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Fix Bug: 'TypeError: LK.setGameSpeed is not a function' in or related to this line: 'LK.setGameSpeed(0);' Line Number: 296
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Fix Bug: 'TypeError: LK.getGameSpeed is not a function' in or related to this line: 'if (LK.getGameSpeed() !== 0) {' Line Number: 140
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Fix Bug: 'TypeError: LK.getGameSpeed is not a function' in or related to this line: 'if (!LK.getGameSpeed() === 0) {' Line Number: 140
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make time-warp pause menu freeze bird and pipes while choosing a power and when done choosing bird and pipes unfreeze
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Fix Bug: 'TypeError: LK.showPauseMenu is not a function' in or related to this line: 'LK.showPauseMenu();' Line Number: 295
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the pause menu from time-warp doesnt show either of the choices i said
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Fix Bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 316
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When collecting the time-warp the pause menu shows up where u have 3 choices wealth power and live wealth gives 10 points power gives invincibility for a whole 10 seconds and live gives an extra life and when u have chosen a power the pipe disappears and time starts again and u have the power: this is a request not a question
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make bird NOT able to go throught pipes and make it collect the time-warp power-up
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Fix Bug: 'TypeError: game.pause is not a function' in or related to this line: 'game.pause();' Line Number: 312
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When the player collects a Time-Warp power-up in the game, they are presented with three choices: Wealth, Power, and Life. Each choice has a different effect on the gameplay ok add it to the code now
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Fix Bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 352
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Fix Bug: 'TypeError: game.pause is not a function' in or related to this line: 'game.pause();' Line Number: 352
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Fix Bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 352
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When selecting a power from the time warp, the bird and pipes become frozen, and once the selection is complete, they unfreeze.
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When colliding with a pipe the time-warp pause menu shows up where u have 3 choices wealth power and live wealth gives 10 points power gives invincibility for a whole 10 seconds and live gives an extra life and when u have chosen a power the pipe disappears and time starts again and u have the power
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you may need to create a PauseMenu class for the time-warp
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Fix Bug: 'TypeError: LK.showMessage is not a function' in or related to this line: 'LK.showMessage('Time-Warp Activated!');' Line Number: 307
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Fix Bug: 'TypeError: powerUps[p].collect is not a function' in or related to this line: 'powerUps[p].collect(bird);' Line Number: 457
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var TimeWarpPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics; powerUpGraphics = self.attachAsset('timeWarpIcon', { width: 100, height: 100, id: 'your_time_warp_icon_id' // Add other properties or customization as needed }); self.effect = function (bird) { // Add logic for time-warp effect var initialScore = LK.getScore(); var initialPosition = { x: bird.x, y: bird.y }; // Activate invincibility during time-warp bird.invincible = true; // Add your custom logic here for reversing time // Simulate a time-warp animation or effect // ... // Ensure bird's properties are restored to the initial state bird.invincible = false; bird.x = initialPosition.x; bird.y = initialPosition.y; LK.setScore(initialScore); // Example: Inform the player about the time-warp activation LK.showMessage("Time-Warp Activated!"); // Handle collision with pipes during time-warp game.on('collisionPipe', function () { // Remove the collided pipe // Add your custom logic here to handle the collision // Example: Pipe vanishes LK.showMessage("Pipe Vanished!"); // Prompt the player with a pause menu showPauseMenu(); }); // Destroy the power-up after use self.destroy(); }; self.move = function () { // Implement movement logic if applicable self.x -= 4; // Adjust speed as needed }; return self; }); function showPauseMenu() { // Example: Create a pause menu with options "Revive" and "Quit" var pauseMenu = new PauseMenu(); game.addChild(pauseMenu); } // Inside your PowerUp creation logic: // Create a new instance of TimeWarpPowerUp when needed var timeWarpPowerUp = new TimeWarpPowerUp(); timeWarpPowerUp.x = game.width; timeWarpPowerUp.y = Math.random() * (game.height - 200) + 100; game.addChild(timeWarpPowerUp); add this
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Birds do not get killed by the ground for some unknown reason.
