User prompt
Didn’t work
User prompt
Fix this problem
User prompt
Why does closing the shop open the game over
User prompt
Closing the shop should bring you back to the main menu
User prompt
The game shouldn’t start when you open the shop
User prompt
Make it so you don’t die after leaving the shop
User prompt
Make the skins cost less
User prompt
Make the skins different assets
User prompt
The white and orange are still changing
User prompt
It still doesn’t work ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
It didn’t work
User prompt
Make the skins not change the colors white and orange
User prompt
Add a skin shop ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make a skin shop ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
User prompt
Make a start screen
User prompt
Make the seeds spawn more in the middle
User prompt
Make the walls bigger
User prompt
Make the seeds bigger
User prompt
Even bigger
User prompt
Make the seeds bigger
User prompt
Make the spikes bigger
User prompt
Make the spikes bigger
User prompt
Do it again but make the spike blue
User prompt
Make the walls the same color as the spike ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the bottom and top sides kill you
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
coins: 0,
selectedSkin: "bird",
unlockedSkins: ["bird"]
});
/****
* Classes
****/
var Bird = Container.expand(function () {
var self = Container.call(this);
// Get the selected skin
var selectedSkin = storage.selectedSkin || "bird";
// Bird asset - use the correct asset based on the selected skin
var birdGraphics = self.attachAsset(selectedSkin, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.5,
scaleY: 3.5
});
// Set special flag for rainbow bird
if (selectedSkin === "rainbow_bird") {
self.isRainbow = true; // Will be handled in update
}
// 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);
// Make bird face the direction it's flying by flipping the sprite
if (self.velocityX > 0) {
birdGraphics.scaleX = Math.abs(birdGraphics.scaleX); // Face right
birdGraphics.rotation = targetRotation; // Apply rotation normally for right-facing bird
} else {
birdGraphics.scaleX = -Math.abs(birdGraphics.scaleX); // Face left
birdGraphics.rotation = -targetRotation; // Invert rotation for left-facing bird
}
// Rainbow effect is now handled by the rainbow bird asset
// We can still animate it slightly for visual effect
if (self.isRainbow) {
// Apply subtle visual effects for rainbow bird
var pulseAmount = Math.sin(LK.ticks / 10) * 0.1;
self.children[0].scale.set(3.5 + pulseAmount, 3.5 + pulseAmount);
}
};
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,
scaleX: 3.5,
scaleY: 3.5
});
// 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 ShopScreen = Container.expand(function () {
var self = Container.call(this);
// Background panel
var panel = self.attachAsset('shape', {
width: 1800,
height: 2200,
color: 0x4682B4,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
panel.alpha = 0.9;
// Title
var titleText = new Text2('SKIN SHOP', {
size: 120,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.x = 0;
titleText.y = -950;
self.addChild(titleText);
// Coins display
var coinsText = new Text2('Coins: ' + storage.coins, {
size: 80,
fill: 0xFFD700
});
coinsText.anchor.set(0.5, 0);
coinsText.x = 0;
coinsText.y = -800;
self.addChild(coinsText);
// Skins configuration
var skins = [{
id: "bird",
name: "Default Bird",
price: 0,
x: -500,
y: -500
}, {
id: "red_bird",
name: "Red Bird",
price: 20,
x: 0,
y: -500
}, {
id: "gold_bird",
name: "Gold Bird",
price: 40,
x: 500,
y: -500
}, {
id: "blue_bird",
name: "Blue Bird",
price: 60,
x: -500,
y: 0
}, {
id: "green_bird",
name: "Green Bird",
price: 80,
x: 0,
y: 0
}, {
id: "rainbow_bird",
name: "Rainbow Bird",
price: 100,
x: 500,
y: 0
}];
// Selected skin indicator
var selectedIndicator = self.attachAsset('shape', {
width: 350,
height: 350,
color: 0xFFD700,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
selectedIndicator.alpha = 0.5;
selectedIndicator.visible = false;
// Skin buttons
var skinButtons = [];
for (var i = 0; i < skins.length; i++) {
createSkinButton(skins[i]);
}
function createSkinButton(skin) {
var button = new Container();
// Button background
var bg = button.attachAsset('shape', {
width: 300,
height: 300,
color: 0x87CEEB,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
// Bird icon using the specific skin asset
var birdIcon = button.attachAsset(skin.id, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
