User prompt
Make the spikes disappear every bounce
User prompt
Make it so if the bird bounces on the right side the spike appears on the other side and vice versa
User prompt
Make it appear randomly on the walls every bounce
User prompt
Make a spike that sticks on the wall
User prompt
Make it flap the other way
User prompt
Make the bird rotate correctly
User prompt
No make it FLAP in the right direction
User prompt
Now make him flap the correct direction
Code edit (1 edits merged)
Please save this source code
User prompt
Make the bird face the direction it’s flying
User prompt
Still broken
User prompt
Can you fix this
User prompt
Make the bird faster
User prompt
Make the gravity stronger
User prompt
Make the bird jump higher
User prompt
Make the bird bigger
User prompt
Fix the bug that makes the bird stick to the wall
User prompt
Make the gravity stronger
User prompt
Make the bird faster and jump higher
User prompt
Make the bird larger
User prompt
Stop the seeds from moving
User prompt
Make it so every time the bird bounces two seeds spawn on the screen and despawn on the next bounce
User prompt
Can you make this game
User prompt
Bounce Bird
Initial prompt
Can you make a game where you’re a bird that clicks to fly and bounces off the walls called bounce bird
/****
* Classes
****/
var Bird = Container.expand(function () {
var self = Container.call(this);
// Bird asset
var birdGraphics = self.attachAsset('bird', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.5,
scaleY: 3.5
});
// Bird physics properties
self.velocityY = 0;
self.velocityX = 12; // Increased from 8 to 12 for faster horizontal movement
self.gravity = 1.0; // Increased from 0.7 to 1.0 for stronger gravity
self.flapStrength = -20; // Increased from -15 to -20 for higher jumps
self.lastX = 0;
self.lastY = 0;
self.lastWasIntersecting = false;
// Handle tap/click on bird
self.down = function (x, y, obj) {
self.flap();
};
// Make bird flap wings
self.flap = function () {
self.velocityY = self.flapStrength;
};
// Update bird physics
self.update = function () {
// Store last position
self.lastX = self.x;
self.lastY = self.y;
// Apply gravity
self.velocityY += self.gravity;
// Update position
self.y += self.velocityY;
self.x += self.velocityX;
// Visual feedback - rotate bird based on velocity
var targetRotation = Math.min(Math.max(self.velocityY / 15, -0.5), 0.5);
birdGraphics.rotation = targetRotation;
};
return self;
});
var Seed = Container.expand(function () {
var self = Container.call(this);
// Seed asset
var seedGraphics = self.attachAsset('seed', {
anchorX: 0.5,
anchorY: 0.5
});
// Seed properties
self.lastWasIntersecting = false;
self.speedX = 0; // Set speed to 0 to stop seeds from moving
// Animation effect
self.update = function () {
// No longer updating x position
seedGraphics.rotation += 0.05;
// Remove seeds that are off-screen
if (self.x < -50) {
self.shouldBeRemoved = true;
}
};
return self;
});
var Wall = Container.expand(function () {
var self = Container.call(this);
// Wall properties
self.isVertical = true;
self.wallGraphics = null;
// Initialize with wall type (vertical/horizontal)
self.init = function (vertical) {
self.isVertical = vertical;
if (vertical) {
self.wallGraphics = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
self.wallGraphics = self.attachAsset('ceiling', {
anchorX: 0.5,
anchorY: 0.5
});
}
return self;
};
return self;
});
/****
* Initialize Game
****/
// Change background color to sky blue
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Change background color to sky blue
// Assets for Bounce Bird
game.setBackgroundColor(0x87CEEB);
// Game variables
var bird;
var walls = [];
var seeds = [];
var score = 0;
var gameWidth = 2048;
var gameHeight = 2732;
// Create score text
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
LK.gui.topLeft.addChild(scoreText);
scoreText.x = 120; // Avoid the top-left 100x100 menu area
scoreText.y = 50;
// Create bird
bird = new Bird();
bird.x = gameWidth / 4;
bird.y = gameHeight / 2;
game.addChild(bird);
// Create walls (top, bottom, left, right)
function createWalls() {
// Top wall (ceiling)
var ceiling = new Wall().init(false);
ceiling.x = gameWidth / 2;
ceiling.y = 20;
game.addChild(ceiling);
walls.push(ceiling);
// Bottom wall (floor)
var floor = new Wall().init(false);
floor.x = gameWidth / 2;
floor.y = gameHeight - 20;
game.addChild(floor);
walls.push(floor);
// Left wall
var leftWall = new Wall().init(true);
leftWall.x = 20;
leftWall.y = gameHeight / 2;
game.addChild(leftWall);
walls.push(leftWall);
// Right wall
var rightWall = new Wall().init(true);
rightWall.x = gameWidth - 20;
rightWall.y = gameHeight / 2;
game.addChild(rightWall);
walls.push(rightWall);
}
// Create initial walls
createWalls();
// Spawn a new seed at a random position
function spawnSeed() {
var seed = new Seed();
seed.x = gameWidth + 50;
seed.y = Math.random() * (gameHeight - 200) + 100;
seeds.push(seed);
game.addChild(seed);
}
// Handle click/tap anywhere on screen
game.down = function (x, y, obj) {
bird.flap();
};
// Update function
game.update = function () {
// Seeds now spawn on bounce, not periodically
// Update seeds
for (var i = seeds.length - 1; i >= 0; i--) {
var seed = seeds[i];
// Check for collision with bird
var currentIntersecting = bird.intersects(seed);
if (!seed.lastWasIntersecting && currentIntersecting) {
// Collected seed
score++;
scoreText.setText("Score: " + score);
LK.setScore(score);
LK.getSound('collect').play();
// Remove seed
seed.destroy();
seeds.splice(i, 1);
} else {
seed.lastWasIntersecting = currentIntersecting;
// Remove seeds that should be removed
if (seed.shouldBeRemoved) {
seed.destroy();
seeds.splice(i, 1);
}
}
}
// Check for wall collisions
for (var i = 0; i < walls.length; i++) {
var wall = walls[i];
var currentIntersecting = bird.intersects(wall);
if (!bird.lastWasIntersecting && currentIntersecting) {
// Bird hit a wall - bounce!
