User prompt
Make a start screen
User prompt
Once destroy the spike balls in your power up form, they make an explosion animation
User prompt
Perfect adjust once you get the golden bird power up you turn into a golden bird
User prompt
Make the golden bird as separate asset
User prompt
Make a power up called the golden Bird when touched it, grant the bird immunity to the obstacle
User prompt
Make obstacles slower
User prompt
Make less projectiles of the Ogbugh
User prompt
Make the obstacles faster and make more of them
User prompt
Please fix the bug: 'TypeError: obs.update is not a function. (In 'obs.update()', 'obs.update' is undefined)' in or related to this line: 'obs.update();' Line Number: 170
User prompt
Make more obstacles
User prompt
Instead of bouncing off objects, and she just falls straight down
Code edit (1 edits merged)
Please save this source code
User prompt
Head Dodge: Face Tracker Challenge
Initial prompt
OK, so I have an idea so basically it’s gonna be an object tracking my head move and they’re gonna be these little obstacles that I have to die using my head tracking
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
// Fast obstacle (normal size, very fast)
var FastObstacle = Container.expand(function () {
var self = Container.call(this);
// Tint to distinguish
var asset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
asset.tint = 0x3498db;
// Add update method
self.update = function () {
self.x += self.vx;
self.y += self.vy;
};
return self;
});
// Large obstacle (slower, bigger)
var LargeObstacle = Container.expand(function () {
var self = Container.call(this);
// Override asset
var asset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Add update method
self.update = function () {
self.x += self.vx;
self.y += self.vy;
};
return self;
});
// Obstacle base class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
// Default asset, can be overridden by subclasses
var obstacleAsset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.vx = 0;
self.vy = 0;
self.update = function () {
self.x += self.vx;
self.y += self.vy;
};
return self;
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var playerAsset = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// No update needed; position is set by facekit in main game loop
return self;
});
// Small obstacle (faster, smaller)
var SmallObstacle = Container.expand(function () {
var self = Container.call(this);
// Override asset
var asset = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
scaleY: 0.7
});
// Add update method
self.update = function () {
self.x += self.vx;
self.y += self.vy;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Obstacle: red box
// Player avatar: green ellipse
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Player instance
var player = new Player();
game.addChild(player);
// Start at center
player.x = 2048 / 2;
player.y = 2732 / 2;
// Obstacles array
var obstacles = [];
// Game state
var isGameOver = false;
var lastScore = 0;
// Helper: Clamp value between min and max
function clamp(val, min, max) {
if (val < min) return min;
if (val > max) return max;
return val;
}
// Helper: Spawn a batch of new obstacles from random edges, with higher speed
function spawnObstacle() {
// Spawn 1-2 obstacles per interval for less density
var numToSpawn = 1 + Math.floor(Math.random() * 2); // 1-2
for (var n = 0; n < numToSpawn; n++) {
// Randomly choose obstacle type
var typeRand = Math.random();
var obs, speed;
var x = 200 + Math.random() * (2048 - 400);
var y = -80;
if (typeRand < 0.2) {
// 20% Large, slow (but still faster than before)
obs = new LargeObstacle();
speed = 10 + Math.random() * 3; // 10-13 px/frame
} else if (typeRand < 0.5) {
// 30% Small, fast
obs = new SmallObstacle();
speed = 18 + Math.random() * 6; // 18-24 px/frame
} else if (typeRand < 0.7) {
// 20% Fast, normal size, blue
obs = new FastObstacle();
speed = 22 + Math.random() * 6; // 22-28 px/frame
} else {
// 30% Normal
obs = new Obstacle();
speed = 14 + Math.random() * 8; // 14-22 px/frame
}
obs.x = x;
obs.y = y;
obs.vx = 0;
obs.vy = speed;
obstacles.push(obs);
game.addChild(obs);
}
}
// Score logic
function setScore(val) {
LK.setScore(val);
scoreTxt.setText(val);
}
// Main update loop
game.update = function () {
if (isGameOver) return;
// Facekit: update player position
// Use noseTip if available, else mouthCenter
var fx = facekit.noseTip && facekit.noseTip.x ? facekit.noseTip.x : facekit.mouthCenter.x;
var fy = facekit.noseTip && facekit.noseTip.y ? facekit.noseTip.y : facekit.mouthCenter.y;
// Clamp to keep player inside screen (with margin for player size)
var margin = player.width / 2 + 10;
player.x = clamp(fx, margin, 2048 - margin);
player.y = clamp(fy, margin, 2732 - margin);
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.update();
// Remove if out of bounds
if (obs.x < -200 || obs.x > 2048 + 200 || obs.y < -200 || obs.y > 2732 + 200) {
obs.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision detection
if (obs.intersects(player)) {
// Game over
isGameOver = true;
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
return;
}
}
// Score: survive longer = higher score
if (LK.ticks % 6 === 0) {
// ~10 times per second
setScore(LK.getScore() + 1);
}
// Spawn obstacles at shorter intervals, increase frequency more aggressively as score increases
var spawnInterval = 50 - Math.min(35, Math.floor(LK.getScore() / 20) * 5); // Much faster as score increases
if (LK.ticks % spawnInterval === 0) {
spawnObstacle();
}
};
// Reset state on new game
game.on('reset', function () {
// Remove all obstacles
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
obstacles = [];
setScore(0);
isGameOver = false;
// Center player
player.x = 2048 / 2;
player.y = 2732 / 2;
});
// Ensure player is not in top-left 100x100 area
player.x = 2048 / 2;
player.y = 2732 / 2;
if (player.x < 180) player.x = 180;
if (player.y < 180) player.y = 180; ===================================================================
--- original.js
+++ change.js
@@ -121,10 +121,10 @@
return val;
}
// Helper: Spawn a batch of new obstacles from random edges, with higher speed
function spawnObstacle() {
- // Spawn 2-4 obstacles per interval for more challenge
- var numToSpawn = 2 + Math.floor(Math.random() * 3); // 2-4
+ // Spawn 1-2 obstacles per interval for less density
+ var numToSpawn = 1 + Math.floor(Math.random() * 2); // 1-2
for (var n = 0; n < numToSpawn; n++) {
// Randomly choose obstacle type
var typeRand = Math.random();
var obs, speed;