User prompt
move the score little right
User prompt
move the fuel bar near the fuel collectible
User prompt
Position fuel bar to the right of the score
User prompt
i want the fuelbar and the fuel collectible beside right of the score
User prompt
move the fuel bar and the fuel collectible right corner of the screen
User prompt
Change fuel tanks movement direction to right to left
User prompt
change the moving direction of the fuel tanks
User prompt
Change the movement direction of fuel tanks from right to left to left to right
User prompt
change the moving direction of the fuel tanks
User prompt
When the player collects the Big Fuel collectible (barrel-style), instantly refill the entire fuel bar to 100%. This should override the current fuel level and show a full tank immediately. Include a satisfying animation and sound effect to emphasize the full refill.
User prompt
make the fuel tank move right to left like the way obstacles moving
User prompt
1. Spawn fuel tanks with the same logic and timing as obstacles — moving from right to left at the same speed. 2. Attach fuel tanks to the same movement system so they scroll along with the game world naturally. Make sure they don’t overlap with obstacles but spawn in logical positions where the player can reach them while flying.
User prompt
make the fuel asset not move
User prompt
The fuel bar is draining too quickly or inconsistently compared to the value of the fuel collectibles. Please adjust the system as follows: 1. Sync the fuel bar depletion rate with the value of fuel collectibles: - If a Small Fuel refills 20%, it should provide enough time to survive that value before the next pickup. - If a Big Fuel refills 50%, the fuel bar should last proportionally longer. 2. Make sure that the fuel drain speed feels fair and gives players a chance to collect the next fuel item. 3. Optional: Dynamically adjust the fuel depletion rate slightly based on score or difficulty, but ensure collectibles scale with that as well. All these values should keep the gameplay challenging but not frustrating.
User prompt
Add advanced fuel system features: 1. Introduce two types of fuel collectibles: - **Small Fuel**: Restores a small portion of the fuel bar (e.g. 20%). Smaller size, less glow. - **Big Fuel**: Restores a larger portion of the fuel bar (e.g. 50%). Larger size, more glow and animation. Randomly choose between these types during spawning, with Big Fuel being rarer. 2. Implement a visual warning system when the fuel bar drops below 25%: - The fuel bar should start blinking or pulsing red to indicate low fuel. - Optionally, show a "Low Fuel!" icon or text near the helicopter or fuel bar. 3. Add sound effects for: - Low fuel warning (e.g. beep or alarm loop) - Collecting fuel (different sound for Small vs Big) - Fuel bar refill animation Make sure all elements work smoothly on both desktop and mobile. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
1. Make sure the fuel tanks move from right to left like the obstacles, matching the world scroll speed. 2. Increase the number of fuel tanks that appear early in the game. 3. As the score increases, gradually reduce the spawn rate of fuel tanks to increase difficulty. 4. Ensure the fuel tanks are fully visible and spawn within the correct screen area.
User prompt
make the fuel bar visible in the right of the score
User prompt
Add fuel bar and fuel mechanics to the game
User prompt
Some collectible items like fuel are spawning outside the screen boundaries. Update the item spawn logic to ensure all items appear fully within the visible screen height. Adjust the vertical spawn range to avoid placing items too close to the top or bottom edges. All items should be reachable and visible by the player.
User prompt
Make the fuel bar visually appealing with a frame, a glowing fill effect, and a small fuel icon next to it. Also, make fuel pickups spin slowly and emit a light glow to attract player attention.
User prompt
Add a fuel mechanic to the game: 1. Display a fuel bar (tank) at the top-right corner of the screen. The bar should decrease over time while the game is running. 2. Add fuel collectible assets in the game world. These should appear occasionally in random positions (within safe flying range) and move along with the obstacles or scroll speed. 3. When the helicopter collects a fuel item, refill a portion of the fuel bar. 4. If the fuel bar becomes completely empty, trigger a game over. 5. Ensure the fuel bar has smooth decrease animation and shows real-time changes when fuel is collected. 6. The fuel depletion rate should be balanced so the player feels urgency but has time to collect fuel.
