User prompt
aşşağ deyince kuş ölsün
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'tint' in undefined' in or related to this line: 'tween(hearts[h], {' Line Number: 218 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kalpler de hasar hasar alınca kızarsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kalplerdeki renk deyişimini kaldır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
dikenlarde aynı efekti versin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ateşe deyince kızarsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ateş 1 can götürsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
etraftan alevler çıksın ve kuş bunlara deyince ölsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yere deyince ve yukarı deyince kuş seksin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yukarı ve aşşağa deyince kuş ölmesin
User prompt
4 kalp olsun
User prompt
can barı yerine kalp koy ve kalp azaldıkca renk deyişsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
4canımız olsun can barı yerine kalp koy ve canımız azaldıkca kalplerin rengi deyişsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
can kırmızıya inince ölelim yani kırmızıyı görelim
User prompt
2 dikene deyince can 1 azalıyor 1 dikene deyince 1 cann gitsin
User prompt
dönme hızı sürekli artıp azalsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
objeler aşşağı gidince yok olsun
User prompt
blok çıkma yoğunluğunu azalt
User prompt
dikenler dönsün ve büyüyüp küçülsün (çok deyil) bazıları ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
hız 5 saniyede bir gözle görülür hızda artıp azalsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun random bir şekilde hızlansın ama çok deyil
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'healthBarFill.style.fill = '#00ff00'; // Green' Line Number: 256
User prompt
can barı ekle
User prompt
dikenler arasındaki boşluğu arttır ve sol tıka basılı tutula bilsin
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var Bird = Container.expand(function () {
	var self = Container.call(this);
	var birdGraphics = self.attachAsset('bird', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.xSpeed = 10.9375;
	self.ySpeed = -20;
	self.gravity = 1;
	self.lift = -15;
	self.flap = function () {
		self.ySpeed = self.lift * 1.5;
		LK.getSound('flap').play();
	};
	self._update_migrated = function () {
		if (game.isMouseDown) {
			self.ySpeed += self.gravity / 3;
		} else {
			self.ySpeed += self.gravity;
		}
		self.y += self.ySpeed;
		self.x += self.xSpeed;
		// Bounce off top and bottom boundaries
		if (self.y <= 0) {
			self.y = 0;
			self.ySpeed = Math.abs(self.ySpeed) * 0.8; // Bounce with some energy loss
			tween(self, {
				ySpeed: self.ySpeed * 0.5
			}, {
				duration: 200,
				easing: tween.easeOut
			});
		}
		if (self.y >= 2732) {
			self.y = 2732;
			self.ySpeed = -Math.abs(self.ySpeed) * 0.8; // Bounce with some energy loss
			tween(self, {
				ySpeed: self.ySpeed * 0.5
			}, {
				duration: 200,
				easing: tween.easeOut
			});
		}
		var targetRotation = Math.atan2(self.ySpeed, self.xSpeed * self.scale.x) / 2;
		birdGraphics.rotation += (targetRotation - birdGraphics.rotation) / 10;
	};
	self.flip = function () {
		self.scale.x *= -1;
	};
});
var Flame = Container.expand(function () {
	var self = Container.call(this);
	var flameGraphics = self.attachAsset('flame', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = 3;
	self.flickerTimer = 0;
	self._update_migrated = function () {
		// Flickering animation
		self.flickerTimer++;
		var flicker = Math.sin(self.flickerTimer * 0.3) * 0.3 + 0.7;
		flameGraphics.alpha = flicker;
		// Color animation between orange and red
		var colorLerp = Math.sin(self.flickerTimer * 0.2) * 0.5 + 0.5;
		var red = Math.floor(255 * (0.8 + colorLerp * 0.2));
		var green = Math.floor(69 * (0.5 + colorLerp * 0.5));
		flameGraphics.tint = red << 16 | green << 8 | 0;
		// Scale animation
		var scale = 0.8 + Math.sin(self.flickerTimer * 0.25) * 0.2;