LK.getSound('bounce').play();
// Apply bounce physics based on which wall was hit
if (wall.isVertical) {
bird.velocityX *= -1; // Reverse horizontal direction
// Push bird away from wall to prevent sticking
bird.x += bird.velocityX > 0 ? 5 : -5;
} else {
bird.velocityY *= -0.8; // Reverse vertical direction with dampening
// Push bird away from ceiling/floor to prevent sticking
bird.y += bird.velocityY > 0 ? 5 : -5;
}
// Visual feedback for bounce
LK.effects.flashObject(bird, 0xFFFFFF, 200);
// Clear old seeds on bounce
for (var j = seeds.length - 1; j >= 0; j--) {
seeds[j].destroy();
seeds.splice(j, 1);
}
// Spawn two new seeds on bounce
for (var k = 0; k < 2; k++) {
var newSeed = new Seed();
newSeed.x = Math.random() * (gameWidth - 200) + 100;
newSeed.y = Math.random() * (gameHeight - 200) + 100;
seeds.push(newSeed);
game.addChild(newSeed);
}
// Set lastWasIntersecting for the specific wall collision that just happened
bird.lastWasIntersecting = true;
break; // Exit the loop after handling a collision
}
}
// Reset lastWasIntersecting if not intersecting any wall
var intersectingAnyWall = false;
for (var i = 0; i < walls.length; i++) {
if (bird.intersects(walls[i])) {
intersectingAnyWall = true;
break;
}
}
if (!intersectingAnyWall) {
bird.lastWasIntersecting = false;
}
// Check if bird flew off screen (game over condition)
if (bird.y < -100 || bird.y > gameHeight + 100 || bird.x < -100 || bird.x > gameWidth + 100) {
LK.effects.flashScreen(0xFF0000, 500);
LK.showGameOver();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -97,10 +97,10 @@
/****
* Game Code
****/
-// Assets for Bounce Bird
// Change background color to sky blue
+// Assets for Bounce Bird
game.setBackgroundColor(0x87CEEB);
// Game variables
var bird;
var walls = [];
@@ -220,14 +220,24 @@
newSeed.y = Math.random() * (gameHeight - 200) + 100;
seeds.push(newSeed);
game.addChild(newSeed);
}
- // Reset lastWasIntersecting to false to allow for next collision
- bird.lastWasIntersecting = false;
+ // Set lastWasIntersecting for the specific wall collision that just happened
+ bird.lastWasIntersecting = true;
+ break; // Exit the loop after handling a collision
}
- // Don't update lastWasIntersecting here, only inside the collision handling
- // This way each wall collision is handled independently
}
+ // Reset lastWasIntersecting if not intersecting any wall
+ var intersectingAnyWall = false;
+ for (var i = 0; i < walls.length; i++) {
+ if (bird.intersects(walls[i])) {
+ intersectingAnyWall = true;
+ break;
+ }
+ }
+ if (!intersectingAnyWall) {
+ bird.lastWasIntersecting = false;
+ }
// Check if bird flew off screen (game over condition)
if (bird.y < -100 || bird.y > gameHeight + 100 || bird.x < -100 || bird.x > gameWidth + 100) {
LK.effects.flashScreen(0xFF0000, 500);
LK.showGameOver();
Big sunflower seed. In-Game asset. 2d. High contrast. No shadows
Square shaped gold bird. In-Game asset. 2d. High contrast. No shadows
Square shaped green bird facing to the right. In-Game asset. 2d. High contrast. No shadows
Square shaped orange bird facing right
Square shaped red bird facing right. In-Game asset. 2d. High contrast. No shadows
Square shaped rainbow bird facing right. In-Game asset. 2d. High contrast. No shadows