User prompt
when collecting a powerup stop playing powerup music if it is already playing
User prompt
during powerupActive, if i take another powerup, at the end of the powerup, powerup music still playing. It should stop playing after the powerup duration is over
User prompt
Give score text an outline
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yes please
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render the bird above the pipes
User prompt
increase it's y position just to fit right above the bg_landscape image
User prompt
add city image to the background
User prompt
i want to ensure music continues
User prompt
bgmusic still stop after i die, it should continue playing
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bgmusic should continue during the game over screen
User prompt
now, i need hit sound effect, gold collect sound effect, powerup collect sound effect
User prompt
so, when i collect a powerup, decrease the volume of the bg music to 20% and play the powerupmusic. After powerup duration is finished, increase the volume of the bgmusic to 100% again
User prompt
i also need another music asset for the powerup
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I don't hear any musşc
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I want to add music to the project
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if you collect another powerup while powerupActive, can't exceed 3
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powerup chance to 15%
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decrease powerup chance to 10%
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increase the duration of the powerup if I'm on the effect of the powerup and collect another powerup during that time
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change the text "Restore controls in: " with "You are immortal for: "
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let's try white color for that
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the color of the particles should look like stars and make them brighter
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yes, i need to add a particle effect to the bird when it collects a powerup. The effect should look like a comet ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
it is still not natural
User prompt
yes please
/**** * 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 () { // Always apply gravity and velocity, even during powerupActive 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; }); // CometParticle: a single particle for the comet trail effect var CometParticle = Container.expand(function () { var self = Container.call(this); // Use pure white for a star-like effect var color = 0xffffff; // Use a bright ellipse as the particle var _shape = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.22 + Math.random() * 0.18, scaleY: 0.16 + Math.random() * 0.14, color: color }); // Particle properties self.lifetime = 22 + Math.random() * 10; // frames self.age = 0; self.vx = -6 + Math.random() * -2; // leftward self.vy = (Math.random() - 0.5) * 4; // slight up/down self.alpha = 0.85 + Math.random() * 0.15; // Brighter self.update = function () { self.x += self.vx; self.y += self.vy; self.age++; // Fade out, but keep a bit brighter self.alpha *= 0.93; if (self.age > self.lifetime) { if (self.parent) self.parent.removeChild(self); self.destroy(); } }; 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 ****/ // Pipes: green boxes, character: yellow ellipse, background: blue // Game constants // Background landscape and clouds // unique icon for powerup 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; // Powerup/auto-fly state var powerupActive = false; var powerupPipesLeft = 0; var autoFlyTargetY = null; var autoFlyPipeIndex = null; var autoFlyJustPassedPipe = false; // Comet particle system for powerup effect var cometParticles = []; // 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; // Add countdown text for auto-fly powerup var powerupCountdownTxt = new Text2('', { size: 100, fill: 0x00ff00, font: "Impact, Arial Black, Tahoma" }); powerupCountdownTxt.anchor.set(0.5, 0); powerupCountdownTxt.x = LK.gui.top.width / 2; powerupCountdownTxt.y = 200; powerupCountdownTxt.visible = false; LK.gui.top.addChild(powerupCountdownTxt); // Add restart button to GUI (top right, not overlapping score) var restartBtn = new Text2('⟳', { size: 120, fill: 0xffffff, font: "Impact, Arial Black, Tahoma" }); restartBtn.anchor.set(1, 0); // right-top restartBtn.x = LK.gui.top.width - 40; restartBtn.y = 