		flameGraphics.scale.set(scale);
	};
	return self;
});
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleShadow = self.attachAsset('obstacleShadow', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	obstacleShadow.rotation = Math.PI / 4;
	var obstacleShadow2 = self.attachAsset('obstacleShadow2', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	obstacleShadow2.rotation = Math.PI / 4;
	obstacleShadow2.y = -7;
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	obstacleGraphics.rotation = Math.PI / 4;
	self.speed = 5;
	// Animation properties
	self.shouldRotate = Math.random() < 0.3; // 30% chance to rotate
	self.shouldScale = Math.random() < 0.3; // 30% chance to scale
	self.rotationSpeed = (Math.random() - 0.5) * 0.05; // Random rotation speed
	self.baseScale = 1;
	self.scaleRange = 0.3; // Scale variation range
	self._move_migrated = function (speed) {
		self.y += speed;
		// Apply rotation animation with dynamic speed multiplier
		if (self.shouldRotate) {
			var currentRotationSpeed = self.rotationSpeed * game.currentRotationSpeedMultiplier;
			obstacleShadow.rotation += currentRotationSpeed;
			obstacleShadow2.rotation += currentRotationSpeed;
			obstacleGraphics.rotation += currentRotationSpeed;
		}
	};
});
var Wall = Container.expand(function () {
	var self = Container.call(this);
	var wallGraphics = self.attachAsset('wall', {
		anchorX: 0.5,
		anchorY: 0.5
	});
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
var tutorialTextWhite = new Text2('Tap to Flap\nHold to Float', {
	size: 150,
	fill: '#ffffff',
	font: 'Impact',
	align: 'center'
});
tutorialTextWhite.anchor.set(.5, 1);
tutorialTextWhite.x = -4;
tutorialTextWhite.y = -62;
LK.gui.bottom.addChild(tutorialTextWhite);
var tutorialText = new Text2('Tap to Flap\nHold to Float', {
	size: 150,
	fill: '#3a84f7',
	font: 'Impact',
	dropShadow: true,
	dropShadowColor: '#222a9a',
	dropShadowBlur: 5,
	dropShadowDistance: 7,
	dropShadowAngle: 0,
	align: 'center'
});
tutorialText.anchor.set(.5, 1);
tutorialText.y = -50;
LK.gui.bottom.addChild(tutorialText);
game.score = 0;
game.obstacleSpeed = 5;
game.obstacleSpeedIncrease = 0.005;
game.maxHealth = 200;
game.currentHealth = 200;
game.speedBoostTimer = 0;
game.speedBoostDuration = 0;
game.isSpeedBoosted = false;
game.baseObstacleSpeed = 5;
game.currentSpeed = 5;
game.targetSpeed = 5;
game.speedTweenTimer = 0;
game.rotationSpeedTweenTimer = 0;
game.targetRotationSpeedMultiplier = 1;
game.currentRotationSpeedMultiplier = 1;
game.checkObstacleCollision = function (obstacles) {
	for (var i = 0; i < obstacles.length; i++) {
		obstacles[i]._move_migrated();
		var dist = Math.sqrt(Math.pow(bird.x - obstacles[i].x, 2) + Math.pow(bird.y - obstacles[i].y, 2));
		if (dist < 200) {
			game.currentHealth -= 25;
			LK.getSound('bounce').play();
			obstacles[i].destroy();
			obstacles.splice(i, 1);
			if (game.currentHealth <= 0) {
				LK.setScore(game.score);
				LK.getSound('gameOverJingle').play();
				LK.showGameOver();
			}
			break;
		}
	}
};
game.setBackgroundColor(0xadd8e6);
var scoreText = new Text2('0', {
	size: 150,
	fill: '#3a84f7',
	font: 'Impact',
	dropShadow: true,
	dropShadowColor: '#222a9a',
	dropShadowBlur: 5,
	dropShadowDistance: 7,
	dropShadowAngle: 0
});
scoreText.anchor.set(.5, 0);
LK.gui.top.addChild(scoreText);
var scoreText2 = new Text2('0', {
	size: 150,
	fill: '#ffffff',
	font: 'Impact'
});
scoreText2.anchor.set(.5, 0);
scoreText2.x = -4;
scoreText2.y = -5;
LK.gui.top.addChild(scoreText2);
LK.gui.top.addChild(scoreText);
// Hearts container
var heartsContainer = new Container();
heartsContainer.x = 120;
heartsContainer.y = 50;
LK.gui.topLeft.addChild(heartsContainer);
// Create 4 hearts for 4 lives
var hearts = [];
for (var h = 0; h < 4; h++) {
	var heart = LK.getAsset('heart', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	heart.x = h * 100;
	heart.y = 0;
	hearts.push(heart);
	heartsContainer.addChild(heart);
}
var bird = game.addChild(new Bird());
var leftWall = game.addChild(new Wall());
leftWall.x = 0;
