User prompt
birazdaha detay derinligi eklermisin rica etsem
User prompt
kuşlar biraz dağınık uçsun beraber degil
User prompt
kuşları bikaçtane yaparmısın
User prompt
kuşları çok azıcık indirmisn
User prompt
kuşlar birazdaha lütfen yüksekten uçsun
User prompt
kuşlar birazdaha yüksekten uçsun lütfen
User prompt
kuşlar birazdaha yüksekten uçsun lütfen
User prompt
oyuna kuş eklermisin
User prompt
arka plana güneş eklermisin
User prompt
extra bir dızın acara k gunes olusturabilirmisin
User prompt
güneş ekerlmisin rica etsem ekstra olarak
User prompt
güneş için ayrı bir dizin oluştur lütfen
User prompt
bulut ve güneş detayı eklermisin
User prompt
çöl iklimine bir kaç detay daha eklermisin piramit vs gibi
User prompt
öl ilkimine bir kaç detay daha eklermisin rica etsem
User prompt
siyah olan arka planı birazdaha çöl iklimi olarak degiştirmisin
User prompt
altını alması için kedinin ona değmesi yetsin
User prompt
ektra bir scor tablosu olusturup kedinin alabilcegi altın da oyuna eksra olarak eklermisn rica etsem
User prompt
çift zıplama eklermisin rica etsem
User prompt
üzerine glen birde hayalet eklermisn rica etsem extradan
User prompt
kaktüs sıklıgını zıplama imkanı verecek şekilde yeniden düzenlermisin
User prompt
zıpladıktan sonra 100 msn havada kalsın
User prompt
zıpladıktan sonra 30msn havada
User prompt
birazdaha çok az daha kısa zıplasın
User prompt
oyun ilerledikçe hızlansın
/****
* Classes
****/
// Bird class: flies from right to left, above ground, destroys itself off screen
var Bird = Container.expand(function () {
var self = Container.call(this);
// Use 'gunes' asset for bird (placeholder, should be replaced with a bird asset if available)
var birdSprite = self.attachAsset('gunes', {
anchorX: 0.5,
anchorY: 0.5
});
birdSprite.width = 120;
birdSprite.height = 90;
birdSprite.tint = 0x888888;
birdSprite.alpha = 0.92;
self.speed = 10 + Math.random() * 4;
self.update = function () {
self.x -= self.speed;
// Destroy if off screen
if (self.lastX >= -200 && self.x < -200) {
self.destroy();
}
self.lastX = self.x;
};
return self;
});
// Cactus class: moves left, destroys itself off screen
var Cactus = Container.expand(function () {
var self = Container.call(this);
// Attach cactus asset, anchor bottom left
var cactusSprite = self.attachAsset('cactus', {
anchorX: 0.5,
anchorY: 1
});
self.speed = 7 + Math.random() * 2; // even slower speed for easier gameplay
self.update = function () {
self.x -= self.speed;
// Destroy if off screen
if (self.lastX >= -200 && self.x < -200) {
self.destroy();
}
self.lastX = self.x;
};
return self;
});
// Cat class: handles jump, gravity, and collision
var Cat = Container.expand(function () {
var self = Container.call(this);
// Attach cat asset, anchor bottom left for ground logic
var catSprite = self.attachAsset('cat', {
anchorX: 0.5,
anchorY: 1
});
// Cat physics
self.y = 0;
self.x = 0;
self.vy = 0;
self.isJumping = false;
self.groundY = 0; // will be set after creation
// Double jump state
self.jumpCount = 0;
self.maxJumps = 2;
// Jump parameters
self.jumpVelocity = -65;
self.gravity = 4;
// Update method for physics
self.update = function () {
if (self.isJumping) {
// If we are hovering, do not apply gravity or move
if (self.isHovering) {
// Check if hover time is over
if (LK.ticks - self.hoverStartTick >= 6) {
// 100ms at 60 FPS
self.isHovering = false;
