\n\n","generatedCode":"
===================================================================\n--- original.js\n+++ change.js\n@@ -1,25 +1,26 @@\n /**** \n * Classes\n ****/\n-var Bird = Container.expand(function () {\n+var Square = Container.expand(function () {\n \tvar self = Container.call(this);\n-\tvar birdGraphics = self.attachAsset('bird', {\n+\tvar squareGraphics = self.attachAsset('bird', {\n \t\tanchorX: 0.5,\n-\t\tanchorY: 0.5\n+\t\tanchorY: 0.5,\n+\t\tcolor: 0x3498db\n \t});\n \tself.velocityY = 0;\n-\tself.gravity = 0.6;\n-\tself.flapPower = -15;\n+\tself.gravity = 0.5;\n+\tself.flapPower = -10;\n \tself.flap = function () {\n \t\tself.velocityY = self.flapPower;\n \t};\n \tself.updatePhysics = function () {\n \t\tself.velocityY += self.gravity;\n \t\tself.y += self.velocityY;\n-\t\t// Lock the bird's horizontal position to the center of the screen\n-\t\tself.x = game.width / 2;\n-\t\t// Keep the bird within the game boundaries and check for ground collision\n+\t\t// Lock the square's horizontal position to a fixed value\n+\t\tself.x = 50;\n+\t\t// Keep the square within the game boundaries and check for ground collision\n \t\tif (self.y > game.height - ground.height) {\n \t\t\tself.y = game.height - ground.height;\n \t\t\tLK.effects.flashScreen(0xff0000, 1000);\n \t\t\tLK.showGameOver();\n@@ -67,26 +68,28 @@\n \tself.createMenuItem('Level 1', 0);\n \tself.createMenuItem('Level 2', 1);\n \tself.createMenuItem('Level 3', 2);\n });\n-var Obstacle = Container.expand(function () {\n+var Pipe = Container.expand(function () {\n \tvar self = Container.call(this);\n \tvar topPipe = self.attachAsset('pipe', {\n \t\tanchorX: 0.5,\n \t\tanchorY: 1,\n-\t\tflipY: 1 // Flip the top pipe vertically\n+\t\tflipY: 1,\n+\t\tcolor: 0xe74c3c\n \t});\n \tvar bottomPipe = self.attachAsset('pipe', {\n \t\tanchorX: 0.5,\n-\t\tanchorY: 0\n+\t\tanchorY: 0,\n+\t\tcolor: 0xe74c3c\n \t});\n-\tvar gapSize = 300;\n+\tvar gapSize = 100;\n \tself.setGap = function (gapY) {\n \t\ttopPipe.y = gapY - gapSize / 2 - topPipe.height;\n \t\tbottomPipe.y = gapY + gapSize / 2;\n \t};\n \tself.move = function () {\n-\t\tself.x -= 4; // Increase the speed of the pipes to move left\n+\t\tself.x -= 2; // Match the speed of the obstacles to the HTML game\n \t};\n \tself.resetPosition = function (newX) {\n \t\tself.x = newX;\n \t};\n@@ -194,44 +197,40 @@\n \t\t// Update bird's position immediately after flapping\n \t\tbird.updatePhysics();\n \t});\n \t// Set up the game tick event for the level\n-\tvar pipeCreationInterval = 1500; // Time in milliseconds between pipe creation\n-\tvar lastPipeCreationTime = Date.now();\n \tLK.on('tick', function () {\n-\t\t// Update bird physics\n-\t\tbird.updatePhysics();\n-\t\t// Move obstacles and create new ones at intervals\n-\t\tif (obstacles) {\n-\t\t\tfor (var i = obstacles.length - 1; i >= 0; i--) {\n-\t\t\t\tobstacles[i].move();\n-\t\t\t\t// Remove off-screen obstacles\n-\t\t\t\tif (obstacles[i].x < -obstacles[i].width) {\n-\t\t\t\t\tobstacles[i].destroy();\n-\t\t\t\t\tobstacles.splice(i, 1);\n-\t\t\t\t}\n+\t\t// Update square physics\n+\t\tsquare.updatePhysics();\n+\t\t// Generate new obstacles\n+\t\tif (Math.random() < 0.02) {\n+\t\t\tvar obstacleHeight = Math.floor(Math.random() * (game.height - Pipe.gapSize));\n+\t\t\tvar pipe = game.addChild(new Pipe());\n+\t\t\tpipe.setGap(obstacleHeight);\n+\t\t\tpipe.x = game.width;\n+\t\t\tobstacles.push(pipe);\n+\t\t}\n+\t\t// Move obstacles\n+\t\tfor (var i = obstacles.length - 1; i >= 0; i--) {\n+\t\t\tobstacles[i].move();\n+\t\t\t// Remove off-screen obstacles\n+\t\t\tif (obstacles[i].x < -obstacles[i].width) {\n+\t\t\t\tobstacles[i].destroy();\n+\t\t\t\tobstacles.splice(i, 1);\n \t\t\t}\n-\t\t\t// Check if it's time to create a new pipe\n-\t\t\tif (Date.now() - lastPipeCreationTime > pipeCreationInterval) {\n-\t\t\t\tvar obstacle = game.addChild(new Obstacle());\n-\t\t\t\tobstacle.setGap(Math.random() * (game.height - 200) + 100);\n-\t\t\t\tobstacle.x = game.width;\n-\t\t\t\tobstacles.push(obstacle);\n-\t\t\t\tlastPipeCreationTime = Date.now();\n-\t\t\t}\n \t\t}\n-\t\t// Check for collision between the bird and the pipes and increment score\n+\t\t// Check for collision between the square and the pipes and increment score\n \t\tvar passedPipe = false;\n \t\tfor (var i = 0; i < obstacles.length; i++) {\n-\t\t\tvar obstacle = obstacles[i];\n-\t\t\tvar topPipe = obstacle.getTopPipe();\n-\t\t\tvar bottomPipe = obstacle.getBottomPipe();\n-\t\t\tif (bird.intersects(topPipe) || bird.intersects(bottomPipe)) {\n+\t\t\tvar pipe = obstacles[i];\n+\t\t\tvar topPipe = pipe.getTopPipe();\n+\t\t\tvar bottomPipe = pipe.getBottomPipe();\n+\t\t\tif (square.intersects(topPipe) || square.intersects(bottomPipe)) {\n \t\t\t\tLK.effects.flashScreen(0xff0000, 1000);\n \t\t\t\tLK.showGameOver();\n \t\t\t\tbreak;\n-\t\t\t} else if (bird.x > topPipe.x + topPipe.width && !obstacle.passed) {\n-\t\t\t\tobstacle.passed = true;\n+\t\t\t} else if (square.x > topPipe.x + topPipe.width && !pipe.passed) {\n+\t\t\t\tpipe.passed = true;\n \t\t\t\tpassedPipe = true;\n \t\t\t}\n \t\t}\n \t\tif (passedPipe) {\n
"} Upit | Learn about creating the game Flappy Square with gen AI