// Set rainbow flag if needed
if (skin.id === "rainbow_bird") {
button.isRainbow = true;
}
// Price/status text
var priceText = new Text2(skin.price === 0 ? "FREE" : skin.price + " coins", {
size: 40,
fill: 0xFFFFFF
});
priceText.anchor.set(0.5, 0);
priceText.y = 80;
button.addChild(priceText);
// Set button position
button.x = skin.x;
button.y = skin.y;
button.skinId = skin.id;
button.skinName = skin.name;
button.price = skin.price;
// Check if skin is unlocked
var unlockedSkins = storage.unlockedSkins || ["bird"];
if (unlockedSkins.indexOf(skin.id) !== -1) {
button.isUnlocked = true;
priceText.setText("UNLOCKED");
} else {
button.isUnlocked = false;
}
// Handle button click
button.down = function (x, y, obj) {
if (button.isUnlocked) {
// Select this skin
storage.selectedSkin = button.skinId;
self.updateSelectedIndicator();
if (self.onSkinSelected) {
self.onSkinSelected(button.skinId);
}
} else if (storage.coins >= button.price) {
// Buy this skin
storage.coins -= button.price;
if (!storage.unlockedSkins) {
storage.unlockedSkins = ["bird"];
}
storage.unlockedSkins.push(button.skinId);
button.isUnlocked = true;
priceText.setText("UNLOCKED");
coinsText.setText("Coins: " + storage.coins);
}
};
self.addChild(button);
skinButtons.push(button);
return button;
}
// Close button
var closeButton = new Container();
var closeBg = closeButton.attachAsset('shape', {
width: 500,
height: 120,
color: 0xFF0000,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
var closeText = new Text2('CLOSE', {
size: 80,
fill: 0xFFFFFF
});
closeText.anchor.set(0.5, 0.5);
closeButton.addChild(closeText);
closeButton.x = 0;
closeButton.y = 800;
closeButton.down = function () {
if (self.onClose) {
self.onClose();
}
};
self.addChild(closeButton);
// Update which skin is selected
self.updateSelectedIndicator = function () {
var currentSkin = storage.selectedSkin || "bird";
for (var i = 0; i < skinButtons.length; i++) {
if (skinButtons[i].skinId === currentSkin) {
selectedIndicator.x = skinButtons[i].x;
selectedIndicator.y = skinButtons[i].y;
selectedIndicator.visible = true;
break;
}
}
};
// Position shop in the center
self.x = gameWidth / 2;
self.y = gameHeight / 2;
// Update rainbow skin colors and selection indicator
self.update = function () {
// Rainbow effect animation for rainbow skin buttons
for (var i = 0; i < skinButtons.length; i++) {
if (skinButtons[i].isRainbow) {
// Instead of tinting, apply a subtle scale animation
var pulseAmount = Math.sin(LK.ticks / 10) * 0.1;
// Find the bird icon within the button
for (var j = 0; j < skinButtons[i].children.length; j++) {
var child = skinButtons[i].children[j];
if (child.isAsset) {
// Animate the rainbow bird icon with a subtle pulse
child.scale.set(2 + pulseAmount, 2 + pulseAmount);
break;
}
}
}
}
};
// Initialize the selection indicator
self.updateSelectedIndicator();
return self;
});
var Spike = Container.expand(function () {
var self = Container.call(this);
// Create spike shape using a triangle
var spikeGraphics = self.attachAsset('shape', {
width: 200,
height: 200,
color: 0x0000FF,
// Blue color for spike
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
// Rotate to make it look like a spike
spikeGraphics.rotation = Math.PI / 4; // 45 degrees
self.isStuck = false;
self.wall = null;
self.lastWasIntersecting = false;
// Stick to a wall
self.stickTo = function (wall) {
self.isStuck = true;
self.wall = wall;
// Position on wall edge based on wall orientation
if (wall.isVertical) {
self.x = wall.x + (wall.x < 1024 ? 50 : -50); // Left or right wall - adjusted for wider walls
// Keep y position where the collision happened
} else {
self.y = wall.y + (wall.y < 1366 ? 50 : -50); // Top or bottom wall - adjusted for taller walls
// Keep x position where the collision happened
}
};
self.update = function () {
// Nothing to update when stuck
if (!self.isStuck) {
// If not stuck, spike can move or be collected later
self.rotation += 0.05;
}
};
return self;
});
var StartScreen = Container.expand(function () {
var self = Container.call(this);
// Create title text
var titleText = new Text2('BOUNCE BIRD', {
size: 150,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 2732 / 3;
self.addChild(titleText);
// Create start button
var startButton = new Container();
var buttonBg = startButton.attachAsset('shape', {
width: 500,
height: 150,
color: 0x4682B4,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
var startText = new Text2('TAP TO START', {
size: 80,
fill: 0xFFFFFF
});
