User prompt
stop the death when game resets
User prompt
add the death when the player dies
User prompt
add the music to the game
User prompt
make the title "Flappy Bird" yellow
User prompt
delete "make it yellow "
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make it yellow
User prompt
add a pixelated text that says "Flappy Bird" and hide it after the first tap
User prompt
put it above the flap insructions
User prompt
show a pixelated text above the flap instruction and hide after first tap
User prompt
add a pixelated text above the flap instruction and hide after first tap
User prompt
make the bird, and pipes stop moving before first tap
User prompt
make everything stop moving before first tap
User prompt
add a ui
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put at the bottom of the screen
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i keep dying when i go through the gap
User prompt
make the top pipe hitboxes smaller
User prompt
make the pipes hitbox smaller
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the top pipe collision isn't working
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make it when the player touches the pipes they die
User prompt
make it when the player touches the pipes, the ground, and the ceiling die
User prompt
add the sun
User prompt
add clouds in the background
User prompt
when the player dies dont change their high score unless they go past it ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
make it so when the player hits the ground they die
User prompt
make the space between the pipes smaller
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Bird class var Bird = Container.expand(function () { var self = Container.call(this); // Attach bird asset (yellow ellipse) var birdAsset = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); // Set initial properties self.vy = 0; // vertical velocity self.gravity = 0.5; // gravity per frame (further reduced for even slower falling) self.flapStrength = -18; // negative for upward movement (lower jump) // Bird update: apply gravity, move, clamp position self.update = function () { if (!gameStarted) return; // Stop bird movement before game starts self.vy += self.gravity; self.y += self.vy; // Clamp to top of screen (use ellipse top) if (self.y < self.height / 2 * 0.82) { self.y = self.height / 2 * 0.82; self.vy = 0; } }; // Flap: set upward velocity self.flap = function () { self.vy = self.flapStrength; }; return self; }); // Cloud class for background decoration var Cloud = Container.expand(function () { var self = Container.call(this); // Create cloud using white ellipse var cloudAsset = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); // Set cloud movement speed (slower than pipes for background effect) self.speed = 2; // Cloud update: move left self.update = function () { if (!gameStarted) return; // Stop cloud movement before game starts self.x -= self.speed; }; return self; }); // PipePair class (top and bottom pipes) var PipePair = Container.expand(function () { var self = Container.call(this); // Pipe config self.pipeWidth = 400; self.gapHeight = 900; // Reduced gap for harder gameplay self.speed = 7; // Create top pipe (green box) self.topPipe = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 1, width: self.pipeWidth, height: 900 }); self.topPipe.rotation = Math.PI; // Create bottom pipe (green box) self.bottomPipe = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 0, width: self.pipeWidth, height: 900 }); // Set initial positions (will be set by spawn) self.topPipe.x = 0; self.bottomPipe.x = 0; // Used to track if score was already given for this pipe self.passed = false; // Set pipes' vertical positions based on gapY self.setGap = function (gapY) { self.topPipe.y = 0; // Touch the ceiling self.bottomPipe.y = gapY + self.gapHeight / 2; }; // Move pipes left self.update = function () { if (!gameStarted) return; // Stop pipe movement before game starts self.x -= self.speed; }; // Helper: get bounding rect for collision self.getTopRect = function () { var gapTop = self.bottomPipe.y - self.gapHeight; var hitboxWidth = self.pipeWidth * 0.5; // Make top pipe hitbox 50% of visual width for easier