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If time-warp is activated and you happen to die after colliding with a pipe, the pipe gets obliterated, preventing the game over screen from showing up.
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Fix Bug: 'TypeError: powerUps[p].effect is not a function' in or related to this line: 'powerUps[p].effect(bird);' Line Number: 447
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Don't forget to make the time-warp an actual power-up that can be collected. Although I'm unable to collect it at the moment, I can collect everything else.
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Fix Bug: 'TypeError: LK.showMessage is not a function' in or related to this line: 'LK.showMessage("Time-Warp Activated! Tap to revive.");' Line Number: 304
/**** * Classes ****/ var FlightBuff = Container.expand(function () { var self = Container.call(this); self.applyTo = function (bird) { bird.gravity = 0; bird.velocityY = 0; bird.isFlying = true; var buffIndicator = new BuffIndicator('flight'); buffIndicator.x = bird.x; buffIndicator.y = bird.y - bird.height; game.addChild(buffIndicator); var moveHandler = function moveHandler(obj) { var pos = obj.event.getLocalPosition(game); bird.y = pos.y; }; game.on('move', moveHandler); LK.setTimeout(function () { bird.gravity = 0.6; bird.isFlying = false; game.off('move', moveHandler); buffIndicator.destroy(); }, 5000); }; }); 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.isFlying = false; self.flap = function () { self.velocityY = self.flapPower; 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; } } 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; } }; }); 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 PowerUp = Container.expand(function () { var self = Container.call(this); self.move = function () { self.x -= 4; }; self.collect = function (bird) { // This method should be overridden by specific power-up classes }; return self; }); var InvincibilityPowerUp = PowerUp.expand(function () { var self = PowerUp.call(this); self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.collect = function (bird) { bird.invincible = true; LK.setTimeout(function () { bird.invincible = false; }, 5000); // Create a visual indicator for the active power-up var buffIndicator = new BuffIndicator('invincibility'); buffIndicator.x = bird.x; buffIndicator.y = bird.y - bird.height; game.addChild(buffIndicator); // Add text to the bird that describes the function of the power-up it collected var powerUpText = new Text2('INVINCIBILITY', { size: 50, fill: '#ffffff' }); powerUpText.anchor.set(0.5, 0); powerUpText.x = bird.x; powerUpText.y = bird.y - bird.height - 50; game.addChild(powerUpText); LK.setTimeout(function () { powerUpText.destroy(); }, 5000); self.destroy(); }; return self; }); var MultiplierPowerUp = PowerUp.expand(function () { var self = PowerUp.call(this); self.attachAsset('diamond', { anchorX: 0.5, anchorY: 0.5 }); self.collect = function (bird) { bird.scoreMultiplier = 2; LK.setTimeout(function () { bird.scoreMultiplier = 1; }, 5000); // Create a visual indicator for the active power-up var buffIndicator = new BuffIndicator('multiplier'); buffIndicator.x = bird.x; buffIndicator.y = bird.y - bird.height; game.addChild(buffIndicator); // Add text to the bird that describes the function of the power-up it collected var powerUpText = new Text2('MULTIPLIER', { size: 50, fill: '#ffffff' }); powerUpText.anchor.set(0.5, 0); powerUpText.x = bird.x; powerUpText.y = bird.y - bird.height - 50; game.addChild(powerUpText); LK.setTimeout(function () { powerUpText.destroy(); }, 5000); self.destroy(); }; return self; }); var FlightPowerUp = PowerUp.expand(function () { var self = PowerUp.call(this); self.attachAsset('wings', { anchorX: 0.5, anchorY: 0.5 }); self.collect = function (bird) { var flightBuff = new FlightBuff(); game.addChild(flightBuff); flightBuff.applyTo(bird); // Create a visual indicator for the active