leftWall.y = 1366;
var rightWall = game.addChild(new Wall());
rightWall.x = 2048;
rightWall.y = 1366;
var leftObstacles = [],
	rightObstacles = [],
	bottomObstacles = [];
var bottomObstacleSpawnTime = Math.floor(Math.random() * obstacleSpawnRandomness) + obstacleSpawnRandomness * 2;
var obstacleSpawnRandomness = 180;
var obstacleSpawnRandomnessDecrease = 0.025 * (2 / 3);
var obstacleSpawnY = -500;
var leftObstacleSpawnTime = Math.floor(Math.random() * obstacleSpawnRandomness) + obstacleSpawnRandomness;
var rightObstacleSpawnTime = Math.floor(Math.random() * obstacleSpawnRandomness) + obstacleSpawnRandomness;
var flames = [];
var flameSpawnTimer = 0;
var flameSpawnInterval = 120; // Spawn flames every 2 seconds
bird.x = 1024;
bird.y = 1366;
game.isMouseDown = false;
game.isZeroPressed = false;
game.down = function (x, y, obj) {
	bird.flap();
	game.isMouseDown = true;
};
game.up = function (x, y, obj) {
	game.isMouseDown = false;
};
game.keydown = function (key) {
	if (key === '0') {
		game.isZeroPressed = true;
		game.score++;
		LK.setScore(game.score);
		scoreText.setText(game.score);
		scoreText2.setText(game.score);
	}
};
game.keyup = function (key) {
	if (key === '0') {
		game.isZeroPressed = false;
	}
};
game.update = function () {
	bird._update_migrated();
	if (game.isMouseDown && LK.ticks % 15 === 0) {
		bird.flap();
	}
	if (game.isZeroPressed && LK.ticks % 10 === 0) {
		game.score++;
		LK.setScore(game.score);
	}
	if (game.score > 2) {
		tutorialText.y += 5;
		tutorialTextWhite.y += 5;
	}
	scoreText.setText(game.score);
	scoreText2.setText(game.score);
	// Update hearts display based on health
	var livesRemaining = Math.ceil(game.currentHealth / 25); // 8 hits = 1 life lost, so 25 health per life
	for (var h = 0; h < hearts.length; h++) {
		if (h < livesRemaining) {
			// Heart is active - change color based on health level
			var healthPercentage = game.currentHealth / game.maxHealth;
			if (healthPercentage > 0.75) {
				hearts[h].tint = 0xff0000; // Red (full health)
			} else if (healthPercentage > 0.5) {
				hearts[h].tint = 0xffaa00; // Orange (medium health)
			} else if (healthPercentage > 0.25) {
				hearts[h].tint = 0xffff00; // Yellow (low health)
			} else {
				hearts[h].tint = 0x666666; // Dark gray (very low health)
			}
			hearts[h].alpha = 1;
		} else {
			// Heart is lost - make it dark and transparent
			hearts[h].tint = 0x333333;
			hearts[h].alpha = 0.3;
		}
	}
	game.obstacleSpeed += game.obstacleSpeedIncrease;
	// Speed tween system - change speed every 5 seconds (300 ticks at 60fps)
	if (LK.ticks - game.speedTweenTimer >= 300) {
		game.speedTweenTimer = LK.ticks;
		// Set new target speed with visible variation (±30% of base speed)
		var speedVariation = 0.7 + Math.random() * 0.6; // 0.7x to 1.3x speed multiplier
		game.targetSpeed = game.baseObstacleSpeed * speedVariation;
		// Tween to new speed over 1 second
		tween(game, {
			currentSpeed: game.targetSpeed
		}, {
			duration: 1000,
			easing: tween.easeInOut
		});
	}
	// Use current tweened speed for obstacles
	game.obstacleSpeed = game.currentSpeed;
	// Rotation speed tween system - change rotation speed every 3 seconds (180 ticks at 60fps)
	if (LK.ticks - game.rotationSpeedTweenTimer >= 180) {
		game.rotationSpeedTweenTimer = LK.ticks;
		// Set new target rotation speed multiplier with visible variation (0.5x to 2.5x speed multiplier)
		var rotationSpeedVariation = 0.5 + Math.random() * 2; // 0.5x to 2.5x rotation speed multiplier
		game.targetRotationSpeedMultiplier = rotationSpeedVariation;
		// Tween to new rotation speed multiplier over 1.5 seconds
		tween(game, {
			currentRotationSpeedMultiplier: game.targetRotationSpeedMultiplier
		}, {
			duration: 1500,
			easing: tween.easeInOut
		});
	}
	obstacleSpawnRandomness -= obstacleSpawnRandomnessDecrease;
	if (obstacleSpawnRandomness < 20) {
		obstacleSpawnRandomness = 20;
	}
	if (LK.ticks >= leftObstacleSpawnTime) {
		var newObstacle = game.addChildAt(new Obstacle(), 0);
