User prompt
Soru ve cevap için iki ayrı asset daha ata
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Ekranda yazanları tamamen ingilizceleştirebilir misin
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Jokerler için de ayrı bir asset ata
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Sola doğru çok az daha büyüt asseti
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Ayrı bir asset ata
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Seri ve golden snitch bölümüne arka plan ata. Belli olmuyor bu şekilde
User prompt
Max skor'u kaldır. Sadece golden snitch ve seri kalsın
User prompt
Please fix the bug: 'Uncaught TypeError: storage.set is not a function' in or related to this line: 'storage.set('maxScore', maxScore);' Line Number: 681 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var maxScore = parseInt(storage.get('maxScore') || "0", 10) || 0; // Highest score ever (persistent)' Line Number: 643 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var maxScore = parseInt(storage.getItem('maxScore') || "0", 10) || 0; // Highest score ever (persistent)' Line Number: 643
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var maxScore = storage.get('maxScore') || 0; // Highest score ever (persistent)' Line Number: 643
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Game olunca max skok sıfırlanmasın. Tüm oyundaki max skor olmalı
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Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'statsText.setText("Seri: " + seriesCount + "\nMax Skor: " + maxScore + "\nGolden Snitch: " + goldenSnitchCaught);' Line Number: 654
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Sağ altta veriler yaz. Game over olana kadar kaç seri yapıldı. Max skor ve totalde kaç golden snitch yakalandı gibi
User prompt
Arkaplan olarak ekranın en altından en yukarı ekranı terk edecek şekilde füze görseli yapalım. Tıklanmasın. Pasif olacak
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şimdi şöyle bir şey yapalım. Sol alta silme tuşu yap ayrı bir asset ile. Eğer kullanıcı mesela üç haneli bir sonucu yazaken ilk iki basamağı yanlış yazarsa silebilsin.
User prompt
bro golden stich için ayrı bir asset yap
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bir tane golden stitch yap. oyuncudan kaçsın ve ekranda dolansın. yakalaması çok zor olsun. ama oyuncu yakalarsa kazansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
arka plandan kuşlar geçsin sağdan sola erkandan çıkacak şekilde. İki kuş asseti tanımla. tıklanmasın. sadece görsel olarak geçecekler ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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düşme efekti daha yavaş olsun bence. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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timer 20 saniyenin altına inince cevapta olmayan iki sayı otomatik olarak aşağıya düşsün ve ekrandan çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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bro oyun kazanınca timer duruyor bir sonraki oyunda. kazandıkça timer yeniden başlamalı
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reis tebrikler po up'ı kapandıktan sonra timer da baştan başlasın
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reis üzerinden de geçmesin. birbirlerine değdiklerinde aksi istikamette yol alsınlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
