User prompt
bitiş çizgisi dört yüz skorda olsun
User prompt
karakterin silahı sonradan gelen büyük yaratıklarada ateş etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ve sonradan gelen yaratıkların üstünde canbarı ama küçük olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
score 150yi geçince canı daha yüksek olan canavarlar olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
canımız daha daha yüksek olsun
User prompt
elimizdeki silah rakip kuşları görünce onlara ateş etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
karakterimizin elinde silah olsun karşıdan gelen kuşları mause sağ tık yapınca öldürsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
sadece madeni para ve elmasın olduğu boşluklar açık olsun diğer bütün boşluklar sütunlarla kapansın
User prompt
ara sırada kolonların arasında elmas olsun ve karakter elması alınca skor 10 artsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
bulutsuz olsun
User prompt
arka lan gökyüzü olsun bulutlu
User prompt
alevi sil
User prompt
alevleri gerçekçi yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(fireParticle, {' Line Number: 227 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
arka temayı cehennem gibi yap
User prompt
karşıdan gelen kartanların yüzünü sola çevir
User prompt
karşıdan gelen kartalların yönünü karaktere çevir
User prompt
birde karşıdan gelen kartallar olsun karaktere deyince karakterin canı azalsın
User prompt
Karakterin boş kısımlarında canı yapısının sadece yeşil sütunlara deyince canı azalsın ve sütunların arasında para olsun
User prompt
karakterin can barı olsun 4 canı olmasın
User prompt
karakterin canı sadece yeşil sütunlara deyince eksilsin
User prompt
boş kısımlarda karakterin canı gitmesin
User prompt
karakter sadece sütunlara deyince ölsün boşluklardan geçince ölmesin
Code edit (1 edits merged)
Please save this source code
User prompt
Flappy Bird Challenge
/**** * 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 }); var weaponGraphics = self.attachAsset('weapon', { anchorX: 0, anchorY: 0.5 }); weaponGraphics.x = 35; weaponGraphics.y = 5; self.velocity = 0; self.gravity = 0.8; self.flapStrength = -15; self.health = 500; self.maxHealth = 500; self.invulnerable = false; self.invulnerableTime = 0; self.lastShotTime = 0; self.flap = function () { if (self.health > 0) { self.velocity = self.flapStrength; LK.getSound('flap').play(); } }; self.update = function () { if (self.health > 0) { self.velocity += self.gravity; self.y += self.velocity; // Rotate bird based on velocity birdGraphics.rotation = Math.max(-0.5, Math.min(0.5, self.velocity * 0.05)); // Handle invulnerability if (self.invulnerable) { self.invulnerableTime--; birdGraphics.alpha = self.invulnerableTime % 10 < 5 ? 0.5 : 1.0; if (self.invulnerableTime <= 0) { self.invulnerable = false; birdGraphics.alpha = 1.0; } } // Auto-shoot at eagles when they get close for (var i = 0; i < eagles.length; i++) { var eagle = eagles[i]; var distance = Math.sqrt(Math.pow(eagle.x - self.x, 2) + Math.pow(eagle.y - self.y, 2)); // If eagle is within 400 pixels and in front of bird, shoot if (distance < 400 && eagle.x > self.x) { // Check if we haven't shot recently (every 30 frames = 0.5 seconds) if (!self.lastShotTime || LK.ticks - self.lastShotTime > 30) { self.shoot(); self.lastShotTime = LK.ticks; break; // Only shoot at one eagle per frame } } } // Keep bird on screen vertically if (self.y < 30) { self.y = 30; self.velocity = 0; } if (self.y > 2732 - 30) { self.y = 2732 - 30; self.velocity = 0; } } }; self.shoot = function () { if (self.health > 0) { var newBullet = new Bullet(); newBullet.x = self.x + 40; newBullet.y = self.y; bullets.push(newBullet); game.addChild(newBullet); LK.getSound('shoot').play(); } }; self.takeDamage = function () { if (!self.invulnerable && self.health > 0) { self.health -= 25; // Reduce health by 25 points if (self.health > 0) { self.invulnerable = true; self.invulnerableTime = 120; // 2 seconds at 60fps LK.effects.flashObject(self, 0xFF0000, 