User prompt
in auto fly mode, player can still control the bird but bird can't collide with the pipes
User prompt
in auto fly mode, instead of moving thorugh the gaps, bird should move directly
User prompt
during the auto fly, bird's x position is changing in every gap. It shouldn't be happening
User prompt
also enhance the text by adding "Restore controls in: "
User prompt
display a countdown when auto fly is active so that player can understand when is the time to take control of the bird
User prompt
let's add it to the project ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
auto fly should end after a 0.5 second delay
User prompt
at the end of the auto fly, bird should move to the center of the screen then restore the controls to the player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
during the auto fly, animate bird's color with green like it's blinking. Also, increasing blink frequency towards the end so that player can notice the powerup is almost finished ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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don't change bird's x position during auto fly
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bird is slowing down after collecting the powerup but it shouldn't
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still the same problem occurs
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still the same bug. player shouldn't be slow down after collecting the powerup
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now camera moves faster than the bird after i collect the powerup
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when i collect powerup, i fall down. What is the bug here?
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there is something wrong with the auto-fly mode
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display restart button after we pressed pause
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add restart button
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when player collect the powerup, ignore gravitiy for a while (let's say, until player move towards 3 pipes), player can't control the bird for the duration and bird automatically move through the gaps. After 3 pipes, powerup ends everything goes back to normal
User prompt
decrease powerup chance to 50%
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only increase score table when player collects gold. Don't increase it when player collect special powerup
User prompt
powerup should not use gold icon, it should use its own icon
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we need a seperate object for the powerup
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make it 100%
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there is 25% chance to spawn special powerup instead of gold
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Character: the player-controlled ellipse var Character = Container.expand(function () { var self = Container.call(this); var _char = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Physics self.velocity = 0; self.gravity = 2.2; self.flapStrength = -19; // Flap (jump) self.flap = function () { self.velocity = self.flapStrength; }; // Update position and velocity self.update = function () { self.velocity += self.gravity; self.y += self.velocity; }; // For collision detection self.getBounds = function () { return { x: self.x - _char.width / 2, y: self.y - _char.height / 2, width: _char.width, height: _char.height }; }; return self; }); // Gold: collectible coin between pipes var Gold = Container.expand(function () { var self = Container.call(this); var _gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self._bobPhase = Math.random() * Math.PI * 2; // randomize phase so coins don't bob in sync self.update = function () { self.x += self.speed; // Animate gold with a gentle up-and-down bobbing motion self.y += Math.sin(LK.ticks / 18 + self._bobPhase) * 1.5; }; // For collision detection self.getBounds = function () { return { x: self.x - _gold.width / 2, y: self.y - _gold.height / 2, width: _gold.width, height: _gold.height }; }; return self; }); // PipePair: a pair of pipes (top and bottom) with a gap var PipePair = Container.expand(function () { var self = Container.call(this); // Pipe dimensions var pipeWidth = 220; var pipeHeight = 1200; var gapHeight = 500; // Will be set dynamically // Top pipe var topPipe = self.attachAsset('pipe_top', { anchorX: 0, anchorY: 1 }); // Bottom pipe var bottomPipe = self.attachAsset('pipe_bottom', { anchorX: 0, anchorY: 0 }); // Set pipes' positions based on gapY and gapHeight self.setGap = function (gapY, gapHeight) { // Top pipe: bottom at gapY topPipe.x = 0; topPipe.y = gapY; topPipe.height = gapY; // Bottom pipe: top at gapY+gapHeight bottomPipe.x = 0; bottomPipe.y = gapY + gapHeight; bottomPipe.height = 2732 - (gapY + gapHeight); }; // For