User prompt
yüksek skor düğmesine basınca düğmeler birbirine gidiyor
User prompt
menülere birbirine girmesin ve birbirlerini göstermesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun kasmasın dolmasın grafiksel olarak hataları düzelt ve duvarları da düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
grafiksel geçiş animasyon düzgün hale getir kasmasın donmasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düğmelere basınca ekran aniden değişiyor. Hiç bekleme süresi falan yok. O yüzden donuyor. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
düğmelere basınca oyun bekletiyor
User prompt
düğmelere bastıktan sonra bir 3 saniye falan bekletiyor
User prompt
oyunda donma oluyor, kasma değil
User prompt
Tuşlara basınca bir gecikme oluyor
User prompt
hala tamamen gereksiz kodlar var
User prompt
düğmelere basınca bile oyun kasıyor
User prompt
oyunun kasmaması için oyunda şu an aktif olarak hiç kullanmadığımız %100 gereksiz kodları sil oyundaki hiç birşeyi bozma
User prompt
Fakat oyun sadece önündeki 5 tane duvarı algılasın, arkasına geçen 3 duvardan sonra arkasındaki 2 duvarı silsin.
User prompt
duvar 9'dan sonra devamı yok düzelt 1000'e kadar gitsin 1000 yapınca oyun bitsin
User prompt
en yüksek skor kupasına tıklayınca en yüksek skoru gösteren ekranı tekrar ekle
User prompt
Skor hep sıfırda kalıyor
User prompt
ve son olarak sadece skor yaptığımızda yukarıdaki sıfır sayısı ve skor tablosu ve en yüksek skor tablosunun değişmesiyle ilgili bir eklenti yapın ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
skor tablolarını ve görünümlerini daha iyi hale getirip daha düzgün ve hatasız hale getirip tekrar oluştur. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
oyun bittiğinde skor yazıyor onu da kaldır
User prompt
oyunda yapılan sadece şunları kaydetsin yapılan en yüksek skor ve seçilen dil ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
sayı sayan sistemi kaldır
User prompt
duvarların arasından geçtikçe sayı sayan yukarıdaki sıfır sayısı sıfırdan başlayıp arasından geçtikçe 1,2,3,4 diye ilerlemiyor onu düzelt veya baştan oluştur
User prompt
sıfır sayısı duvar arasından geçtikçe değişmiyor birden bine kadardı ya o sayı değişmiyor
User prompt
Evet artık ileri gidiyor fakat duvarların arasından geçtikçe sayı saymıyor
User prompt
Kuş arkaya doğru değil duvarlara doğru gitmesi lazım
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Bird = Container.expand(function () {
var self = Container.call(this);
// Create bird graphics with proper anchoring
var birdGraphics = self.attachAsset('bird', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize bird properties
self.velocity = 0;
self.flapCooldown = 0;
// Optimized flap function
self.flap = function () {
// Prevent rapid flapping
if (self.flapCooldown > 0) return;
if (gameOver) return;
self.flapCooldown = 8; // Frames to wait before next flap
// Set velocity with improved scaling for better responsiveness
self.velocity = jumpStrength;
// Play flap sound with minimal error handling
if (LK.getSound('flap')) {
LK.getSound('flap').play();
}
};
// Optimized update method
self.update = function () {
// Update cooldowns
if (self.flapCooldown > 0) self.flapCooldown--;
if (!gameStarted) {
// Pre-game idle state
self.y = 1366;
self.x = 300;
return;
}
// Simple physics with improved scaling
if (!gameOver) {
// Only update position if game is not over
self.velocity += gravity;
self.y += self.velocity;
}
// Update rotation only when velocity changes significantly
if (Math.abs(self.velocity - (self.lastVelocity || 0)) > 2) {
birdGraphics.rotation = self.velocity > 0 ? 0.8 : -0.4;
self.lastVelocity = self.velocity;
}
// Screen bounds collision
if (self.y < 40) {
self.y = 40;
self.velocity = 0;
}
if (self.y > 2582) {
self.y = 2582;
self.velocity = 0;
if (!gameOver) {
gameOver = true; // Trigger game over
showGameOverScreen(LK.getScore()); // Show game over screen with score
}
}
};
return self;
});
var Pipe = Container.expand(function (gapCenterY) {
var self = Container.call(this);
// Fixed gap size for consistent gameplay
self.gapSize = 850; // Normal gap - increased for easier passage
self.speed = pipeSpeed;
self.passed = false;
self.gapCenterY = gapCenterY;
self.pipeWidth = 120;
// Calculate pipe heights
var topPipeHeight = Math.max(200, gapCenterY - self.gapSize / 2);
var bottomPipeHeight = Math.max(200, 2732 - 150 - (gapCenterY + self.gapSize / 2));
// --- Flappy Bird style: dark base, highlight, and shadow for realism ---
// Top pipe main body (dark green)
var topPipe = self.attachAsset('topPipe', {
anchorX: 0.5,
anchorY: 1
});
topPipe.y = gapCenterY - self.gapSize / 2;
topPipe.height = topPipeHeight;
topPipe.width = self.pipeWidth;
topPipe.tint = 0x1a3c1a; // dark green
// Top pipe highlight (lighter green, left side)
var topPipeHighlight = self.attachAsset('pipeHighlight', {
anchorX: 0.5,
anchorY: 1
});
topPipeHighlight.y = gapCenterY - self.gapSize / 2;
topPipeHighlight.height = topPipeHeight;
topPipeHighlight.width = 32;
topPipeHighlight.x = -self.pipeWidth / 2 + 16;
topPipeHighlight.tint = 0x3be24d; // bright highlight
// Top pipe shadow (darker, right side)
var topPipeShadow = self.attachAsset('pipeHighlight', {
anchorX: 0.5,
anchorY: 1
});
topPipeShadow.y = gapCenterY - self.gapSize / 2;
topPipeShadow.height = topPipeHeight;
topPipeShadow.width = 32;
topPipeShadow.x = self.pipeWidth / 2 - 16;
topPipeShadow.tint = 0x0d1a0d; // very dark green
// Bottom pipe main body (dark green)
var bottomPipe = self.attachAsset('bottomPipe', {
anchorX: 0.5,
anchorY: 0
});
bottomPipe.y = gapCenterY + self.gapSize / 2;
bottomPipe.height = bottomPipeHeight;
bottomPipe.width = self.pipeWidth;
bottomPipe.tint = 0x1a3c1a; // dark green
// Bottom pipe highlight (lighter green, left side)
var bottomPipeHighlight = self.attachAsset('pipeHighlight', {
anchorX: 0.5,
anchorY: 0
});
