User prompt
make a minor update
User prompt
make a mythical rarity for the celestial guardian
User prompt
add this power up Summons a celestial guardian to protect the bird for an extended period. Effect: The guardian hovers around the bird, blocking obstacles and projectiles, rendering the bird invincible for an extended duration.
User prompt
shield dies to pipes for some reason this is a request
User prompt
make the shield power-up a common
User prompt
now make the shield power-up replace invincibility
User prompt
remove invincibility power-up
User prompt
make background flash when getting a point instead of only the bird
User prompt
i would suggest using lk.flashscreen to make the whole screen flash green instead of only the character.
User prompt
make a fith power-up u can make whatever you like
User prompt
make commons have a 50% of spawn rares 25% epics 15% and legendary 10%
User prompt
create 4 rarities common rare epic and legendary
User prompt
remove the knowledge choice
User prompt
make knowledge show a map of the future obstacles when chosen
/**** * 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 'invincibility': indicatorGraphics = self.attachAsset('celestialGuardian', { 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); self.initializePosition = function () { self.x = game.width / 2; self.y = game.height / 2; }; 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.shieldActive = false; self.flap = function () { self.velocityY = self.flapPower; self.tweenUp = true; self.tweenUpTime = 0; }; self.updatePhysics = function () { if (!self.isFrozen) { 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; if (self.hasExtraLife) { // Use the extra life self.hasExtraLife = false; // Reset bird's position and physics self.y = game.height / 2; self.velocityY = 0; // Create particle effect for using extra life LK.effects.flashScreen(0x00ff00, 700); } else if (!self.knowledgeActive) { // 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 () { if (!game.paused) { 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 (rarity) { var self = Container.call(this); self.rarity = rarity; self.move = function () { self.x -= 4; }; self.collect = function (bird) { // This method should be overridden by specific power-up classes }; 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) { // Freeze the bird and pipes bird.isFrozen = true; game.paused = true; // Show the pause menu with choices var pauseMenu = new PauseMenu(function (choice) { // Implement the choices for the pause menu bird.isFrozen = false; LK.setGameSpeed(1); }); game.addChild(pauseMenu); self.destroy(); }; return self; }); var ShieldPowerUp = PowerUp.expand(function () { var self = PowerUp.call(this, Rarity.RARE); self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); self.collect = function (bird) { bird.shieldActive = true; LK.setTimeout(function () { bird.shieldActive = false; }, 5000); // Create a visual indicator for the active power-up var buffIndicator = new BuffIndicator('shield'); 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('SHIELD', { 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 CelestialGuardianPowerUp = PowerUp.expand(function () { var self = PowerUp.call(this, Rarity.MYTHICAL); self.attachAsset('celestialGuardian', { anchorX: 0.5, anchorY: 0.5 }); self.collect = function (bird) { bird.invincible = true; LK.setTimeout(function () { bird.invincible = false; }, 15000); // 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('GUARDIAN', { 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(); }, 15000); 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 wealthButton = new Button('Wealth', function () { LK.setScore(LK.getScore() + 10); bird.isFrozen = false; game.paused = false; bird.updatePhysics(); startGame(); self.destroy(); }); wealthButton.x = game.width / 2; wealthButton.y = game.height / 2 - 150; self.addChild(wealthButton); var powerButton = new Button('Power', function () { bird.invincible = true; bird.isFrozen = false; game.paused = false; bird.updatePhysics(); LK.setTimeout(function () { bird.invincible = false; }, 10000); self.destroy(); }); powerButton.x = game.width / 2; powerButton.y = game.height / 2; self.addChild(powerButton); var lifeButton = new Button('Life', function () { bird.hasExtraLife = true; bird.isFrozen = false; game.paused = false; bird.updatePhysics(); startGame(); self.destroy(); }); lifeButton.x = game.width / 2; lifeButton.y = game.height / 2 + 150; self.addChild(lifeButton); }); /**** * 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 Rarity = { COMMON: 'common', RARE: 'rare', EPIC: 'epic', LEGENDARY: 'legendary', MYTHICAL: 'mythical' }; 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 if (!bird) { bird = game.addChild(new Bird()); bird.initializePosition(); } 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 (!game.paused && 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 rarityRoll = Math.random() * 100; var powerUp; if (rarityRoll < 60) { powerUp = new MultiplierPowerUp(Rarity.RARE); } else if (rarityRoll < 75) { powerUp = new FlightPowerUp(Rarity.EPIC); } else if (rarityRoll < 85) { powerUp = new ShieldPowerUp(Rarity.RARE); } else { if (rarityRoll < 90) { powerUp = new CelestialGuardianPowerUp(Rarity.LEGENDARY); } else { powerUp = new TimeWarpPowerUp(Rarity.LEGENDARY); } } 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 || bird.shieldActive) { 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 obstacles = []; 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
@@ -57,8 +57,12 @@
};
});
var Bird = Container.expand(function () {
var self = Container.call(this);
+ self.initializePosition = function () {
+ self.x = game.width / 2;
+ self.y = game.height / 2;
+ };
var birdGraphics = self.attachAsset('bird', {
anchorX: 0.5,
anchorY: 0.5
});
@@ -435,10 +439,9 @@
}
// Create and initialize the bird
if (!bird) {
bird = game.addChild(new Bird());
- bird.x = game.width / 2;
- bird.y = game.height / 2;
+ bird.initializePosition();
}
var obstacles = [];
// Add touch event to make the bird flap and jump only if it's not flying
game.on('down', function (obj) {