User prompt
Power-ups will remain active even after being collected, enhancing your gameplay experience. Additionally, an appealing visual interface will be implemented to display the power-up buffs for a brief but impactful duration of 1.25 seconds. but the AI controlling when using wings buff only lasts 5 seconds.
User prompt
Fix Bug: 'ReferenceError: PowerUp is not defined' in or related to this line: 'var powerUp = new PowerUp(powerUpType);' Line Number: 350
User prompt
Fix Bug: 'ReferenceError: PowerUp is not defined' in or related to this line: 'var powerUp = new PowerUp(powerUpType);' Line Number: 350
User prompt
Develop wings to empower an AI to help the player effortlessly navigate through pipes.
User prompt
When activating power-ups, it would be great if the buffs they provide are visually displayed.
User prompt
Please correct the design flaw of the pipe, which is currently represented as a square rather than a realistic pipe shape.
User prompt
Fix Bug: 'ReferenceError: powerUps is not defined' in or related to this line: 'for (var p = powerUps.length - 1; p >= 0; p--) {' Line Number: 316
User prompt
Fix Bug: 'ReferenceError: powerUps is not defined' in or related to this line: 'for (var p = powerUps.length - 1; p >= 0; p--) {' Line Number: 316
User prompt
Include power-ups that the bird can collect for temporary advantages. Power-ups could include invincibility, score multipliers, or temporary flight.
User prompt
Experiment with varying obstacle sizes and shapes.
User prompt
Introduce different types of obstacles or challenges as the game progresses.
User prompt
Fix Bug: 'TypeError: LK.effects.createParticles is not a function' in or related to this line: 'LK.effects.createParticles(bird.x, bird.y, {' Line Number: 272
User prompt
Fix Bug: 'TypeError: LK.effects.createParticles is not a function' in or related to this line: 'LK.effects.createParticles(self.x, self.y, {' Line Number: 45
User prompt
Fix Bug: 'TypeError: LK.effects.createParticles is not a function' in or related to this line: 'LK.effects.createParticles(bird.x, bird.y, {' Line Number: 275
User prompt
Add particle effects for special events, such as scoring or collisions.
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'sound')' in or related to this line: 'LK.init.sound('flapSound', {' Line Number: 189
User prompt
Add sound effects for flapping, collision, scoring, etc. Include background music to enhance the gaming experience.
User prompt
Enhance the bird's rotational motion.
User prompt
Have the bird gracefully descend with a slow downward motion while falling, and elegantly rise with an upward motion when jumping.
User prompt
Fix Bug: 'Uncaught ReferenceError: bird is not defined' in or related to this line: 'if (bird) {' Line Number: 177
Code edit (1 edits merged)
Please save this source code
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'mainMenuButton.anchor.set(0.5, 0.5);' Line Number: 267
User prompt
Please include a prominent main menu button in the top right corner.