500); } LK.getSound('hit').play(); return true; } return false; }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('weapon', { anchorX: 0.5, anchorY: 0.5 }); bulletGraphics.scaleX = 0.5; bulletGraphics.scaleY = 0.5; bulletGraphics.tint = 0xFFFF00; self.speed = 12; self.update = function () { self.x += self.speed; }; return self; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); coinGraphics.tint = 0xFFD700; // Bright golden coins in sky self.speed = 4; self.collected = false; self.update = function () { self.x -= self.speed; // Simple floating animation coinGraphics.y = Math.sin(LK.ticks * 0.1 + self.x * 0.01) * 10; coinGraphics.rotation += 0.05; }; return self; }); var Column = Container.expand(function () { var self = Container.call(this); self.gapSize = 300; self.speed = 4; self.scored = false; self.init = function (gapY) { // Top column var topColumn = self.attachAsset('column', { anchorX: 0.5, anchorY: 1.0 }); topColumn.y = gapY - self.gapSize / 2; topColumn.tint = 0x4682B4; // Steel blue for sky pillars // Bottom column var bottomColumn = self.attachAsset('column', { anchorX: 0.5, anchorY: 0.0 }); bottomColumn.y = gapY + self.gapSize / 2; bottomColumn.tint = 0x4682B4; // Steel blue for sky pillars self.topColumn = topColumn; self.bottomColumn = bottomColumn; }; self.initSolid = function () { // Create a solid column that spans the entire height var solidColumn = self.attachAsset('column', { anchorX: 0.5, anchorY: 0.5 }); solidColumn.y = 2732 / 2; // Center vertically solidColumn.height = 2732; // Full screen height solidColumn.tint = 0x4682B4; // Steel blue for sky pillars self.topColumn = solidColumn; self.bottomColumn = null; // No bottom column for solid }; self.update = function () { self.x -= self.speed; }; return self; }); var Diamond = Container.expand(function () { var self = Container.call(this); var diamondGraphics = self.attachAsset('diamond', { anchorX: 0.5, anchorY: 0.5 }); diamondGraphics.tint = 0x00FFFF; // Cyan diamond color self.speed = 4; self.collected = false; self.update = function () { self.x -= self.speed; // Sparkle animation diamondGraphics.rotation += 0.1; diamondGraphics.scaleX = 1.0 + Math.sin(LK.ticks * 0.15) * 0.2; diamondGraphics.scaleY = 1.0 + Math.sin(LK.ticks * 0.15) * 0.2; }; return self; }); var Eagle = Container.expand(function () { var self = Container.call(this); var eagleGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); eagleGraphics.tint = 0x8B4513; // Brown color for eagle eagleGraphics.scaleX = -1.2; // Negative scale to flip horizontally (face left) eagleGraphics.scaleY = 1.2; self.speed = 6; self.update = function () { self.x -= self.speed; // Track bird position and move towards it if (bird && bird.health > 0) { var dx = bird.x - self.x; var dy = bird.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { // Move towards bird var moveSpeed = 2; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; } } // Simple wing flapping animation eagleGraphics.rotation = Math.sin(LK.ticks * 0.3) * 0.1; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue color }); /**** * Game Code ****/ var bird = new Bird(); bird.x = 400; bird.y = 2732 / 2; game.addChild(bird); var columns = []; var coins = []; var diamonds = []; var eagles = []; var bullets = []; var columnSpawnTimer = 0; var columnSpawnInterval = 90; // 1.5 seconds at 60fps var eagleSpawnTimer = 0; var eagleSpawnInterval = 180; // 3 seconds at 60fps var gameSpeed = 4; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 120; scoreTxt.y = 50; LK.gui.topLeft.addChild(scoreTxt); var healthBarBg = LK.getAsset('column', { width: 400, height: 30, anchorX: 1, anchorY: 0 }); healthBarBg.tint = 0x333333; healthBarBg.x = -20; healthBarBg.y = 50; LK.gui.topRight.addChild(healthBarBg); var healthBarFill = LK.getAsset('column', { width: 400, height: 30, anchorX: 0, anchorY: 0 }); healthBarFill.tint = 0x00FF00; healthBarFill.x = -420; healthBarFill.y = 50; LK.gui.topRight.addChild(healthBarFill); // Touch controls game.down = function (x, y, obj) { if (obj.event && obj.event.button === 2) { // Right click - shoot bird.shoot(); } else { // Left click or touch - flap bird.flap(); } }; game.update = function () { // Cloudless sky - no particles needed if (bird.health <= 0) { LK.showGameOver(); return; } // Spawn columns columnSpawnTimer++; if (columnSpawnTimer >= columnSpawnInterval) { columnSpawnTimer = 0; var gapY = 400 + Math.random() * (2732 - 800); // Random gap position var hasCollectible = false; // Check if we should spawn a coin (always spawn) var newCoin = new Coin(); newCoin.x = 2048 + 60; newCoin.y = gapY; newCoin.speed = gameSpeed; coins.push(newCoin); game.addChild(newCoin); hasCollectible = true; // Check if we should spawn a diamond (20% chance) if (Math.random() < 0.2) { var newDiamond = new Diamond(); newDiamond.x = 2048 + 60; newDiamond.y = gapY + (Math.random() - 0.5) * 100; // Slight vertical offset newDiamond.speed = gameSpeed; diamonds.push(newDiamond); game.addChild(newDiamond); hasCollectible = true; } // Only create gap in column if there are collectibles var newColumn = new Column(); newColumn.x = 2048 + 60; if (hasCollectible) { newColumn.init(gapY); // Create column with gap } else { newColumn.initSolid(); // Create solid column without gap } newColumn.speed = gameSpeed; columns.push(newColumn); game.addChild(newColumn); } // Spawn eagles eagleSpawnTimer++; if (eagleSpawnTimer >= eagleSpawnInterval) { eagleSpawnTimer = 0; var newEagle = new Eagle(); newEagle.x = 2048 + 100; newEagle.y = 300 + Math.random() * (2732 - 600); // Random height position newEagle.speed = gameSpeed + 2; // Eagles fly faster than columns eagles.push(newEagle); game.addChild(newEagle); } // Update and check columns for (var i = columns.length - 1; i >= 0; i--) { var column = columns[i]; // Remove off-screen columns if (column.x < -100) { column.destroy(); columns.splice(i, 1); continue; } // Check for scoring if (!column.scored && column.x < bird.x) { column.scored = true; LK.setScore(LK.getScore() + 1); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('score').play(); } // Collision detection with bird - only when hitting solid column parts if (!bird.invulnerable && bird.health > 0) { var birdBounds = { left: bird.x - 30, right: bird.x + 30, top: bird.y - 30, bottom: bird.y + 30 }; // Check if bird is horizontally overlapping with column var columnBounds = { left: column.x - 60, right: column.x + 60 }; if (birdBounds.right > columnBounds.left && birdBounds.left < columnBounds.right) { var hittingColumn = false; // Check for solid column (no gap) if (!column.bottomColumn) { // This is a solid column, bird hits it anywhere hittingColumn = true; } else { // This is a gapped column, check top and bottom parts var columnGapBounds = { topBottom: column.topColumn.y, bottomTop: column.bottomColumn.y }; // Check if bird is hitting the solid top column (above the gap) var hittingTopColumn = birdBounds.top <= columnGapBounds.topBottom; // Check if bird is hitting the solid bottom column (below the gap) var hittingBottomColumn = birdBounds.bottom >= columnGapBounds.bottomTop; hittingColumn = hittingTopColumn || hittingBottomColumn; } if (hittingColumn) { if (bird.takeDamage()) { var healthPercent = Math.max(0, bird.health / bird.maxHealth); healthBarFill.width = 400 * healthPercent; if (healthPercent > 0.6) { healthBarFill.tint = 0x00FF00; // Green } else if (healthPercent > 0.3) { healthBarFill.tint = 0xFFFF00; // Yellow } else { healthBarFill.tint = 0xFF0000; // Red } } } } } } // Update and check coins for (var k = coins.length - 1; k >= 0; k--) { var coin = coins[k]; // Remove off-screen coins if (coin.x < -100) { coin.destroy(); coins.splice(k, 1); continue; } // Check coin collection if (!coin.collected && bird.intersects(coin)) { coin.collected = true; LK.setScore(LK.getScore() + 2); // Coins give 2 points scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('coin').play(); coin.destroy(); coins.splice(k, 1); } } // Update and check diamonds for (var d = diamonds.length - 1; d >= 