User prompt
Change size of menubtn0 and menubtn1 (300x300)
User prompt
Change size of menubtn0 and menubtn1 (250x250)
User prompt
Change size of menubtn0 and menubtn1 half of them
User prompt
Change size of menubtn0 and menubtn1 (100x100)
User prompt
Change de size of menubtn0 and menubtn1 (250x250)
User prompt
Make it menubtn0 and menubtn1 size 300x300
User prompt
fix eror
User prompt
fix eror
User prompt
Menutitlephoto is invisible when the choose diffuculty button is pressed, let it be visible when the restart button is pressed
User prompt
(menuBtn0 menuBtn1 menuBtn2 menuBtn3) make sizes 500x500
User prompt
(menuBtn0 menuBtn1 menuBtn2 menuBtn3) bring them all closer to the central point.
User prompt
(menuBtn0 menuBtn1 menuBtn2 menuBtn3) change size all of them 700x700
User prompt
The assets of difficulty options are easy, medium, difficult, the most difficult, should be like this, respectively (menuBtn0 menuBtn1 menuBtn2 menuBtn3)
User prompt
When the Chosediffuculty button is pressed, the button is invisible and the difficulty buttons are in the order of the screen (top left lower left, the top right and lower right are visible)
User prompt
Match assets and buttons Create a new asset for chosedificultybutton
User prompt
Chose diffuculty button have a uniq (reimagineble) asset
User prompt
Add another button to open the difficulty buttons and let it open when you press it (it should be in the middle of the main menu)
User prompt
All difficulty buttons should be in visible places
User prompt
All difficulty buttons should be above the background
User prompt
redesing menü
User prompt
redisaing menu
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");
/****
* Classes
****/
// BigBirdTarget: larger, easier to tap, unique image with orange beak
var BigBirdTarget = Container.expand(function () {
var self = Container.call(this);
var targetAsset = self.attachAsset('birdBig', {
anchorX: 0.5,
anchorY: 0.5,
width: 180 * 4.0,
height: 180 * 4.0
});
// Add a "beak" using a small orange ellipse overlay
var beak = self.attachAsset('targetCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 60,
width: 60,
height: 30,
color: 0xff9900,
shape: 'ellipse'
});
self.isHit = false;
self.down = function (x, y, obj) {
if (self.isHit) {
return;
}
self.isHit = true;
tween(self, {
scaleX: 1.4,
scaleY: 1.4,
alpha: 0
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function onFinish() {
self.destroy();
}
});
if (typeof onTargetHit === 'function') {
onTargetHit(self);
}
};
self.alpha = 0;
self.scaleX = self.scaleY = 0.7;
tween(self, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicOut
});
return self;
});
// MovingBirdTarget: moves horizontally and vertically, mirrors on direction change, unique image with white "wing"
var MovingBirdTarget = Container.expand(function () {
var self = Container.call(this);
var targetAsset = self.attachAsset('birdMoving', {
anchorX: 0.5,
anchorY: 0.5,
width: 180 * 2.0,
height: 180 * 2.0
});
// Add a "wing" using a white ellipse overlay
var wing = self.attachAsset('targetCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 40,
y: 0,
width: 60,
height: 30,
color: 0xffffff,
shape: 'ellipse'
});
self.isHit = false;
// Movement direction: horizontal and vertical
self._direction = Math.random() < 0.5 ? 1 : -1; // left or right
self._verticalDir = Math.random() < 0.5 ? 1 : -1; // up or down
self._speed = 8 + Math.random() * 6; // px per frame (horizontal)
self._verticalSpeed = 3 + Math.random() * 3; // px per frame (vertical)
self._minX = 120 + targetAsset.width / 2;
self._maxX = 2048 - 120 - targetAsset.width / 2;
self._minY = 120 + targetAsset.height / 2;
self._maxY = 2732 - 120 - targetAsset.height / 2;
self.update = function () {
if (self.isHit) {
return;
}
if (typeof self.lastX === "undefined") {
self.lastX = self.x;
}
if (typeof self.lastY === "undefined") {
self.lastY = self.y;
}
var prevX = self.x;
var prevY = self.y;
// Move horizontally and vertically
self.x += self._direction * self._speed;
self.y += self._verticalDir * self._verticalSpeed;
// Mirror horizontally based on direction