User prompt
Fix Bug: 'Uncaught TypeError: Graphics is not a constructor' in or related to this line: 'var menuBackground = new Graphics();' Line Number: 265
User prompt
/**** * Menu Background ****/ var menuBackground = new PIXI.Graphics(); menuBackground.beginFill(0x87CEEB); // Set the background color (sky blue) menuBackground.drawRect(0, 0, game.width, game.height); menuBackground.endFill(); game.addChild(menuBackground); /**** * Main Menu Code ****/ function showMainMenu() { // Remove existing game elements if (bird) { bird.destroy(); bird = null; } if (levelManager) { levelManager.destroy(); levelManager = null; } // Create and show the main menu mainMenu = game.addChild(new MainMenu()); } /**** * Event Listeners ****/ // Listen for the game over event and show the main menu when triggered LK.on('gameOver', function () { showMainMenu(); }); // Listen for the level completed event and show the main menu when triggered LK.on('levelCompleted', function () { showMainMenu(); }); // Initial display of the main menu showMainMenu();
/****
* Classes
****/
var BuffIndicator = Container.expand(function (buffType) {
var self = Container.call(this);
var indicatorGraphics;
switch (buffType) {
case 'invincibility':
indicatorGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'multiplier':
indicatorGraphics = self.attachAsset('diamond', {
anchorX: 0.5,
anchorY: 0.5
});
break;
case 'flight':
indicatorGraphics = self.attachAsset('wings', {
anchorX: 0.5,
anchorY: 0.5
});
break;
}
self.alpha = 0.5; // Make the indicator semi-transparent
self.lifetime = 5000; // The duration for which the indicator is displayed
self.update = function () {
self.lifetime -= LK.tickDuration;
if (self.lifetime <= 0) {
self.destroy();
}
};
});
var Bird = Container.expand(function () {
var self = Container.call(this);
var birdGraphics = self.attachAsset('bird', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityY = 0;
self.gravity = 0.6;
self.invincible = false;
self.scoreMultiplier = 1;
self.flapPower = -15;
self.flap = function () {
self.velocityY = self.flapPower;
self.tweenUp = true;
self.tweenUpTime = 0;
};
self.updatePhysics = function () {
if (self.aiControlled) {
self.aiNavigate();
} else {
if (self.tweenUp) {
self.tweenUpTime += 1;
if (self.tweenUpTime > 10) {
self.tweenUp = false;
self.tweenUpTime = 0;
}
} else {
self.velocityY += self.gravity;
}
self.y += self.velocityY;
}
// Update bird's rotation based on velocity
self.rotation = Math.max(Math.min(self.velocityY * 0.02, Math.PI / 2), -Math.PI / 2);
// Lock the bird's horizontal position to the center of the screen
self.x = game.width / 2;
// Keep the bird within the game boundaries and check for ground collision
if (self.y > game.height - ground.height) {
self.y = game.height - ground.height;
// Create particle effect for collision with ground
LK.effects.flashObject(self, 0xff0000, 700);
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
} else if (self.y < 0) {
self.y = 0;
}
};
self.aiNavigate = function () {
// AI logic to navigate through pipes
var closestObstacle = self.aiObstacles.reduce(function (closest, obstacle) {
var distance = obstacle.x - self.x;
if (closest === null || distance < closest.distance) {
return {
obstacle: obstacle,
distance: distance
};
}
return closest;
}, null);
if (closestObstacle && closestObstacle.distance < 300) {
var gapCenter = (closestObstacle.obstacle.getTopPipe().y + closestObstacle.obstacle.getBottomPipe().y) / 2;
if (self.y < gapCenter - 30) {
self.velocityY = 3;
} else if (self.y > gapCenter + 30) {
self.velocityY = -3;
} else {