collision detection self.getTopPipe = function () { return topPipe; }; self.getBottomPipe = function () { return bottomPipe; }; // Move pipes leftward self.update = function () { self.x += self.speed; }; // Set initial speed self.speed = -12; return self; }); // Powerup: special collectible (separate from Gold) var Powerup = Container.expand(function () { var self = Container.call(this); var _powerup = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self._bobPhase = Math.random() * Math.PI * 2; self.update = function () { self.x += self.speed; // Animate with a gentle up-and-down bobbing motion self.y += Math.sin(LK.ticks / 18 + self._bobPhase) * 1.5; }; self.getBounds = function () { return { x: self.x - _powerup.width / 2, y: self.y - _powerup.height / 2, width: _powerup.width, height: _powerup.height }; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x4db8ff // Light blue sky }); /**** * Game Code ****/ // unique icon for powerup // Background landscape and clouds // Game constants // Pipes: green boxes, character: yellow ellipse, background: blue var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var PIPE_WIDTH = 220; var PIPE_GAP_MIN = 480; var PIPE_GAP_MAX = 700; var PIPE_DISTANCE = 900; // Horizontal distance between pipes var PIPE_SPEED_START = -7; // Slower initial pipe speed var PIPE_SPEED_MAX = -28; var PIPE_FREQ_START = 120; // Pipes appear less frequently at start var PIPE_FREQ_MIN = 45; var GRAVITY_START = 1.05; // Slightly lower gravity for even gentler fall var FLAP_STRENGTH = -22; // Game variables var pipes = []; var golds = []; var character; var score = 0; var scoreTxt; var lastPipeTick = 0; var pipeFreq = PIPE_FREQ_START; var pipeSpeed = PIPE_SPEED_START; var gameStarted = false; var gameOver = false; // Add background landscape (two for seamless looping) var bgLandscape = LK.getAsset('bg_landscape', { anchorX: 0, anchorY: 1, x: 0, y: GAME_HEIGHT, width: GAME_WIDTH, height: 600 }); var bgLandscape2 = LK.getAsset('bg_landscape', { anchorX: 0, anchorY: 1, x: GAME_WIDTH, y: GAME_HEIGHT, width: GAME_WIDTH, height: 600 }); game.addChild(bgLandscape); game.addChild(bgLandscape2); // Add clouds (3 clouds at different positions and scales) var clouds = []; for (var i = 0; i < 3; i++) { var cloud = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5, x: 400 + i * 600, y: 300 + i * 120, scaleX: 0.8 + 0.3 * Math.random(), scaleY: 0.8 + 0.3 * Math.random() }); game.addChild(cloud); clouds.push(cloud); } // Add score text to GUI scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Center score text horizontally, avoid top left 100x100 scoreTxt.x = LK.gui.top.width / 2; scoreTxt.y = 40; // Create character and position character = new Character(); game.addChild(character); character.x = GAME_WIDTH * 0.35; character.y = GAME_HEIGHT / 2; character.gravity = GRAVITY_START; character.flapStrength = FLAP_STRENGTH; // Reset game state function resetGame() { // Remove pipes for (var i = pipes.length - 1; i >= 0; i--) { pipes[i].destroy(); pipes.splice(i, 1); } // Remove golds for (var i = golds.length - 1; i >= 0; i--) { golds[i].destroy(); golds.splice(i, 1); } // Reset character character.x = GAME_WIDTH * 0.35; character.y = GAME_HEIGHT / 2; character.velocity = 0; character.gravity = GRAVITY_START; character.flapStrength = FLAP_STRENGTH; // Reset variables score = 0; scoreTxt.setText(score); lastPipeTick = 0; pipeFreq = PIPE_FREQ_START; // Use new slower frequency pipeSpeed = PIPE_SPEED_START; // Use new slower speed gameStarted = false; gameOver = false; } // Start game on first tap function startGame() { if (!gameStarted && !gameOver) { gameStarted = true; character.flap(); } } // Flap on tap/click game.down = function (x, y, obj) { if (gameOver) return; if (!gameStarted) { startGame(); } else { character.flap(); } }; // Main update loop game.update = function () { if (gameOver) return; // Animate clouds (move right to left, loop) for (var i = 0; i < clouds.length; i++) { var cloud = clouds[i]; cloud.x -= 0.7 + 0.2 * i; if (cloud.x < -cloud.width / 2) { cloud.x = GAME_WIDTH + cloud.width / 2 + Math.random() * 200; cloud.y = 200 + Math.random() * 400 + i * 100; } } // Animate background landscape to move leftward and loop bgLandscape.x -= Math.abs(pipeSpeed) * 0.5; bgLandscape2.x -= Math.abs(pipeSpeed) * 0.5; // Loop both backgrounds for seamless scrolling if (bgLandscape.x <= -GAME_WIDTH) { bgLandscape.x = bgLandscape2.x + GAME_WIDTH; } if (bgLandscape2.x <= -GAME_WIDTH) { bgLandscape2.x = bgLandscape.x + GAME_WIDTH; } if (!gameStarted) { // Idle animation: bob up and down character.y = GAME_HEIGHT / 2 + Math.sin(LK.ticks / 30) * 30; return; } // Character physics character.update(); // Clamp character to screen if (character.y < character.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }).height / 2) { character.y = character.