacak geri kalalan şeyler flappy bird gibi olacak daha açık oyunumu anlatırsam 2 adet üstde ve altda engeller olacak ortadada sineğin geçeceği bir kısım olacak boşluklar rasgele üstde veya altda veya ortada olacak biz sinek ile o engellere çarpmadan boşluktan geçmeye çalışacaz üstdede kaç kere boşluktan geçtiysek o yazacak
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Barrier = Container.expand(function (height, position) { var self = Container.call(this); var barrierGraphics = self.attachAsset('barrier', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, // Make the barrier narrower scaleY: height / 980 // Scale to match desired height }); self.width = barrierGraphics.width * 0.1; // Update width based on scale self.height = height; self.position = position; self.speed = 5; self.scored = false; self.update = function () { self.x -= self.speed; // Remove barriers that are off screen if (self.x < -self.width) { self.destroy(); return true; // Signal to remove this barrier } return false; }; return self; }); var BarrierPair = Container.expand(function () { var self = Container.call(this); self.width = 100; self.gapHeight = 400; self.speed = 5; self.scored = false; // Randomly position the gap (top, middle, or bottom) var positions = [{ top: 0, gap: 800 }, // Top position { top: (2732 - self.gapHeight) / 2, gap: (2732 - self.gapHeight) / 2 }, // Middle position { top: 2732 - self.gapHeight, gap: 0 } // Bottom position ]; var randomPosition = positions[Math.floor(Math.random() * positions.length)]; // Create top barrier var topHeight = randomPosition.top; if (topHeight > 0) { var topBarrier = new Barrier(topHeight, "top"); topBarrier.x = 0; topBarrier.y = topHeight / 2; self.addChild(topBarrier); } // Create bottom barrier var bottomHeight = 2732 - randomPosition.top - self.gapHeight; if (bottomHeight > 0) { var bottomBarrier = new Barrier(bottomHeight, "bottom"); bottomBarrier.x = 0; bottomBarrier.y = 2732 - bottomHeight / 2; self.addChild(bottomBarrier); } // Create visual opening var opening = self.attachAsset('opening', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: self.gapHeight / 250 }); opening.x = 0; opening.y = randomPosition.top + self.gapHeight / 2; self.update = function () { self.x -= self.speed; // Remove barriers that are off screen if (self.x < -self.width) { self.destroy(); return true; // Signal to remove this barrier } return false; }; return self; }); var Fly = Container.expand(function () { var self = Container.call(this); var flyGraphics = self.attachAsset('fly', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); self.velocity = 0; self.gravity = 0.7; self.flapStrength = -15; self.rotation = 0; self.isDead = false; self.flap = function () { if (self.isDead) { return; } self.velocity = self.flapStrength; LK.getSound('flap').play(); // Rotate the fly upward when flapping tween(self, { rotation: -0.5 }, { duration: 100 }); }; self.update = function () { if (self.isDead) { return; } // Apply gravity self.velocity += self.gravity; self.y += self.velocity; // Rotate the fly based on velocity if (self.velocity > 0) { var targetRotation = Math.min(self.velocity * 0.05, 1.2); self.rotation += (targetRotation - self.rotation) * 0.1; } // Boundaries check if (self.y < 0) { self.y = 0; self.velocity = 0; } if (self.y > 2732) { self.die(); } }; self.die = function () { if (self.isDead) { return; } self.isDead = true; LK.getSound('hit').play(); LK.effects.flashScreen(0xFF0000, 500); // Make the fly fall and rotate downward tween(self, { rotation: 1.5 }, { duration: 500 }); LK.setTimeout(function () { LK.showGameOver(); }, 1000); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game variables var fly; var barriers = []; var isPlaying = false; var gameSpeed = 5; var spawnInterval = 120; var ticksSinceLastSpawn = 0; var score = 0; var highScore = storage.highScore || 0; // Set up score display var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Set