bottomPipeHighlight.y = gapCenterY + self.gapSize / 2;
bottomPipeHighlight.height = bottomPipeHeight;
bottomPipeHighlight.width = 32;
bottomPipeHighlight.x = -self.pipeWidth / 2 + 16;
bottomPipeHighlight.tint = 0x3be24d; // bright highlight
// Bottom pipe shadow (darker, right side)
var bottomPipeShadow = self.attachAsset('pipeHighlight', {
anchorX: 0.5,
anchorY: 0
});
bottomPipeShadow.y = gapCenterY + self.gapSize / 2;
bottomPipeShadow.height = bottomPipeHeight;
bottomPipeShadow.width = 32;
bottomPipeShadow.x = self.pipeWidth / 2 - 16;
bottomPipeShadow.tint = 0x0d1a0d; // very dark green
// Pipe caps (yellowish, like Flappy Bird)
var topPipeCap = self.attachAsset('pipeTop', {
anchorX: 0.5,
anchorY: 1
});
topPipeCap.y = gapCenterY - self.gapSize / 2;
topPipeCap.width = self.pipeWidth + 20;
topPipeCap.height = 25;
topPipeCap.tint = 0xfaf4a0; // yellowish
var bottomPipeCap = self.attachAsset('pipeBottom', {
anchorX: 0.5,
anchorY: 0
});
bottomPipeCap.y = gapCenterY + self.gapSize / 2;
bottomPipeCap.width = self.pipeWidth + 20;
bottomPipeCap.height = 25;
bottomPipeCap.tint = 0xfaf4a0; // yellowish
self.update = function () {
if (!gameStarted) {
return;
}
// Move pipes to the right so bird appears to move towards them
self.x += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game();
/****
* Game Code
****/
// Initialize persistent storage using storage plugin
var currentLanguage = storage.language || 'tr';
var gameHighScore = storage.highScore || 0;
// Optimized visual feedback function
function simpleColorTint(target, color, duration, callback) {
var originalTint = target.tint;
target.tint = color;
if (duration > 0) {
LK.setTimeout(function () {
target.tint = originalTint;
if (callback) callback();
}, duration);
} else if (callback) {
callback();
}
}
var bird;
var pipes = [];
var ground;
var gameStarted = false;
var gameOver = false;
var showMainMenu = true;
var showGameOver = false;
var lastButtonClickTime = 0; // Track last button click time
var gravity = 0.55; // Gravity for bird - fine-tuned for better control
var jumpStrength = -9.5; // Jump strength for bird - fine-tuned for better balance
var pipeSpeed = -3.5; // Pipe movement speed - increased for better challenge
// Score display
var scoreText = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
scoreText.stroke = 0x000000;
scoreText.strokeThickness = 6;
scoreText.visible = false; // Initially hidden, shown when game starts
LK.gui.top.addChild(scoreText);
scoreText.y = 100; // Position below the top menu area
// Create cup shape for score
var cupShape = LK.getAsset('cup', {
anchorX: 0.5,
anchorY: 0
});
cupShape.tint = 0xFFD700;
LK.gui.bottomRight.addChild(cupShape);
cupShape.y = -230;
cupShape.x = -100;
// Create main menu elements
var mainMenuTitle = new Text2('FLAPPY BIRD', {
size: 90,
fill: 0xFFD700
});
mainMenuTitle.anchor.set(0.5, 0.5);
mainMenuTitle.stroke = 0x000000;
mainMenuTitle.strokeThickness = 5;
LK.gui.center.addChild(mainMenuTitle);
mainMenuTitle.y = -280;
// Create instruction text
var instructionTxt = new Text2('TIKLA VE OYNA!', {
size: 50,
fill: 0xFFFFFF
});
instructionTxt.anchor.set(0.5, 0.5);
instructionTxt.stroke = 0x000000;
instructionTxt.strokeThickness = 3;
instructionTxt.visible = false;
instructionTxt.y = -50;
// Remove background shape for instruction text - no longer needed
LK.gui.center.addChild(instructionTxt);
// Create game over screen elements
var gameOverBg = LK.getAsset('topPipe', {
anchorX: 0.5,
anchorY: 0.5,
width: 1600,
height: 1200,
alpha: 0.95
});
gameOverBg.tint = 0x2F4F4F;
gameOverBg.visible = false;
LK.gui.center.addChild(gameOverBg);
// Create high score screen elements
var highScoreBg = LK.getAsset('topPipe', {
anchorX: 0.5,
anchorY: 0.5,
width: 1400,
height: 800,
alpha: 0.95
});
highScoreBg.tint = 0x2F4F4F;
highScoreBg.visible = false;
LK.gui.center.addChild(highScoreBg);
var highScoreTitle = new Text2('EN YÜKSEK SKOR', {
size: 100,
fill: 0xFFD700
});
highScoreTitle.anchor.set(0.5, 0.5);
highScoreTitle.stroke = 0x000000;
highScoreTitle.strokeThickness = 5;
highScoreTitle.visible = false;
LK.gui.center.addChild(highScoreTitle);
highScoreTitle.y = -200;
var highScoreValue = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
highScoreValue.anchor.set(0.5, 0.5);
highScoreValue.stroke = 0x000000;
highScoreValue.strokeThickness = 6;
highScoreValue.visible = false;
LK.gui.center.addChild(highScoreValue);
highScoreValue.y = 0;
var highScoreCloseButton = LK.getAsset('playButtonOval', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
alpha: 1.0
});
highScoreCloseButton.tint = 0x7F8C8D;
highScoreCloseButton.visible = false;
LK.gui.center.addChild(highScoreCloseButton);
highScoreCloseButton.y = 200;
var highScoreCloseText = new Text2('KAPAT', {
size: 40,
fill: 0xFFFFFF
});
highScoreCloseText.anchor.set(0.5, 0.5);
highScoreCloseText.stroke = 0x566573;
highScoreCloseText.strokeThickness = 3;
highScoreCloseText.visible = false;
LK.gui.center.addChild(highScoreCloseText);
highScoreCloseText.y = 200;
var gameOverTitle = new Text2('OYUN BİTTİ', {
size: 120,
fill: 0xFFFFFF
});
gameOverTitle.anchor.set(0.5, 0.5);
gameOverTitle.stroke = 0x000000;
gameOverTitle.strokeThickness = 6;
gameOverTitle.visible = false;
LK.gui.center.addChild(gameOverTitle);
gameOverTitle.y = -300;
var finalScoreText = new Text2('SKOR: 0', {
size: 80,
fill: 0xFFFFFF
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.stroke = 0x000000;
finalScoreText.strokeThickness = 4;
finalScoreText.visible = false;
LK.gui.center.addChild(finalScoreText);
finalScoreText.y = -150;
var bestScoreText = new Text2('EN İYİ: 0', {
size: 60,
fill: 0xFFD700
});
bestScoreText.anchor.set(0.5, 0.5);
bestScoreText.stroke = 0x000000;
bestScoreText.strokeThickness = 3;
bestScoreText.visible = false;
LK.gui.center.addChild(bestScoreText);
bestScoreText.y = -50;
// Create retry button with enhanced styling