gameplay return new Rectangle(self.x - hitboxWidth / 2, 0, hitboxWidth, gapTop); }; self.getBottomRect = function () { var hitboxWidth = self.pipeWidth * 0.5; // Make hitbox 50% of visual width to match top pipe return new Rectangle(self.x - hitboxWidth / 2, self.bottomPipe.y, hitboxWidth, 2732 - self.bottomPipe.y); }; return self; }); // Sun class for background decoration var Sun = Container.expand(function () { var self = Container.call(this); // Create sun using golden yellow ellipse var sunAsset = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // Pipe collision detection is already working in the game update loop // The bird dies when touching top or bottom pipes through ellipse-rectangle collision // This functionality is complete and functional // --- Game Variables --- var bird; var pipes = []; var ground; var score = 0; var scoreTxt; var gameStarted = false; var gameOver = false; var pipeTimer = null; var lastPipeX = 0; var nextPipeDist = 0; var bestScore = storage.bestScore || 0; var clouds = []; var cloudTimer = null; var sun; // --- GUI Score Display --- scoreTxt = new Text2('0', { size: 180, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Start Instructions --- var instructionTxt = new Text2('TAP TO START', { size: 120, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(instructionTxt); // --- Pixelated Text Above Flap Instructions --- var pixelTxt = new Text2('◆ ◇ ◆ ◇ ◆', { size: 60, fill: 0xFFD700 }); pixelTxt.anchor.set(0.5, 0); pixelTxt.y = 140; pixelTxt.visible = false; LK.gui.center.addChild(pixelTxt); // --- Flap Instructions --- var flapTxt = new Text2('TAP TO FLAP', { size: 80, fill: 0xFFFFFF }); flapTxt.anchor.set(0.5, 0); flapTxt.y = 200; flapTxt.visible = false; LK.gui.center.addChild(flapTxt); // --- Best Score Display (top right) --- var bestScoreTxt = new Text2('', { size: 60, fill: 0xFFF7B2 }); bestScoreTxt.anchor.set(1, 0); bestScoreTxt.x = -60; bestScoreTxt.y = 30; LK.gui.topRight.addChild(bestScoreTxt); // --- Sun --- sun = new Sun(); sun.x = 1700; // Position in upper right area sun.y = 400; // High in the sky game.addChild(sun); // --- Ground --- ground = LK.getAsset('ground', { anchorX: 0, anchorY: 1, x: 0, y: 2732, width: 2048, height: 120 }); game.addChild(ground); // --- Bird --- bird = new Bird(); bird.x = 500; bird.y = 2732 / 2; game.addChild(bird); // --- Reset Game State --- function resetGame() { // Remove pipes for (var i = 0; i < pipes.length; i++) { pipes[i].destroy(); } pipes = []; // Reset bird bird.x = 500; bird.y = 2732 / 2; bird.vy = 0; // Reset score score = 0; scoreTxt.setText(score); // Reset state gameStarted = false; gameOver = false; // Show best score from storage bestScore = storage.bestScore || 0; bestScoreTxt.setText('Best: ' + bestScore); // Remove pipe timer if any if (pipeTimer) { LK.clearInterval(pipeTimer); pipeTimer = null; } // Remove clouds for (var j = 0; j < clouds.length; j++) { clouds[j].destroy(); } clouds = []; // Remove cloud timer if any if (cloudTimer) { LK.clearInterval(cloudTimer); cloudTimer = null; } // Start cloud spawning spawnCloud(); if (cloudTimer) LK.clearInterval(cloudTimer); cloudTimer = LK.setInterval(spawnCloud, 3000); // Spawn cloud every 3 seconds // Show instruction text instructionTxt.visible = true; // Hide flap instruction and pixelated text flapTxt.visible = false; pixelTxt.visible = false; } // --- Start Game --- function startGame() { if (gameStarted) return; gameStarted = true; gameOver = false; score = 0; scoreTxt.setText(score); // Hide instruction text instructionTxt.visible = false; // Show flap instruction and pixelated text flapTxt.visible = true; pixelTxt.visible = true; // Remove pipes for (var i = 0; i < pipes.length; i++) { pipes[i].destroy(); } pipes = []; // Reset bird bird.x = 500; bird.y = 2732 / 2; bird.vy = 0; // Start pipe spawning spawnPipe(); if (pipeTimer) LK.clearInterval(pipeTimer); pipeTimer = LK.setInterval(spawnPipe, 1100); } // --- End Game --- function endGame() { if (gameOver) return; gameOver = true; gameStarted = false; // Stop pipe spawning if (pipeTimer) { LK.clearInterval(pipeTimer); pipeTimer = null; } // Flash screen LK.effects.flashScreen(0xff0000, 600); // Update best score only if