targetAsset.scaleX = self._direction > 0 ? 1 : -1;
// Bounce at horizontal edges
if (self._direction > 0 && self.x > self._maxX || self._direction < 0 && self.x < self._minX) {
self._direction *= -1;
self.x = Math.max(Math.min(self.x, self._maxX), self._minX);
// Mirror handled above
}
// Bounce at vertical edges
if (self._verticalDir > 0 && self.y > self._maxY || self._verticalDir < 0 && self.y < self._minY) {
self._verticalDir *= -1;
self.y = Math.max(Math.min(self.y, self._maxY), self._minY);
}
self.lastX = self.x;
self.lastY = self.y;
};
self.down = function (x, y, obj) {
if (self.isHit) {
return;
}
self.isHit = true;
tween(self, {
scaleX: 1.4,
scaleY: 1.4,
alpha: 0
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function onFinish() {
self.destroy();
}
});
if (typeof onTargetHit === 'function') {
onTargetHit(self);
}
};
self.alpha = 0;
self.scaleX = self.scaleY = 0.7;
tween(self, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicOut
});
return self;
});
// SmallBirdTarget: smaller, harder to tap, unique image with pink "tail"
var SmallBirdTarget = Container.expand(function () {
var self = Container.call(this);
var targetAsset = self.attachAsset('birdSmall', {
anchorX: 0.5,
anchorY: 0.5,
width: 180 * 1.2,
height: 180 * 1.2
});
// Add a "tail" using a pink ellipse overlay
var tail = self.attachAsset('targetCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 40,
width: 30,
height: 60,
color: 0xff66cc,
shape: 'ellipse'
});
self.isHit = false;
self.down = function (x, y, obj) {
if (self.isHit) {
return;
}
self.isHit = true;
tween(self, {
scaleX: 1.4,
scaleY: 1.4,
alpha: 0
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function onFinish() {
self.destroy();
}
});
if (typeof onTargetHit === 'function') {
onTargetHit(self);
}
};
self.alpha = 0;
self.scaleX = self.scaleY = 0.7;
tween(self, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicOut
});
return self;
});
// Target class: a tappable target that appears and disappears after a timeout, normal bird with unique image and white "eye"
var Target = Container.expand(function () {
var self = Container.call(this);
// Attach a unique image for normal bird
var targetAsset = self.attachAsset('birdNormal', {
anchorX: 0.5,
anchorY: 0.5,
width: 180 * 2.5,
height: 180 * 2.5
});
// Add a "white eye" using a small white ellipse overlay
var eye = self.attachAsset('targetCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 40,
y: -40,
width: 40,
height: 40,
color: 0xffffff,
shape: 'ellipse'
});
// Mark as not yet hit
self.isHit = false;
// Called when the target is tapped
self.down = function (x, y, obj) {
if (self.isHit) {
return;
}
self.isHit = true;
// Animate: scale up and fade out
tween(self, {
scaleX: 1.4,
scaleY: 1.4,
alpha: 0
}, {
duration: 120,
easing: tween.cubicOut,
onFinish: function onFinish() {
self.destroy();
}
});
// Notify game that this target was hit
if (typeof onTargetHit === 'function') {
onTargetHit(self);
}
};
// For tap feedback, animate in
self.alpha = 0;
self.scaleX = self.scaleY = 0.7;
tween(self, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.cubicOut
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Sound assets for game events
// Add a background shape behind all game elements
// Unique images for each bird type
// Difficulty button assets
// Dedicated image asset for the menu title (replace id with any photo you want)
// Add background shape first so it is always behind all menu buttons and UI elements
var backgroundShape = LK.getAsset('backgroundShape', {
width: 2048,
height: 2048,
color: 0x222a38,
shape: 'box',
anchorX: 0,
anchorY: 0,
x: 0,
// Center the square background vertically in 2732px canvas
y: (2732 - 2048) / 2
});
game.addChild(backgroundShape);
// --- Difficulty settings ---
var difficulties = [{
name: "Easy",
key: "easy",
time: 800
}, {
name: "Medium",
key: "medium",
time: 600
}, {
name: "Difficult",
key: "hard",
time: 400
}, {
name: "Most Difficult",
key: "insane",
time: 250
}];
// --- State variables ---
var currentDifficulty = null; // {name, key, time}
var roundTargets = 20;
var targetsSpawned = 0;
var targetsHit = 0;
