User prompt
change moving obstacle gap size to 225
User prompt
var MovingObstacle = Container.expand(function () { var self = Container.call(this); var pipeTop = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 1, flipY: 1 }); var pipeBottom = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 0 }); var gapSize = 200; self.verticalSpeed = 2; self.direction = 1; self.setGap = function (gapY) { pipeTop.y = gapY - gapSize / 2 - pipeTop.height; pipeBottom.y = gapY + gapSize / 2; }; self.move = function () { if (!game.paused) { self.x -= 4; // Move left if (self.y <= 0 || self.y >= game.height - pipeBottom.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 pipeTop; }; self.getBottomPipe = function () { return pipeBottom; }; });
User prompt
make it so the score only goes up when passed a pipe
User prompt
Level Editor: Provide players with a level editor, allowing them to create and share their custom levels. This fosters community engagement and adds infinite replayability.
User prompt
Fix Bug: 'TypeError: obstacles[i].move is not a function' in or related to this line: 'obstacles[i].move();' Line Number: 568
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Fix Bug: 'TypeError: obstacle.getTopPipe is not a function' in or related to this line: 'var topPipe = obstacle.getTopPipe();' Line Number: 615
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Fix Bug: 'TypeError: obstacleType.setGap is not a function' in or related to this line: 'obstacleType.setGap(Math.random() * (game.height - 200) + 100);' Line Number: 562
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Fix Bug: 'ReferenceError: MovingObstacle is not defined' in or related to this line: 'var obstacle = game.addChild(new MovingObstacle());' Line Number: 561
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Localized Obstacle Themes: Adjust obstacle themes based on different locations or environments. For example, city buildings, forests, or underwater obstacles.
User prompt
add a coin asset for the coins
User prompt
Coin Collectibles: Introduce coins scattered throughout the level. Players can collect them for extra points, creating an additional layer of challenge.
User prompt
remove rian
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remove rain
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Introduce a combo system where consecutive successful passes through pipes increase a score multiplier. The combo is reset if the player hits an obstacle using correct sources
User prompt
when collecting an guildmasterpowerup the text showing no guild changes to the guild assigned to automatically using correct sources
User prompt
when a player collects the guildmasterpowerup they automatically get chosen on a team and if they find another guildmasterpowerup its shows their teams points and member using correct sources
User prompt
make the player automatically join blue or red team and it shows on top of the bird what team it is on and if the team is in 1st or 2nd place using correct sources
User prompt
create guildmasterpowerup menu appearance and functionality using correct sources
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Fix Bug: 'ReferenceError: GuildMasterPowerUpMenu is not defined' in or related to this line: 'var guildMasterMenu = new GuildMasterPowerUpMenu(getGlobalPoints(), getMemberPoints()); // Retrieve real-time points' Line Number: 466
User prompt
it seems the ai has misunderstood by what i meant with red and blue i meant to teams that people playing the game could join that show their total points and amount of members they have using correct sources
User prompt
Fix Bug: 'ReferenceError: getGlobalPoints is not defined' in or related to this line: 'var guildMasterMenu = new GuildMasterPowerUpMenu(getGlobalPoints(), getMemberPoints()); // Retrieve real-time points' Line Number: 439
User prompt
implement logic to the guildmasterpowerup menu for it to retrieve real time points global and member
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add 2 choices in guildmasterpowerup menu thats red and blue and shows a number with total points global and member using correct sources
User prompt
add 2 choices in the guildmenu blue and red and a number over blue and red showing their global points using correct sources
User prompt
Fix Bug: 'ReferenceError: TextInput is not defined' in or related to this line: 'var guildNameInput = new TextInput('Guild Name', {' Line Number: 31
