User prompt
Adjust vertical spawn range for obstacles to ensure they stay fully visible within screen boundaries.
User prompt
Some obstacle types are spawning with their top part going offscreen, while others are fine. Please fix this by adjusting the vertical spawn range (`minY` and `maxY`) to ensure all obstacle types, especially taller ones, stay fully visible within the screen boundaries. The gap should never be partially offscreen.
User prompt
Add new obstacle assets for balloon, bird , and smily ✅ Randomly choose one obstacle type on spawn ✅ Adjust collision detection for all obstacle types ✅ Modify Obstacle class to accept type parameter
User prompt
Add new obstacle assets for balloon, bird , and cloud ✅ Randomly choose one obstacle type on spawn ✅ Adjust collision detection for all obstacle types ✅ Modify Obstacle class to accept type parameter
User prompt
obstacles do not go off-screen
User prompt
add tree obstacle also
User prompt
add 4 more obstacle assets that is lollipop, bird nest, ufo, satellite, Randomly Choose One Obstacle Type on Spawn Adjust Collision for All Obstacle Types
User prompt
Replace the bird’s flap animation with a rotating rotor blade animation. Add a rotor animation to the helicopter. The rotor should spin continuously while the game is running. Use a separate rotating sprite or a frame-based animation."
User prompt
change kingfisher name as helicopter
User prompt
The gap between the ceiling and ground other than pipes is designed to be a safe zone
User prompt
hit the obstacle is only the collision detection not the top of the obstacle
User prompt
Please fix the bug: 'ReferenceError: topObstacle is not defined' in or related to this line: 'self.width = topObstacle.width;' Line Number: 133
User prompt
Separate top and bottom obstacles into distinct objects and adjust gap logic ✅ Update collision detection to only apply to top and bottom obstacles other than that remove all the collision detection
User prompt
make the gap between the top screen and the obstacle is play free area
User prompt
i only want the game to trigger game over if: Player collides with the top pipe. Player collides with the bottom pipe. Player hits the ground or flies off the top of the screen . I do NOT want game over if the player: Flies in the gap. Flies above the top gap (unless they go off-screen). Flies below the bottom gap (unless they hit the ground).
User prompt
Fix the obstacle collision logic: Ensure each obstacle is made of two separate objects (top and bottom). Position them with a gap in between based on a dynamic gapSize. Only apply collision detection to the top and bottom parts. Do not apply any collision to the gap itself. The player should safely pass through the gap without triggering a game over."
User prompt
The player should only collide with: The top part of the obstacle. The bottom part of the obstacle. The ground or fly off the top. The gap between the obstacles must be a safe zone, not a collider.
User prompt
player hits any obstacles leads game over but not in the gap between obstacles
User prompt
player hits any obstacles leads game over
User prompt
Please fix the bug: 'ReferenceError: gap is not defined' in or related to this line: 'if (birdBounds.y < obstacle.y + gap) {' Line Number: 284
User prompt
he player hits the top or bottom part of the obstacle. game not over the player should be able to pass through the gap between top and bottom pipes
User prompt
If the player passes safely between the obstacles, increase the score, and let the game continue.
User prompt
Update the collision logic: The player should only lose if they hit the top or bottom obstacle, or touch the ground or fly off-screen. If the player successfully passes through the space between obstacles, increase the score instead of ending the game."