self.velocityY = 0;
}
}
self.y += self.velocityY;
};
});
var MainMenu = Container.expand(function () {
var self = Container.call(this);
self.menuItems = [];
self.createMenuItem = function (text, levelIndex) {
var menuItem = new Text2(text, {
size: 100,
fill: '#ffffff'
});
menuItem.levelIndex = levelIndex;
menuItem.y = game.height / 2 - self.menuItems.length * 200 / 2 + levelIndex * 200;
menuItem.anchor.set(0.5, 0.5);
menuItem.x = game.width / 2;
menuItem.on('down', function (obj) {
if (levelManager.getLevelDesign(levelIndex)) {
// Generate a unique randomized map and pipe layout
var pipePositions = levelManager.generateRandomPipes(levelIndex);
// Start the game with the generated pipe positions
startGame(levelIndex, pipePositions);
} else {
// Level is locked
// Placeholder for level locked feedback
}
});
self.addChild(menuItem);
var button = new Button('Start', function () {
// Start the game or level here
// Placeholder for the correct game start function
});
button.x = menuItem.x + menuItem.width / 2 + 50; // Position button to the right of the menu item
button.y = menuItem.y;
self.addChild(button);
self.menuItems.push({
menuItem: menuItem,
button: button
});
};
self.createMenuItem('Level 1', 0);
self.createMenuItem('Level 2', 1);
self.createMenuItem('Level 3', 2);
});
var MovingObstacle = Container.expand(function () {
var self = Container.call(this);
var topPipe = self.attachAsset('largePipe', {
anchorX: 0.5,
anchorY: 1,
flipY: 1 // Flip the top pipe vertically
});
var bottomPipe = self.attachAsset('largePipe', {
anchorX: 0.5,
anchorY: 0
});
var gapSize = 300;
self.verticalSpeed = 2;
self.direction = 1;
self.setGap = function (gapY) {
topPipe.y = gapY - gapSize / 2 - topPipe.height;
bottomPipe.y = gapY + gapSize / 2;
};
self.move = function () {
self.x -= 4; // Move left
if (self.y <= 0 || self.y >= game.height - bottomPipe.height - gapSize) {
self.direction *= -1; // Change direction when hitting bounds
}
self.y += self.verticalSpeed * self.direction; // Move vertically
};
self.resetPosition = function (newX, newY) {
self.x = newX;
self.y = newY;
};
self.getTopPipe = function () {
return topPipe;
};
self.getBottomPipe = function () {
return bottomPipe;
};
});
var Button = Container.expand(function (label, callback) {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('ground', {
width: 100,
height: 50,
color: 0x0000ff,
shape: 'box'
});
var buttonText = new Text2(label, {
size: 50,
fill: '#ffffff'
});
buttonText.anchor.set(0.5, 0.5);
buttonText.x = buttonGraphics.width / 2;
buttonText.y = buttonGraphics.height / 2;
self.addChild(buttonText);
self.interactive = true;
self.buttonMode = true;
self.on('down', function (obj) {
callback();
});
});
var AIWings = Container.expand(function () {
var self = Container.call(this);
var wingsGraphics = self.attachAsset('wings', {
anchorX: 0.5,
anchorY: 0.5
});
self.activateAI = function (bird, obstacles) {
bird.aiControlled = true;
bird.aiObstacles = obstacles;
LK.setTimeout(function () {
bird.aiControlled = false;
bird.aiObstacles = null;
}, 5000);
};
self.move = function () {
self.x -= 4;
};
self.collect = function (bird) {
self.activateAI(bird, game.children.filter(function (child) {
return child instanceof MovingObstacle;
}));
// Create a visual indicator for the active AI power-up
var buffIndicator = new BuffIndicator('flight');
buffIndicator.x = bird.x;
buffIndicator.y = bird.y - bird.height;
game.addChild(buffIndicator);
self.destroy();
};
});
var LevelManager = Container.expand(function () {
var self = Container.call(this);