		newObstacle.x = Math.random() * (2048 - 600) + 300; // Random x position with margins
		newObstacle.y = obstacleSpawnY;
		// Start scaling animation if needed
		if (newObstacle.shouldScale) {
			tween(newObstacle.scale, {
				x: newObstacle.baseScale + newObstacle.scaleRange,
				y: newObstacle.baseScale + newObstacle.scaleRange
			}, {
				duration: 1000 + Math.random() * 1000,
				easing: tween.easeInOut,
				onFinish: function onFinish() {
					tween(newObstacle.scale, {
						x: newObstacle.baseScale - newObstacle.scaleRange,
						y: newObstacle.baseScale - newObstacle.scaleRange
					}, {
						duration: 1000 + Math.random() * 1000,
						easing: tween.easeInOut,
						onFinish: function onFinish() {
							// Continue scaling loop
							if (newObstacle.shouldScale) {
								tween(newObstacle.scale, {
									x: newObstacle.baseScale + newObstacle.scaleRange,
									y: newObstacle.baseScale + newObstacle.scaleRange
								}, {
									duration: 1000 + Math.random() * 1000,
									easing: tween.easeInOut
								});
							}
						}
					});
				}
			});
		}
		leftObstacles.push(newObstacle);
		leftObstacleSpawnTime += Math.floor(Math.random() * obstacleSpawnRandomness) + obstacleSpawnRandomness * 1.5;
	}
	if (LK.ticks >= rightObstacleSpawnTime) {
		var newObstacle = game.addChildAt(new Obstacle(), 0);
		newObstacle.x = Math.random() * (2048 - 600) + 300; // Random x position with margins
		newObstacle.y = obstacleSpawnY;
		// Start scaling animation if needed
		if (newObstacle.shouldScale) {
			tween(newObstacle.scale, {
				x: newObstacle.baseScale + newObstacle.scaleRange,
				y: newObstacle.baseScale + newObstacle.scaleRange
			}, {
				duration: 1000 + Math.random() * 1000,
				easing: tween.easeInOut,
				onFinish: function onFinish() {
					tween(newObstacle.scale, {
						x: newObstacle.baseScale - newObstacle.scaleRange,
						y: newObstacle.baseScale - newObstacle.scaleRange
					}, {
						duration: 1000 + Math.random() * 1000,
						easing: tween.easeInOut,
						onFinish: function onFinish() {
							// Continue scaling loop
							if (newObstacle.shouldScale) {
								tween(newObstacle.scale, {
									x: newObstacle.baseScale + newObstacle.scaleRange,
									y: newObstacle.baseScale + newObstacle.scaleRange
								}, {
									duration: 1000 + Math.random() * 1000,
									easing: tween.easeInOut
								});
							}
						}
					});
				}
			});
		}
		rightObstacles.push(newObstacle);
		rightObstacleSpawnTime += Math.floor(Math.random() * obstacleSpawnRandomness) + obstacleSpawnRandomness * 1.5;
	}
	if (bird.intersects(leftWall) && bird.xSpeed < 0 || bird.intersects(rightWall) && bird.xSpeed > 0) {
		bird.xSpeed = -bird.xSpeed;
		bird.flip();
		game.score++;
		LK.setScore(game.score);
		LK.getSound('bounce').play();
	}
	for (var i = leftObstacles.length - 1; i >= 0; i--) {
		leftObstacles[i]._move_migrated(game.obstacleSpeed);
		if (leftObstacles[i].y > 2732 + 200) {
			// Destroy when off bottom of screen
			leftObstacles[i].destroy();
			leftObstacles.splice(i, 1);
		}
	}
	for (var i = rightObstacles.length - 1; i >= 0; i--) {
		rightObstacles[i]._move_migrated(game.obstacleSpeed);
		if (rightObstacles[i].y > 2732 + 200) {
			// Destroy when off bottom of screen
			rightObstacles[i].destroy();
			rightObstacles.splice(i, 1);
		}
	}
	if (LK.ticks >= bottomObstacleSpawnTime) {
		var newObstacle = game.addChildAt(new Obstacle(), 0);
		newObstacle.x = Math.random() * (2048 - 600) + 300; // Random x position with margins
		newObstacle.y = 2732 + 300; // Start below screen
		// Start scaling animation if needed
		if (newObstacle.shouldScale) {
			tween(newObstacle.scale, {
				x: newObstacle.baseScale + newObstacle.scaleRange,
				y: newObstacle.baseScale + newObstacle.scaleRange
			}, {
				duration: 1000 + Math.random() * 1000,
				easing: tween.easeInOut,
				onFinish: function onFinish() {
					tween(newObstacle.scale, {
						x: newObstacle.baseScale - newObstacle.scaleRange,