User prompt
delete kingfisher beak ,tail
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Cloud = Container.expand(function () { var self = Container.call(this); var cloudShape = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); self.speed = 0.5 + Math.random() * 0.5; self.update = function () { self.x -= self.speed; if (self.x < -cloudShape.width) { self.x = 2048 + cloudShape.width; self.y = 100 + Math.random() * 500; } }; return self; }); var Kingfisher = Container.expand(function () { var self = Container.call(this); // Bird body var body = self.attachAsset('kingfisher', { anchorX: 0.5, anchorY: 0.5 }); // Bird properties self.velocity = 0; self.gravity = 0.5; self.flapPower = -12; self.rotation = 0; self.alive = true; self.flap = function () { if (!self.alive) { return; } self.velocity = self.flapPower; LK.getSound('flap').play(); // Wing flap animation tween(self, { scaleY: 0.7 }, { duration: 100, onFinish: function onFinish() { tween(self, { scaleY: 1 }, { duration: 200 }); } }); }; self.update = function () { if (!self.alive) { return; } // Apply gravity self.velocity += self.gravity; self.y += self.velocity; // Rotate based on velocity var targetRotation = self.velocity * 0.03; targetRotation = Math.max(Math.min(targetRotation, Math.PI / 4), -Math.PI / 4); self.rotation += (targetRotation - self.rotation) * 0.1; // Boundaries if (self.y < 100) { self.y = 100; self.velocity = 0; } if (self.y > 2732 - 250) { self.die(); } }; self.die = function () { if (!self.alive) { return; } self.alive = false; LK.getSound('hit').play(); LK.effects.flashObject(self, 0xff0000, 500); // Death spin animation tween(self, { rotation: Math.PI, alpha: 0.7 }, { duration: 1000, onFinish: function onFinish() { LK.showGameOver(); } }); }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); // Gap between top and bottom obstacles var gap = 500; // Top obstacle var topObstacle = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1.0, y: 0 }); // Bottom obstacle var bottomObstacle = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0, y: gap }); self.speed = 3; self.passed = false; self.width = topObstacle.width; self.setGapSize = function (size) { gap = size; bottomObstacle.y = topObstacle.y + gap; }; self.update = function () { self.x -= self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game variables var bird; var obstacles = []; var clouds = []; var water; var score = 0; var highScore = storage.highScore || 0; var baseObstacleSpeed = 3; var spawnInterval = 150; var minGapSize = 400; var gameStarted = false; var scoreTxt; var highScoreTxt; var instructionsTxt; // Initialize water (always at bottom of screen) water = LK.getAsset('water', { anchorX: 0, anchorY: 0, x: 0, y: 2732 - 500 }); game.addChild(water); // Initialize clouds for (var i = 0; i < 5; i++) { var cloud = new Cloud(); cloud.x = Math.random() * 2048; cloud.y = 100 + Math.random() * 500; clouds.push(cloud); game.addChild(cloud); } // Initialize bird bird = new Kingfisher(); bird.x = 400; bird.y = 2732 / 2; game.addChild(bird); // Score text scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // High score text highScoreTxt = new Text2('Best: ' + highScore, { size: 60, fill: 0xFFFFFF }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.y = 130; LK.gui.top.addChild(highScoreTxt); // Instructions text instructionsTxt = new Text2('Tap to flap!', { size: 80, fill: 0xFFFFFF }); instructionsTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(instructionsTxt); // Tap to flap function function handleTap() { if (!gameStarted) { gameStarted = true; instructionsTxt.visible = false; LK.playMusic('bgMusic'); } bird.flap(); } // Obstacle spawning function function spawnObstacle() { var obstacle = new Obstacle(); // Set position obstacle.x = 2048 + obstacle.width; // Random vertical position for the gap, keeping it away from the very top and bottom var minY = 200; var maxY = 2732 - 700 - minGapSize; obstacle.y = minY + Math.random() * (maxY - minY); // Adjust gap size based on score (gets narrower as score increases) var gapSize = minGapSize + 300 - Math.min(200, score * 5); obstacle.setGapSize(gapSize); // Adjust speed based on score (gets faster as score increases) obstacle.speed = baseObstacleSpeed + Math.min(5, score * 0.1); obstacles.push(obstacle); game.addChild(obstacle); } // Handle tap or click game.down = handleTap; // Game update loop game.update = function () { // Update clouds for (var i = 0; i < clouds.length; i++) { clouds[i].update(); } if (!gameStarted) { return; } // Spawn obstacles if (LK.ticks % spawnInterval === 0) { spawnObstacle(); } // Update obstacles for (var j = obstacles.length - 1; j >= 0; j--) { var obstacle = obstacles[j]; obstacle.update(); // Check if bird passed obstacle if (!obstacle.passed && bird.x > obstacle.x + obstacle.width / 2) { obstacle.passed = true; score++; LK.setScore(score); scoreTxt.setText(score.toString()); LK.getSound('score').play(); // Update high score if needed if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('Best: ' + highScore); } } // Check for collision with bird if (bird.alive) { var topObstacleBounds = new Rectangle(obstacle.x - obstacle.width / 2, obstacle.y - obstacle.children[0].height, obstacle.width, obstacle.children[0].height); var bottomObstacleBounds = new Rectangle(obstacle.x - obstacle.width / 2, obstacle.y + obstacle.children[0].y, obstacle.width, obstacle.children[1].height); var birdBounds = new Rectangle(bird.x - 60, bird.y - 40, 120, 80); // Check collision with top obstacle if (birdBounds.x + birdBounds.width > topObstacleBounds.x && birdBounds.x < topObstacleBounds.x + topObstacleBounds.width && birdBounds.y < topObstacleBounds.y + topObstacleBounds.height) { if (birdBounds.y + birdBounds.height > topObstacleBounds.y) { bird.die(); } } // Check collision with bottom obstacle if (birdBounds.x + birdBounds.width > bottomObstacleBounds.x && birdBounds.x < bottomObstacleBounds.x + bottomObstacleBounds.width && birdBounds.y + birdBounds.height > bottomObstacleBounds.y) { if (birdBounds.y < bottomObstacleBounds.y + bottomObstacleBounds.height) { bird.die(); } } } // Remove obstacles that are off-screen if (obstacle.x < -obstacle.width) { obstacle.destroy(); obstacles.splice(j, 1); } } // Update bird bird.update(); };
===================================================================
--- original.js
+++ change.js
@@ -259,14 +259,18 @@
var topObstacleBounds = new Rectangle(obstacle.x - obstacle.width / 2, obstacle.y - obstacle.children[0].height, obstacle.width, obstacle.children[0].height);
var bottomObstacleBounds = new Rectangle(obstacle.x - obstacle.width / 2, obstacle.y + obstacle.children[0].y, obstacle.width, obstacle.children[1].height);
var birdBounds = new Rectangle(bird.x - 60, bird.y - 40, 120, 80);
// Check collision with top obstacle
- if (birdBounds.x + birdBounds.width > topObstacleBounds.x && birdBounds.x < topObstacleBounds.x + topObstacleBounds.width && birdBounds.y < topObstacleBounds.y + topObstacleBounds.height && birdBounds.y + birdBounds.height > topObstacleBounds.y) {
- bird.die();
+ if (birdBounds.x + birdBounds.width > topObstacleBounds.x && birdBounds.x < topObstacleBounds.x + topObstacleBounds.width && birdBounds.y < topObstacleBounds.y + topObstacleBounds.height) {
+ if (birdBounds.y + birdBounds.height > topObstacleBounds.y) {
+ bird.die();
+ }
}
// Check collision with bottom obstacle
- if (birdBounds.x + birdBounds.width > bottomObstacleBounds.x && birdBounds.x < bottomObstacleBounds.x + bottomObstacleBounds.width && birdBounds.y < bottomObstacleBounds.y + bottomObstacleBounds.height && birdBounds.y + birdBounds.height > bottomObstacleBounds.y) {
- bird.die();
+ if (birdBounds.x + birdBounds.width > bottomObstacleBounds.x && birdBounds.x < bottomObstacleBounds.x + bottomObstacleBounds.width && birdBounds.y + birdBounds.height > bottomObstacleBounds.y) {
+ if (birdBounds.y < bottomObstacleBounds.y + bottomObstacleBounds.height) {
+ bird.die();
+ }
}
}
// Remove obstacles that are off-screen
if (obstacle.x < -obstacle.width) {
passing cloud images with single round shape with white color. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Create a cartoon-style lollipop tower as an obstacle in a helicopter game. The tower should look like a giant stacked swirl lollipop with a stick base, colorful stripes, and a playful vibe. Use bold outlines and a candy theme.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Make a cartoon-style birdhouse obstacle for a helicopter game. The birdhouse should have a wood texture, a circular hole, a tiny roof, and bright colors. Optionally add a little cartoon bird peeking out.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Design a cartoon-style bird flying sideways with big eyes and colorful feathers. The bird should look friendly, cute, and match a fun sky-themed game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Generate a cartoon-style giant mushroom obstacle for a helicopter game. It should be colorful, exaggerated in size, and fun in appearance, with a thick stem and a big cap. Use soft shadows and vibrant tones.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A cute cartoon-style small fuel tank with rounded edges red color, glossy metal finish, and a little red cap. Add a glowing yellow outline to make it pop. It should look lightweight and collectible, floating gently in the air.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Powerup magnetic asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows