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Agregemos 3 cosas. Primero al lado inferior izquierdo un texto de dos lineas que diga en la primera linea "Created by: Jhef_012" y en la segunda linea "Power by: Upit AI". La segunda cosa a agregar es un asset adicional a las tuberias "pipe" para simular animacion de brillo o sombra. La tercerra cosa a agregar es un asset adicional a las nubes "cloud" para simular animacion de brillo o sombra. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Agregemos animaciones al pajaro, a bird. Necesitamos 2 asset adicionales para que se reproduscan uno tras de otro, 3 assets en total para bird y asi crear sensacion de movimiento. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Cambiemos la tipografia a algo más cartoon, como la fuente Planet Comic o Comic Sans.
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Cambiemos el score al centro borde superior. Que ya no este al lado del best score.
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El Score actual se muestra al centro de la pantalla, cambiemoslo al lado del Best Score.
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Agrega en la esquina superior derecho un best score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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El juego debe manterse en pausa hasta que se preisone la pantalla para jugar. Solo se mantiene activo la anmimacion de color del pajaro y la musica background
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El ground aun esta miuy arriba, debe estar en el brode inferior
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Arregla la posisicon de los assets para esta nueva resolcuion de pantalla.
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Hagamos que la screen resolution sea de 1080x2400 pixels
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la imagen "backgrpound" debe estar al fondo de todo, para que no se superponga a otros assets
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Agregemos una nueva imagen para el fondo, un paisaje
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Agrega un sonido para cuando se pierda el juego y otro para sonido de ambiente "background"
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Agrega un "ground" y agrega muchas más nubes por toda la pantalla.
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Make these improvements to the current game: Reduce the distance at which pipes spawn. Set pipe.x = bird.x + 800 instead of 2500. Add a solid ground at the bottom of the screen. Use a brown rectangle (ground, 4096x150) aligned with the bottom and make it follow the camera so it appears endless. Replace the current clouds with bigger ones (300x160) and increase the number to 10. Make them respawn continuously when off-screen, so the sky is always filled throughout gameplay.
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Create a 2D side‐scrolling arcade game where the player controls a bird character that automatically moves to the right and can jump upward by tapping or clicking the screen. The bird is affected by gravity (2400 units/s2) and jumps with an upward velocity of −800 units/s. The game starts on first tap. The bird must pass through pairs of pipes with a vertical gap. If it hits a pipe or goes off the top or bottom of the screen, the game ends. Pipes are spawned every 3 seconds, offscreen to the right, with a randomized vertical gap (between 30% and 70% of screen height). Each pipe pair moves left at a base speed of 300 units/s. The bird earns 1 point when passing a pipe pair. Background consists of parallax clouds moving slower than the pipes, with soft alpha and randomized heights. Sounds are triggered on jump, pipe spawn, score, and crash. The score is displayed at the top center, and an instruction text appears before the game starts. The game difficulty scales: every 10 points, the bird’s speed increases by +20 units/s and pipe spawn interval decreases by 3 frames (down to a minimum of 1 second). On collision, play crash sound, shake the screen vertically, flash red, and then show the Game Over screen. Use pixel art visuals: Bird: 64×64 box shape with animated color changes (cycling through 3 warm tones). Pipes: tall green rectangles (200×3000). Clouds: white ellipses, wide and soft (150×80). Background color: light sky blue (#87CEEB). All game logic runs at 60 FPS, and objects off-screen are cleaned up for performance ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Errores: No se ven todas las tuberias, spawnean en la pantalla, deben spawnear fuera de la pantalla y poco a poco acercarcarse al jugador.
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El pajaro no debe flotar y avnazr, sino flotar y quedarse quieto en el menu inical, una vez se preisone jugar avanza. Mejora á ́pun más la velocidad de subida y caida.
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Errores: Ya no existen las tuberias
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Nuevamente que las tuberias sean visibles desde el principio, el pajaro debe flotar y no caerse antes de presionar jugar, mejora la velocidad de subiba y caida del pajaro
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Haz que las tuberias sean visibles a cualquier distancia y acerca aún más la camara
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Separemos un poco más las tuberias, acerquemos la camra del juego para que se vea más grande y haz que caiga un poco más rápido el pajaro.