var retryButton = LK.getAsset('playButtonOval', {
anchorX: 0.5,
anchorY: 0.5,
width: 380,
height: 110,
alpha: 1.0
});
retryButton.tint = 0xFF9800; // Orange like original Flappy Bird
retryButton.visible = false;
LK.gui.center.addChild(retryButton);
retryButton.y = 100;
// Add retry button shadow for depth
var retryButtonShadow = LK.getAsset('playButtonOval', {
anchorX: 0.5,
anchorY: 0.5,
width: 380,
height: 110,
alpha: 0.3
});
retryButtonShadow.tint = 0xE65100; // Darker orange shadow
retryButtonShadow.visible = false;
LK.gui.center.addChild(retryButtonShadow);
retryButtonShadow.y = 108; // Offset shadow slightly down
retryButtonShadow.x = 4; // Offset shadow slightly right
// Add retry button highlight
var retryButtonHighlight = LK.getAsset('playButtonOval', {
anchorX: 0.5,
anchorY: 0.5,
width: 350,
height: 85,
alpha: 0.4
});
retryButtonHighlight.tint = 0xFFB74D; // Lighter orange highlight
retryButtonHighlight.visible = false;
LK.gui.center.addChild(retryButtonHighlight);
retryButtonHighlight.y = 92; // Offset highlight slightly up
var retryButtonText = new Text2('TEKRAR DENE', {
size: 44,
fill: 0xFFFFFF
});
retryButtonText.anchor.set(0.5, 0.5);
retryButtonText.stroke = 0xE65100;
retryButtonText.strokeThickness = 3;
retryButtonText.visible = false;
LK.gui.center.addChild(retryButtonText);
retryButtonText.y = 100;
// Create menu button with enhanced styling
var menuButton = LK.getAsset('playButtonOval', {
anchorX: 0.5,
anchorY: 0.5,
width: 380,
height: 110,
alpha: 1.0
});
menuButton.tint = 0xF44336; // Red like original Flappy Bird
menuButton.visible = false;
LK.gui.center.addChild(menuButton);
menuButton.y = 250;
// Add menu button shadow for depth
var menuButtonShadow = LK.getAsset('playButtonOval', {
anchorX: 0.5,
anchorY: 0.5,
width: 380,
height: 110,
alpha: 0.3
});
menuButtonShadow.tint = 0xD32F2F; // Darker red shadow
menuButtonShadow.visible = false;
LK.gui.center.addChild(menuButtonShadow);
menuButtonShadow.y = 258; // Offset shadow slightly down
menuButtonShadow.x = 4; // Offset shadow slightly right
// Add menu button highlight
var menuButtonHighlight = LK.getAsset('playButtonOval', {
anchorX: 0.5,
anchorY: 0.5,
width: 350,
height: 85,
alpha: 0.4
});
menuButtonHighlight.tint = 0xEF5350; // Lighter red highlight
menuButtonHighlight.visible = false;
LK.gui.center.addChild(menuButtonHighlight);
menuButtonHighlight.y = 242; // Offset highlight slightly up
var menuButtonText = new Text2('ANA MENÜ', {
size: 44,
fill: 0xFFFFFF
});
menuButtonText.anchor.set(0.5, 0.5);
menuButtonText.stroke = 0xD32F2F;
menuButtonText.strokeThickness = 3;
menuButtonText.visible = false;
LK.gui.center.addChild(menuButtonText);
menuButtonText.y = 250;
// Simple background setup
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
background.x = 0;
background.y = 0;
background.scaleX = 2;
background.scaleY = 2;
// Create ground
ground = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 1
}));
ground.x = 0;
ground.y = 2732;
ground.tint = 0x654321;
// Create bird
bird = game.addChild(new Bird());
bird.x = 300;
bird.y = 1366;
// Pre-generate all pipes function
function generateAllPipes() {
// Define safe boundaries for gap center to ensure both pipes have reasonable heights
var minGapY = 700; // Increased minimum gap center position for better clearance
var maxGapY = 1900; // Adjusted maximum gap center position for better clearance
// Generate enough pipes to reach 1000 points
var totalPipesNeeded = 1000; // Generate 1000 pipes for full game
var currentX = -600; // Starting position to the left of bird since pipes move right
var pipeSpacing = 600; // Adjusted spacing between pipes for better gameplay
// Ensure no pipes overlap at the start
if (pipes && pipes.length > 0) {
currentX = pipes[pipes.length - 1].x + pipeSpacing;
}
for (var pipeIndex = 0; pipeIndex < totalPipesNeeded; pipeIndex++) {
var gapCenterY;
// Create more varied random patterns with better distribution
var randomPattern = Math.random();
if (randomPattern < 0.4) {
// 40% chance for high gaps (easier to navigate)
gapCenterY = minGapY + Math.random() * 300;
} else if (randomPattern < 0.7) {
// 30% chance for middle gaps (moderate difficulty)
gapCenterY = 1000 + Math.random() * 500;
} else {
// 30% chance for low gaps (more challenging but still passable)
gapCenterY = maxGapY - Math.random() * 300;
}
// Add some variation based on pipe index for progressive difficulty
if (pipeIndex > 10) {
// After pipe 10, make gaps slightly more challenging
var difficultyFactor = Math.min(0.8, pipeIndex / 50); // Max 80% difficulty increase
var centerPull = 1300; // Pull towards center-high area
gapCenterY = gapCenterY + (centerPull - gapCenterY) * difficultyFactor * 0.3;
}
// Ensure the gap stays within safe boundaries
gapCenterY = Math.max(minGapY, Math.min(maxGapY, gapCenterY));
var pipe = new Pipe(gapCenterY);
pipe.x = currentX;
pipe.passed = false;
pipes.push(pipe);
game.addChild(pipe);
// Move to next pipe position
currentX += pipeSpacing;
}
}
// Reset game function
function resetGame() {
// Reset bird position
bird.x = 300;
bird.y = 1366;
bird.velocity = 0;
// Clear pipes
for (var i = pipes.length - 1; i >= 0; i--) {
if (pipes[i] && typeof pipes[i].destroy === "function") {
pipes[i].destroy();
}
}
pipes = [];
// Reset variables
gameStarted = false;
gameOver = false;
showGameOver = false;
// Hide game over screen
hideGameOverScreen();
LK.setScore(0);
// Reset score display
if (scoreText) {
scoreText.setText('0');
}
// Show main menu
mainMenuTitle.visible = true;
// Show play button elements
if (playButton) playButton.visible = true;
if (playButtonShadow) playButtonShadow.visible = true;
if (playButtonHighlight) playButtonHighlight.visible = true;
if (playButtonText) playButtonText.visible = true;
// Show cup shape (high score indicator)
if (cupShape) cupShape.visible = true;
// Show main language button elements