LevelManager.prototype.generateRandomPipes = function (levelIndex) {
var level = this.levels[levelIndex];
var pipePositions = [];
for (var i = 0; i < level.pipes.length; i++) {
// Randomize pipe position within a range
pipePositions.push(Math.random() * (game.height - 200) + 100);
}
return pipePositions;
};
self.levels = [{
pipes: [300, 500, 700],
unlocked: true
}, {
pipes: [250, 450, 650, 850],
unlocked: false
}, {
pipes: [200, 400, 600, 800, 1000],
unlocked: false
}];
self.unlockLevel = function (levelIndex) {
if (levelIndex < self.levels.length) {
self.levels[levelIndex].unlocked = true;
}
};
self.getLevelDesign = function (levelIndex) {
if (levelIndex < self.levels.length && self.levels[levelIndex].unlocked) {
return self.levels[levelIndex].pipes;
}
return null;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Init game with sky blue background
});
/****
* Game Code
****/
// Initialize ground asset
var ground = game.addChild(LK.getAsset('ground', {
anchorX: 0.0,
// Left anchor x-coordinate
anchorY: 1.0,
// Bottom anchor y-coordinate
x: 0,
// Position x-coordinate
y: game.height // Position y-coordinate
}));
function startGame(levelIndex, pipePositions) {
var powerUps = [];
// Clear the main menu
if (mainMenu) {
mainMenu.destroy();
mainMenu = null;
}
// Create and initialize the bird
var bird = game.addChild(new Bird());
bird.x = game.width / 2;
bird.y = game.height / 2;
var obstacles = [];
// Create and position pipes according to the generated positions
// Add touch event to make the bird flap and jump
game.on('down', function (obj) {
// Ensure bird is defined and accessible
if (bird) {
bird.flap();
}
// Update bird's position immediately after flapping
bird.updatePhysics();
});
// Set up the game tick event for the level
var pipeCreationInterval = 1500; // Time in milliseconds between pipe creation
var lastPipeCreationTime = Date.now();
LK.on('tick', function () {
// Update bird physics
bird.updatePhysics();
// Move obstacles and create new ones at intervals
if (obstacles) {
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].move();
// Remove off-screen obstacles
if (obstacles[i].x < -obstacles[i].width) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
}
// Check if it's time to create a new pipe
if (Date.now() - lastPipeCreationTime > pipeCreationInterval) {
var obstacle = game.addChild(new MovingObstacle());
obstacle.setGap(Math.random() * (game.height - 200) + 100);
obstacle.x = game.width;
obstacles.push(obstacle);
lastPipeCreationTime = Date.now();
}
}
// Generate power-ups at intervals
if (LK.ticks % 600 == 0) {
var powerUpType = ['invincibility', 'multiplier', 'flight'][Math.floor(Math.random() * 3)];
var powerUp = new PowerUp(powerUpType);
powerUp.x = game.width;
powerUp.y = Math.random() * (game.height - 200) + 100;
game.addChild(powerUp);
powerUps.push(powerUp);
}
// Move power-ups and check for collection
for (var p = powerUps.length - 1; p >= 0; p--) {
powerUps[p].move();
if (bird.intersects(powerUps[p])) {
powerUps[p].collect(bird);
powerUps.splice(p, 1);
} else if (powerUps[p].x < -powerUps[p].width) {
powerUps[p].destroy();
powerUps.splice(p, 1);
}
}
// Check for collision between the bird and the pipes and increment score
var passedPipe = false;
for (var i = 0; i < obstacles.length; i++) {
var obstacle = obstacles[i];
var topPipe = obstacle.getTopPipe();
var bottomPipe = obstacle.getBottomPipe();
if (bird.intersects(topPipe) || bird.intersects(bottomPipe)) {
// Create particle effect for collision with pipe
// The correct function to create particles is not provided in the LK engine documentation.