startText.anchor.set(0.5, 0.5);
startButton.addChild(startText);
startButton.x = 2048 / 2;
startButton.y = 2732 / 2;
self.addChild(startButton);
// Create shop button
var shopButton = new Container();
var shopBg = shopButton.attachAsset('shape', {
width: 300,
height: 120,
color: 0x4682B4,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5
});
var shopText = new Text2('SHOP', {
size: 60,
fill: 0xFFFFFF
});
shopText.anchor.set(0.5, 0.5);
shopButton.addChild(shopText);
shopButton.x = 2048 / 2;
shopButton.y = 2732 / 2 + 200;
shopButton.down = function () {
if (self.onShop) {
self.onShop();
}
};
self.addChild(shopButton);
// Add a bouncing bird animation - use the selected skin if available
var skinToShow = storage.selectedSkin || "bird";
var demoBird = self.attachAsset(skinToShow, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 4,
scaleY: 4,
x: 2048 / 2,
y: 2732 * 0.7
});
// Make the button pulse
self.update = function () {
var scale = 1 + Math.sin(LK.ticks / 20) * 0.05;
startButton.scale.set(scale);
// Make the bird bounce
demoBird.y = 2732 * 0.7 + Math.sin(LK.ticks / 15) * 50;
demoBird.rotation = Math.sin(LK.ticks / 30) * 0.2;
};
// Handle tap event
self.down = function () {
if (self.onStart) {
self.onStart();
}
};
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
// Import tween plugin
game.setBackgroundColor(0x87CEEB);
// Game variables
var bird;
var walls = [];
var seeds = [];
var spikes = [];
var score = 0;
var gameWidth = 2048;
var gameHeight = 2732;
var gameStarted = false;
var startScreen;
var shopScreen;
var shopOpen = false;
var coinText;
// Create start screen
function showStartScreen() {
startScreen = new StartScreen();
startScreen.onStart = function () {
gameStarted = true;
startScreen.destroy();
startScreen = null;
startGame();
};
startScreen.onShop = function () {
showShopScreen();
};
game.addChild(startScreen);
}
// Show shop screen
function showShopScreen() {
shopOpen = true;
// If start screen exists, hide it temporarily
if (startScreen) {
startScreen.visible = false;
}
shopScreen = new ShopScreen();
shopScreen.onClose = function () {
shopOpen = false;
shopScreen.destroy();
shopScreen = null;
// Show the start screen if not already in game
if (!gameStarted) {
// If we hid the start screen, just make it visible again instead of creating a new one
if (startScreen && !startScreen.visible) {
startScreen.visible = true;
} else {
showStartScreen();
}
}
};
shopScreen.onSkinSelected = function (skinId) {
// This will be applied next time a bird is created
};
game.addChild(shopScreen);
}
// Initialize the actual game
function startGame() {
createBird();
createWalls();
createScoreDisplay();
}
// Create score text
var scoreText;
function createScoreDisplay() {
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 coin text
coinText = new Text2('Coins: ' + storage.coins, {
size: 60,
fill: 0xFFD700
});
coinText.anchor.set(0, 0);
LK.gui.topLeft.addChild(coinText);
coinText.x = 120; // Avoid the top-left 100x100 menu area
coinText.y = 140;
}
// Create bird
function createBird() {
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 = 40;
game.addChild(ceiling);
walls.push(ceiling);
// Bottom wall (floor)
var floor = new Wall().init(false);
floor.x = gameWidth / 2;
floor.y = gameHeight - 40;
game.addChild(floor);
walls.push(floor);
// Left wall
var leftWall = new Wall().init(true);
leftWall.x = 40;
leftWall.y = gameHeight / 2;
game.addChild(leftWall);
walls.push(leftWall);
// Right wall
var rightWall = new Wall().init(true);
rightWall.x = gameWidth - 40;
rightWall.y = gameHeight / 2;
game.addChild(rightWall);
walls.push(rightWall);
}
// Show start screen instead of immediately starting the game
showStartScreen();
// 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) {
if (shopOpen) {
// Don't handle game inputs when shop is open
return;
}
// Add a shop button after game over
if (!gameStarted && !startScreen) {
// This means we're in the game over state
showShopScreen();
return;
}
if (gameStarted && bird) {
bird.flap();
}
};
// Update function
game.update = function () {
// Don't process game logic if game hasn't started yet or shop is open
if (!gameStarted || shopOpen) {
return;
}
// 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);
// Award a coin for each seed
storage.coins += 1;
coinText.setText("Coins: " + storage.coins);
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) {
// Check if bird hit ceiling or floor (horizontal walls)
if (!wall.isVertical) {
// Bird hit ceiling or floor - game over!