/**** * 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 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); 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.evolve = function () { // Change the bird's appearance self.detachAsset('bird'); self.attachAsset('celestialGuardian', { anchorX: 0.5, anchorY: 0.5 }); // Grant new abilities self.speedBoost = true; self.breakThrough = true; // Set a timeout to revert the evolution after some time LK.setTimeout(function () { self.detachAsset('celestialGuardian'); self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); self.speedBoost = false; self.breakThrough = false; }, 15000); }; 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; } if (self.speedBoost) { self.velocityY *= 1.5; } if (self.breakThrough) { // Check for collision with obstacles and break through them for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; var topPipe = obstacle.getTopPipe(); var bottomPipe = obstacle.getBottomPipe(); if (self.intersects(topPipe) || self.intersects(bottomPipe)) { obstacles[i].destroy(); obstacles.splice(i, 1); LK.effects.flashObject(topPipe, 0xffff00, 300); LK.effects.flashObject(bottomPipe, 0xffff00, 300); } } } 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 Coin = Container.expand(function () { var self = Container.call(this); self.attachAsset('diamond', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { self.x -= 4; }; self.collect = function (bird) { LK.setScore(LK.getScore() + 1); self.destroy(); }; return self; }); 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 EvolutionPowerUp = PowerUp.expand(function () { var self = PowerUp.call(this, Rarity.MYTHICAL); self.attachAsset('celestialGuardian', { anchorX: 0.5, anchorY: 0.5 }); self.collect = function (bird) { bird.evolve(); 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); // 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); // 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); // 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); }); var WeatherSystem = Container.expand(function () { var self = Container.call(this); self.weatherType = 'clear'; // Possible values: 'clear', 'rain', 'wind' self.windStrength = 0; self.rainIntensity = 0; self.updateWeather = function () { // Randomly change weather type every 10 seconds if (LK.ticks % 600 == 0) { var weatherRoll = Math.random(); self.weatherType = 'clear'; } // Create visual effects for rain and wind else if (self.weatherType === 'wind') { for (var i = 0; i < 5; i++) { // Create fewer particles for wind var windParticle = new WindParticle(); windParticle.x = Math.random() * game.width; windParticle.y = Math.random() * game.height; game.addChild(windParticle); } } }; self.applyEffects = function (bird) {}; }); /**** * 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 weather system weatherSystem.updateWeather(); // Apply weather effects to the bird weatherSystem.applyEffects(bird); // 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 and coins at intervals if (LK.ticks % 600 == 0) { // Coin generation logic var coinCount = Math.floor(Math.random() * 5) + 3; // Generate between 3 to 7 coins for (var c = 0; c < coinCount; c++) { var coin = new Coin(); coin.x = game.width + c * 100; coin.y = Math.random() * (game.height - 200) + 100; game.addChild(coin); powerUps.push(coin); } } 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 weatherSystem = new WeatherSystem(); var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff", anchorX: 0.5, anchorY: 0 }); LK.gui.top.addChild(scoreTxt); startGame();
===================================================================
--- original.js
+++ change.js
@@ -210,8 +210,23 @@
self.on('down', function (obj) {
callback();
});
});
+var Coin = Container.expand(function () {
+ var self = Container.call(this);
+ self.attachAsset('diamond', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.move = function () {
+ self.x -= 4;
+ };
+ self.collect = function (bird) {
+ LK.setScore(LK.getScore() + 1);
+ self.destroy();
+ };
+ return self;
+});
var PowerUp = Container.expand(function (rarity) {
var self = Container.call(this);
self.rarity = rarity;
self.move = function () {
@@ -539,10 +554,21 @@
obstacles.push(obstacle);
lastPipeCreationTime = Date.now();
}
}
- // Generate power-ups at intervals
+ // Generate power-ups and coins at intervals
if (LK.ticks % 600 == 0) {
+ // Coin generation logic
+ var coinCount = Math.floor(Math.random() * 5) + 3; // Generate between 3 to 7 coins
+ for (var c = 0; c < coinCount; c++) {
+ var coin = new Coin();
+ coin.x = game.width + c * 100;
+ coin.y = Math.random() * (game.height - 200) + 100;
+ game.addChild(coin);
+ powerUps.push(coin);
+ }
+ }
+ if (LK.ticks % 600 == 0) {
var rarityRoll = Math.random() * 100;
var powerUp;
if (rarityRoll < 60) {
powerUp = new MultiplierPowerUp(Rarity.RARE);