User prompt
make it work vertical spawn range for obstacles to ensure they stay fully visible within screen boundaries.
User prompt
Update the flying controls to support both tap-to-fly and hold-to-fly mechanics: 1. When the player taps or clicks, the helicopter should jump upward like the original behavior (tap-to-fly). 2. If the player holds down the mouse or touch input, the helicopter should continuously rise slowly. 3. When the player releases the hold, the helicopter should stop rising and start falling due to gravity again. 4. Keep the gravity and physics behavior smooth for both input styles.
User prompt
Trigger game over when player goes off-screen at the top
User prompt
player goes off-screen leads game over
/**** * 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 FuelBar = Container.expand(function () { var self = Container.call(this); var frame = self.attachAsset('fuelBar', { anchorX: 1.0, anchorY: 0.0, tint: 0x000000 // Frame color }); var bar = self.attachAsset('fuelBar', { anchorX: 1.0, anchorY: 0.0, tint: 0x00ff00 // Glowing fill effect }); self.maxFuel = 100; self.currentFuel = self.maxFuel; self.depletionRate = 0.05; // Adjusted fuel depletion rate for fairness self.update = function () { if (self.currentFuel > 0) { // Adjust depletion rate based on score var dynamicDepletionRate = self.depletionRate + Math.min(0.05, score * 0.001); self.currentFuel -= dynamicDepletionRate; bar.scaleX = self.currentFuel / self.maxFuel; if (self.currentFuel < 25) { // Low fuel warning tween(bar, { tint: 0xff0000 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(bar, { tint: 0x00ff00 }, { duration: 500, easing: tween.easeInOut }); } }); if (!self.lowFuelSoundPlaying) { LK.getSound('lowFuelWarning').play(); self.lowFuelSoundPlaying = true; } } else { self.lowFuelSoundPlaying = false; } } else { bird.die(); // Trigger game over if fuel is empty } }; self.refill = function (amount) { self.currentFuel = Math.min(self.currentFuel + amount, self.maxFuel); }; var fuelIcon = self.attachAsset('fuelCollectible', { anchorX: 0.5, anchorY: 0.5, x: -frame.width - 20, // Position next to the fuel bar y: frame.height / 2 }); return self; }); var FuelCollectible = Container.expand(function (type) { var self = Container.call(this); self.type = type; var collectible = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x -= baseObstacleSpeed; // Move fuel tanks from right to left collectible.rotation += 0.05; // Slow spin collectible.alpha = 0.8 + 0.2 * Math.sin(LK.ticks * 0.1); // Light glow effect if (self.x < -collectible.width) { self.destroy(); } }; self.speed = baseFuelSpeed; // Set fuel tank speed to match obstacles return self; }); var Helicopter = Container.expand(function () { var self = Container.call(this); // Bird body var body = self.attachAsset('helicopter', { 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 or hold-to-fly mechanic if (self.holdFlying) { self.velocity = Math.max(self.velocity - 0.2, -5); // Slow rise when holding } else { 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 < 0) { self.die(); // Trigger game over when the player goes off-screen at the top } 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(); } }); }; // Rotor blade animation var rotor = self.attachAsset('helicopterRotor', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -body.height / 2 }); // Function to continuously rotate the rotor function rotateRotor() { tween(rotor, { rotation: rotor.rotation + Math.PI * 2 }, { duration: 500, onFinish: rotateRotor }); } // Start the rotor animation rotateRotor(); return self; }); var Obstacle = Container.expand(function (type) { var self = Container.call(this); // Gap between top and bottom obstacles // Top obstacle var topObstacle = self.attachAsset(type, { anchorX: 0.5, anchorY: 1.0, y: 0 }); var bottomObstacle = self.attachAsset(type, { anchorX: 0.5, anchorY: 0, y: 0 }); self.speed = 3; self.passed = false; self.width = topObstacle.width; self.setGapSize = function (size) { bottomObstacle.y = topObstacle.y + size; }; 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 