if (mainLanguageButton) mainLanguageButton.visible = true;
if (mainLanguageButtonShadow) mainLanguageButtonShadow.visible = true;
if (mainLanguageButtonHighlight) mainLanguageButtonHighlight.visible = true;
if (mainLanguageButtonText) mainLanguageButtonText.visible = true;
// Hide instruction
instructionTxt.visible = false;
// Hide score display
scoreText.visible = false;
generateAllPipes();
}
// Function to start game from main menu
function startGameFromMenu() {
showMainMenu = false;
// Hide main menu elements
mainMenuTitle.visible = false;
// Hide play button elements
if (playButton) playButton.visible = false;
if (playButtonShadow) playButtonShadow.visible = false;
if (playButtonHighlight) playButtonHighlight.visible = false;
if (playButtonText) playButtonText.visible = false;
// Hide cup shape (high score indicator)
if (cupShape) cupShape.visible = false;
// Hide main language button elements
if (mainLanguageButton) mainLanguageButton.visible = false;
if (mainLanguageButtonShadow) mainLanguageButtonShadow.visible = false;
if (mainLanguageButtonHighlight) mainLanguageButtonHighlight.visible = false;
if (mainLanguageButtonText) mainLanguageButtonText.visible = false;
// Show instruction
instructionTxt.visible = true;
// Show score display
scoreText.visible = true;
scoreText.setText('0');
}
// Function to show game over screen
function showGameOverScreen(finalScore) {
if (showGameOver) return;
showGameOver = true;
gameStarted = false;
// Hide instruction
instructionTxt.visible = false;
// Hide score display
scoreText.visible = false;
// Show game over elements
gameOverBg.visible = true;
gameOverTitle.visible = true;
finalScoreText.visible = true;
// Update final score text
var currentScore = LK.getScore();
finalScoreText.setText(getText('score') + ': ' + currentScore);
bestScoreText.visible = true;
retryButton.visible = true;
retryButtonText.visible = true;
retryButtonShadow.visible = true;
retryButtonHighlight.visible = true;
menuButton.visible = true;
menuButtonText.visible = true;
menuButtonShadow.visible = true;
menuButtonHighlight.visible = true;
// Remove score display - do not show final score
// Always show the current high score from persistent storage
var currentHighScore = storage.highScore || 0;
// Update high score if current score is higher
if (finalScore > currentHighScore) {
storage.highScore = finalScore;
currentHighScore = finalScore;
// Simple visual feedback for new high score
if (bestScoreText && bestScoreText.visible) {
// Flash color without animation
bestScoreText.tint = 0xFF0000;
LK.setTimeout(function () {
bestScoreText.tint = 0xFFD700;
}, 300);
}
}
bestScoreText.setText(getText('bestScore') + ': ' + currentHighScore);
// Use proper text sizing
if (bestScoreText.width > 600) {
var newSize = Math.max(40, Math.floor(60 * 600 / bestScoreText.width));
bestScoreText.style = {
size: newSize,
fill: bestScoreText.style.fill
};
}
// Simple game over screen display - no animations
}
// Function to hide game over screen
function hideGameOverScreen() {
showGameOver = false;
// Hide game over elements
gameOverBg.visible = false;
gameOverTitle.visible = false;
finalScoreText.visible = false;
bestScoreText.visible = false;
retryButton.visible = false;
retryButtonText.visible = false;
retryButtonShadow.visible = false;
retryButtonHighlight.visible = false;
menuButton.visible = false;
menuButtonText.visible = false;
menuButtonShadow.visible = false;
menuButtonHighlight.visible = false;
}
// Function to show high score screen
function showHighScoreScreen() {
// Hide any other screens
hideGameOverScreen();
hideLanguageControls();
// Update high score value
var currentHighScore = storage.highScore || 0;
highScoreValue.setText(currentHighScore.toString());
highScoreTitle.setText(getText('highestScore'));
highScoreCloseText.setText(getText('close') || 'KAPAT');
// Show high score elements
highScoreBg.visible = true;
highScoreTitle.visible = true;
highScoreValue.visible = true;
highScoreCloseButton.visible = true;
highScoreCloseText.visible = true;
}
// Function to hide high score screen
function hideHighScoreScreen() {
highScoreBg.visible = false;
highScoreTitle.visible = false;
highScoreValue.visible = false;
highScoreCloseButton.visible = false;
highScoreCloseText.visible = false;
}
// Create language overlay background
var languageOverlay = LK.getAsset('topPipe', {
anchorX: 0.5,
anchorY: 0.5,
width: 2048,
height: 2732,
alpha: 1.0
});
languageOverlay.tint = 0x2F4F4F;
languageOverlay.visible = false;
LK.gui.center.addChild(languageOverlay);
// Create language control title
var languageTitle = new Text2('DİL SEÇENEKLERİ', {
size: 80,
fill: 0xFFFFFF
});
languageTitle.anchor.set(0.5, 0.5);
languageTitle.stroke = 0x000000;
languageTitle.strokeThickness = 4;
languageTitle.visible = false;
LK.gui.center.addChild(languageTitle);
languageTitle.y = -200;
// Create language option buttons with modern rectangular design
var turkishButton = LK.getAsset('settingsButtonRect', {
anchorX: 0.5,
anchorY: 0.5,
width: 260,
height: 65,
alpha: 1.0
});
turkishButton.tint = 0x27AE60;
turkishButton.visible = false;
LK.gui.center.addChild(turkishButton);
turkishButton.y = -80;
turkishButton.x = -220;
// Add Turkish button shadow
var turkishButtonShadow = LK.getAsset('settingsButtonRect', {
anchorX: 0.5,
anchorY: 0.5,
width: 260,
height: 65,
alpha: 0.3
});
turkishButtonShadow.tint = 0x1E8449;
turkishButtonShadow.visible = false;
LK.gui.center.addChild(turkishButtonShadow);
turkishButtonShadow.y = -75;
turkishButtonShadow.x = -217;
// Add Turkish button highlight
var turkishButtonHighlight = LK.getAsset('settingsButtonRect', {
anchorX: 0.5,
anchorY: 0.5,
width: 240,
height: 50,
alpha: 0.4
});
turkishButtonHighlight.tint = 0x58D68D;
turkishButtonHighlight.visible = false;
LK.gui.center.addChild(turkishButtonHighlight);
turkishButtonHighlight.y = -85;