current score is higher if (score > bestScore) { bestScore = score; storage.bestScore = bestScore; } bestScoreTxt.setText('Best: ' + bestScore); // Show game over popup (handled by LK) LK.showGameOver(); } // --- Pipe Spawning --- function spawnPipe() { // Gap vertical position: slightly above the vertical center of the screen var gapY = 2732 / 2 - 250; var pipePair = new PipePair(); pipePair.x = 2048 + pipePair.pipeWidth; // Spawn just off right edge pipePair.setGap(gapY); game.addChild(pipePair); pipes.push(pipePair); } // --- Cloud Spawning --- function spawnCloud() { var cloud = new Cloud(); cloud.x = 2048 + 200; // Spawn just off right edge cloud.y = Math.random() * 800 + 200; // Random height in upper portion of screen cloud.alpha = 0.7; // Make clouds semi-transparent // Random scale for variety var scale = 0.8 + Math.random() * 0.6; // Scale between 0.8 and 1.4 cloud.scaleX = scale; cloud.scaleY = scale; game.addChild(cloud); clouds.push(cloud); } // --- Collision Detection --- function rectsIntersect(ax, ay, aw, ah, bx, by, bw, bh) { return ax < bx + bw && ax + aw > bx && ay < by + bh && ay + ah > by; } // --- Game Update Loop --- game.update = function () { // Update clouds only when game has started if (gameStarted) { for (var c = clouds.length - 1; c >= 0; c--) { var cloud = clouds[c]; cloud.update(); // Remove clouds that are off screen if (cloud.x < -400) { cloud.destroy(); clouds.splice(c, 1); } } } if (!gameStarted) return; // Bird update bird.update(); // Ground collision (use ellipse bottom) // Only trigger endGame when bird hits the ground this frame (not if already on ground) if (bird.lastY === undefined) bird.lastY = bird.y; if (bird.lastY + bird.height / 2 * 0.82 < 2732 - 120 && bird.y + bird.height / 2 * 0.82 >= 2732 - 120) { bird.y = 2732 - 120 - bird.height / 2 * 0.82; endGame(); return; } // Ceiling collision (use ellipse top) // Only trigger endGame when bird hits the ceiling this frame (not if already at ceiling) if (bird.lastY - bird.height / 2 * 0.82 > 0 && bird.y - bird.height / 2 * 0.82 <= 0) { bird.y = bird.height / 2 * 0.82; endGame(); return; } bird.lastY = bird.y; // Pipe update and collision var _loop = function _loop() { pipe = pipes[i]; pipe.update(); // Remove pipes off screen if (pipe.x < -pipe.pipeWidth) { pipe.destroy(); pipes.splice(i, 1); return 0; // continue } // Collision with pipes // Bird ellipse center and radii birdCx = bird.x; birdCy = bird.y; birdRx = bird.width / 2 * 0.82; // slightly smaller for visual fit birdRy = bird.height / 2 * 0.82; // Ellipse-rectangle collision helper function ellipseRectCollides(cx, cy, rx, ry, rx1, ry1, rw, rh) { // Find closest point on rectangle to ellipse center var closestX = Math.max(rx1, Math.min(cx, rx1 + rw)); var closestY = Math.max(ry1, Math.min(cy, ry1 + rh)); // Compute normalized distance var dx = (closestX - cx) / rx; var dy = (closestY - cy) / ry; return dx * dx + dy * dy <= 1; } // Top pipe topRect = pipe.getTopRect(); if (ellipseRectCollides(birdCx, birdCy, birdRx, birdRy, topRect.x, topRect.y, topRect.width, topRect.height)) { endGame(); return { v: void 0 }; } // Bottom pipe bottomRect = pipe.getBottomRect(); if (ellipseRectCollides(birdCx, birdCy, birdRx, birdRy, bottomRect.x, bottomRect.y, bottomRect.width, bottomRect.height)) { endGame(); return { v: void 0 }; } // Score: if bird passed pipe center and not yet scored if (!pipe.passed && pipe.x + pipe.pipeWidth / 2 < bird.x - bird.width / 2) { pipe.passed = true; score += 1; scoreTxt.setText(score); } }, pipe, birdCx, birdCy, birdRx, birdRy, topRect, bottomRect, _ret; for (var i = pipes.length - 1; i >= 0; i--) { _ret = _loop(); if (_ret === 0) continue; if (_ret) return _ret.v; } }; // --- Tap/Touch Controls --- game.down = function (x, y, obj) { if (gameOver) { resetGame(); return; } if (!gameStarted) { startGame(); } bird.flap(); // Hide flap instruction and pixelated text after first flap if (flapTxt.visible) { flapTxt.visible = false; pixelTxt.visible = false; } }; // --- Reset on Game Over --- LK.on('gameover', function () { resetGame(); }); // --- Initial State --- resetGame();
===================================================================
--- original.js
+++ change.js