// Assuming there is a function like LK.createParticles, the following code should be used:
LK.effects.flashObject(bird, 0xff0000, 700);
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
break;
} else if (bird.x > topPipe.x + topPipe.width && !obstacle.passed) {
obstacle.passed = true;
passedPipe = true;
}
}
if (passedPipe) {
LK.setScore(LK.getScore() + 1 * bird.scoreMultiplier);
scoreTxt.setText(LK.getScore());
// Create particle effect for scoring
LK.effects.flashObject(bird, 0xffff00, 500);
}
});
}
var powerUps = [];
var mainMenu;
var bird = null;
var levelManager = game.addChild(new LevelManager());
mainMenu = game.addChild(new MainMenu());
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff",
anchorX: 0.5,
anchorY: 0
});
LK.gui.top.addChild(scoreTxt);
startGame(0, levelManager.generateRandomPipes(0)); ===================================================================
--- original.js
+++ change.js
@@ -49,18 +49,22 @@
self.tweenUp = true;
self.tweenUpTime = 0;
};
self.updatePhysics = function () {
- if (self.tweenUp) {
- self.tweenUpTime += 1;
- if (self.tweenUpTime > 10) {
- self.tweenUp = false;
- self.tweenUpTime = 0;
- }
+ if (self.aiControlled) {
+ self.aiNavigate();
} else {
- self.velocityY += self.gravity;
+ if (self.tweenUp) {
+ self.tweenUpTime += 1;
+ if (self.tweenUpTime > 10) {
+ self.tweenUp = false;
+ self.tweenUpTime = 0;
+ }
+ } else {
+ self.velocityY += self.gravity;
+ }
+ self.y += self.velocityY;
}
- self.y += self.velocityY;
// Update bird's rotation based on velocity
self.rotation = Math.max(Math.min(self.velocityY * 0.02, Math.PI / 2), -Math.PI / 2);
// Lock the bird's horizontal position to the center of the screen
self.x = game.width / 2;
@@ -74,8 +78,32 @@
} else if (self.y < 0) {
self.y = 0;
}
};
+ self.aiNavigate = function () {
+ // AI logic to navigate through pipes
+ var closestObstacle = self.aiObstacles.reduce(function (closest, obstacle) {
+ var distance = obstacle.x - self.x;
+ if (closest === null || distance < closest.distance) {
+ return {
+ obstacle: obstacle,
+ distance: distance
+ };
+ }
+ return closest;
+ }, null);
+ if (closestObstacle && closestObstacle.distance < 300) {
+ var gapCenter = (closestObstacle.obstacle.getTopPipe().y + closestObstacle.obstacle.getBottomPipe().y) / 2;
+ if (self.y < gapCenter - 30) {
+ self.velocityY = 3;
+ } else if (self.y > gapCenter + 30) {
+ self.velocityY = -3;
+ } else {
+ self.velocityY = 0;
+ }
+ }
+ self.y += self.velocityY;
+ };
});
var MainMenu = Container.expand(function () {
var self = Container.call(this);
self.menuItems = [];
@@ -173,57 +201,31 @@
self.on('down', function (obj) {
callback();
});
});
-var PowerUp = Container.expand(function (type) {
+var AIWings = Container.expand(function () {
var self = Container.call(this);
- var powerUpGraphics;
- switch (type) {
- case 'invincibility':
- powerUpGraphics = self.attachAsset('star', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.effect = function (bird) {
- bird.invincible = true;
- LK.setTimeout(function () {
- bird.invincible = false;
- }, 5000);
- };
- break;
- case 'multiplier':
- powerUpGraphics = self.attachAsset('diamond', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.effect = function (bird) {
- bird.scoreMultiplier = 2;
- LK.setTimeout(function () {
- bird.scoreMultiplier = 1;
- }, 5000);
- };
- break;
- case 'flight':
- powerUpGraphics = self.attachAsset('wings', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.effect = function (bird) {
- bird.gravity = 0;
- bird.velocityY = 0;
- LK.setTimeout(function () {
- bird.gravity = 0.6;
- }, 5000);
- };
- break;
- }
+ var wingsGraphics = self.attachAsset('wings', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.activateAI = function (bird, obstacles) {
+ bird.aiControlled = true;
+ bird.aiObstacles = obstacles;
+ LK.setTimeout(function () {
+ bird.aiControlled = false;
+ bird.aiObstacles = null;
+ }, 5000);
+ };
self.move = function () {
self.x -= 4;
};
self.collect = function (bird) {
- self.effect(bird);
- // Create a visual indicator for the active power-up
- var buffIndicator = new BuffIndicator(type);
+ self.activateAI(bird, game.children.filter(function (child) {
+ return child instanceof MovingObstacle;
+ }));
+ // Create a visual indicator for the active AI power-up
+ var buffIndicator = new BuffIndicator('flight');
buffIndicator.x = bird.x;
buffIndicator.y = bird.y - bird.height;
game.addChild(buffIndicator);
self.destroy();