power-up var buffIndicator = new BuffIndicator('flight'); buffIndicator.x = bird.x; buffIndicator.y = bird.y - bird.height; game.addChild(buffIndicator); // Add text to the bird that describes the function of the power-up it collected var powerUpText = new Text2('FLIGHT', { size: 50, fill: '#ffffff' }); powerUpText.anchor.set(0.5, 0); powerUpText.x = bird.x; powerUpText.y = bird.y - bird.height - 50; game.addChild(powerUpText); LK.setTimeout(function () { powerUpText.destroy(); }, 5000); self.destroy(); }; return self; }); var TimeWarpPowerUp = PowerUp.expand(function () { var self = PowerUp.call(this); self.attachAsset('timeWarpIcon', { width: 100, height: 100, id: 'your_time_warp_icon_id' }); self.collect = function (bird) { // Add logic for time-warp effect var initialScore = LK.getScore(); var initialPosition = { x: bird.x, y: bird.y }; // Activate invincibility during time-warp bird.invincible = true; // Add your custom logic here for reversing time // Simulate a time-warp animation or effect // ... // Ensure bird's properties are restored to the initial state bird.invincible = false; bird.x = initialPosition.x; bird.y = initialPosition.y; LK.setScore(initialScore); // Example: Inform the player about the time-warp activation // Custom function to display messages function displayMessage(message) { var messageText = new Text2(message, { size: 50, fill: '#ffffff' }); messageText.anchor.set(0.5, 0); messageText.x = game.width / 2; messageText.y = game.height / 2; game.addChild(messageText); LK.setTimeout(function () { messageText.destroy(); }, 3000); } displayMessage('Time-Warp Activated!'); // Handle collision with pipes during time-warp game.on('collisionPipe', function () { // Remove the collided pipe // Add your custom logic here to handle the collision // Example: Pipe vanishes LK.showMessage('Pipe Vanished!'); // Show the pause menu var pauseMenu = new PauseMenu(); game.addChild(pauseMenu); }); // Destroy the power-up after use self.destroy(); }; return self; }); // Set up the game tick event for the level var DifficultyManager = Container.expand(function () { var self = Container.call(this); self.basePipeCreationInterval = 1500; self.pipeCreationInterval = self.basePipeCreationInterval; self.difficultyIncrement = 100; self.scoreThreshold = 5; self.adjustDifficulty = function (currentScore) { if (currentScore > 0 && currentScore % self.scoreThreshold === 0) { self.pipeCreationInterval = Math.max(self.basePipeCreationInterval - self.difficultyIncrement * (currentScore / self.scoreThreshold), 500); } }; }); // Initialize ground asset var PauseMenu = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('bgLayer2', { anchorX: 0.5, anchorY: 0.5 }); background.x = game.width / 2; background.y = game.height / 2; var resumeButton = new Button('Resume', function () { LK.resumeGame(); self.destroy(); }); resumeButton.x = game.width / 2; resumeButton.y = game.height / 2 - 100; self.addChild(resumeButton); var quitButton = new Button('Quit', function () { LK.showGameOver(); self.destroy(); }); quitButton.x = game.width / 2; quitButton.y = game.height / 2 + 100; self.addChild(quitButton); }); /**** * Initialize Game ****/ // Inside your PowerUp creation logic: // Create a new instance of TimeWarpPowerUp when needed var game = new LK.Game({ backgroundColor: 0x87CEEB // Init game with sky blue background }); /**** * Game Code ****/ // Create a new instance of TimeWarpPowerUp when needed // Inside your PowerUp creation logic: var timeWarpPowerUp = new TimeWarpPowerUp(); timeWarpPowerUp.x = game.width; timeWarpPowerUp.y = Math.random() * (game.height - 200) + 100; game.addChild(timeWarpPowerUp); 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() { 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 = []; // Add touch event to make the bird flap and jump only if it's not flying game.on('down', function (obj) { if (bird.timeWarpActivated) { bird.timeWarpActivated = false; bird.x = bird.timeWarpPosition.x; bird.y = bird.timeWarpPosition.y; LK.setScore(bird.timeWarpScore); LK.effects.flashObject(bird, 0x00ff00, 700); } else if (bird && !bird.isFlying) { bird.flap(); } // Update bird's position immediately after flapping bird.updatePhysics(); }); var difficultyManager = game.addChild(new DifficultyManager()); 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 > difficultyManager.