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; // 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 ****/ // Game constants // Square player // Pipe (top and bottom, same asset, different y/flip) // Ground 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 = true; var gameOver = false; var lastPipeX = 0; // Start menu overlay var startMenu = new Container(); var startBg = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, width: 900, height: 600 }); startBg.alpha = 0.92; startMenu.addChild(startBg); var startText = new Text2("Tap to Start", { size: 180, fill: 0xffffff }); startText.anchor.set(0.5, 0.5); startText.x = 1024; startText.y = 1366 - 60; startMenu.addChild(startText); var howToText = new Text2("Touch and drag to move the square", { size: 80, fill: 0xffffff }); howToText.anchor.set(0.5, 0.5); howToText.x = 1024; howToText.y = 1366 + 120; startMenu.addChild(howToText); // Start menu overlay is not shown since game starts immediately // LK.gui.center.addChild(startMenu); // Add cloudy background image (behind everything) var background = LK.getAsset('cloudyBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(background); // Track background offset for parallax effect var backgroundOffsetY = 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; // Show start menu again if (startMenu && !startMenu.parent) { LK.gui.center.addChild(startMenu); } } // 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; } // --- Add up and down control buttons --- var btnUp = LK.getAsset('btnUp', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: 2732 - 500 }); var btnDown = LK.getAsset('btnDown', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 200, y: 2732 - 250 }); btnUp.alpha = 0.85; btnDown.alpha = 0.85; game.addChild(btnUp); game.addChild(btnDown); // Button state var btnUpPressed = false; var btnDownPressed = false; // Helper to check if a point is inside a button function isInsideBtn(btn, x, y) { var bx = btn.x, by = btn.y; var bw = btn.width, bh = btn.height; return x >= bx - bw / 2 && x <= bx + bw / 2 && y >= by - bh / 2 && y <= by + bh / 2; } // Input: touch and drag to control the square directly or press buttons game.down = function (x, y, obj) { if (gameOver) { return; } // No need to handle start menu or gameStarted here since game starts immediately // Check if up or down button pressed if (isInsideBtn(btnUp, x, y)) { btnUpPressed = true; btnDownPressed = false; return; } if (isInsideBtn(btnDown, x, y)) { btnDownPressed = true; btnUpPressed = false; return; } // No direct touch control of the square }; game.move = function (x, y, obj) { if (gameOver || !gameStarted) return; // If holding up or down button, ignore drag if (btnUpPressed || btnDownPressed) return; if (!game._touching) return; // No direct touch drag control of the square }; game.up = function (x, y, obj) { btnUpPressed = false; btnDownPressed = false; game._touching = false; }; // Main update loop game.update = function () { if (gameOver) { return; } // Only update if started if (gameStarted) { // Button control: move player up/down if button held if (btnUpPressed) { var oldY = player.y; player.y = Math.max(60, player.y - 22); player.vy = 0; // Move background at half the speed of the player var deltaY = player.y - oldY; backgroundOffsetY += deltaY * 0.5; // Clamp backgroundOffsetY to [0, 2732 - background.height] backgroundOffsetY = Math.max(0, Math.min(2732 - background.height, backgroundOffsetY)); background.y = -backgroundOffsetY; } if (btnDownPressed) { var oldY = player.y; player.y = Math.min(2732 - GROUND_HEIGHT - 60, player.y + 22); player.vy = 0; // Move background at half the speed of the player var deltaY = player.y - oldY; backgroundOffsetY += deltaY * 0.5; // Clamp backgroundOffsetY to [0, 2732 - background.height] backgroundOffsetY = Math.max(0, Math.min(2732 - background.height, backgroundOffsetY)); background.y = -backgroundOffsetY; } 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
@@ -109,12 +109,12 @@
/****
* Game Code
****/
-// Ground
-// Pipe (top and bottom, same asset, different y/flip)
-// Square player
// Game constants
+// Square player
+// Pipe (top and bottom, same asset, different y/flip)
+// Ground
var GROUND_HEIGHT = 120;
var PLAYER_START_X = 500;
var PLAYER_START_Y = 1200;
var PIPE_INTERVAL = 900; // px between pipes horizontally
@@ -126,9 +126,9 @@
var pipes = [];
var ground;
var score = 0;
var scoreTxt;
-var gameStarted = false;
+var gameStarted = true;
var gameOver = false;
var lastPipeX = 0;
// Start menu overlay
var startMenu = new Container();
@@ -157,9 +157,10 @@
howToText.anchor.set(0.5, 0.5);
howToText.x = 1024;
howToText.y = 1366 + 120;
startMenu.addChild(howToText);
-LK.gui.center.addChild(startMenu);
+// Start menu overlay is not shown since game starts immediately
+// LK.gui.center.addChild(startMenu);
// Add cloudy background image (behind everything)
var background = LK.getAsset('cloudyBackground', {
anchorX: 0,
anchorY: 0,
@@ -261,14 +262,9 @@
game.down = function (x, y, obj) {
if (gameOver) {
return;
}
- if (!gameStarted) {
- gameStarted = true;
- if (startMenu && startMenu.parent) {
- startMenu.parent.removeChild(startMenu);
- }
- }
+ // No need to handle start menu or gameStarted here since game starts immediately
// Check if up or down button pressed
if (isInsideBtn(btnUp, x, y)) {
btnUpPressed = true;
btnDownPressed = false;