var targetTimeout = null;
var activeTarget = null;
var inGame = false;
// --- Best scores ---
if (!storage.bestScores) {
storage.bestScores = {};
}
var bestScores = storage.bestScores;
// --- UI elements ---
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var menuContainer = new Container();
LK.gui.center.addChild(menuContainer);
var bestScoreTxts = []; // Array of Text2 for best scores per difficulty
// --- Helper: Show menu ---
function showMenu() {
inGame = false;
// Clear any active target
if (activeTarget) {
activeTarget.destroy();
activeTarget = null;
}
if (targetTimeout) {
LK.clearTimeout(targetTimeout);
targetTimeout = null;
}
// Reset score display
scoreTxt.setText('');
// Remove previous menu items
while (menuContainer.children.length) {
menuContainer.removeChild(menuContainer.children[0]);
}
bestScoreTxts = [];
// Move menuContainer up so all buttons are higher on the screen
menuContainer.y = -220;
// Move scoreTxt to the top of the square area (move further up)
scoreTxt.y = -10;
// Title at the very top, visually separated from difficulty (now as a unique asset)
// Use a dedicated image asset for the title, so any photo can be used
// Remove any previous menuTitlePhoto asset from LK.gui.top before adding a new one
for (var i = LK.gui.top.children.length - 1; i >= 0; i--) {
var child = LK.gui.top.children[i];
if (child && child.assetId === 'menuTitlePhoto') {
LK.gui.top.removeChild(child);
}
}
var titleAsset = LK.getAsset('menuTitlePhoto', {
anchorX: 0.5,
anchorY: 0,
x: 0,
y: 380,
// Lowered by 400 units from previous 80
width: 800,
height: 240
});
titleAsset.assetId = 'menuTitlePhoto';
LK.gui.top.addChild(titleAsset);
// All difficulty buttons: visible, non-overlapping, distributed vertically under the menu title photo
var btnSizes = [{
width: 700,
height: 200
},
// Easy
{
width: 700,
height: 300
},
// Medium
{
width: 700,
height: 140
},
// Hard
{
width: 800,
height: 500
} // Most Difficult
];
// Layout parameters
var spacingY = 60;
var centerX = 0;
var underTitleY = 380 + 240 + 60; // title y + title height + margin
// --- Add main menu button to open/close difficulty buttons ---
var menuMainBtn = LK.getAsset('choseDifficultyButton', {
anchorX: 0.5,
anchorY: 0.5,
x: centerX,
y: underTitleY + 80,
// visually centered under title
width: 700,
height: 180
});
menuContainer.addChild(menuMainBtn);
var menuMainLabel = new Text2("Choose Difficulty", {
size: 70,
fill: "#fff"
});
menuMainLabel.anchor.set(0.5, 0.5);
menuMainLabel.x = menuMainBtn.x;
menuMainLabel.y = menuMainBtn.y;
menuContainer.addChild(menuMainLabel);
// Track if difficulty buttons are open
var difficultyButtonsOpen = false;
var difficultyBtns = [];
var difficultyLabels = [];
var difficultyBestTxts = [];
// Helper to show/hide difficulty buttons
function setDifficultyButtonsVisible(visible) {
for (var i = 0; i < difficultyBtns.length; i++) {
difficultyBtns[i].visible = visible;
difficultyLabels[i].visible = visible;
difficultyBestTxts[i].visible = visible;
}
}
// Pre-create difficulty buttons, but don't show them yet
var btnYs = [];
var yCursor = underTitleY + 180 + 40; // below the main menu button
for (var i = 0; i < difficulties.length; i++) {
btnYs.push(yCursor + btnSizes[i].height / 2);
yCursor += btnSizes[i].height + spacingY;
}
for (var i = 0; i < difficulties.length; i++) {
// Assign menuBtn0-3 asset for each difficulty button
var btnAssetId = 'menuBtn' + i;
var btn = LK.getAsset(btnAssetId, {
anchorX: 0.5,
anchorY: 0.5,
x: centerX,
y: btnYs[i],
width: btnSizes[i].width,
height: btnSizes[i].height
});
btn.visible = false;
menuContainer.addChild(btn);
var label = new Text2(difficulties[i].name, {
size: 70,
fill: "#fff"
});
label.anchor.set(0.5, 0.5);
label.x = btn.x;
label.y = btn.y;
label.visible = false;
menuContainer.addChild(label);
var best = bestScores[difficulties[i].key] || 0;
var bestTxt = new Text2("Best: " + best + " / " + roundTargets, {
size: 40,
fill: 0xFFEC00
});
bestTxt.anchor.set(0.5, 0.5);
bestTxt.x = btn.x + 220;
bestTxt.y = btn.y + 38;
bestTxt.visible = false;
menuContainer.addChild(bestTxt);
bestScoreTxts.push(bestTxt);