						y: newObstacle.baseScale - newObstacle.scaleRange
					}, {
						duration: 1000 + Math.random() * 1000,
						easing: tween.easeInOut,
						onFinish: function onFinish() {
							// Continue scaling loop
							if (newObstacle.shouldScale) {
								tween(newObstacle.scale, {
									x: newObstacle.baseScale + newObstacle.scaleRange,
									y: newObstacle.baseScale + newObstacle.scaleRange
								}, {
									duration: 1000 + Math.random() * 1000,
									easing: tween.easeInOut
								});
							}
						}
					});
				}
			});
		}
		bottomObstacles.push(newObstacle);
		bottomObstacleSpawnTime += Math.floor(Math.random() * obstacleSpawnRandomness) + obstacleSpawnRandomness * 2;
	}
	for (var i = bottomObstacles.length - 1; i >= 0; i--) {
		bottomObstacles[i]._move_migrated(-game.obstacleSpeed); // Move upward (negative speed)
		if (bottomObstacles[i].y < -200) {
			// Destroy when off top of screen
			bottomObstacles[i].destroy();
			bottomObstacles.splice(i, 1);
		}
	}
	game.checkObstacleCollision(leftObstacles);
	game.checkObstacleCollision(rightObstacles);
	game.checkObstacleCollision(bottomObstacles);
	// Spawn flames from screen edges
	flameSpawnTimer++;
	if (flameSpawnTimer >= flameSpawnInterval) {
		flameSpawnTimer = 0;
		// Spawn flame from random edge
		var spawnSide = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left
		var newFlame = game.addChild(new Flame());
		switch (spawnSide) {
			case 0:
				// Top
				newFlame.x = Math.random() * 2048;
				newFlame.y = -100;
				newFlame.moveX = (Math.random() - 0.5) * 4;
				newFlame.moveY = 3;
				break;
			case 1:
				// Right
				newFlame.x = 2148;
				newFlame.y = Math.random() * 2732;
				newFlame.moveX = -3;
				newFlame.moveY = (Math.random() - 0.5) * 4;
				break;
			case 2:
				// Bottom
				newFlame.x = Math.random() * 2048;
				newFlame.y = 2832;
				newFlame.moveX = (Math.random() - 0.5) * 4;
				newFlame.moveY = -3;
				break;
			case 3:
				// Left
				newFlame.x = -100;
				newFlame.y = Math.random() * 2732;
				newFlame.moveX = 3;
				newFlame.moveY = (Math.random() - 0.5) * 4;
				break;
		}
		flames.push(newFlame);
	}
	// Update flames and check collision with bird
	for (var f = flames.length - 1; f >= 0; f--) {
		var flame = flames[f];
		flame._update_migrated();
		// Move flame
		flame.x += flame.moveX;
		flame.y += flame.moveY;
		// Check collision with bird
		var dist = Math.sqrt(Math.pow(bird.x - flame.x, 2) + Math.pow(bird.y - flame.y, 2));
		if (dist < 80) {
			// Bird touched flame - lose 1 life (25 health)
			game.currentHealth -= 25;
			LK.getSound('bounce').play();
			flame.destroy();
			flames.splice(f, 1);
			if (game.currentHealth <= 0) {
				LK.setScore(game.score);
				LK.getSound('gameOverJingle').play();
				LK.showGameOver();
				return;
			}
			continue; // Skip further checks for this flame
		}
		// Remove flames that are off screen
		if (flame.x < -200 || flame.x > 2248 || flame.y < -200 || flame.y > 2932) {
			flame.destroy();
			flames.splice(f, 1);
		}
	}
	// Bird can now move freely up and down without dying
}; ===================================================================
--- original.js
+++ change.js
@@ -543,13 +543,20 @@
 		flame.y += flame.moveY;
 		// Check collision with bird
 		var dist = Math.sqrt(Math.pow(bird.x - flame.x, 2) + Math.pow(bird.y - flame.y, 2));
 		if (dist < 80) {
-			// Bird touched flame - instant death
-			LK.setScore(game.score);
-			LK.getSound('gameOverJingle').play();
-			LK.showGameOver();
-			return;
+			// Bird touched flame - lose 1 life (25 health)
+			game.currentHealth -= 25;
+			LK.getSound('bounce').play();
+			flame.destroy();
+			flames.splice(f, 1);
+			if (game.currentHealth <= 0) {
+				LK.setScore(game.score);
+				LK.getSound('gameOverJingle').play();
+				LK.showGameOver();
+				return;
+			}
+			continue; // Skip further checks for this flame
 		}
 		// Remove flames that are off screen
 		if (flame.x < -200 || flame.x > 2248 || flame.y < -200 || flame.y > 2932) {
 			flame.destroy();