User prompt
Oyun başladığında karakter yarı hızda olmalı (karakter hareket ettiğinde tam hızına geri ulaşmalı)
User prompt
Oyun başladığı anda oyunu başlat (karakterin hareket etmesini bekleme)
User prompt
Can you do background move (with half speed of square)
User prompt
Add a cloudy background
User prompt
Add a background asset
User prompt
Remove control with touch
User prompt
Add button for square up and down control
User prompt
Add start menu center on screen
User prompt
Create a start menu
User prompt
Show tap to start button on start
User prompt
Dont start game if player dont touch screen
User prompt
When touch screen start game
User prompt
İf player 3 seconds dont touch screen write message hareket et
User prompt
Buttons show 1 layer
User prompt
Can i want add up and down button for square control
User prompt
We should control square with touch
Code edit (1 edits merged)
Please save this source code
User prompt
Can you slow the square
User prompt
slow this camera
Code edit (1 edits merged)
Please save this source code
User prompt
Flappy Square
Initial prompt
Make me a Flappy Bird game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // PipePair class (top and bottom pipes) var PipePair = Container.expand(function () { var self = Container.call(this); // Gap size and vertical position self.gap = 600; self.pipeWidth = 220; self.pipeHeight = 900; // Top pipe self.topPipe = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 1.0, x: 0, y: 0 }); // Bottom pipe self.bottomPipe = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 0.0, x: 0, y: self.gap + self.pipeHeight }); // Used to check if player has passed this pipe self.passed = false; // Set vertical gap position self.setGapY = function (gapY) { // gapY is the y of the center of the gap self.topPipe.y = gapY - self.gap / 2; self.bottomPipe.y = gapY + self.gap / 2; }; // Update method self.update = function () { self.x -= pipeSpeed; }; // Get bounds for collision self.getTopPipeBounds = function () { return { x: self.x - self.pipeWidth / 2, y: self.topPipe.y - self.pipeHeight, width: self.pipeWidth, height: self.pipeHeight }; }; self.getBottomPipeBounds = function () { return { x: self.x - self.pipeWidth / 2, y: self.bottomPipe.y, width: self.pipeWidth, height: self.pipeHeight }; }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGfx = self.attachAsset('playerSquare', { anchorX: 0.5, anchorY: 0.5 }); self.vy = 0; // vertical velocity self.gravity = 0.8; // gravity per frame (slower fall) self.flapStrength = -28; // negative = up (slower flap) // Flap method self.flap = function () { self.vy = self.flapStrength; // Animate a quick scale for feedback tween(playerGfx, { scaleY: 0.7 }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { tween(playerGfx, { scaleY: 1 }, { duration: 120, easing: tween.cubicOut }); } }); }; // Update method self.update = function () { self.vy += self.gravity; self.y += self.vy; // Clamp rotation for visual feedback var maxAngle = Math.PI / 5; var minAngle = -Math.PI / 6; var targetRot = Math.max(minAngle, Math.min(maxAngle, self.vy / 60)); playerGfx.rotation = targetRot; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // Ground // Pipe (top and bottom, same asset, different y/flip) // Square player // Game constants var GROUND_HEIGHT = 120; var PLAYER_START_X = 500; var PLAYER_START_Y = 1200; var PIPE_INTERVAL = 900; // px between pipes horizontally var PIPE_MIN_Y = 500; var PIPE_MAX_Y = 2732 - GROUND_HEIGHT - 500; var pipeSpeed = 10; // Game state var player; var pipes = []; var ground; var score = 0; var scoreTxt; var gameStarted = false; var gameOver = false; var lastPipeX = 0; // Add ground ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0, x: 0, y: 2732 - GROUND_HEIGHT }); game.addChild(ground); // Add player player = new Player(); player.x = PLAYER_START_X; player.y = PLAYER_START_Y; game.addChild(player); // Add score text scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Helper: reset game state function resetGame() { // Remove pipes for (var i = 0; i < pipes.length; i++) { pipes[i].destroy(); } pipes = []; // Reset player player.x = PLAYER_START_X; player.y = PLAYER_START_Y; player.vy = 0; // Reset score score = 