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 powerUpTypes = ['invincibility', 'multiplier', 'flight', 'timeWarp']; var powerUpType = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)]; var powerUp; switch (powerUpType) { case 'invincibility': powerUp = new InvincibilityPowerUp(); break; case 'multiplier': powerUp = new MultiplierPowerUp(); break; case 'flight': powerUp = new FlightPowerUp(); break; case 'timeWarp': powerUp = new TimeWarpPowerUp(); break; } 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 = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; var topPipe = obstacle.getTopPipe(); var bottomPipe = obstacle.getBottomPipe(); if (bird.invincible) { if (bird.intersects(topPipe) || bird.intersects(bottomPipe)) { obstacles[i].destroy(); obstacles.splice(i, 1); LK.effects.flashObject(topPipe, 0xffff00, 300); LK.effects.flashObject(bottomPipe, 0xffff00, 300); } } else if (bird.intersects(topPipe) || bird.intersects(bottomPipe)) { 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) { var currentScore = LK.getScore() + 1 * bird.scoreMultiplier; LK.setScore(currentScore); scoreTxt.setText(currentScore); // Create particle effect for scoring LK.effects.flashObject(bird, 0xffff00, 500); // Adjust game difficulty based on current score difficultyManager.adjustDifficulty(currentScore); } }); } var mainMenu = null; var powerUps = []; var bird = null; var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff", anchorX: 0.5, anchorY: 0 }); LK.gui.top.addChild(scoreTxt); startGame();
===================================================================
--- original.js
+++ change.js
@@ -308,10 +308,11 @@
// Remove the collided pipe
// Add your custom logic here to handle the collision
// Example: Pipe vanishes
LK.showMessage('Pipe Vanished!');
- // Prompt the player with a pause menu
- showPauseMenu();
+ // Show the pause menu
+ var pauseMenu = new PauseMenu();
+ game.addChild(pauseMenu);
});
// Destroy the power-up after use
self.destroy();
};
@@ -329,27 +330,47 @@
self.pipeCreationInterval = Math.max(self.basePipeCreationInterval - self.difficultyIncrement * (currentScore / self.scoreThreshold), 500);
}
};
});
+// Initialize ground asset
+var PauseMenu = Container.expand(function () {
+ var self = Container.call(this);
+ var background = self.attachAsset('bgLayer2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ background.x = game.width / 2;
+ background.y = game.height / 2;
+ var resumeButton = new Button('Resume', function () {
+ LK.resumeGame();
+ self.destroy();
+ });
+ resumeButton.x = game.width / 2;
+ resumeButton.y = game.height / 2 - 100;
+ self.addChild(resumeButton);
+ var quitButton = new Button('Quit', function () {
+ LK.showGameOver();
+ self.destroy();
+ });
+ quitButton.x = game.width / 2;
+ quitButton.y = game.height / 2 + 100;
+ self.addChild(quitButton);
+});
/****
* Initialize Game
****/
+// Inside your PowerUp creation logic:
+// Create a new instance of TimeWarpPowerUp when needed
var game = new LK.Game({
backgroundColor: 0x87CEEB // Init game with sky blue background
});
/****
* Game Code
****/
-// Initialize ground asset
-function showPauseMenu() {
- // Example: Create a pause menu with options 'Revive' and 'Quit'
- var pauseMenu = new PauseMenu();
- game.addChild(pauseMenu);
-}
-// Inside your PowerUp creation logic:
// Create a new instance of TimeWarpPowerUp when needed
+// Inside your PowerUp creation logic:
var timeWarpPowerUp = new TimeWarpPowerUp();
timeWarpPowerUp.x = game.width;
timeWarpPowerUp.y = Math.random() * (game.height - 200) + 100;
game.addChild(timeWarpPowerUp);