turkishButtonHighlight.x = -220;
var turkishText = new Text2('TÜRKÇE', {
size: 32,
fill: 0xFFFFFF
});
turkishText.anchor.set(0.5, 0.5);
turkishText.stroke = 0x1E8449;
turkishText.strokeThickness = 2;
turkishText.visible = false;
LK.gui.center.addChild(turkishText);
turkishText.y = -80;
turkishText.x = -220;
var englishButton = LK.getAsset('settingsButtonRect', {
anchorX: 0.5,
anchorY: 0.5,
width: 260,
height: 65,
alpha: 1.0
});
englishButton.tint = 0x3498DB;
englishButton.visible = false;
LK.gui.center.addChild(englishButton);
englishButton.y = -80;
englishButton.x = 220;
// Add English button shadow
var englishButtonShadow = LK.getAsset('settingsButtonRect', {
anchorX: 0.5,
anchorY: 0.5,
width: 260,
height: 65,
alpha: 0.3
});
englishButtonShadow.tint = 0x2980B9;
englishButtonShadow.visible = false;
LK.gui.center.addChild(englishButtonShadow);
englishButtonShadow.y = -75;
englishButtonShadow.x = 223;
// Add English button highlight
var englishButtonHighlight = LK.getAsset('settingsButtonRect', {
anchorX: 0.5,
anchorY: 0.5,
width: 240,
height: 50,
alpha: 0.4
});
englishButtonHighlight.tint = 0x85C1E9;
englishButtonHighlight.visible = false;
LK.gui.center.addChild(englishButtonHighlight);
englishButtonHighlight.y = -85;
englishButtonHighlight.x = 220;
var englishText = new Text2('ENGLISH', {
size: 32,
fill: 0xFFFFFF
});
englishText.anchor.set(0.5, 0.5);
englishText.stroke = 0x2980B9;
englishText.strokeThickness = 2;
englishText.visible = false;
LK.gui.center.addChild(englishText);
englishText.y = -80;
englishText.x = 220;
// Current language indicator
var currentLanguageText = new Text2('MEVCUT: TÜRKÇE', {
size: 50,
fill: 0xFFD700
});
currentLanguageText.anchor.set(0.5, 0.5);
currentLanguageText.stroke = 0x000000;
currentLanguageText.strokeThickness = 3;
currentLanguageText.visible = false;
LK.gui.center.addChild(currentLanguageText);
currentLanguageText.y = 30;
// Create back button for language controls with modern rectangular design
var languageBackButton = LK.getAsset('settingsButtonRect', {
anchorX: 0.5,
anchorY: 0.5,
width: 220,
height: 65,
alpha: 1.0
});
languageBackButton.tint = 0x7F8C8D;
languageBackButton.visible = false;
LK.gui.center.addChild(languageBackButton);
languageBackButton.y = 150;
// Add language back button shadow
var languageBackButtonShadow = LK.getAsset('settingsButtonRect', {
anchorX: 0.5,
anchorY: 0.5,
width: 220,
height: 65,
alpha: 0.3
});
languageBackButtonShadow.tint = 0x566573;
languageBackButtonShadow.visible = false;
LK.gui.center.addChild(languageBackButtonShadow);
languageBackButtonShadow.y = 155;
languageBackButtonShadow.x = 3;
// Add language back button highlight
var languageBackButtonHighlight = LK.getAsset('settingsButtonRect', {
anchorX: 0.5,
anchorY: 0.5,
width: 200,
height: 50,
alpha: 0.4
});
languageBackButtonHighlight.tint = 0xABB2B9;
languageBackButtonHighlight.visible = false;
LK.gui.center.addChild(languageBackButtonHighlight);
languageBackButtonHighlight.y = 145;
var languageBackText = new Text2('GERİ', {
size: 36,
fill: 0xFFFFFF
});
languageBackText.anchor.set(0.5, 0.5);
languageBackText.stroke = 0x566573;
languageBackText.strokeThickness = 2;
languageBackText.visible = false;
LK.gui.center.addChild(languageBackText);
languageBackText.y = 150;
// Function to show language controls
function showLanguageControls() {
// Hide main menu elements
mainMenuTitle.visible = false;
if (playButton) playButton.visible = false;
if (playButtonShadow) playButtonShadow.visible = false;
if (playButtonHighlight) playButtonHighlight.visible = false;
if (playButtonText) playButtonText.visible = false;
if (cupShape) cupShape.visible = false;
// Hide main language button elements
if (mainLanguageButton) mainLanguageButton.visible = false;
if (mainLanguageButtonShadow) mainLanguageButtonShadow.visible = false;
if (mainLanguageButtonHighlight) mainLanguageButtonHighlight.visible = false;
if (mainLanguageButtonText) mainLanguageButtonText.visible = false;
// Show language controls
languageOverlay.visible = true;
languageTitle.visible = true;
turkishButton.visible = true;
turkishButtonShadow.visible = true;
turkishButtonHighlight.visible = true;
turkishText.visible = true;
englishButton.visible = true;
englishButtonShadow.visible = true;
englishButtonHighlight.visible = true;
englishText.visible = true;
currentLanguageText.visible = true;
languageBackButton.visible = true;
languageBackButtonShadow.visible = true;
languageBackButtonHighlight.visible = true;
languageBackText.visible = true;
updateLanguageDisplay();
}
// Function to hide language controls
function hideLanguageControls() {
// Hide all language control elements
languageOverlay.visible = false;
languageTitle.visible = false;
turkishButton.visible = false;
turkishButtonShadow.visible = false;
turkishButtonHighlight.visible = false;
turkishText.visible = false;
englishButton.visible = false;
englishButtonShadow.visible = false;
englishButtonHighlight.visible = false;
englishText.visible = false;
currentLanguageText.visible = false;
languageBackButton.visible = false;
languageBackButtonShadow.visible = false;
languageBackButtonHighlight.visible = false;
languageBackText.visible = false;
// Show main menu elements again
if (showMainMenu) {
mainMenuTitle.visible = true;
if (playButton) playButton.visible = true;
if (playButtonShadow) playButtonShadow.visible = true;
if (playButtonHighlight) playButtonHighlight.visible = true;
if (playButtonText) playButtonText.visible = true;
if (cupShape) cupShape.visible = true;
if (mainLanguageButton) mainLanguageButton.visible = true;
if (mainLanguageButtonShadow) mainLanguageButtonShadow.visible = true;
if (mainLanguageButtonHighlight) mainLanguageButtonHighlight.visible = true;
if (mainLanguageButtonText) mainLanguageButtonText.visible = true;
}
}
// Language text objects
var languageTexts = {
tr: {
mainTitle: 'FLAPPY BIRD',