40; restartBtn.interactive = true; restartBtn.buttonMode = true; restartBtn.visible = false; // Only show after pause restartBtn.down = function (x, y, obj) { if (!gameOver) return; resetGame(); }; LK.gui.top.addChild(restartBtn); // Show restart button after pause, hide otherwise LK.on('pause', function () { restartBtn.visible = true; }); LK.on('resume', function () { restartBtn.visible = false; }); LK.on('gameover', function () { resetGame(); restartBtn.visible = false; }); // 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); } // Reset lastX for all pipes (defensive, in case any remain) for (var i = 0; i < pipes.length; i++) { pipes[i].lastX = undefined; } // 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; // Reset powerup/auto-fly state powerupActive = false; powerupPipesLeft = 0; autoFlyTargetY = null; autoFlyPipeIndex = null; autoFlyJustPassedPipe = false; // Reset bird color and stop blinking if (character._powerupBlinkTween) tween.stop(character, { tint: true }); character.tint = 0xffffff; character._powerupBlinking = false; character._powerupBlinkTween = null; character._powerupBlinkStep = 0; character._powerupBlinkTotal = 0; // Hide countdown text if (typeof powerupCountdownTxt !== "undefined") { powerupCountdownTxt.visible = false; powerupCountdownTxt.setText(''); } // Clear any pending auto-fly end timeout if (game._powerupEndTimeout) { LK.clearTimeout(game._powerupEndTimeout); game._powerupEndTimeout = null; } } // 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; // Allow input during powerup auto-fly if (!gameStarted) { startGame(); } else { character.flap(); } }; // Main update loop game.update = function () { if (gameOver) return; // Animate clouds (move right to left, loop) var bgMoveSpeed = Math.abs(pipeSpeed) * 0.5; if (powerupActive && autoFlyPipeIndex !== null && pipes[autoFlyPipeIndex]) { // During auto-fly, match background and clouds speed to the pipe's speed bgMoveSpeed = Math.abs(pipes[autoFlyPipeIndex].speed) * 0.5; } for (var i = 0; i < clouds.length; i++) { var cloud = clouds[i]; var cloudMoveSpeed = 0.7 + 0.2 * i; if (powerupActive && autoFlyPipeIndex !== null && pipes[autoFlyPipeIndex]) { cloudMoveSpeed = Math.abs(pipes[autoFlyPipeIndex].speed) * (0.7 + 0.2 * i) / Math.abs(pipeSpeed); } cloud.x -= cloudMoveSpeed; 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 -= bgMoveSpeed; bgLandscape2.x -= bgMoveSpeed; // 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 if (powerupActive) { // Find the next pipe to pass if needed if (autoFlyPipeIndex === null || autoFlyPipeIndex >= pipes.length) { // Find the next pipe for (var pi = 0; pi < pipes.length; pi++) { if (!pipes[pi].passed && pipes[pi].x + PIPE_WIDTH / 2 > character.x) { autoFlyPipeIndex = pi; break; } } if (autoFlyPipeIndex === null && pipes.length > 0) autoFlyPipeIndex = pipes.length - 1; } // Set target Y to the center of the gap of the next pipe if (autoFlyPipeIndex !== null && pipes[autoFlyPipeIndex]) { var pipePair = pipes[autoFlyPipeIndex]; // Calculate gap center var gapY = pipePair.getTopPipe().height; var gapHeight = pipePair.getBottomPipe().y - pipePair.getTopPipe().height; autoFlyTargetY = gapY + gapHeight / 2; // Do NOT override character.x or character.y; player keeps full control // Calculate the pipe's center X var pipeCenterX = pipePair.x + PIPE_WIDTH / 2; // Store the last pipe center X for transition detection if (pipePair.lastX === undefined) pipePair.lastX = pipeCenterX; // Detect passing through the pipe (only when crossing the pipe center this frame) if (pipePair.lastX >= character.x && pipeCenterX < character.x) { powerupPipesLeft--; autoFlyJustPassedPipe = true; } // When the pipe is behind, reset for next pipe if (autoFlyJustPassedPipe && pipeCenterX < character.x - 40) { autoFlyPipeIndex++; autoFlyJustPassedPipe = false; } pipePair.lastX = pipeCenterX; // Animate bird's color to blink green during auto-fly, increasing blink frequency towards the end if (!character._powerupBlinking) { character._powerupBlinking = true; character._powerupBlinkTween = null; character._powerupBlinkStep = 0; character._powerupBlinkTotal = powerupPipesLeft * 12; // estimate 12 blinks per pipe } if (character._powerupBlinking) { // Calculate blink frequency: faster as powerupPipesLeft decreases var minBlink = 180, maxBlink = 60; // ms var blinkDuration = minBlink - (minBlink - maxBlink) * (3 - powerupPipesLeft) / 3; if (!character._powerupBlinkTween || character._powerupBlinkTween._finished) { // Alternate between green and normal var toGreen = character._powerupBlinkStep % 2 === 0; var targetTint = toGreen ? 