sayılar birbirine değmesin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bird class for background animation var Bird = Container.expand(function () { var self = Container.call(this); // Randomly pick one of the two bird assets var birdType = Math.random() < 0.5 ? 'bird1' : 'bird2'; var birdAsset = self.attachAsset(birdType, { anchorX: 0.5, anchorY: 0.5 }); // Set initial scale (can be randomized for depth effect) var scale = 0.8 + Math.random() * 0.6; birdAsset.scaleX = scale; birdAsset.scaleY = scale; self.width = birdAsset.width * scale; self.height = birdAsset.height * scale; // Set random vertical position (avoid top 200px and bottom 400px) self.y = 150 + Math.random() * (1800 - 150); // Start just off the right edge self.x = 2048 + self.width; // Set speed (pixels per frame) self.speed = 3 + Math.random() * 2; // For possible future: flip bird horizontally if needed birdAsset.scaleX = -scale; // Face left // No interaction self.interactive = false; // Track lastX for event logic if needed self.lastX = self.x; // Update method for movement self.update = function () { self.lastX = self.x; self.x -= self.speed; // If off the left edge, destroy if (self.x < -self.width) { if (self.parent) self.parent.removeChild(self); self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Bird assets for background animation (use two different images) // --- Game Variables --- // Import tween plugin for animations var currentQuestion = null; // Holds the current math question object var answerDigits = []; // Array of selected digit values (as strings) var digitCubes = []; // Array of digit cube objects (0-9) var answerBox = null; // The answer drop zone var questionText = null; // The question display var timerText = null; // Timer display var timer = null; // Timer interval id var timeLeft = 60; // Total seconds for the game var timerBar = null; // Visual timer bar var timerBarBg = null; // Timer bar background var timerBarWidth = 1200; // Width of the timer bar var timerBarHeight = 60; // Height of the timer bar var timerBarX = 2048 / 2 - timerBarWidth / 2; var timerBarY = 240; var timerBarColor = 0xFF3333; var timerBarBgColor = 0x222222; var timerBarPadding = 8; // Removed hero and drag logic; input is now by clicking digit cubes var score = 0; // Player score // --- Bird Animation Variables --- var birds = []; // Array to hold active bird objects var birdSpawnTimer = 0; // Timer for spawning birds var birdSpawnInterval = 120; // Frames between bird spawns (2 seconds at 60fps) // --- Background Image --- var bgImage = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChildAt(bgImage, 0); // Add as background // --- Joker State --- var jokers = [{ used: false, label: "İlk Basamak", color: 0x00cc00 }, { used: false, label: "Yanlışları Sil", color: 0x00cc00 }, { used: false, label: "Atla", color: 0x00cc00 }]; var jokerButtons = []; // --- Utility Functions --- function randomInt(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } // Generates a random math question object: {text, answer} function generateQuestion() { var ops = ['+', '-', '×', '÷']; var op = ops[randomInt(0, ops.length - 1)]; var a, b, text, answer; if (op === '+') { a = randomInt(1, 99); b = randomInt(1, 99); answer = a + b; } else if (op === '-') { a = randomInt(10, 99); b = randomInt(1, a); answer = a - b; } else if (op === '×') { a = randomInt(2, 12); b = randomInt(2, 12); answer = a * b; } else { // ÷ b = randomInt(2, 12); answer = randomInt(2, 12); a = b * answer; } text = a + " " + op + " " + b + " = ?"; return { text: text, answer: answer }; } // Resets the answer input and updates the answer box display function resetAnswer() { answerDigits = []; updateAnswerBox(); } // Updates the answer box text to show current input function updateAnswerBox() { if (answerBox && answerBox.textObj) { answerBox.textObj.setText(answerDigits.length ? answerDigits.join('') : ""); } } // Starts a new question function startNewQuestion() { if (timer) { LK.clearInterval(timer); } currentQuestion = generateQuestion(); questionText.setText(currentQuestion.text); resetAnswer(); // Reset digit cubes visibility for new question for (var d = 0; d < digitCubes.length; d++) { digitCubes[d].visible = true; } // Do not reset timeLeft here; timer is for the whole game // Only set timer if not already running if (!timer) { timerText.setText("⏰ " + timeLeft); timerBar.width = timerBarWidth; timer = LK.setInterval(function () { timeLeft--; timerText.setText("⏰ " + timeLeft); // Update