playButton: 'OYNA',
instruction: 'TIKLA VE OYNA!',
gameOver: 'OYUN BİTTİ',
score: 'SKOR',
bestScore: 'EN İYİ',
retry: 'TEKRAR DENE',
mainMenu: 'ANA MENÜ',
language: 'DİL',
languageTitle: 'DİL SEÇENEKLERİ',
current: 'MEVCUT',
highestScore: 'EN YÜKSEK SKOR',
back: 'GERİ',
close: 'KAPAT'
},
en: {
mainTitle: 'FLAPPY BIRD',
playButton: 'PLAY',
instruction: 'CLICK TO PLAY!',
gameOver: 'GAME OVER',
score: 'SCORE',
bestScore: 'BEST',
retry: 'RETRY',
mainMenu: 'MAIN MENU',
language: 'LANGUAGE',
languageTitle: 'LANGUAGE OPTIONS',
current: 'CURRENT',
highestScore: 'HIGHEST SCORE',
back: 'BACK',
close: 'CLOSE'
}
};
// Function to get text for current language
function getText(key) {
return languageTexts[currentLanguage][key] || languageTexts['en'][key];
}
// Function to update all text elements to current language
function updateAllTexts() {
if (instructionTxt) {
instructionTxt.setText(getText('instruction'));
}
if (playButtonText) {
playButtonText.setText(getText('playButton'));
}
if (gameOverTitle) {
gameOverTitle.setText(getText('gameOver'));
}
if (retryButtonText) {
retryButtonText.setText(getText('retry'));
}
if (menuButtonText) {
menuButtonText.setText(getText('mainMenu'));
}
if (languageTitle) {
languageTitle.setText(getText('languageTitle'));
}
if (languageBackText) {
languageBackText.setText(getText('back'));
}
if (mainLanguageButtonText) {
mainLanguageButtonText.setText(getText('language'));
}
// Update final and best score texts
if (finalScoreText) {
var currentScore = LK.getScore();
finalScoreText.setText(getText('score') + ': ' + currentScore);
}
if (bestScoreText) {
var currentHighScore = storage.highScore || 0;
bestScoreText.setText(getText('bestScore') + ': ' + currentHighScore);
}
}
// Function to update language display
function updateLanguageDisplay() {
var langText = currentLanguage === 'tr' ? 'TÜRKÇE' : 'ENGLISH';
var currentText = currentLanguage === 'tr' ? 'MEVCUT' : 'CURRENT';
if (currentLanguageText) {
currentLanguageText.setText(currentText + ': ' + langText);
}
// Update button colors to show selected language
if (turkishButton) {
turkishButton.tint = currentLanguage === 'tr' ? 0x2ECC71 : 0x27AE60;
}
if (englishButton) {
englishButton.tint = currentLanguage === 'en' ? 0x5DADE2 : 0x3498DB;
}
}
// Function to set language
function setLanguage(lang) {
currentLanguage = lang;
// Save to persistent storage
storage.language = lang;
// Update all text elements immediately
updateAllTexts();
// Update language display
updateLanguageDisplay();
}
// Initialize persistent storage with defaults if values don't exist
if (typeof storage.highScore === 'undefined') storage.highScore = 0;
if (typeof storage.lastScore === 'undefined') storage.lastScore = 0;
if (!storage.language) storage.language = 'tr';
// Update current language from persistent storage
currentLanguage = storage.language || 'tr';
// Create animated play button for main menu
var playButton = LK.getAsset('playButtonMain', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 120,
alpha: 1.0
});
playButton.tint = 0xFF9800; // Flappy Bird orange
LK.gui.center.addChild(playButton);
playButton.y = -100;
// Create language button for direct access from main menu
var mainLanguageButton = LK.getAsset('playButtonOval', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
alpha: 1.0
});
mainLanguageButton.tint = 0x9B59B6;
LK.gui.center.addChild(mainLanguageButton);
mainLanguageButton.y = 50;
// Create language button shadow
var mainLanguageButtonShadow = LK.getAsset('playButtonOval', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 80,
alpha: 0.3
});
mainLanguageButtonShadow.tint = 0x8E44AD;
LK.gui.center.addChild(mainLanguageButtonShadow);
mainLanguageButtonShadow.y = 55;
mainLanguageButtonShadow.x = 3;
// Create language button highlight
var mainLanguageButtonHighlight = LK.getAsset('playButtonOval', {
anchorX: 0.5,
anchorY: 0.5,
width: 280,
height: 65,
alpha: 0.4
});
mainLanguageButtonHighlight.tint = 0xBB8FCE;
LK.gui.center.addChild(mainLanguageButtonHighlight);
mainLanguageButtonHighlight.y = 45;
// Create language button text
var mainLanguageButtonText = new Text2('DİL', {
size: 36,
fill: 0xFFFFFF
});
mainLanguageButtonText.anchor.set(0.5, 0.5);
mainLanguageButtonText.stroke = 0x8E44AD;
mainLanguageButtonText.strokeThickness = 2;
LK.gui.center.addChild(mainLanguageButtonText);
mainLanguageButtonText.y = 50;
// Create separate play button shadow element
var playButtonShadow = LK.getAsset('playButtonShadow', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 120,
alpha: 0.4
});
playButtonShadow.tint = 0xE65100; // Darker orange shadow
LK.gui.center.addChild(playButtonShadow);
playButtonShadow.y = -92; // Offset shadow slightly up
playButtonShadow.x = 4; // Offset shadow slightly right
// Create separate play button highlight element
var playButtonHighlight = LK.getAsset('playButtonHighlight', {
anchorX: 0.5,
anchorY: 0.5,
width: 370,
height: 95,
alpha: 0.5
});
playButtonHighlight.tint = 0xFFB74D; // Lighter orange highlight
LK.gui.center.addChild(playButtonHighlight);
playButtonHighlight.y = -108; // Offset highlight slightly down
// Create separate play button text element
var playButtonText = new Text2('OYNA', {
size: 50,
fill: 0xFFFFFF
});
playButtonText.anchor.set(0.5, 0.5);
playButtonText.stroke = 0xE65100;
playButtonText.strokeThickness = 4;
LK.gui.center.addChild(playButtonText);
playButtonText.y = -100;
// Initialize game
resetGame(); // Use resetGame to properly initialize all states
// Update all texts to current language
updateAllTexts();
// Update language display to show current selection
updateLanguageDisplay();
// Touch/click handler
game.down = function (x, y, obj) {
// Check if high score screen is visible
if (highScoreBg.visible) {
// Check close button click - centered at 1024x1566 (center.y = 1366 + 200), button is 300x80
