User prompt
when im killed it needs to flash red and say "REPEAT THE CYCLE" ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the game end at 5 minutes and 20 seconds and the audio is only played once
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make the bird flap at a slow rate
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'timerTxt.style.fill = 0xFF0000;' Line Number: 302
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when i pause the game the audio needs to also pause
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dont let the bird get as fast let it start to slow down again
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'timerTxt.style.fill = 0xFF0000;' Line Number: 289
User prompt
make it so that after 5 minutes and 5 seconds the bird is brutually killed in some way ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when i lose play the sound effect in the sounds tab called "hit" its a screaming sound
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the music resets when u play again
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make it so that it plays the "hit" sound effect when i die
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make me not have to go so down low just to pass through make it higher
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more centered spacing in the pipes so i can pass through the middle
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better but make the jumping a little less realistic and the pipe gap more centered
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more realistic flapping not glitchy and make the game more zoomed in
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pipes need to be centered so i can pass through them and the jumping needs to actually work
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fix the jumping make it jump higher and make the pipes smaller and more centered perfectly
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more realistic flapping not glitchy and make the game more zoomed in
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Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'tween(self, {' Line Number: 50 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the gravity more realistic
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make it be able to jump higher and slighlt decrease the pipe spacing again between each other
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just make the object faster
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forget the spacing progression idea but make it so that the pipes are generally normally spaced out and keep the object to increase speed as it progresses
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make the object go faster but the spacing between pipes increase as the game progresses
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some of the pipes are too close to not hit add just enough spacing
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var Bird = Container.expand(function () { var self = Container.call(this); // Bird graphics var birdGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); // Bird physics properties self.velocity = 0; self.gravity = 0.7; // Increased gravity for more realistic falling self.terminalVelocity = 15; // Maximum falling speed self.flapStrength = -18; // Increased from -14 to make bird jump even higher self.isDead = false; // Flap the bird self.flap = function () { if (!self.isDead) { self.velocity = self.flapStrength; // Add a small additional upward impulse for more natural movement tween(self, { y: self.y - 10 }, { duration: 80, easing: tween.easeOutQuad }); LK.getSound('flap').play(); // Rotate bird up when flapping - smoother animation tween(self, { rotation: -0.4 }, { duration: 300, easing: tween.easeOutCubic // Smoother rotation }); } }; self.die = function () { self.isDead = true; LK.getSound('hit').play(); LK.effects.flashObject(self, 0xFF0000, 500); }; self.update = function () { if (self.isDead) { return; } // Apply gravity with acceleration curve self.velocity += self.gravity; // Apply terminal velocity - prevents bird from falling too fast if (self.velocity > self.terminalVelocity) { self.velocity = self.terminalVelocity; } self.y += self.velocity; // Rotate bird based on velocity - much smoother transition var targetRotation = Math.min(1.0, Math.max(-0.4, self.velocity * 0.06)); // Only tween if there's a significant change to avoid micro-animations if (Math.abs(self.rotation - targetRotation) > 0.05) { tween(self, { rotation: targetRotation }, { duration: 150, easing: tween.easeOutQuad // Smoother rotation easing }); } // Check boundaries if (self.y < 0) { self.y = 0; self.velocity = 0; } if (self.y > 2732) { self.die(); LK.showGameOver(); } }; return self; }); var Pipe = Container.expand(function () { var self = Container.call(this); // Pipe properties self.speed = baseSpeed; self.scored = false; // Create top pipe (now much taller to extend to top of screen) var topPipe = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 1.0, height: 2000 // Much taller to ensure it reaches top of screen }); // Create top pipe cap var topPipeCap = self.attachAsset('pipeTop', { anchorX: 0.5, anchorY: 1.0, y: -500 }); // Create bottom pipe (now much taller to extend to bottom of screen) var bottomPipe = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 0.0, height: 2000, // Much taller to ensure it reaches bottom of screen y: 200 // Gap will be between top and bottom pipes }); // Create bottom pipe