timer bar width timerBar.width = Math.max(0, timerBarWidth * (timeLeft / 60)); // --- Auto-drop two non-answer digits if timer < 20s --- if (timeLeft === 20) { // Find digits not in the answer var ansStr = currentQuestion.answer + ""; var digitsInAnswer = {}; for (var k = 0; k < ansStr.length; k++) { digitsInAnswer[ansStr[k]] = true; } var toDrop = []; for (var d = 0; d < digitCubes.length; d++) { if (!digitCubes[d].visible) continue; if (!digitsInAnswer.hasOwnProperty(digitCubes[d].digit + "")) { toDrop.push(digitCubes[d]); if (toDrop.length === 2) break; } } // Animate and hide the cubes for (var i = 0; i < toDrop.length; i++) { (function (cube) { tween(cube, { y: 2900 }, { duration: 1600, // Slower drop effect (was 700) easing: tween.cubicIn, onFinish: function onFinish() { cube.visible = false; } }); })(toDrop[i]); } } if (timeLeft <= 0) { LK.clearInterval(timer); timer = null; timerBar.width = 0; LK.showGameOver(); } }, 1000); } } // Checks the answer and proceeds accordingly function checkAnswer() { var guess = parseInt(answerDigits.join('')); if (guess === currentQuestion.answer) { score++; // Show 'Tebrikler' popup var congratsPopup = new Container(); var popupBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); popupBg.width = 800; popupBg.height = 400; popupBg.tint = 0x8720fe; congratsPopup.addChild(popupBg); var popupText = new Text2("Tebrikler!", { size: 140, fill: 0xffffff }); popupText.anchor.set(0.5, 0.5); popupText.x = 0; popupText.y = -40; congratsPopup.addChild(popupText); var popupSubText = new Text2("Devam etmek için tıkla", { size: 60, fill: 0xffffff }); popupSubText.anchor.set(0.5, 0.5); popupSubText.x = 0; popupSubText.y = 90; congratsPopup.addChild(popupSubText); congratsPopup.x = 2048 / 2; congratsPopup.y = 1200; // Block input to game while popup is up congratsPopup.interactive = true; congratsPopup.down = function () { // Remove popup if (congratsPopup.parent) congratsPopup.parent.removeChild(congratsPopup); timeLeft = 60; // Reset timer to 60 seconds if (timer) { LK.clearInterval(timer); timer = null; } startNewQuestion(); }; game.addChild(congratsPopup); } else { LK.clearInterval(timer); timer = null; if (timerBar) timerBar.width = 0; // Show correct answer in the answer box before game over if (answerBox && answerBox.textObj) { answerBox.textObj.setText("Doğru: " + currentQuestion.answer); } LK.setTimeout(function () { LK.showGameOver(); }, 1200); } } // --- UI Setup --- // --- Question Box (purple) centered between timer and answer box --- var questionBox = new Container(); var questionBoxAsset = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); questionBoxAsset.width = 600; questionBoxAsset.height = 180; questionBoxAsset.tint = 0x8720fe; questionBox.addChild(questionBoxAsset); // Place questionBox between timerText (y=20, height~160) and answerBox (y=900, height=200) // Let's center it at y = (timerBarY + answerBox.y) / 2, but visually, a bit above answerBox questionBox.x = 2048 / 2; questionBox.y = (timerBarY + 900) / 2 - 60; // visually balanced questionText = new Text2("", { size: 120, fill: 0xFFFFFF }); questionText.anchor.set(0.5, 0.5); questionText.x = 0; questionText.y = 0; questionBox.addChild(questionText); game.addChild(questionBox); // Timer at top center, larger and more visible timerText = new Text2("⏰ 60", { size: 160, fill: 0xFF3333, fontWeight: "bold" }); timerText.anchor.set(0.5, 0); timerText.x = 2048 / 2; // Move timerText higher to avoid overlap with questionText timerText.y = 20; game.addChild(timerText); // Timer bar background timerBarBg = LK.getAsset('timerBarBg', { anchorX: 0, anchorY: 0 }); timerBarBg.width = timerBarWidth + timerBarPadding * 2; timerBarBg.height = timerBarHeight + timerBarPadding * 2; timerBarBg.x = timerBarX - timerBarPadding; timerBarBg.y = timerBarY - timerBarPadding; game.addChild(timerBarBg); // Timer bar (foreground) timerBar = LK.getAsset('timerBar', { anchorX: 0, anchorY: 0 }); timerBar.width = timerBarWidth; timerBar.height = timerBarHeight; timerBar.x = timerBarX; timerBar.y = timerBarY; game.addChild(timerBar); // --- Hard Mode: Always enabled, no toggle button --- // Joker buttons (right side, vertically spaced) var jokerStartY = 400; var jokerSpacing = 220; for (var j = 0; j < 3; j++) { var jokerBtn = new Container(); var btnAsset = LK.getAsset('character', { anchorX: 0.5, anchorY: 0.5 }); btnAsset.width = 180; btnAsset.height = 180; btnAsset.tint = jokers[j].color; jokerBtn.addChild(btnAsset); var btnText = new Text2(jokers[j].label, { size: 38, fill: 0xffffff }); btnText.anchor.set(0.5, 0.5); btnText.x = 0; btnText.y = 0; jokerBtn.addChild(btnText); jokerBtn.x = 2048 - 180; jokerBtn.y = jokerStartY + j * jokerSpacing; jokerBtn.jokerIndex = j; // Joker button logic jokerBtn.down = function (idx) { return function (x, y, obj) { if (jokers[idx].used) return; jokers[idx].used = true; // Change color to red jokerButtons[idx].children[0].tint = 0xcc0000; // Joker 1: Fill first digit if (idx === 0) { var ansStr = currentQuestion.answer + ""; if (answerDigits.length < ansStr.length) { answerDigits = [ansStr[0]]; updateAnswerBox(); } } // Joker 2: Remove two incorrect digits from cubes else if (idx === 1) { var ansStr2 = currentQuestion.answer + ""; var digitsInAnswer = {}; for (var k = 0; k < ansStr2.length; k++) { digitsInAnswer[ansStr2[k]] = true; } var removed = 0; for (var d = 0; d < digitCubes.length; d++) { if (!digitsInAnswer.hasOwnProperty(digitCubes[d].digit + "") && removed < 2) { digitCubes[d].visible = false; removed++; } } } // Joker 3: Skip to next question else if (idx === 2) { startNewQuestion(); } }; }(j); jokerButtons.push(jokerBtn); game.addChild(jokerBtn); } // Answer box in center answerBox = new Container(); var boxAsset = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); boxAsset.width = 400; boxAsset.height = 200; answerBox.addChild(boxAsset); answerBox.x = 2048 / 2; answerBox.y = 900; answerBox.textObj = new Text2("", { size: 120, fill: 0x000000 }); answerBox.textObj.anchor.set(0.5, 0.5); answerBox.textObj.x = 0; answerBox.textObj.y = 0; answerBox.addChild(answerBox.textObj); game.addChild(answerBox); // Digit cubes (0-9) at bottom, spaced evenly, now clickable var cubeSpacing = 180; var startX = (2048 - (cubeSpacing * 10 - 40)) / 2; for (var i = 0; i < 10; i++) { var cube = new Container(); var asset = LK.getAsset('balloon', { anchorX: 0.5, anchorY: 0.5 }); asset.width = 220; asset.height = 220; cube.addChild(asset); var txt = new Text2(i + "", { size: 140, fill: 0x000000 }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; cube.addChild(txt); cube.x = startX + i * cubeSpacing; cube.y = 2400; cube.digit = i; // Add click/tap handler cube.down = function (digit) { return function (x, y, obj) { // Only allow input if we haven't reached the required number of digits if (answerDigits.length < (currentQuestion.answer + "").length) { answerDigits.push(digit + ""); updateAnswerBox(); // If we've reached the required number of digits, check the answer if (answerDigits.length === (currentQuestion.answer + "").length) { checkAnswer(); } } // If already at max digits, ignore further input }; }(i); digitCubes.push(cube); game.addChild(cube); } // Hero character and drag logic removed; input is now by clicking digit cubes // --- Start Game --- startNewQuestion(); // --- Bird background animation logic --- game.update = function () { // Bird spawn logic birdSpawnTimer++; if (birdSpawnTimer >= birdSpawnInterval) { birdSpawnTimer = 0; // Spawn a new bird var bird = new Bird(); // Place behind all main game elements, but above background game.addChildAt(bird, 1); birds.push(bird); // Randomize next spawn interval (between 1.5s and 3.5s) birdSpawnInterval = 90 + Math.floor(Math.random() * 120); } // Update all birds for (var i = birds.length - 1; i >= 0; i--) { if (birds[i].update) birds[i].update(); // Remove from array if destroyed if (!birds[i].parent) { birds.splice(i, 