if (x >= 874 && x <= 1174 && y >= 1526 && y <= 1606) {
var currentTime = Date.now();
if (currentTime - lastButtonClickTime < 50) return;
lastButtonClickTime = currentTime;
// Simple visual feedback
simpleColorTint(highScoreCloseButton, 0xABB2B9, 150);
hideHighScoreScreen();
return;
}
return; // Don't process other clicks when high score screen is open
}
// Check if language overlay is visible and handle language controls
if (languageOverlay.visible) {
// Turkish language button with isolated click area
if (turkishButton.visible && x >= 654 && x <= 954 && y >= 1246 && y <= 1326) {
var currentTime = Date.now();
if (currentTime - lastButtonClickTime < 50) return;
lastButtonClickTime = currentTime;
// Simple visual feedback with color change
simpleColorTint(turkishButton, 0x58D68D, 150);
setLanguage('tr');
return;
}
// Barrier zone between Turkish and English buttons (x: 954-1094)
if (x >= 954 && x <= 1094 && y >= 1246 && y <= 1326) {
return; // Block clicks in barrier zone
}
// English language button with isolated click area
if (englishButton.visible && x >= 1094 && x <= 1394 && y >= 1246 && y <= 1326) {
var currentTime = Date.now();
if (currentTime - lastButtonClickTime < 50) return;
lastButtonClickTime = currentTime;
// Simple visual feedback with color change
simpleColorTint(englishButton, 0x85C1E9, 150);
setLanguage('en');
return;
}
// Check language back button at x = 1024, y = 1516, size 300x100
if (languageBackButton.visible && x >= 874 && x <= 1174 && y >= 1466 && y <= 1566) {
var currentTime = Date.now();
if (currentTime - lastButtonClickTime < 50) return;
lastButtonClickTime = currentTime;
// Simple visual feedback with color change
simpleColorTint(languageBackButton, 0xABB2B9, 150);
hideLanguageControls();
return;
}
return; // Don't process other clicks when language overlay is open
}
// Check cup click - cup is positioned at bottomRight with offset
var cupX = 2048 - 100; // bottomRight.x + cupShape.x offset
var cupY = 2732 - 230; // bottomRight.y + cupShape.y offset
var cupSize = 120; // Cup asset size
if (x >= cupX - cupSize / 2 && x <= cupX + cupSize / 2 && y >= cupY && y <= cupY + cupSize) {
var currentTime = Date.now();
if (currentTime - lastButtonClickTime < 50) return;
lastButtonClickTime = currentTime;
// Show high score screen
showHighScoreScreen();
// Simple visual feedback without animation
if (cupShape) {
cupShape.tint = 0xFFFFFF;
LK.setTimeout(function () {
cupShape.tint = 0xFFD700;
}, 100);
}
return;
}
if (gameOver || showGameOver) {
// Check retry button (TEKRAR DENE) - centered at 1024x1466, button is 380x110
if (x >= 834 && x <= 1214 && y >= 1411 && y <= 1521) {
// Prevent rapid clicks
var currentTime = Date.now();
if (currentTime - lastButtonClickTime < 50) {
return; // Ignore click if too recent
}
lastButtonClickTime = currentTime;
// Simple visual feedback with color change
simpleColorTint(retryButton, 0xFFB74D, 150);
hideGameOverScreen();
resetGame();
// Show instruction screen instead of starting game directly
startGameFromMenu();
return;
}
// Check menu button (ANA MENÜ) - centered at 1024x1616, button is 380x110
if (x >= 834 && x <= 1214 && y >= 1561 && y <= 1671) {
// Prevent rapid clicks
var currentTime = Date.now();
if (currentTime - lastButtonClickTime < 50) {
return; // Ignore click if too recent
}
lastButtonClickTime = currentTime;
// Simple visual feedback with color change
simpleColorTint(menuButton, 0xF1948A, 150);
hideGameOverScreen();
resetGame();
return;
}
return;
}
if (showMainMenu) {
// Check play button click - centered at 1024x1266 (center.y = 1366 + playButton.y = -100), button is 400x120
if (playButton && playButton.visible && x >= 824 && x <= 1224 && y >= 1206 && y <= 1326) {
// Prevent rapid clicks
var currentTime = Date.now();
if (currentTime - lastButtonClickTime < 50) {
return; // Ignore click if too recent
}
lastButtonClickTime = currentTime;
// Simple visual feedback with color change
simpleColorTint(playButton, 0xFFB74D, 100);
startGameFromMenu();
return;
}
// Check main language button click - centered at 1024x1416 (center.y = 1366 + mainLanguageButton.y = 50), button is 300x80
if (mainLanguageButton && mainLanguageButton.visible && x >= 874 && x <= 1174 && y >= 1376 && y <= 1456) {
var currentTime = Date.now();
if (currentTime - lastButtonClickTime < 50) {
return; // Ignore click if too recent
}
lastButtonClickTime = currentTime;
// Simple visual feedback with color change
simpleColorTint(mainLanguageButton, 0xBB8FCE, 150);
showLanguageControls();
return;
}
return;
}
if (!gameStarted) {
gameStarted = true;
instructionTxt.visible = false;
}
bird.flap();
};
// Main game loop
game.update = function () {
if (gameOver || showMainMenu || showGameOver) return;
// Only run game logic if game has started
if (gameStarted) {
// Check ground and ceiling collision with proper bird size (bird is 80px tall, 120px wide)
var birdRadius = 40; // Half of bird height for collision detection
if (bird.y + birdRadius >= ground.y || bird.y - birdRadius <= 0) {
gameOver = true;
var currentScore = LK.getScore();
// Save score to persistent storage
if (currentScore > (storage.highScore || 0)) {
storage.highScore = currentScore;
}
storage.lastScore = currentScore;
showGameOverScreen(LK.getScore());
return;
}
// Optimized pipe tracking - no sorting needed
var pipesAhead = 0;
var firstPipeIndex = -1;
// Count pipes ahead of bird
for (var i = 0; i < pipes.length; i++) {
var pipe = pipes[i];
if (pipe && pipe.x > bird.x - 200) {
if (firstPipeIndex === -1) firstPipeIndex = i;
pipesAhead++;
}
}
// Simplified pipe cleanup - remove far behind pipes only
for (var i = pipes.length - 1; i >= 0; i--) {
var pipe = pipes[i];
// Only remove pipes that are far behind or off screen
if (pipe && (pipe.x < bird.x - 1800 || pipe.x > 2248)) {
pipe.destroy();
pipes.splice(i, 1);
}
}
// Find closest pipe without distance calculations
var closestPipe = null;