Code edit (1 edits merged)
Please save this source code
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Flappy Pixel Bird
Initial prompt
Create a self‐contained 2D side‐scrolling arcade game where the player controls a bird character that automatically moves to the right at a constant base speed. Implement the following features with clear parameter definitions so that each system works out of the box: 1. Player Mechanics: Gravity: apply a constant downward acceleration of 1,200 units/s2. Jump: on click or screen tap, instantly apply an upward velocity of 350 units/s. Only one jump per tap, no double‐jump. Boundaries: if the bird’s Y position goes below the bottom edge or above the top edge of the camera view, trigger “game over.” 2. Obstacle System: Pipe pairs: spawn pairs of vertical pipes every 1.5 seconds at the right edge of the camera. Vertical gap: randomize the gap’s center between 30% and 70% of screen height; gap size fixed at 25% of screen height. Movement: each obstacle pair moves leftward at base speed 200 units/s, increasing by 5 units/s every 10 points. Recycling: destroy pipes once they exit the left edge to free memory. 3. Scoring & UI: Increment score by +1 when the bird’s X position crosses the center line between a pipe pair. Display a large, centered score counter at top of the screen using a pixel‐art font. On game over, show a “Game Over” text and a “Tap to Restart” button below the score. 4. Difficulty Progression: Every 10 points, increase bird’s horizontal speed by +20 units/s and reduce pipe spawn interval by 0.05 seconds, down to a minimum of 1.0 seconds. 5. Art & Animation: Style: retro pixel art, 16×16 sprites. Bird: three‐frame wing‐flap cycle at 12 FPS. Pipes: solid color with simple shading and 8×8 pixel border. Background: single‐layer sky gradient (light blue top to white bottom) with two distant cloud sprites that loop infinitely at half the foreground speed. 6. Sound & FX: Jump sound: short “boop” effect on flap. Score sound: brief “ping” on each point. Collision sound: “crash” with a slight screen shake (0.1 s duration, amplitude 5 units). Add a soft “whoosh” when pipes spawn. 7. Performance & Mobile Controls: Target 60 FPS on mobile and web; optimize by culling off‐screen objects. Touch and mouse input both supported. 8. Polish: Smooth camera follow: camera only moves right to follow the bird’s X at a slight delay (lerp factor 0.1). Particle effect: spawn 10 white pixel particles on collision, lasting 0.5 s, fading out. Button feedback: on “Tap to Restart,” scale button up 1.1× for 0.1 s. Build and package this as a single‐scene game. Ensure all parameters (gravity, speeds, intervals) are adjustable in editor for future tweaking.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); var backgroundSprite = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 25; // Move slower than clouds for parallax effect self.update = function () { if (gameStarted) { self.x -= self.speed * (1 / 60); } }; return self; }); var Bird = Container.expand(function () { var self = Container.call(this); var birdSprite = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = 0; self.gravity = 2400; self.jumpStrength = -800; self.speed = 300; self.animFrame = 0; self.animTimer = 0; self.jump = function () { self.velocity = self.jumpStrength; LK.getSound('jump').play(); // Bird jump animation tween(birdSprite, { rotation: -0.3 }, { duration: 150 }); tween(birdSprite, { rotation: 0 }, { duration: 300 }); }; self.update = function () { // Apply gravity only when game has started if (gameStarted) { self.velocity += self.gravity * (1 / 60); self.y += self.velocity * (1 / 60); // Move forward only when game has started self.x += self.speed * (1 / 60); } else { // Float without falling before game starts self.velocity = 0; } // Animate bird self.animTimer++; if (self.animTimer >= 5) { // 12 FPS (60/5 = 12) self.animFrame = (self.animFrame + 1) % 3; self.animTimer = 0; // Simple color animation for pixel art effect var colors = [0xFFD700, 0xFFA500, 0xFF6347]; birdSprite.tint = colors[self.animFrame]; } // Rotation based on velocity birdSprite.rotation = Math.max(-0.5, Math.min(0.5, self.velocity * 0.001)); }; return self; }); var Cloud = Container.expand(function () { var self = Container.call(this); var cloudSprite = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 50; self.update = function () { self.x -= self.speed * (1 / 60); // Reset cloud position when it goes off screen if (self.x < -100) { self.x = 1180; self.y = Math.random() * 1800 + 100; // Updated for 2400px height } }; return self; }); var Ground = Container.expand(function () { var self = Container.call(this); var groundSprite = self.attachAsset('ground', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 300; self.update = function () { if (gameStarted) { self.x -= self.speed * (1 / 60); } }; return self; }); var Pipe = Container.expand(function () { var self = Container.call(this); self.gapHeight = 400; self.speed = 300; self.passed = false; var topPipe = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 1 }); var bottomPipe = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 0 }); self.setGapPosition = function (gapY) { topPipe.y = gapY - self.gapHeight / 2; bottomPipe.y = gapY + self.gapHeight / 2; }; self.update = function () { self.x -= self.speed * (1 / 60); // Check if bird passed this pipe if (!self.passed && self.x < bird.x) { self.passed = true; score++; scoreTxt.setText(score); LK.getSound('score').play(); LK.setScore(score); // Flash effect for scoring LK.effects.flashScreen(0x00FF00, 200); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game variables var bird; var pipes = []; var clouds = []; var grounds = []; var backgrounds = []; var score = 0; var gameStarted = false; var pipeSpawnTimer = 0; var pipeSpawnInterval = 240; // 4 seconds at 60 FPS for better spacing and visibility var cameraX = 0; // UI Elements var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(scoreTxt); var instructionTxt = new Text2('TAP TO JUMP', { size: 80, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 0.5); instructionTxt.y = -200; LK.gui.center.addChild(instructionTxt); // Initialize background landscape sections first (at the back) for (var i = 0; i < 5; i++) { var background = game.addChild(new Background()); background.x = i * 1080 - 1080; // Space background sections seamlessly background.y = 1200; // Center vertically (2400/2 = 1200) backgrounds.push(background); } // Initialize clouds for parallax background for (var i = 0; i < 20; i++) { var cloud = game.addChild(new Cloud()); cloud.x = Math.random() * 8000 - 2000; // Spread clouds across wider area cloud.y = Math.random() * 1800 + 100; // Cover more vertical space for 2400px height clouds.push(cloud); } // Initialize ground sections for (var i = 0; i < 10; i++) { var ground = game.addChild(new Ground()); ground.x = i * 4000 - 2000; // Space ground sections across the level ground.y = 2325; // Position at bottom of screen (2400 - 75 = 2325) grounds.push(ground); } // Initialize bird (in front of background elements) bird = game.addChild(new Bird()); bird.x = 300; bird.y = 1200; // Center of screen (2400/2 = 1200) // Spawn initial pipe off-screen var firstPipe = game.addChild(new Pipe()); firstPipe.x = 3000; // Start further off-screen to the right var minY = 2400 * 0.3; var maxY = 2400 * 0.7; var gapY = minY + Math.random() * (maxY - minY); firstPipe.setGapPosition(gapY); pipes.push(firstPipe); // Spawn first pipe function spawnPipe() { var pipe = game.addChild(new Pipe()); pipe.x = bird.x + 2500; // Spawn pipes further off-screen to the right // Random gap position (30-70% of screen height) var minY = 2400 * 0.3; var maxY = 2400 * 0.7; var gapY = minY + Math.random() * (maxY - minY); pipe.setGapPosition(gapY); pipes.push(pipe); LK.getSound('spawn').play(); } // Game controls game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; instructionTxt.alpha = 0; LK.playMusic('background'); } bird.jump(); }; // Main game loop game.update = function () { if (!gameStarted) return; // Update camera to follow bird var targetCameraX = bird.x - 500; // Show more area to the right for pipe visibility cameraX += (targetCameraX - cameraX) * 0.15; // Smooth camera lerp game.x = -cameraX; // Spawn pipes pipeSpawnTimer++; if (pipeSpawnTimer >= pipeSpawnInterval) { spawnPipe(); pipeSpawnTimer = 0; } // Check boundaries - bird goes off screen or hits ground if (bird.y < 0 || bird.y > 2400) { gameOver(); return; } // Update background sections for (var b = 0; b < backgrounds.length; b++) { var background = backgrounds[b]; // Reset background position when it goes far off screen if (background.x < bird.x - 4000) { background.x = bird.x + 6000; } } // Check ground collisions for (var k = 0; k < grounds.length; k++) { var ground = grounds[k]; if (bird.intersects(ground)) { gameOver(); return; } // Reset ground position when it goes far off screen if (ground.x < bird.x - 6000) { ground.x = bird.x + 8000; } } // Check pipe collisions and cleanup for (var i = pipes.length - 1; i >= 0; i--) { var pipe = pipes[i]; // Check collision with bird if (bird.intersects(pipe)) { gameOver(); return; } // Remove pipes that are far off screen if (pipe.x < bird.x - 1000) { pipe.destroy(); pipes.splice(i, 1); } } // Difficulty scaling every 10 points if (score > 0 && score % 10 === 0) { // Increase bird speed bird.speed = 300 + score / 10 * 20; // Decrease spawn interval (increase difficulty) pipeSpawnInterval = Math.max(60, 90 - score / 10 * 3); // Minimum 1 second // Increase pipe speed to match bird for (var j = 0; j < pipes.length; j++) { pipes[j].speed = bird.speed; } } }; function gameOver() { LK.getSound('crash').play(); // Screen shake effect tween(game, { y: -20 }, { duration: 100 }); tween(game, { y: 20 }, { duration: 100 }); tween(game, { y: 0 }, { duration: 100 }); // Flash red LK.effects.flashScreen(0xFF0000, 500); // Show game over LK.setTimeout(function () { LK.showGameOver(); }, 500); }
===================================================================
--- original.js
+++ change.js
@@ -189,9 +189,9 @@
// Initialize ground sections
for (var i = 0; i < 10; i++) {
var ground = game.addChild(new Ground());
ground.x = i * 4000 - 2000; // Space ground sections across the level
- ground.y = 2325; // Position near bottom of screen (2400 - 75 = 2325)
+ ground.y = 2325; // Position at bottom of screen (2400 - 75 = 2325)
grounds.push(ground);
}
// Initialize bird (in front of background elements)
bird = game.addChild(new Bird());
Nube. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Tubería recta vertical color verde. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Primera de tres imagenes que crearan sensacion de movimiento a un pajaro. Esta tendra las alas extendidas
Segunda de tres imagenes que crearan sensacion de movimiento a un pajaro. Esta tendra las alas medio extendidas
Shine