1); } } }; // --- Hard Mode Digit Cube Movement: Always enabled, slower movement --- var hardModeMoveTimer = null; function updateHardModeMovement() { // Movement speed: slow at start, fast at end // At 60s: 1200ms, at 0s: 350ms var minDuration = 350; var maxDuration = 1200; var t = Math.max(0, Math.min(1, timeLeft / 60)); // 1 at start, 0 at end var moveDuration = Math.round(minDuration + (maxDuration - minDuration) * t); // Helper to check overlap between two cubes function cubesOverlap(cubeA, xA, yA, cubeB, xB, yB) { var rA = 110; // half of 220 (cube size) var rB = 110; var dx = xA - xB; var dy = yA - yB; var distSq = dx * dx + dy * dy; var minDist = rA + rB + 10; // 10px margin return distSq < minDist * minDist; } var placedPositions = []; // Helper to check overlap with answer box function cubeOverlapsAnswerBox(x, y) { var rCube = 110; var rBox = Math.max(answerBox.width, answerBox.height) / 2; var dx = x - answerBox.x; var dy = y - answerBox.y; var distSq = dx * dx + dy * dy; var minDist = rCube + rBox + 10; return distSq < minDist * minDist; } for (var i = 0; i < digitCubes.length; i++) { // Only move visible cubes if (!digitCubes[i].visible) continue; var minX = 100; var maxX = 2048 - 100; var minY = 2200; var maxY = answerBox.y - 120; var tryCount = 0; var targetX, targetY, overlap, boxOverlap; do { targetX = randomInt(minX, maxX); targetY = randomInt(minY, maxY); overlap = false; boxOverlap = cubeOverlapsAnswerBox(targetX, targetY); for (var j = 0; j < placedPositions.length; j++) { if (cubesOverlap(digitCubes[i], targetX, targetY, placedPositions[j].cube, placedPositions[j].x, placedPositions[j].y)) { overlap = true; break; } } tryCount++; } while ((overlap || boxOverlap) && tryCount < 30); placedPositions.push({ cube: digitCubes[i], x: targetX, y: targetY }); tween(digitCubes[i], { x: targetX, y: targetY }, { duration: moveDuration, easing: tween.quadraticInOut }); } // Bounce logic: if cubes overlap after tween, reverse their direction for (var i = 0; i < digitCubes.length; i++) { if (!digitCubes[i].visible) continue; for (var j = i + 1; j < digitCubes.length; j++) { if (!digitCubes[j].visible) continue; var dx = digitCubes[i].x - digitCubes[j].x; var dy = digitCubes[i].y - digitCubes[j].y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 220) { // Bounce: move both cubes away from each other var angle = Math.atan2(dy, dx); var moveDist = 30; var nx = Math.cos(angle) * moveDist; var ny = Math.sin(angle) * moveDist; digitCubes[i].x += nx; digitCubes[i].y += ny; digitCubes[j].x -= nx; digitCubes[j].y -= ny; } } // Bounce off answer box var dxBox = digitCubes[i].x - answerBox.x; var dyBox = digitCubes[i].y - answerBox.y; var distBox = Math.sqrt(dxBox * dxBox + dyBox * dyBox); var minDistBox = 110 + Math.max(answerBox.width, answerBox.height) / 2 + 10; if (distBox < minDistBox) { // Move cube away from answer box var angleBox = Math.atan2(dyBox, dxBox); var moveDistBox = minDistBox - distBox + 10; digitCubes[i].x = answerBox.x + Math.cos(angleBox) * (minDistBox + 10); digitCubes[i].y = answerBox.y + Math.sin(angleBox) * (minDistBox + 10); } } } // Set up interval for hard mode movement (interval will be dynamically updated) var hardModeMoveTimer = null; function scheduleHardModeMove() { // Movement speed: slow at start, fast at end var minInterval = 350; var maxInterval = 1200; var t = Math.max(0, Math.min(1, timeLeft / 60)); var moveInterval = Math.round(minInterval + (maxInterval - minInterval) * t); if (hardModeMoveTimer) LK.clearTimeout(hardModeMoveTimer); updateHardModeMovement(); hardModeMoveTimer = LK.setTimeout(scheduleHardModeMove, moveInterval); } scheduleHardModeMove(); // When starting a new question, do not reset cube positions (always hard mode) var _origStartNewQuestion = startNewQuestion; startNewQuestion = function startNewQuestion() { _origStartNewQuestion(); };
===================================================================
--- original.js
+++ change.js