difficultyBtns.push(btn);
difficultyLabels.push(label);
difficultyBestTxts.push(bestTxt);
(function (idx, button) {
button.down = function (x, y, obj) {
startGame(difficulties[idx]);
};
})(i, btn);
}
// Main menu button toggles difficulty buttons
menuMainBtn.down = function (x, y, obj) {
// Hide the main menu button and its label
menuMainBtn.visible = false;
menuMainLabel.visible = false;
difficultyButtonsOpen = true;
// Place difficulty buttons in screen corners and show them
// Top left
difficultyBtns[0].x = -700;
difficultyBtns[0].y = -700;
difficultyLabels[0].x = -700;
difficultyLabels[0].y = -700;
difficultyBestTxts[0].x = -700 + 220;
difficultyBestTxts[0].y = -700 + 38;
// Lower left
difficultyBtns[1].x = -700;
difficultyBtns[1].y = 700;
difficultyLabels[1].x = -700;
difficultyLabels[1].y = 700;
difficultyBestTxts[1].x = -700 + 220;
difficultyBestTxts[1].y = 700 + 38;
// Top right
difficultyBtns[2].x = 700;
difficultyBtns[2].y = -700;
difficultyLabels[2].x = 700;
difficultyLabels[2].y = -700;
difficultyBestTxts[2].x = 700 + 220;
difficultyBestTxts[2].y = -700 + 38;
// Lower right
difficultyBtns[3].x = 700;
difficultyBtns[3].y = 700;
difficultyLabels[3].x = 700;
difficultyLabels[3].y = 700;
difficultyBestTxts[3].x = 700 + 220;
difficultyBestTxts[3].y = 700 + 38;
setDifficultyButtonsVisible(true);
};
setDifficultyButtonsVisible(false);
}
// --- Helper: Start game with selected difficulty ---
function startGame(diff) {
inGame = true;
currentDifficulty = diff;
targetsSpawned = 0;
targetsHit = 0;
scoreTxt.setText("0 / " + roundTargets);
// Play start sound
LK.getSound('start').play();
// Remove menu
while (menuContainer.children.length) {
menuContainer.removeChild(menuContainer.children[0]);
}
// Remove menuTitlePhoto from LK.gui.top if present
for (var i = LK.gui.top.children.length - 1; i >= 0; i--) {
var child = LK.gui.top.children[i];
if (child && child.assetId === 'menuTitlePhoto') {
LK.gui.top.removeChild(child);
}
}
// Start first target
spawnNextTarget();
}
// --- Helper: Spawn a target at a random position ---
function spawnNextTarget() {
if (!inGame) {
return;
}
if (activeTarget) {
activeTarget.destroy();
activeTarget = null;
}
if (targetsSpawned >= roundTargets) {
endGame();
return;
}
targetsSpawned++;
// Randomly choose a target type: 0=normal, 1=small, 2=big, 3=moving
var margin = 120;
var type = Math.floor(Math.random() * 4);
var x, y, target;
if (type === 1) {
// Small bird
x = margin + 60 + Math.random() * (2048 - 2 * (margin + 60));
y = margin + 60 + Math.random() * (2048 - 2 * (margin + 60));
target = new SmallBirdTarget();
target.x = x;
target.y = y;
} else if (type === 2) {
// Big bird
x = margin + 180 + Math.random() * (2048 - 2 * (margin + 180));
y = margin + 180 + Math.random() * (2048 - 2 * (margin + 180));
target = new BigBirdTarget();
target.x = x;
target.y = y;
} else if (type === 3) {
// Moving bird
y = margin + Math.random() * (2048 - 2 * margin);
// Start at left or right edge
if (Math.random() < 0.5) {
x = margin + 180;
} else {
x = 2048 - margin - 180;
}
target = new MovingBirdTarget();
target.x = x;
target.y = y;
} else {
// Normal
x = margin + Math.random() * (2048 - 2 * margin);
y = margin + Math.random() * (2048 - 2 * margin);
target = new Target();
target.x = x;
target.y = y;
}
activeTarget = target;
game.addChild(target);
// Timeout: if not hit in time, remove and spawn next
targetTimeout = LK.setTimeout(function () {
if (activeTarget === target && !target.isHit) {
// Animate out
tween(target, {
alpha: 0
}, {
duration: 100,
onFinish: function onFinish() {
target.destroy();
}
});
activeTarget = null;
spawnNextTarget();
}
}, currentDifficulty.time);
}
// --- Helper: Called when a target is hit ---
function onTargetHit(target) {
if (!inGame) {
return;
}
if (activeTarget === target) {
targetsHit++;
scoreTxt.setText(targetsHit + " / " + roundTargets);
// Play hit sound
LK.getSound('hit').play();
activeTarget = null;
if (targetTimeout) {
LK.clearTimeout(targetTimeout);
targetTimeout = null;
}
// Next target after a short delay for feedback
LK.setTimeout(spawnNextTarget, 80);
