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
User prompt
yes please
User prompt
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
User prompt
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
User prompt
I don't hear any musşc
User prompt
I want to add music to the project
User prompt
if you collect another powerup while powerupActive, can't exceed 3
User prompt
powerup chance to 15%
User prompt
decrease powerup chance to 10%
User prompt
increase the duration of the powerup if I'm on the effect of the powerup and collect another powerup during that time
User prompt
change the text "Restore controls in: " with "You are immortal for: "
User prompt
let's try white color for that
User prompt
the color of the particles should look like stars and make them brighter
User prompt
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();
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -719,5 +719,6 @@
LK.on('gameover', function () {
resetGame();
});
// Initial game state
-resetGame();
\ No newline at end of file
+resetGame();
+LK.playMusic('bgmusic');
\ No newline at end of file
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