LK.effects.flashScreen(0xFF0000, 500);
LK.showGameOver();
break;
} else {
// Bird hit a side wall - bounce!
LK.getSound('bounce').play();
// Apply bounce physics
bird.velocityX *= -1; // Reverse horizontal direction
// Push bird away from wall to prevent sticking
bird.x += bird.velocityX > 0 ? 5 : -5;
// Visual feedback for bounce
LK.effects.flashObject(bird, 0xFFFFFF, 200);
// Clear old seeds and spikes on bounce
for (var j = seeds.length - 1; j >= 0; j--) {
seeds[j].destroy();
seeds.splice(j, 1);
}
// Clear all existing spikes
for (var j = spikes.length - 1; j >= 0; j--) {
spikes[j].destroy();
spikes.splice(j, 1);
}
// Reset all wall colors to the original blue color
for (var j = 0; j < walls.length; j++) {
if (walls[j].isVertical) {
tween(walls[j].wallGraphics, {
tint: 0x4682b4
}, {
duration: 300,
easing: tween.easeIn
});
}
}
// Spawn two new seeds on bounce
for (var k = 0; k < 2; k++) {
var newSeed = new Seed();
// Make seeds spawn more in the middle - use narrower range centered around the middle
var middleX = gameWidth / 2;
var middleY = gameHeight / 2;
var spawnWidth = gameWidth * 0.6; // Use 60% of screen width
var spawnHeight = gameHeight * 0.6; // Use 60% of screen height
newSeed.x = middleX + (Math.random() - 0.5) * spawnWidth;
newSeed.y = middleY + (Math.random() - 0.5) * spawnHeight;
seeds.push(newSeed);
game.addChild(newSeed);
}
// Add a spike that sticks to the opposite wall
var spike = new Spike();
// Place spike on opposite vertical wall
targetWall = wall.x < gameWidth / 2 ? walls[3] : walls[2]; // walls[3] is right wall, walls[2] is left wall
spike.x = targetWall.x;
spike.y = Math.random() * (gameHeight - 200) + 100; // Random Y position
spike.stickTo(targetWall);
spikes.push(spike);
game.addChild(spike);
// Change the target wall color to match the spike color (blue)
tween(targetWall.wallGraphics, {
tint: 0x0000FF
}, {
duration: 300,
easing: tween.easeOut
});
}
// 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 for spike collisions
for (var i = 0; i < spikes.length; i++) {
var spike = spikes[i];
var currentIntersecting = bird.intersects(spike);
if (!spike.lastWasIntersecting && currentIntersecting) {
// Bird hit a spike - game over!
LK.effects.flashScreen(0xFF0000, 500);
LK.showGameOver();
break;
}
spike.lastWasIntersecting = currentIntersecting;
}
// 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
@@ -497,16 +497,25 @@
}
// Show shop screen
function showShopScreen() {
shopOpen = true;
+ // If start screen exists, hide it temporarily
+ if (startScreen) {
+ startScreen.visible = false;
+ }
shopScreen = new ShopScreen();
shopScreen.onClose = function () {
shopOpen = false;
shopScreen.destroy();
shopScreen = null;
// Show the start screen if not already in game
if (!gameStarted) {
- showStartScreen();
+ // If we hid the start screen, just make it visible again instead of creating a new one
+ if (startScreen && !startScreen.visible) {
+ startScreen.visible = true;
+ } else {
+ showStartScreen();
+ }
}
};
shopScreen.onSkinSelected = function (skinId) {
// This will be applied next time a bird is created
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