baseFuelSpeed = baseObstacleSpeed; // Initialize fuel tank speed to match obstacles 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 Helicopter(); bird.x = 400; bird.y = 2732 / 2; game.addChild(bird); // Initialize fuel bar var fuelBar = new FuelBar(); fuelBar.x = 2048 - 20; // Position at top-right corner fuelBar.y = 20; // Score text scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 100; // Move score text slightly to the right LK.gui.top.addChild(scoreTxt); // Initialize fuel bar var fuelBar = new FuelBar(); fuelBar.x = scoreTxt.x + scoreTxt.width / 2 + 20; // Position to the right of the score fuelBar.y = 20; LK.gui.top.addChild(fuelBar); // 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 obstacleTypes = ['lollipop', 'birdNest', 'ufo', 'satellite', 'tree', 'balloon', 'bird', 'smily']; var chosenType = obstacleTypes[Math.floor(Math.random() * obstacleTypes.length)]; var obstacle = new Obstacle(chosenType); // Set position obstacle.x = 2048 + obstacle.width; // Random vertical position for the gap, keeping it away from the very top and bottom var minY = 100; // Ensure taller obstacles are fully visible var maxY = 2732 - 500 - minGapSize - obstacle.children[0].height; // Adjust maxY to account for obstacle height 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 = function (x, y, obj) { handleTap(); bird.holdFlying = true; }; // Handle release of mouse or touch game.up = function (x, y, obj) { bird.holdFlying = false; }; // 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(); } // Spawn fuel collectible occasionally if (LK.ticks % (spawnInterval * Math.max(3, 5 - Math.floor(score / 10))) === 0) { var fuelType = Math.random() < 0.8 ? 'smallFuelCollectible' : 'bigFuelCollectible'; // 80% chance for small, 20% for big var fuelCollectible = new FuelCollectible(fuelType); fuelCollectible.x = 2048 + 50; fuelCollectible.y = 150 + Math.random() * (2732 - 900 - minGapSize); game.addChild(fuelCollectible); } // 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[1].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 + birdBounds.height > topObstacleBounds.y && birdBounds.y < topObstacleBounds.y + topObstacleBounds.height) { 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(); } } // Remove obstacles that are off-screen if (obstacle.x < -obstacle.width) { obstacle.destroy(); obstacles.splice(j, 1); } } // Update fuel bar fuelBar.update(); // Check for fuel collection var fuelCollectibles = game.children.filter(function (child) { return child instanceof FuelCollectible; }); for (var k = fuelCollectibles.length - 1; k >= 0; k--) { var fuel = fuelCollectibles[k]; if (bird.intersects(fuel)) { if (fuel.type === 'smallFuelCollectible') { var smallFuelValue = 20 + Math.min(5, score * 0.1); // Scale with score fuelBar.refill(smallFuelValue); // Refill fuel bar LK.getSound('collectSmallFuel').play(); } else if (fuel.type === 'bigFuelCollectible') { fuelBar.refill(fuelBar.maxFuel); // Instantly refill to 100% LK.getSound('collectBigFuel').play(); // Add a satisfying animation for full refill tween(fuelBar, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(fuelBar, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeIn }); } }); } fuel.destroy(); } } // Update bird bird.update(); };
===================================================================
--- original.js
+++ change.js
@@ -279,15 +279,14 @@
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
+scoreTxt.x = 100; // Move score text slightly to the right
LK.gui.top.addChild(scoreTxt);
// Initialize fuel bar
var fuelBar = new FuelBar();
fuelBar.x = scoreTxt.x + scoreTxt.width / 2 + 20; // Position to the right of the score
fuelBar.y = 20;
-fuelBar.children[2].x = fuelBar.x - fuelBar.children[0].width - 20; // Position fuel collectible to the left of the fuel bar
-fuelBar.children[2].y = fuelBar.y + fuelBar.children[0].height / 2; // Center fuel collectible vertically with the fuel bar
LK.gui.top.addChild(fuelBar);
// High score text
highScoreTxt = new Text2('Best: ' + highScore, {
size: 60,
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