// Resume falling, keep vy as 0 so gravity starts pulling down
self.vy = 0;
}
// While hovering, do nothing else
return;
}
// Normal jump/fall
self.vy += self.gravity;
self.y += self.vy;
// At apex: vy just turned positive (was going up, now going down)
if (!self.isHovering && self.vy > 0 && !self.hasHovered) {
self.isHovering = true;
self.hasHovered = true;
self.hoverStartTick = LK.ticks;
self.vy = 0; // Stop vertical movement during hover
return;
}
// Land on ground
if (self.y >= self.groundY) {
self.y = self.groundY;
self.vy = 0;
self.isJumping = false;
self.isHovering = false;
self.hasHovered = false;
self.jumpCount = 0; // Reset jump count on landing
}
}
};
// Jump method
self.jump = function () {
if (self.jumpCount < self.maxJumps) {
self.isJumping = true;
self.vy = self.jumpVelocity;
self.isHovering = false;
self.hasHovered = false;
self.hoverStartTick = 0;
self.jumpCount++;
}
};
return self;
});
// Cloud class: moves left, destroys itself off screen
var Cloud = Container.expand(function () {
var self = Container.call(this);
// Use a white ellipse for the cloud
var cloudSprite = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5
});
// Randomize cloud size
var scale = 1.2 + Math.random() * 1.2;
cloudSprite.width = 320 * scale;
cloudSprite.height = 120 * scale;
cloudSprite.tint = 0xFFFFFF;
cloudSprite.alpha = 0.7 + Math.random() * 0.2;
self.speed = 1.5 + Math.random() * 1.2;
self.update = function () {
self.x -= self.speed;
if (self.lastX >= -400 && self.x < -400) {
self.destroy();
}
self.lastX = self.x;
};
return self;
});
// Gold class: moves left, destroys itself off screen, collectible by cat
var Gold = Container.expand(function () {
var self = Container.call(this);
// Attach gold asset, anchor center
var goldSprite = self.attachAsset('ghost', {
anchorX: 0.5,
anchorY: 0.5
});
goldSprite.width = 80;
goldSprite.height = 80;
self.speed = 7 + Math.random() * 2;
self.collected = false;
self.update = function () {
self.x -= self.speed;
// Destroy if off screen
if (self.lastX >= -200 && self.x < -200) {
self.destroy();
}
self.lastX = self.x;
};
return self;
});
// Sun class: static, top right
var Sun = Container.expand(function () {
var self = Container.call(this);
// Use a yellow ellipse for the sun
var sunSprite = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5
});
sunSprite.width = 260;
sunSprite.height = 260;
sunSprite.tint = 0xFFF700;
sunSprite.alpha = 0.95;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xF7E9A0 // light sand yellow, desert-like
});
/****
* Game Code
****/
;
// --- GAME CODE ---
// Sun and clouds
var sun;
var clouds = [];
var nextCloudTick = 0;
// Birds
var birds = [];
var nextBirdTick = 0;
// Game constants
var GROUND_Y = 2200; // y position of ground (bottom of screen minus margin)
var CAT_START_X = 400;
var CAT_START_Y = GROUND_Y;
var CACTUS_SPAWN_MIN = 40; // min frames between cacti (more frequent)
var CACTUS_SPAWN_MAX = 80; // max frames between cacti (more frequent)
// Game state
var cat;
var cacti = [];
var golds = [];
var score = 0;
var goldScore = 0;
var scoreTxt;
var goldScoreTxt;
var nextCactusTick = 0;
var nextGoldTick = 0;
var gameOver = false;
// Speed multiplier for game progression
var speedMultiplier = 1;
var SPEED_MULTIPLIER_INCREMENT = 0.08; // how much to increase per score
var SPEED_MULTIPLIER_MAX = 3; // cap the speed increase
// Add score text to GUI
scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Gold score text (smaller, right of score)
goldScoreTxt = new Text2('0', {
size: 90,
fill: 0xFFD700 // gold color
});
goldScoreTxt.anchor.set(0, 0);
goldScoreTxt.x = 120; // right of main score
goldScoreTxt.y = 20;
LK.gui.top.addChild(goldScoreTxt);
// Add sun (top right, margin from edge)
sun = new Sun();
sun.x = 2048 - 220;
sun.y = 220;
game.addChild(sun);
// Spawn a few initial clouds
for (var i = 0; i < 3; i++) {
var cloud = new Cloud();
cloud.x = 400 + Math.random() * 1400;
cloud.y = 200 + Math.random() * 400;
cloud.lastX = cloud.x;
game.addChild(cloud);
clouds.push(cloud);
}
nextCloudTick = 60 + Math.floor(Math.random() * 120);
// Create cat
cat = new Cat();
cat.x = CAT_START_X;
cat.y = CAT_START_Y;
cat.groundY = CAT_START_Y;
game.addChild(cat);
// Touch/click to jump
game.down = function (x, y, obj) {
if (!gameOver) {
cat.jump();
}
;
// Update golds, check for collection
for (var j = golds.length - 1; j >= 0; j--) {
var gold = golds[j];
gold.update();
// Remove if off screen
if (gold.x < -200) {
gold.destroy();
golds.splice(j, 1);
continue;
}
// Collect gold: only trigger on first intersect and not already collected
if (!gold.collected && cat.intersects(gold)) {
gold.collected = true;
goldScore++;
goldScoreTxt.setText(goldScore);
gold.destroy();
golds.splice(j, 1);
continue;
}
}
};
// Main update loop
game.update = function () {
if (gameOver) return;
// Update clouds and spawn new ones
for (var i = clouds.length - 1; i >= 0; i--) {
var cloud = clouds[i];
cloud.update();
if (cloud.x < -400) {
cloud.destroy();
clouds.splice(i, 1);
}
}
if (nextCloudTick <= 0) {
var cloud = new Cloud();
cloud.x = 2048 + 200;
cloud.y = 120 + Math.random() * 600;
cloud.lastX = cloud.x;
game.addChild(cloud);
clouds.push(cloud);
nextCloudTick = 60 + Math.floor(Math.random() * 120);
} else {
nextCloudTick--;
}
// Update birds and spawn new ones
for (var i = birds.length - 1; i >= 0; i--) {
var bird = birds[i];
bird.update();
if (bird.x < -200) {
bird.destroy();
birds.splice(i, 1);
}
}
if (nextBirdTick <= 0) {
var bird = new Bird();
bird.x = 2048 + 100;
// Bird flies at a much higher random height above ground
var minBirdY = GROUND_Y - 1600;
var maxBirdY = GROUND_Y - 1100;
if (minBirdY < 0) minBirdY = 0;
if (maxBirdY < 0) maxBirdY = 0;
bird.y = minBirdY + Math.random() * (maxBirdY - minBirdY);
bird.lastX = bird.x;
// Apply speed multiplier to bird
bird.speed = bird.speed * (0.8 + 0.4 * Math.random()) * speedMultiplier;
game.addChild(bird);
birds.push(bird);
// Bird appears every 120-240 ticks
nextBirdTick = 120 + Math.floor(Math.random() * 120);
} else {
nextBirdTick--;
}
// Update cat
cat.update();
// Spawn cactus
if (nextCactusTick <= 0) {
var cactus = new Cactus();
cactus.x = 2048 + 100; // spawn just off right edge
cactus.y = GROUND_Y;
cactus.lastX = cactus.x;
// Apply speed multiplier to cactus
cactus.speed = cactus.speed * speedMultiplier;
game.addChild(cactus);
cacti.push(cactus);
// Calculate minimum jump window: time to complete a jump (up, hover, down)
// Estimate: jump up (abs(cat.jumpVelocity)/cat.gravity), hover (6 ticks), fall (same as up)
// Total jump time in ticks
var jumpUpTicks = Math.ceil(Math.abs(cat.jumpVelocity) / cat.gravity);
var hoverTicks = 6;
var jumpTotalTicks = jumpUpTicks + hoverTicks + jumpUpTicks;
// Calculate cactus travel time from spawn to cat.x
var cactusTravelDistance = 2048 + 100 - CAT_START_X;
var avgCactusSpeed = (7 + 8.5) / 2 * speedMultiplier; // average speed, adjusted by multiplier
if (avgCactusSpeed < 1) avgCactusSpeed = 1; // avoid divide by zero
var cactusTravelTicks = cactusTravelDistance / avgCactusSpeed;
// Minimum interval: enough time for cat to land and jump again before next cactus arrives
// Add a small buffer (e.g. 10 ticks)
var minInterval = Math.max(jumpTotalTicks + 10, 20);
// Randomize interval, but always >= minInterval
var spawnInterval = minInterval + Math.floor(Math.random() * 30);
// Clamp to a minimum of 10 ticks for extreme speeds
if (spawnInterval < 10) spawnInterval = 10;
nextCactusTick = Math.floor(spawnInterval);
} else {
nextCactusTick--;
}
// Spawn gold
if (nextGoldTick <= 0) {
var gold = new Gold();
gold.x = 2048 + 100;
// Random Y: between ground and a bit above cat's jump apex
var jumpApex = GROUND_Y + cat.jumpVelocity * (Math.abs(cat.jumpVelocity) / (2 * cat.gravity));
var minY = GROUND_Y - 400;
var maxY = GROUND_Y - 1000;
if (maxY < 0) maxY = 0;
gold.y = minY - Math.random() * (minY - maxY);
gold.lastX = gold.x;
gold.collected = false;
gold.speed = gold.speed * speedMultiplier;
game.addChild(gold);
golds.push(gold);
// Gold appears less frequently than cacti
nextGoldTick = 80 + Math.floor(Math.random() * 120);
} else {
nextGoldTick--;
}
// Update golds, check for collection
for (var j = golds.length - 1; j >= 0; j--) {
var gold = golds[j];
gold.update();
// Remove if off screen
if (gold.x < -200) {
gold.destroy();
golds.splice(j, 1);
continue;
}
// Collect gold: only trigger on first intersect and not already collected
if (!gold.collected && cat.intersects(gold)) {
gold.collected = true;
goldScore++;
goldScoreTxt.setText(goldScore);
gold.destroy();
golds.splice(j, 1);
continue;
}
}
// Update cacti, check for collision and scoring
for (var i = cacti.length - 1; i >= 0; i--) {
var cactus = cacti[i];
cactus.update();
// Remove if off screen
if (cactus.x < -200) {
cactus.destroy();
cacti.splice(i, 1);
continue;
}
// Collision detection (only trigger on first intersect)
if (!cactus.lastWasIntersecting && cat.intersects(cactus)) {
// Game over
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
gameOver = true;
return;
}
// Scoring: passed cactus (cat.x > cactus.x + cactus.width/2) and not already scored
if (!cactus.scored && cat.x > cactus.x + cactus.width / 2) {
score++;
scoreTxt.setText(score);
cactus.scored = true;
// Increase speed multiplier, capped at max
speedMultiplier += SPEED_MULTIPLIER_INCREMENT;
if (speedMultiplier > SPEED_MULTIPLIER_MAX) speedMultiplier = SPEED_MULTIPLIER_MAX;
}
cactus.lastWasIntersecting = cat.intersects(cactus);
}
}; ===================================================================
--- original.js
+++ change.js
@@ -312,11 +312,11 @@
}
if (nextBirdTick <= 0) {
var bird = new Bird();
bird.x = 2048 + 100;
- // Bird flies at a higher random height above ground
- var minBirdY = GROUND_Y - 1200;
- var maxBirdY = GROUND_Y - 700;
+ // Bird flies at a much higher random height above ground
+ var minBirdY = GROUND_Y - 1600;
+ var maxBirdY = GROUND_Y - 1100;
if (minBirdY < 0) minBirdY = 0;
if (maxBirdY < 0) maxBirdY = 0;
bird.y = minBirdY + Math.random() * (maxBirdY - minBirdY);
bird.lastX = bird.x;