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;