}
}
// --- Helper: End of round ---
function endGame() {
inGame = false;
// Play end sound
LK.getSound('end').play();
// Update best score if needed
var key = currentDifficulty.key;
var isBest = false;
if (!bestScores[key] || targetsHit > bestScores[key]) {
bestScores[key] = targetsHit;
storage.bestScores = bestScores;
isBest = true;
}
// Play best score sound if new best
if (isBest) {
LK.getSound('best').play();
}
// Show result popup
var resultTxt = new Text2("You hit " + targetsHit + " / " + roundTargets + "!", {
size: 100,
fill: "#fff"
});
resultTxt.anchor.set(0.5, 0.5);
resultTxt.y = -120;
menuContainer.addChild(resultTxt);
var best = bestScores[key] || 0;
var bestTxt = new Text2("Best: " + best + " / " + roundTargets, {
size: 60,
fill: 0xFFEC00
});
bestTxt.anchor.set(0.5, 0.5);
bestTxt.y = 0;
menuContainer.addChild(bestTxt);
var againBtn = LK.getAsset('againBtn', {
width: 500,
height: 120,
color: 0x44bb44,
shape: 'box',
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 180
});
menuContainer.addChild(againBtn);
var againLabel = new Text2("Menu", {
size: 60,
fill: "#fff"
});
againLabel.anchor.set(0.5, 0.5);
againLabel.x = againBtn.x;
againLabel.y = againBtn.y;
menuContainer.addChild(againLabel);
againBtn.down = function (x, y, obj) {
// Remove result elements
while (menuContainer.children.length) {
menuContainer.removeChild(menuContainer.children[0]);
}
showMenu();
};
}
// Animate moving bird targets (if any)
game.update = function () {
if (activeTarget && typeof activeTarget.update === "function") {
activeTarget.update();
}
};
// --- Game move handler (no drag, but required for touch compatibility) ---
game.move = function (x, y, obj) {};
// --- Start with menu ---
showMenu(); ===================================================================
--- original.js
+++ change.js
@@ -275,14 +275,14 @@
/****
* Game Code
****/
-// Add background shape first so it is always behind all menu buttons and UI elements
-// Dedicated image asset for the menu title (replace id with any photo you want)
-// Difficulty button assets
-// Unique images for each bird type
-// Add a background shape behind all game elements
// Sound assets for game events
+// Add a background shape behind all game elements
+// Unique images for each bird type
+// Difficulty button assets
+// Dedicated image asset for the menu title (replace id with any photo you want)
+// Add background shape first so it is always behind all menu buttons and UI elements
var backgroundShape = LK.getAsset('backgroundShape', {
width: 2048,
height: 2048,
color: 0x222a38,
@@ -442,21 +442,10 @@
btnYs.push(yCursor + btnSizes[i].height / 2);
yCursor += btnSizes[i].height + spacingY;
}
for (var i = 0; i < difficulties.length; i++) {
- // Assign a unique, reimaginable asset for each difficulty button
- var btnAssetId;
- if (i === 0) {
- btnAssetId = 'birdBig'; // Easy: Big orange bird
- } else if (i === 1) {
- btnAssetId = 'birdNormal'; // Medium: Normal bird
- } else if (i === 2) {
- btnAssetId = 'birdSmall'; // Hard: Small pink bird
- } else if (i === 3) {
- btnAssetId = 'birdMoving'; // Most Difficult: Moving bird
- } else {
- btnAssetId = 'menuBtn' + i; // fallback
- }
+ // Assign menuBtn0-3 asset for each difficulty button
+ var btnAssetId = 'menuBtn' + i;
var btn = LK.getAsset(btnAssetId, {
anchorX: 0.5,
anchorY: 0.5,
x: centerX,
Sunset between the mountains ( natural) piksel art. In-Game asset. 2d. High contrast. No shadows
Big fat flaying bird ( Piksel art). Colorful In-Game asset. 2d. High contrast.
Rectangle
Big fat flaying bird ( Piksel art). Colorful. Cute. In-Game asset. 2d. High contrast.
Big fat flaying bird ( Piksel art). Cute. Colorful In-Game asset. 2d. High contrast.
Fastest flaying bird ( Piksel art). Cute. Colorful In-Game asset. 2d. High contrast.
Target for weapon.(piksel art) In-Game asset. 2d. High contrast.
(700x140) button (cute pixel art). no writing No shadows
A pixel art sign that says BIRDS SHOOTING.(800x240 size) No shadows
700x700(total size) black red button (like hell fire around and into button) (cute pixel art). no writing No shadows