@@ -3,8 +3,51 @@
****/
var tween = LK.import("@upit/tween.v1");
/****
+* Classes
+****/
+// Bird class for background animation
+var Bird = Container.expand(function () {
+ var self = Container.call(this);
+ // Randomly pick one of the two bird assets
+ var birdType = Math.random() < 0.5 ? 'bird1' : 'bird2';
+ var birdAsset = self.attachAsset(birdType, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set initial scale (can be randomized for depth effect)
+ var scale = 0.8 + Math.random() * 0.6;
+ birdAsset.scaleX = scale;
+ birdAsset.scaleY = scale;
+ self.width = birdAsset.width * scale;
+ self.height = birdAsset.height * scale;
+ // Set random vertical position (avoid top 200px and bottom 400px)
+ self.y = 150 + Math.random() * (1800 - 150);
+ // Start just off the right edge
+ self.x = 2048 + self.width;
+ // Set speed (pixels per frame)
+ self.speed = 3 + Math.random() * 2;
+ // For possible future: flip bird horizontally if needed
+ birdAsset.scaleX = -scale; // Face left
+ // No interaction
+ self.interactive = false;
+ // Track lastX for event logic if needed
+ self.lastX = self.x;
+ // Update method for movement
+ self.update = function () {
+ self.lastX = self.x;
+ self.x -= self.speed;
+ // If off the left edge, destroy
+ if (self.x < -self.width) {
+ if (self.parent) self.parent.removeChild(self);
+ self.destroy();
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
@@ -12,9 +55,10 @@
/****
* Game Code
****/
-// --- Game Variables ---
+// Bird assets for background animation (use two different images)
+// --- Game Variables ---
// Import tween plugin for animations
var currentQuestion = null; // Holds the current math question object
var answerDigits = []; // Array of selected digit values (as strings)
var digitCubes = []; // Array of digit cube objects (0-9)
@@ -33,8 +77,12 @@
var timerBarBgColor = 0x222222;
var timerBarPadding = 8;
// Removed hero and drag logic; input is now by clicking digit cubes
var score = 0; // Player score
+// --- Bird Animation Variables ---
+var birds = []; // Array to hold active bird objects
+var birdSpawnTimer = 0; // Timer for spawning birds
+var birdSpawnInterval = 120; // Frames between bird spawns (2 seconds at 60fps)
// --- Background Image ---
var bgImage = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
@@ -405,11 +453,33 @@
digitCubes.push(cube);
game.addChild(cube);
}
// Hero character and drag logic removed; input is now by clicking digit cubes
-// Drag-and-drop logic removed; digit cubes are now clickable for input
// --- Start Game ---
startNewQuestion();
+// --- Bird background animation logic ---
+game.update = function () {
+ // Bird spawn logic
+ birdSpawnTimer++;
+ if (birdSpawnTimer >= birdSpawnInterval) {
+ birdSpawnTimer = 0;
+ // Spawn a new bird
+ var bird = new Bird();
+ // Place behind all main game elements, but above background
+ game.addChildAt(bird, 1);
+ birds.push(bird);
+ // Randomize next spawn interval (between 1.5s and 3.5s)
+ birdSpawnInterval = 90 + Math.floor(Math.random() * 120);
+ }
+ // Update all birds
+ for (var i = birds.length - 1; i >= 0; i--) {
+ if (birds[i].update) birds[i].update();
+ // Remove from array if destroyed
+ if (!birds[i].parent) {
+ birds.splice(i, 1);
+ }
+ }
+};
// --- Hard Mode Digit Cube Movement: Always enabled, slower movement ---
var hardModeMoveTimer = null;
function updateHardModeMovement() {
// Movement speed: slow at start, fast at end
sky. In-Game asset. 2d. High contrast. No shadows
cloud. In-Game asset. 2d. High contrast. No shadows
grey cloud. In-Game asset. 2d. High contrast. No shadows
angry bird. In-Game asset. 2d. High contrast. No shadows
yellow angry bird. In-Game asset. 2d. High contrast. No shadows
golden snitch. In-Game asset. 2d. High contrast. No shadows
trashcan. In-Game asset. 2d. High contrast. No shadows
Rocketship. In-Game asset. 2d. High contrast. No shadows
A sign with oval corners. Light blue. In-Game asset. 2d. High contrast. No shadows