for (var i = 0; i < pipes.length; i++) {
var pipe = pipes[i];
// Check pipes in collision range only
if (pipe.x > bird.x - 200 && pipe.x < bird.x + 400) {
closestPipe = pipe;
break; // Take first pipe in range
}
}
if (closestPipe) {
// Initialize lastX tracking
if (typeof closestPipe.lastX === 'undefined') {
closestPipe.lastX = closestPipe.x;
}
// Scoring check - detect when bird passes through the pipe center
// Since pipes move from left to right and bird stays at x=300, check when pipe center passes bird
var pipeCenter = closestPipe.x;
var birdPosition = bird.x;
// Check if pipe center just passed the bird position (was on right, now on left)
// Since pipes move right (positive speed), we need to check when pipe was right of bird and now is left
if (!closestPipe.passed && closestPipe.lastX > birdPosition && pipeCenter <= birdPosition) {
// Check if bird is within the gap when pipe passes
var gapTop = closestPipe.gapCenterY - closestPipe.gapSize / 2;
var gapBottom = closestPipe.gapCenterY + closestPipe.gapSize / 2;
// Mark pipe as passed
if (bird.y > gapTop && bird.y < gapBottom) {
closestPipe.passed = true;
// Increment score
LK.setScore(LK.getScore() + 1);
var currentScore = LK.getScore();
// Update score display without heavy animations
if (scoreText && scoreText.visible) {
scoreText.setText(currentScore.toString());
// Simple color flash without tween
scoreText.tint = 0xFFD700;
LK.setTimeout(function () {
scoreText.tint = 0xFFFFFF;
}, 200);
}
// Save high score if current score is higher
if (currentScore > (storage.highScore || 0)) {
storage.highScore = currentScore;
}
// Check win condition - game ends at 1000 points
if (currentScore >= 1000) {
gameOver = true;
storage.lastScore = currentScore;
LK.showYouWin(); // Show win screen when reaching 1000 points
return;
}
LK.getSound('score').play();
}
}
// Update last position
closestPipe.lastX = closestPipe.x;
// Collision check - only if very close
if (closestPipe.x > bird.x - 60 && closestPipe.x < bird.x + 60) {
var gapTop = closestPipe.gapCenterY - closestPipe.gapSize / 2;
var gapBottom = closestPipe.gapCenterY + closestPipe.gapSize / 2;
if (bird.y < gapTop + 40 || bird.y > gapBottom - 40) {
gameOver = true;
showGameOverScreen(LK.getScore());
return;
}
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -44,11 +44,12 @@
// Only update position if game is not over
self.velocity += gravity;
self.y += self.velocity;
}
- // Minimal rotation calculation - only every 10 frames
- if (LK.ticks % 10 === 0) {
+ // Update rotation only when velocity changes significantly
+ if (Math.abs(self.velocity - (self.lastVelocity || 0)) > 2) {
birdGraphics.rotation = self.velocity > 0 ? 0.8 : -0.4;
+ self.lastVelocity = self.velocity;
}
// Screen bounds collision
if (self.y < 40) {
self.y = 40;
@@ -1253,70 +1254,36 @@
storage.lastScore = currentScore;
showGameOverScreen(LK.getScore());
return;
}
- // Pipe tracking and cleanup system
- // Find the 5 pipes closest to and in front of the bird
- var sortedPipes = [];
+ // Optimized pipe tracking - no sorting needed
+ var pipesAhead = 0;
+ var firstPipeIndex = -1;
+ // Count pipes ahead of bird
for (var i = 0; i < pipes.length; i++) {
var pipe = pipes[i];
if (pipe && pipe.x > bird.x - 200) {
- // Only consider pipes near or ahead of bird
- sortedPipes.push({
- pipe: pipe,
- index: i,
- distance: pipe.x - bird.x
- });
+ if (firstPipeIndex === -1) firstPipeIndex = i;
+ pipesAhead++;
}
}
- // Sort pipes by distance from bird
- sortedPipes.sort(function (a, b) {
- return a.distance - b.distance;
- });
- // Mark pipes to keep (only the 5 closest ahead)
- var pipesToKeep = {};
- for (var i = 0; i < Math.min(5, sortedPipes.length); i++) {
- pipesToKeep[sortedPipes[i].index] = true;
- }
- // Remove pipes that are more than 3 positions behind the bird
- var birdPipePosition = -1;
- for (var i = 0; i < pipes.length; i++) {
- if (pipes[i] && pipes[i].x > bird.x) {
- birdPipePosition = i;
- break;
- }
- }
- // Clean up pipes that are too far behind or not in the keep list
+ // Simplified pipe cleanup - remove far behind pipes only
for (var i = pipes.length - 1; i >= 0; i--) {
var pipe = pipes[i];
- var shouldRemove = false;
- // Remove if pipe is more than 3 positions behind bird
- if (birdPipePosition !== -1 && i < birdPipePosition - 3) {
- shouldRemove = true;
- }
- // Remove if pipe is ahead but not in the 5 closest
- else if (pipe.x > bird.x && !pipesToKeep[i]) {
- shouldRemove = true;
- }
- // Remove if pipe has moved too far off screen
- else if (pipe.x > 2248 || pipe.x < -500) {
- shouldRemove = true;
- }
- if (shouldRemove && pipe) {
+ // Only remove pipes that are far behind or off screen
+ if (pipe && (pipe.x < bird.x - 1800 || pipe.x > 2248)) {
pipe.destroy();
pipes.splice(i, 1);
}
}
- // Ultra-simplified collision - only check closest pipe
+ // Find closest pipe without distance calculations
var closestPipe = null;
- var minDistance = 1000;
for (var i = 0; i < pipes.length; i++) {
var pipe = pipes[i];
- var distance = Math.abs(pipe.x - bird.x);
- // Find the pipe that is closest to the bird (in front or just passed)
- if (pipe.x > bird.x - 200 && pipe.x < bird.x + 400 && distance < minDistance) {
+ // Check pipes in collision range only
+ if (pipe.x > bird.x - 200 && pipe.x < bird.x + 400) {
closestPipe = pipe;
- minDistance = distance;
+ break; // Take first pipe in range
}
}
if (closestPipe) {
// Initialize lastX tracking
@@ -1369,13 +1336,8 @@
var gapTop = closestPipe.gapCenterY - closestPipe.gapSize / 2;
var gapBottom = closestPipe.gapCenterY + closestPipe.gapSize / 2;
if (bird.y < gapTop + 40 || bird.y > gapBottom - 40) {
gameOver = true;
- var currentScore = LK.getScore();
- storage.lastScore = currentScore;
- if (currentScore > (storage.highScore || 0)) {
- storage.highScore = currentScore;
- }
showGameOverScreen(LK.getScore());
return;
}
}