up instructions text var instructionsTxt = new Text2('Tap to Start\nTap to flap, release to fall', { size: 80, fill: 0xFFFFFF }); instructionsTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(instructionsTxt); // Create the fly fly = new Fly(); fly.x = 500; fly.y = 2732 / 2; game.addChild(fly); // Start the game when the player taps function startGame() { if (isPlaying) { return; } isPlaying = true; score = 0; LK.setScore(score); scoreTxt.setText('0'); instructionsTxt.visible = false; // Reset fly position fly.y = 2732 / 2; fly.velocity = 0; fly.rotation = 0; fly.isDead = false; // Clear existing barriers for (var i = barriers.length - 1; i >= 0; i--) { barriers[i].destroy(); } barriers = []; // Play background music LK.playMusic('bgMusic'); } // Handle tap/click game.down = function (x, y, obj) { if (!isPlaying) { startGame(); } fly.flap(); }; // Create a new barrier function spawnBarrier() { var barrier = new BarrierPair(); barrier.x = 2048 + 100; // Start off-screen barrier.width = 100; // Set a fixed width for collision detection game.addChild(barrier); barriers.push(barrier); } // Game update loop game.update = function () { if (!isPlaying) { return; } // Update fly fly.update(); // Spawn new barriers ticksSinceLastSpawn++; if (ticksSinceLastSpawn >= spawnInterval) { spawnBarrier(); ticksSinceLastSpawn = 0; } // Update barriers and check collisions for (var i = barriers.length - 1; i >= 0; i--) { var barrier = barriers[i]; if (barrier.update()) { // Barrier is off-screen and has been destroyed barriers.splice(i, 1); continue; } // Check if fly passed the barrier to score if (!barrier.scored && barrier.x + barrier.width < fly.x) { barrier.scored = true; score++; LK.setScore(score); scoreTxt.setText(score.toString()); LK.getSound('score').play(); // Update high score if (score > highScore) { highScore = score; storage.highScore = highScore; } } // Check collision with barriers (all children) for (var j = 0; j < barrier.children.length; j++) { var child = barrier.children[j]; if (fly.intersects(child)) { fly.die(); isPlaying = false; // Stop background music when game ends LK.stopMusic(); break; } } } };
===================================================================
--- original.js
+++ change.js
@@ -11,12 +11,13 @@
var self = Container.call(this);
var barrierGraphics = self.attachAsset('barrier', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1,
- scaleY: height / 500 // Scale to match desired height
+ scaleX: 0.1,
+ // Make the barrier narrower
+ scaleY: height / 980 // Scale to match desired height
});
- self.width = barrierGraphics.width;
+ self.width = barrierGraphics.width * 0.1; // Update width based on scale
self.height = height;
self.position = position;
self.speed = 5;
self.scored = false;
@@ -57,18 +58,29 @@
// Create top barrier
var topHeight = randomPosition.top;
if (topHeight > 0) {
var topBarrier = new Barrier(topHeight, "top");
+ topBarrier.x = 0;
topBarrier.y = topHeight / 2;
self.addChild(topBarrier);
}
// Create bottom barrier
var bottomHeight = 2732 - randomPosition.top - self.gapHeight;
if (bottomHeight > 0) {
var bottomBarrier = new Barrier(bottomHeight, "bottom");
+ bottomBarrier.x = 0;
bottomBarrier.y = 2732 - bottomHeight / 2;
self.addChild(bottomBarrier);
}
+ // Create visual opening
+ var opening = self.attachAsset('opening', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1,
+ scaleY: self.gapHeight / 250
+ });
+ opening.x = 0;
+ opening.y = randomPosition.top + self.gapHeight / 2;
self.update = function () {
self.x -= self.speed;
// Remove barriers that are off screen
if (self.x < -self.width) {
@@ -217,8 +229,9 @@
// Create a new barrier
function spawnBarrier() {
var barrier = new BarrierPair();
barrier.x = 2048 + 100; // Start off-screen
+ barrier.width = 100; // Set a fixed width for collision detection
game.addChild(barrier);
barriers.push(barrier);
}
// Game update loop