0; scoreTxt.setText(score); // Reset state gameStarted = false; gameOver = false; lastPipeX = 0; } // Helper: spawn a new pipe pair function spawnPipePair(x) { var pipe = new PipePair(); // Randomize gap center var gapY = PIPE_MIN_Y + Math.floor(Math.random() * (PIPE_MAX_Y - PIPE_MIN_Y)); pipe.x = x; pipe.setGapY(gapY); pipes.push(pipe); game.addChild(pipe); } // Start with 3 pipes offscreen to the right for (var i = 0; i < 3; i++) { spawnPipePair(2048 + i * PIPE_INTERVAL); lastPipeX = 2048 + i * PIPE_INTERVAL; } // Input: tap anywhere to flap game.down = function (x, y, obj) { if (gameOver) { return; } if (!gameStarted) { gameStarted = true; } player.flap(); }; // Main update loop game.update = function () { if (gameOver) { return; } // Only update if started if (gameStarted) { player.update(); // Move pipes and check for offscreen for (var i = pipes.length - 1; i >= 0; i--) { var pipe = pipes[i]; pipe.update(); // Remove pipes that are offscreen left if (pipe.x < -pipe.pipeWidth) { pipe.destroy(); pipes.splice(i, 1); continue; } // Check for passing pipe (score) if (!pipe.passed && pipe.x + pipe.pipeWidth / 2 < player.x) { pipe.passed = true; score += 1; scoreTxt.setText(score); } } // Spawn new pipes as needed if (pipes.length === 0 || lastPipeX - pipes[pipes.length - 1].x >= PIPE_INTERVAL) { lastPipeX += PIPE_INTERVAL; spawnPipePair(lastPipeX); } // Collision detection: pipes for (var i = 0; i < pipes.length; i++) { var pipe = pipes[i]; // Top pipe var topB = pipe.getTopPipeBounds(); if (rectsIntersect(player, topB)) { endGame(); return; } // Bottom pipe var botB = pipe.getBottomPipeBounds(); if (rectsIntersect(player, botB)) { endGame(); return; } } // Collision detection: ground if (player.y + 60 > 2732 - GROUND_HEIGHT) { player.y = 2732 - GROUND_HEIGHT - 60; endGame(); return; } // Collision detection: ceiling if (player.y - 60 < 0) { player.y = 60; player.vy = 0; } } }; // Rectangle intersection helper (player is a square, pipes are rectangles) function rectsIntersect(playerObj, rect) { // Player bounds var px = playerObj.x - 60; var py = playerObj.y - 60; var pw = 120; var ph = 120; // Rect bounds var rx = rect.x; var ry = rect.y; var rw = rect.width; var rh = rect.height; // Check overlap return !(px + pw < rx || px > rx + rw || py + ph < ry || py > ry + rh); } // End game function endGame() { gameOver = true; // Flash red LK.effects.flashScreen(0xff0000, 800); // Show game over (auto resets game) LK.setScore(score); LK.showGameOver(); } // Reset game on game over LK.on('gameover', function () { resetGame(); }); // Also reset on you win (not used, but for completeness) LK.on('youwin', function () { resetGame(); });
===================================================================
--- original.js
+++ change.js
@@ -9,9 +9,9 @@
// PipePair class (top and bottom pipes)
var PipePair = Container.expand(function () {
var self = Container.call(this);
// Gap size and vertical position
- self.gap = 420;
+ self.gap = 600;
self.pipeWidth = 220;
self.pipeHeight = 900;
// Top pipe
self.topPipe = self.attachAsset('pipe', {
@@ -65,9 +65,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.vy = 0; // vertical velocity
- self.gravity = 1.2; // gravity per frame (slower fall)
+ self.gravity = 0.8; // gravity per frame (slower fall)
self.flapStrength = -28; // negative = up (slower flap)
// Flap method
self.flap = function () {
self.vy = self.flapStrength;
@@ -109,12 +109,12 @@
/****
* Game Code
****/
-// Game constants
-// Square player
-// Pipe (top and bottom, same asset, different y/flip)
// Ground
+// Pipe (top and bottom, same asset, different y/flip)
+// Square player
+// Game constants
var GROUND_HEIGHT = 120;
var PLAYER_START_X = 500;
var PLAYER_START_Y = 1200;
var PIPE_INTERVAL = 900; // px between pipes horizontally
@@ -185,17 +185,21 @@
lastPipeX = 2048 + i * PIPE_INTERVAL;
}
// Input: tap anywhere to flap
game.down = function (x, y, obj) {
- if (gameOver) return;
+ if (gameOver) {
+ return;
+ }
if (!gameStarted) {
gameStarted = true;
}
player.flap();
};
// Main update loop
game.update = function () {
- if (gameOver) return;
+ if (gameOver) {
+ return;
+ }
// Only update if started
if (gameStarted) {
player.update();
// Move pipes and check for offscreen