0x00ff00 : 0xffffff; if (character._powerupBlinkTween) tween.stop(character, { tint: true }); character._powerupBlinkTween = tween(character, { tint: targetTint }, { duration: blinkDuration, easing: tween.linear }); character._powerupBlinkStep++; } } } // Show and update countdown text during auto-fly if (powerupActive && powerupPipesLeft > 0) { powerupCountdownTxt.visible = true; powerupCountdownTxt.setText("You are immortal for: " + powerupPipesLeft); } else { powerupCountdownTxt.visible = false; } // End powerup after 3 pipes, but delay deactivation by 0.5s if (powerupPipesLeft <= 0 && powerupActive) { if (!game._powerupEndTimeout) { game._powerupEndTimeout = LK.setTimeout(function () { powerupActive = false; autoFlyTargetY = null; autoFlyPipeIndex = null; autoFlyJustPassedPipe = false; // Stop blinking and reset color if (character._powerupBlinkTween) tween.stop(character, { tint: true }); character.tint = 0xffffff; character._powerupBlinking = false; character._powerupBlinkTween = null; character._powerupBlinkStep = 0; character._powerupBlinkTotal = 0; game._powerupEndTimeout = null; }, 500); } } // Always call character.update() so player has full control character.update(); // Spawn comet particles if powerupActive if (powerupActive) { // Spawn 2-3 particles per frame for a dense trail for (var cp = 0; cp < 2 + Math.floor(Math.random() * 2); cp++) { var p = new CometParticle(); // Place particle slightly behind and below the bird for a comet tail p.x = character.x - 40 + Math.random() * 10; p.y = character.y + 20 + Math.random() * 16 - 8; p.alpha = 0.6 + Math.random() * 0.25; cometParticles.push(p); game.addChildAt ? game.addChildAt(p, 0) : game.addChild(p); // add behind bird if possible } } // Update and clean up comet particles for (var i = cometParticles.length - 1; i >= 0; i--) { var part = cometParticles[i]; part.update(); if (part.age > part.lifetime || part.alpha < 0.05) { if (part.parent) part.parent.removeChild(part); cometParticles.splice(i, 1); } } } else { 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; if (!powerupActive) { triggerGameOver(); return; } // If powerupActive, do not trigger game over, just clamp position } // 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 })) { if (!powerupActive) { triggerGameOver(); return; } // If powerupActive, ignore collision and allow player to keep playing } // Bottom pipe collision if (rectsIntersect(charBounds, { x: pipePair.x, y: bottomPipe.y, width: PIPE_WIDTH, height: bottomPipe.height })) { if (!powerupActive) { triggerGameOver(); return; } // If powerupActive, ignore collision and allow player to keep playing } // 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); } // Powerup collection: activate or extend auto-fly mode if (gold instanceof Powerup) { if (!powerupActive) { powerupActive = true; powerupPipesLeft = 3; // Find the next pipe the player will pass autoFlyPipeIndex = null; for (var pi = 0; pi < pipes.length; pi++) { if (!pipes[pi].passed && pipes[pi].x + PIPE_WIDTH / 2 > character.x) { autoFlyPipeIndex = pi; break; } } // If not found, just use the last pipe if (autoFlyPipeIndex === null && pipes.length > 0) autoFlyPipeIndex = pipes.length - 1; autoFlyTargetY = null; autoFlyJustPassedPipe = false; // Set velocity to 0, but do NOT override y or gravity; player keeps control, collisions are ignored character.velocity = 0; // Start blinking effect character._powerupBlinking = false; character._powerupBlinkTween = null; character._powerupBlinkStep = 0; character._powerupBlinkTotal = 0; } else { // If already active, increase duration by 3 more pipes, but cap at 3 powerupPipesLeft += 3; if (powerupPipesLeft > 3) powerupPipesLeft = 3; // Cancel pending end timeout if any, so effect doesn't end early if (game._powerupEndTimeout) { LK.clearTimeout(game._powerupEndTimeout); game._powerupEndTimeout = null; } } } // 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); // 15% chance to spawn Powerup, 85% chance to spawn Gold if (Math.random() < 0.15) { 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
@@ -653,10 +653,11 @@
character._powerupBlinkTween = null;
character._powerupBlinkStep = 0;
character._powerupBlinkTotal = 0;
} else {
- // If already active, increase duration by 3 more pipes
+ // If already active, increase duration by 3 more pipes, but cap at 3
powerupPipesLeft += 3;
+ if (powerupPipesLeft > 3) powerupPipesLeft = 3;
// Cancel pending end timeout if any, so effect doesn't end early
if (game._powerupEndTimeout) {
LK.clearTimeout(game._powerupEndTimeout);
game._powerupEndTimeout = null;
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