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }).height / 2; character.velocity = 0; } if (character.y > GAME_HEIGHT - character.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }).height / 2) { character.y = GAME_HEIGHT - character.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }).height / 2; character.velocity = 0; triggerGameOver(); return; } // Pipes movement and collision for (var i = pipes.length - 1; i >= 0; i--) { var pipePair = pipes[i]; pipePair.update(); // Remove pipes off screen if (pipePair.x + PIPE_WIDTH < 0) { pipePair.destroy(); pipes.splice(i, 1); continue; } // Collision detection var charBounds = character.getBounds(); var topPipe = pipePair.getTopPipe(); var bottomPipe = pipePair.getBottomPipe(); // Top pipe collision if (rectsIntersect(charBounds, { x: pipePair.x, y: 0, width: PIPE_WIDTH, height: topPipe.height })) { triggerGameOver(); return; } // Bottom pipe collision if (rectsIntersect(charBounds, { x: pipePair.x, y: bottomPipe.y, width: PIPE_WIDTH, height: bottomPipe.height })) { triggerGameOver(); return; } // Score: when character passes the pipe (center) if (!pipePair.passed && pipePair.x + PIPE_WIDTH / 2 < character.x) { pipePair.passed = true; score += 1; scoreTxt.setText(score); // Increase difficulty if (pipeFreq > PIPE_FREQ_MIN) { pipeFreq -= 2; if (pipeFreq < PIPE_FREQ_MIN) pipeFreq = PIPE_FREQ_MIN; } if (pipeSpeed > PIPE_SPEED_MAX) { pipeSpeed -= 0.5; if (pipeSpeed < PIPE_SPEED_MAX) pipeSpeed = PIPE_SPEED_MAX; } character.gravity += 0.02; } } // Golds movement and collection for (var i = golds.length - 1; i >= 0; i--) { var gold = golds[i]; gold.update(); // Remove gold if off screen if (gold.x + 50 < 0) { gold.destroy(); golds.splice(i, 1); continue; } // Collision with character if (!gold.collected && rectsIntersect(character.getBounds(), gold.getBounds())) { gold.collected = true; gold.destroy(); golds.splice(i, 1); // Only increase score if this is a Gold, not a Powerup if (gold instanceof Gold) { score += 3; scoreTxt.setText(score); } // Optionally: add a flash or effect here } } // Pipe spawning if (LK.ticks - lastPipeTick >= pipeFreq) { spawnPipePair(); lastPipeTick = LK.ticks; } }; // Rectangle intersection helper function rectsIntersect(a, b) { return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y; } // Spawn a new pipe pair function spawnPipePair() { var gapHeight = PIPE_GAP_MIN + Math.floor(Math.random() * (PIPE_GAP_MAX - PIPE_GAP_MIN + 1)); var minGapY = 180; var maxGapY = GAME_HEIGHT - gapHeight - 180; var gapY = minGapY + Math.floor(Math.random() * (maxGapY - minGapY + 1)); var pipePair = new PipePair(); pipePair.x = GAME_WIDTH; pipePair.y = 0; pipePair.setGap(gapY, gapHeight); pipePair.speed = pipeSpeed; pipePair.passed = false; pipes.push(pipePair); game.addChild(pipePair); // 50% chance to spawn Powerup, 50% chance to spawn Gold if (Math.random() < 0.5) { var powerup = new Powerup(); powerup.x = pipePair.x + PIPE_WIDTH / 2 + 60; powerup.y = gapY + gapHeight / 2; powerup.speed = pipeSpeed; golds.push(powerup); game.addChild(powerup); } else { var gold = new Gold(); gold.x = pipePair.x + PIPE_WIDTH / 2 + 60; gold.y = gapY + gapHeight / 2; gold.speed = pipeSpeed; golds.push(gold); game.addChild(gold); } } // Game over logic function triggerGameOver() { if (gameOver) return; gameOver = true; LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); } // Reset game on game over LK.on('gameover', function () { resetGame(); }); // Initial game state resetGame();
===================================================================
--- original.js
+++ change.js
@@ -409,15 +409,24 @@
pipePair.speed = pipeSpeed;
pipePair.passed = false;
pipes.push(pipePair);
game.addChild(pipePair);
- // Always spawn a special powerup instead of gold (100% chance)
- var powerup = new Powerup();
- powerup.x = pipePair.x + PIPE_WIDTH / 2 + 60;
- powerup.y = gapY + gapHeight / 2;
- powerup.speed = pipeSpeed;
- golds.push(powerup);
- game.addChild(powerup);
+ // 50% chance to spawn Powerup, 50% chance to spawn Gold
+ if (Math.random() < 0.5) {
+ var powerup = new Powerup();
+ powerup.x = pipePair.x + PIPE_WIDTH / 2 + 60;
+ powerup.y = gapY + gapHeight / 2;
+ powerup.speed = pipeSpeed;
+ golds.push(powerup);
+ game.addChild(powerup);
+ } else {
+ var gold = new Gold();
+ gold.x = pipePair.x + PIPE_WIDTH / 2 + 60;
+ gold.y = gapY + gapHeight / 2;
+ gold.speed = pipeSpeed;
+ golds.push(gold);
+ game.addChild(gold);
+ }
}
// Game over logic
function triggerGameOver() {
if (gameOver) return;
give me some alternatives of real flappy bird. In-Game asset. 2d. High contrast. No shadows. Just one image
flappy bird cloud, pixel art. In-Game asset. 2d. High contrast. No shadows
flappy bird ground. In-Game asset. 2d. High contrast. No shadows. pixel art. suitable for looping
flappy bird gold icon. pixel art style. In-Game asset. 2d. High contrast. No shadows
flappy bird power up icon. pixel art style. In-Game asset. 2d. High contrast. No shadows
Restyled