cap var bottomPipeCap = self.attachAsset('pipeTop', { anchorX: 0.5, anchorY: 0.0, y: 200 }); // Set pipe gap self.setGap = function (gapPosition, gapSize) { topPipe.y = gapPosition - gapSize / 2; topPipeCap.y = topPipe.y; bottomPipe.y = gapPosition + gapSize / 2; bottomPipeCap.y = bottomPipe.y; }; self.update = function () { // Move pipe left self.x -= self.speed; // Check if pipe is offscreen (adjusted for wider pipes) if (self.x < -250) { self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game state variables var bird; var pipes = []; var isGameStarted = false; var spawnInterval; var score = 0; var highScore = storage.highScore || 0; var difficulty = 1; var baseSpeed = 8; // Increased from 5 to make the game faster var baseInterval = 2300; // Decreased from 2500 to create slightly closer pipes // Background var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // Create a game container for the zoomed effect var gameWorld = new Container(); gameWorld.x = 2048 / 2; gameWorld.y = 2732 / 2; gameWorld.scale.set(1.3, 1.3); // Overall zoom effect game.addChild(gameWorld); // Score text var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 50; // High score text var highScoreTxt = new Text2('Best: 0', { size: 80, fill: 0xFFFFFF }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.setText('Best: ' + highScore); LK.gui.top.addChild(highScoreTxt); highScoreTxt.y = 220; // Initialize bird function initBird() { bird = new Bird(); bird.x = 0; // Centered relative to gameWorld bird.y = 0; // Centered relative to gameWorld bird.scale.set(1.2, 1.2); // Scale up the bird for more visibility gameWorld.addChild(bird); } // Create a new pipe function spawnPipe() { if (!isGameStarted) { return; } var pipe = new Pipe(); // Position pipes at the right edge of the visible game area for perfect centering pipe.x = 800; // Perfect centered position when they appear // Set pipe speed based on current difficulty pipe.speed = baseSpeed * difficulty; // Random gap position between 30% and 70% of screen height var gapPosition = Math.random() * (2732 * 0.4) + 2732 * 0.3; // Increased gap size to compensate for smaller pipes and higher jumping var gapSize = 550; pipe.setGap(gapPosition, gapSize); pipe.scale.set(0.8, 0.8); // Reduced scale to make pipes smaller pipes.push(pipe); gameWorld.addChild(pipe); } // Start game function startGame() { if (isGameStarted) { return; } isGameStarted = true; score = 0; difficulty = 1; scoreTxt.setText(score); // Clear any existing pipes for (var i = pipes.length - 1; i >= 0; i--) { pipes[i].destroy(); } pipes = []; // Reset bird position if (bird) { bird.destroy(); } initBird(); // Start spawning pipes with fixed interval spawnInterval = LK.setInterval(spawnPipe, baseInterval); // Play background music LK.playMusic('bgMusic'); } // Initialize game initBird(); highScoreTxt.setText('Best: ' + highScore); // Game input game.down = function (x, y, obj) { if (!isGameStarted) { startGame(); } if (bird && !bird.isDead) { bird.flap(); } }; // Main game update game.update = function () { if (!isGameStarted) { return; } // Update all pipes for (var i = pipes.length - 1; i >= 0; i--) { var pipe = pipes[i]; // Check for scoring (when bird passes pipe) if (!pipe.scored && bird && bird.x > pipe.x) { pipe.scored = true; score += 1; scoreTxt.setText(score); LK.setScore(score); LK.getSound('score').play(); // Increase difficulty every 5 points if (score % 5 === 0) { difficulty += 0.2; // Update all existing pipes to the new speed for (var k = 0; k < pipes.length; k++) { pipes[k].speed = baseSpeed * difficulty; } // Clear and reset spawn interval with fixed timing LK.clearInterval(spawnInterval); spawnInterval = LK.setInterval(spawnPipe, baseInterval); } // Update high score if needed if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('Best: ' + highScore); } } // Check for collision with bird if (bird && !bird.isDead) { // Get pipe children for collision checks var pipeChildren = pipe.children; for (var j = 0; j < pipeChildren.length; j++) { if (bird.intersects(pipeChildren[j])) { bird.die(); LK.showGameOver(); break; } } } // Remove pipe if it's off screen if (pipe.x < -200) { pipe.destroy(); pipes.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -19,9 +19,9 @@
// Bird physics properties
self.velocity = 0;
self.gravity = 0.7; // Increased gravity for more realistic falling
self.terminalVelocity = 15; // Maximum falling speed
- self.flapStrength = -14; // Increased from -10 to make bird jump higher
+ self.flapStrength = -18; // Increased from -14 to make bird jump even higher
self.isDead = false;
// Flap the bird
self.flap = function () {
if (!self.isDead) {
@@ -197,18 +197,18 @@
if (!isGameStarted) {
return;
}
var pipe = new Pipe();
- // Center pipes horizontally more by starting them closer to center
- pipe.x = 2048 + 50;
+ // Position pipes at the right edge of the visible game area for perfect centering
+ pipe.x = 800; // Perfect centered position when they appear
// Set pipe speed based on current difficulty
pipe.speed = baseSpeed * difficulty;
// Random gap position between 30% and 70% of screen height
var gapPosition = Math.random() * (2732 * 0.4) + 2732 * 0.3;
- // Fixed gap size that's comfortable to navigate through
- var gapSize = 450;
+ // Increased gap size to compensate for smaller pipes and higher jumping
+ var gapSize = 550;
pipe.setGap(gapPosition, gapSize);
- pipe.scale.set(1.2, 1.2); // Scale up pipes for a more zoomed-in effect
+ pipe.scale.set(0.8, 0.8); // Reduced scale to make pipes smaller
pipes.push(pipe);
gameWorld.addChild(pipe);
}
// Start game