0; d--) { var diamond = diamonds[d]; // Remove off-screen diamonds if (diamond.x < -100) { diamond.destroy(); diamonds.splice(d, 1); continue; } // Check diamond collection if (!diamond.collected && bird.intersects(diamond)) { diamond.collected = true; LK.setScore(LK.getScore() + 10); // Diamonds give 10 points scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('coin').play(); // Use coin sound for now diamond.destroy(); diamonds.splice(d, 1); } } // Update and check eagles for (var m = eagles.length - 1; m >= 0; m--) { var eagle = eagles[m]; // Remove off-screen eagles if (eagle.x < -150) { eagle.destroy(); eagles.splice(m, 1); continue; } // Check eagle collision with bird if (!bird.invulnerable && bird.health > 0 && bird.intersects(eagle)) { if (bird.takeDamage()) { var healthPercent = Math.max(0, bird.health / bird.maxHealth); healthBarFill.width = 400 * healthPercent; if (healthPercent > 0.6) { healthBarFill.tint = 0x00FF00; // Green } else if (healthPercent > 0.3) { healthBarFill.tint = 0xFFFF00; // Yellow } else { healthBarFill.tint = 0xFF0000; // Red } } } } // Update and check bullets for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; // Remove off-screen bullets if (bullet.x > 2200) { bullet.destroy(); bullets.splice(b, 1); continue; } // Check bullet collision with eagles for (var e = eagles.length - 1; e >= 0; e--) { var eagle = eagles[e]; if (bullet.intersects(eagle)) { // Eagle hit by bullet tween(eagle, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 300, onFinish: function onFinish() { eagle.destroy(); } }); eagles.splice(e, 1); bullet.destroy(); bullets.splice(b, 1); LK.setScore(LK.getScore() + 5); // 5 points for killing eagle scoreTxt.setText('Score: ' + LK.getScore()); break; } } } // Increase difficulty over time if (LK.getScore() > 0 && LK.getScore() % 10 == 0) { if (gameSpeed < 8) { gameSpeed = 4 + LK.getScore() / 10 * 0.5; for (var j = 0; j < columns.length; j++) { columns[j].speed = gameSpeed; } for (var l = 0; l < coins.length; l++) { coins[l].speed = gameSpeed; } for (var p = 0; p < diamonds.length; p++) { diamonds[p].speed = gameSpeed; } for (var n = 0; n < eagles.length; n++) { eagles[n].speed = gameSpeed + 2; } } } };
===================================================================
--- original.js
+++ change.js
@@ -20,10 +20,10 @@
weaponGraphics.y = 5;
self.velocity = 0;
self.gravity = 0.8;
self.flapStrength = -15;
- self.health = 100;
- self.maxHealth = 100;
+ self.health = 500;
+ self.maxHealth = 500;
self.invulnerable = false;
self.invulnerableTime = 0;
self.lastShotTime = 0;
self.flap = function () {
@@ -250,9 +250,9 @@
scoreTxt.x = 120;
scoreTxt.y = 50;
LK.gui.topLeft.addChild(scoreTxt);
var healthBarBg = LK.getAsset('column', {
- width: 300,
+ width: 400,
height: 30,
anchorX: 1,
anchorY: 0
});
@@ -260,15 +260,15 @@
healthBarBg.x = -20;
healthBarBg.y = 50;
LK.gui.topRight.addChild(healthBarBg);
var healthBarFill = LK.getAsset('column', {
- width: 300,
+ width: 400,
height: 30,
anchorX: 0,
anchorY: 0
});
healthBarFill.tint = 0x00FF00;
-healthBarFill.x = -320;
+healthBarFill.x = -420;
healthBarFill.y = 50;
LK.gui.topRight.addChild(healthBarFill);
// Touch controls
game.down = function (x, y, obj) {
@@ -382,9 +382,9 @@
}
if (hittingColumn) {
if (bird.takeDamage()) {
var healthPercent = Math.max(0, bird.health / bird.maxHealth);
- healthBarFill.width = 300 * healthPercent;
+ healthBarFill.width = 400 * healthPercent;
if (healthPercent > 0.6) {
healthBarFill.tint = 0x00FF00; // Green
} else if (healthPercent > 0.3) {
healthBarFill.tint = 0xFFFF00; // Yellow
@@ -446,9 +446,9 @@
// Check eagle collision with bird
if (!bird.invulnerable && bird.health > 0 && bird.intersects(eagle)) {
if (bird.takeDamage()) {
var healthPercent = Math.max(0, bird.health / bird.maxHealth);
- healthBarFill.width = 300 * healthPercent;
+ healthBarFill.width = 400 * healthPercent;
if (healthPercent > 0.6) {
healthBarFill.tint = 0x00FF00; // Green
} else if (healthPercent > 0.3) {
healthBarFill.tint = 0xFFFF00; // Yellow