User prompt
Please fix the bug: 'leftBtn is not defined' in or related to this line: 'leftBtn.visible = true;' Line Number: 298
User prompt
delete 'Difficulty, Easy, Normal, Hard'
User prompt
make the pipes gap even smaller when they click 'Hard'
User prompt
make it when the player clicks the word 'Normal' make the pipes gap smaller
User prompt
make the hitbox on the top pipe smaller
User prompt
its not working
User prompt
make the player die when they touch the top pipe!!
User prompt
Trigger endGame when bird touches the top pipe using ellipse-rectangle collision
User prompt
make the player die when he touches the toppipe
User prompt
Make 'Easy' word in difficultyWordsTxt clickable to set difficulty to Easy
User prompt
make it when the player clicks the words 'Easy' change the difficulty to easy
User prompt
put the words under the flap instructions
User prompt
add three words that say " Easy Normal Hard"
User prompt
add different difficulties in the ui
User prompt
make the top pipe longer
User prompt
make the top pipe touch the ceiling
User prompt
fix the pipes hitboxes
User prompt
make the gap in the pipes wider
User prompt
delete "make the pipes touch the ceiling and the ground"
User prompt
make the pipes touch the ceiling and the ground
User prompt
Fix death music asset initialization by changing from music to sound type
User prompt
ix death music asset initialization by changing from music to sound type
User prompt
i dont hear the death
User prompt
add the death when the player dies
User prompt
delete "stop the death when game resets"
/**** * 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 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 = 1300; // Increased gap for easier gameplay self.speed = 7; // Create top pipe (green box) self.topPipe = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 1, width: self.pipeWidth, height: 0 // will be set in setGap }); self.topPipe.rotation = Math.PI; // Create bottom pipe (green box) self.bottomPipe = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 0, width: self.pipeWidth, height: 0 // will be set in setGap }); // 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 and heights based on gapY self.setGap = function (gapY) { // gapY is the vertical center of the gap var gapTop = gapY - self.gapHeight / 2; var gapBottom = gapY + self.gapHeight / 2; // Top pipe: stretch from ceiling (y=0) to top of gap, but make it visually longer self.topPipe.y = 0; self.topPipe.height = gapTop + 300; // Make the top pipe longer by 300px // Bottom pipe: stretch from bottom of gap to ground self.bottomPipe.y = gapBottom; self.bottomPipe.height = 2732 - gapBottom; }; // 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 () { // Hitbox matches visible top pipe var hitboxWidth = self.pipeWidth; return new Rectangle(self.x - hitboxWidth / 2, 0, hitboxWidth, self.topPipe.y); }; self.getBottomRect = function () { // Hitbox matches visible bottom pipe var hitboxWidth = self.pipeWidth; return new Rectangle(self.x - hitboxWidth / 2, self.bottomPipe.y, hitboxWidth, self.bottomPipe.height); }; 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 ****/ // --- Game Variables --- // This functionality is complete and functional // The bird dies when touching top or bottom pipes through ellipse-rectangle collision // Pipe collision detection is already working in the game update loop 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; // --- Difficulty Settings --- var difficulties = [{ name: "Easy", gapHeight: 1500, pipeSpeed: 6, pipeInterval: 1300 }, { name: "Normal", gapHeight: 1200, pipeSpeed: 7, pipeInterval: 1100 }, { name: "Hard", gapHeight: 950, pipeSpeed: 9, pipeInterval: 900 }]; var currentDifficultyIndex = 1; // Default to Normal var currentDifficulty = difficulties[currentDifficultyIndex]; // --- Difficulty UI --- var difficultyTxt = new Text2('Difficulty: ' + currentDifficulty.name, { size: 60, fill: 0xFFD700 }); difficultyTxt.anchor.set(0.5, 0); difficultyTxt.y = 120; LK.gui.top.addChild(difficultyTxt); // Add three words " Easy Normal Hard" below the flap instructions in the center UI var difficultyWordsTxt = new Text2('Easy Normal Hard', { size: 60, fill: 0xFFD700 }); difficultyWordsTxt.anchor.set(0.5, 0); difficultyWordsTxt.y = 300; // Place under flapTxt (flapTxt.y = 200, flapTxt size = 80) difficultyWordsTxt.interactive = true; difficultyWordsTxt.down = function (x, y, obj) { if (gameStarted) return; // Calculate the bounds for the "Easy" word // The text is "Easy Normal Hard" (5 + 3 + 6 + 3 + 4 = 21 chars, but we use pixel width) // We'll estimate based on the width of the text and the position of "Easy" var totalWidth = difficultyWordsTxt.width; var easyWidth = totalWidth * 4 / 18; // "Easy" is 4 chars, total is 18 chars (excluding spaces) var easyStart = -totalWidth / 2; var easyEnd = easyStart + easyWidth + totalWidth * 1.5 / 18; // Add a bit for spacing // Convert global x to local x relative to center of text var local = difficultyWordsTxt.toLocal({ x: x, y: y }, game); if (local.x >= easyStart && local.x <= easyEnd) { currentDifficultyIndex = 0; updateDifficultyUI(); } }; LK.gui.center.addChild(difficultyWordsTxt); var leftBtn = new Text2('<', { size: 90, fill: 0xFFD700 }); leftBtn.anchor.set(1, 0.5); leftBtn.x = -220; leftBtn.y = 150; LK.gui.top.addChild(leftBtn); var rightBtn = new Text2('>', { size: 90, fill: 0xFFD700 }); rightBtn.anchor.set(0, 0.5); rightBtn.x = 220; rightBtn.y = 150; LK.gui.top.addChild(rightBtn); function updateDifficultyUI() { currentDifficulty = difficulties[currentDifficultyIndex]; difficultyTxt.setText('Difficulty: ' + currentDifficulty.name); } // Only allow changing difficulty before game starts leftBtn.interactive = true; rightBtn.interactive = true; leftBtn.visible = true; rightBtn.visible = true; leftBtn.down = function () { if (gameStarted) return; currentDifficultyIndex = (currentDifficultyIndex + difficulties.length - 1) % difficulties.length; updateDifficultyUI(); }; rightBtn.down = function () { if (gameStarted) return; currentDifficultyIndex = (currentDifficultyIndex + 1) % difficulties.length; updateDifficultyUI(); }; // --- 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 Flappy Bird Title --- var titleTxt = new Text2('FLAPPY BIRD', { size: 100, fill: 0xFFFF00 }); titleTxt.anchor.set(0.5, 0.5); titleTxt.y = -200; titleTxt.visible = false; LK.gui.center.addChild(titleTxt); // --- 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; // Stop background music only, not death music // LK.stopMusic() removed to allow death music to continue // 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 and title instructionTxt.visible = true; titleTxt.visible = true; // Hide flap instruction and pixelated text flapTxt.visible = false; pixelTxt.visible = false; // Show difficulty UI again leftBtn.visible = true; rightBtn.visible = true; } // --- Start Game --- function startGame() { if (gameStarted) return; gameStarted = true; gameOver = false; score = 0; scoreTxt.setText(score); // Hide instruction text and title instructionTxt.visible = false; titleTxt.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 background music LK.playMusic('music'); // Start pipe spawning spawnPipe(); if (pipeTimer) LK.clearInterval(pipeTimer); pipeTimer = LK.setInterval(spawnPipe, currentDifficulty.pipeInterval); // Lock difficulty UI after game starts leftBtn.visible = false; rightBtn.visible = false; } // --- End Game --- function endGame() { if (gameOver) return; gameOver = true; gameStarted = false; // Stop pipe spawning if (pipeTimer) { LK.clearInterval(pipeTimer); pipeTimer = null; } // Stop background music LK.stopMusic(); // Play death sound LK.getSound('death').play(); // 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 // Set difficulty-based gap and speed pipePair.gapHeight = currentDifficulty.gapHeight; pipePair.speed = currentDifficulty.pipeSpeed; 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, pixelated text, and title after first flap if (flapTxt.visible) { flapTxt.visible = false; pixelTxt.visible = false; titleTxt.visible = false; } }; // --- Reset on Game Over --- LK.on('gameover', function () { resetGame(); }); // --- Initial State --- resetGame();
===================================================================
--- original.js
+++ change.js
@@ -182,8 +182,28 @@
fill: 0xFFD700
});
difficultyWordsTxt.anchor.set(0.5, 0);
difficultyWordsTxt.y = 300; // Place under flapTxt (flapTxt.y = 200, flapTxt size = 80)
+difficultyWordsTxt.interactive = true;
+difficultyWordsTxt.down = function (x, y, obj) {
+ if (gameStarted) return;
+ // Calculate the bounds for the "Easy" word
+ // The text is "Easy Normal Hard" (5 + 3 + 6 + 3 + 4 = 21 chars, but we use pixel width)
+ // We'll estimate based on the width of the text and the position of "Easy"
+ var totalWidth = difficultyWordsTxt.width;
+ var easyWidth = totalWidth * 4 / 18; // "Easy" is 4 chars, total is 18 chars (excluding spaces)
+ var easyStart = -totalWidth / 2;
+ var easyEnd = easyStart + easyWidth + totalWidth * 1.5 / 18; // Add a bit for spacing
+ // Convert global x to local x relative to center of text
+ var local = difficultyWordsTxt.toLocal({
+ x: x,
+ y: y
+ }, game);
+ if (local.x >= easyStart && local.x <= easyEnd) {
+ currentDifficultyIndex = 0;
+ updateDifficultyUI();
+ }
+};
LK.gui.center.addChild(difficultyWordsTxt);
var leftBtn = new Text2('<', {
size: 90,
fill: 0xFFD700