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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.
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Fix Bug: 'ReferenceError: PowerUp is not defined' in or related to this line: 'var powerUp = new PowerUp(powerUpType);' Line Number: 350
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Fix Bug: 'ReferenceError: PowerUp is not defined' in or related to this line: 'var powerUp = new PowerUp(powerUpType);' Line Number: 350
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Develop wings to empower an AI to help the player effortlessly navigate through pipes.
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When activating power-ups, it would be great if the buffs they provide are visually displayed.
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Please correct the design flaw of the pipe, which is currently represented as a square rather than a realistic pipe shape.
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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
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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
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Include power-ups that the bird can collect for temporary advantages. Power-ups could include invincibility, score multipliers, or temporary flight.
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Experiment with varying obstacle sizes and shapes.
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Introduce different types of obstacles or challenges as the game progresses.
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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
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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
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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
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Add particle effects for special events, such as scoring or collisions.
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'sound')' in or related to this line: 'LK.init.sound('flapSound', {' Line Number: 189
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Add sound effects for flapping, collision, scoring, etc. Include background music to enhance the gaming experience.
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Enhance the bird's rotational motion.
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Have the bird gracefully descend with a slow downward motion while falling, and elegantly rise with an upward motion when jumping.
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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
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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
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Please include a prominent main menu button in the top right corner.
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Fix Bug: 'Uncaught TypeError: Graphics is not a constructor' in or related to this line: 'var menuBackground = new Graphics();' Line Number: 265
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/**** * 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 () { // Visual indicator now remains for a fixed duration without affecting power-up state LK.setTimeout(function () { self.destroy(); }, 1250); }; }); 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; // AI control duration set to 5 seconds 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 InvincibilityPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { self.x -= 4; }; self.collect = function (bird) { // Logic for invincibility power-up }; }); var MultiplierPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('diamond', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { self.x -= 4; }; self.collect = function (bird) { // Logic for score multiplier power-up }; }); var FlightPowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('wings', { anchorX: 0.5, anchorY: 0.5 }); self.move = function () { self.x -= 4; }; self.collect = function (bird) { // Logic for flight power-up }; }); 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; switch (powerUpType) { case 'invincibility': powerUp = new InvincibilityPowerUp(); break; case 'multiplier': powerUp = new MultiplierPowerUp(); break; case 'flight': powerUp = new FlightPowerUp(); 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 = 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
@@ -26,12 +26,12 @@
}
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) {
+ // Visual indicator now remains for a fixed duration without affecting power-up state
+ LK.setTimeout(function () {
self.destroy();
- }
+ }, 1250);
};
});
var Bird = Container.expand(function () {
var self = Container.call(this);
@@ -210,8 +210,9 @@
});
self.activateAI = function (bird, obstacles) {
bird.aiControlled = true;
bird.aiObstacles = obstacles;
+ // AI control duration set to 5 seconds
LK.setTimeout(function () {
bird.aiControlled = false;
bird.aiObstacles = null;
}, 5000);