User prompt
Make the easiest, most fun and non-realistic version of Flappy Bird ever! Here’s exactly what I want: Super Easy Mode: Very slow gameplay (bird moves forward at a snail’s pace). HUGE gaps between pipes (at least 2x wider than normal). Low gravity (bird falls super slowly, like a feather). Auto-gliding (bird floats smoothly, no sudden drops). Cartoonish & Fun: Silly physics (bird bounces harmlessly off pipes, no ‘game over’). Rainbow trails or sparkles when flying. Funny sound effects (boing on bounce, party horn on score). Zero Stress: Unlimited lives (never die, just keep flying forever). Happy music (upbeat ukulele or chiptune). Smiling obstacles (pipes with googly eyes or clouds that cheer). Extra Fun: Tap to do a flip (just for visual fun, no penalty). Confetti explosion every 10 points. Make it so easy my grandma could play it blindfolded! Bonus: If possible, add a ‘Super Easy’ toggle in settings to make it even easier later!" ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Lower the gravity so the bird falls more slowly, and keep all the other easy-mode changes (slower speed, wider pipe gaps). Make it super casual!"
User prompt
Make the game slower, increase the distance between pipes, and keep it easy but fun
Code edit (1 edits merged)
Please save this source code
User prompt
Flap & Dash: Endless Flight
Initial prompt
Core Requirements: Basic Gameplay: Control a bird (or another character) that moves continuously to the right. Tap/Press to make the bird flap and avoid obstacles (pipes, buildings, etc.). Colliding with obstacles or the ground ends the game. Enhanced Features: Smoother Physics: Improve the jump/flap mechanics to feel more responsive. Procedural Levels: Randomly generated gaps and obstacles for replayability. Visual Upgrades: High-quality pixel art, smooth animations, or minimalist modern design. Particles & Effects: Add dust clouds, wing flaps, and screen shake on collisions. Difficulty Curve: Gradually increase speed and obstacle density. Additional Content: Multiple Characters: Unlockable birds/characters with unique abilities (e.g., faster fall, double jump). Themes: Day/night cycles or seasonal backgrounds. Power-ups: Temporary invincibility, score multipliers, or slow-mo. Sound Design: Background music + satisfying flap/crash sounds. UI/UX: Main menu with Start, Settings, and Character Select. Score counter + high score saving (local storage). Pause button and "Game Over" screen with a restart option. Optimization: Ensure it runs smoothly on web/mobile (60 FPS). Test for input lag (critical for a flappy-style game). Instructions for Upitop: Provide the full source code (HTML5/JavaScript, Unity, or exported executable). Include assets (sprites, sounds) and documentation if needed. Explain how to modify difficulty, art, or controls. Let me know if you need clarification or want to adjust features!"
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ // Bird (player) class var Bird = Container.expand(function () { var self = Container.call(this); var birdSprite = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); self.radius = birdSprite.width * 0.5; self.vy = 0; // vertical velocity self.gravity = 1.1; // gravity per frame (lowered for super casual mode) self.flapStrength = -38; // negative = up self.alive = true; self.rotationMax = Math.PI / 4; // 45deg self.rotationMin = -Math.PI / 3; // -60deg // Flap (jump) self.flap = function () { if (!self.alive) return; self.vy = self.flapStrength; LK.getSound('flap').play(); // Animate a quick upward tilt tween(self, { rotation: self.rotationMin }, { duration: 80, easing: tween.cubicOut }); // Particle burst spawnParticles(self.x - 40, self.y, 8); }; // Die self.die = function () { self.alive = false; // Play hit sound LK.getSound('hit').play(); // Flash effect LK.effects.flashScreen(0xff0000, 400); // Quick spin tween(self, { rotation: Math.PI * 2 }, { duration: 400, easing: tween.cubicIn }); }; // Update per frame self.update = function () { if (!self.alive) return; self.vy += self.gravity; self.y += self.vy; // Rotate bird based on velocity var targetRot = Math.max(self.rotationMin, Math.min(self.rotationMax, self.vy * 0.025)); self.rotation += (targetRot - self.rotation) * 0.25; }; return self; }); // Ground class var Ground = Container.expand(function () { var self = Container.call(this); var groundSprite = self.attachAsset('ground', { anchorX: 0, anchorY: 0 }); self.getSprite = function () { return groundSprite; }; return self; }); // Particle class (for flapping effect) var Particle = Container.expand(function () { var self = Container.call(this); var sprite = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.life = 0; self.init = function (x, y, vx, vy, life) { self.x = x; self.y = y; self.vx = vx; self.vy = vy; self.life = life; sprite.alpha = 1; sprite.scaleX = sprite.scaleY = 1; }; self.update = function () { self.x += self.vx; self.y += self.vy; self.vy += 0.7; // gravity self.life--; sprite.alpha = Math.max(0, self.life / 20); sprite.scaleX = sprite.scaleY = 0.7 + 0.3 * (self.life / 20); }; return self; }); // Pipe (obstacle) class var Pipe = Container.expand(function () { var self = Container.call(this); // Top or bottom pipe self.isTop = false; self.passed = false; // Has the bird passed this pipe? // Pipe body var pipeSprite = self.attachAsset('pipe', { anchorX: 0.5, anchorY: 0 }); self.setHeight = function (h) { pipeSprite.height = h; }; // For collision, use the pipeSprite self.getSprite = function () { return pipeSprite; }; // Update per frame self.update = function () { self.x -= pipeSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // LK.init.music('bgmusic', {volume: 0.5}); // Music (optional, not played in MVP) // Sound: Hit // Sound: Score // Sound: Flap // Particle asset: white ellipse // Ground asset: brown box // Obstacle (pipe) asset: green box // Bird (player) asset: yellow ellipse // Game constants var BIRD_START_X = 600; var BIRD_START_Y = 1100; var PIPE_GAP = 420; // wide gap for easy mode var PIPE_MIN = 350; var PIPE_MAX = 1700; var PIPE_INTERVAL = 1050; // increased distance between pipes for easy mode var pipeSpeed = 9; // slower pipe speed for easy mode var GROUND_Y = 2732 - 120; var PARTICLE_POOL_SIZE = 32; // Game state var bird; var pipes = []; var ground; var score = 0; var highScore = storage.highScore || 0; var gameStarted = false; var gameOver = false; var lastPipeX = 0; var dragNode = null; var particles = []; var particlePool = []; var scoreTxt, highScoreTxt, tapTxt; // GUI: Score display scoreTxt = new Text2('0', { size: 140, fill: 0xFFF700, font: "Impact" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // GUI: High score display highScoreTxt = new Text2('BEST: ' + highScore, { size: 60, fill: 0xFFFFFF, font: "Impact" }); highScoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(highScoreTxt); // GUI: Tap to start tapTxt = new Text2('TAP TO FLAP', { size: 100, fill: 0xFFFFFF, font: "Impact" }); tapTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(tapTxt); // Spawn ground ground = new Ground(); ground.x = 0; ground.y = GROUND_Y; game.addChild(ground); // Spawn bird bird = new Bird(); bird.x = BIRD_START_X; bird.y = BIRD_START_Y; game.addChild(bird); // Particle pool for (var i = 0; i < PARTICLE_POOL_SIZE; i++) { var p = new Particle(); particlePool.push(p); } // Reset game state function resetGame() { // Remove pipes for (var i = 0; i < pipes.length; i++) { pipes[i].destroy(); } pipes = []; // Reset bird bird.x = BIRD_START_X; bird.y = BIRD_START_Y; bird.vy = 0; bird.rotation = 0; bird.alive = true; // Reset score score = 0; scoreTxt.setText(score); // Remove tap text if present tapTxt.visible = true; // Reset state gameStarted = false; gameOver = false; lastPipeX = 1700; // Remove all particles for (var i = 0; i < particles.length; i++) { particles[i].destroy(); } particles = []; } // Spawn a pair of pipes (top and bottom) function spawnPipePair(x) { var gapY = PIPE_MIN + Math.floor(Math.random() * (PIPE_MAX - PIPE_MIN)); // Top pipe var topPipe = new Pipe(); topPipe.isTop = true; topPipe.x = x; topPipe.y = gapY - PIPE_GAP - 800; // pipe height is 800 topPipe.setHeight(800); game.addChild(topPipe); pipes.push(topPipe); // Bottom pipe var bottomPipe = new Pipe(); bottomPipe.isTop = false; bottomPipe.x = x; bottomPipe.y = gapY; bottomPipe.setHeight(800); game.addChild(bottomPipe); pipes.push(bottomPipe); } // Particle burst at (x, y) function spawnParticles(x, y, count) { for (var i = 0; i < count; i++) { var p = particlePool.length > 0 ? particlePool.pop() : new Particle(); var angle = Math.random() * Math.PI * 2; var speed = 7 + Math.random() * 6; p.init(x, y, Math.cos(angle) * speed, Math.sin(angle) * speed, 20 + Math.floor(Math.random() * 10)); game.addChild(p); particles.push(p); } } // Start game on first tap function startGame() { if (gameStarted) return; tapTxt.visible = false; gameStarted = true; gameOver = false; score = 0; scoreTxt.setText(score); // Remove all pipes for (var i = 0; i < pipes.length; i++) { pipes[i].destroy(); } pipes = []; // Spawn initial pipes lastPipeX = 1700; for (var i = 0; i < 4; i++) { spawnPipePair(lastPipeX + i * PIPE_INTERVAL); } } // Handle tap/flap function handleFlap() { if (gameOver) return; if (!gameStarted) { startGame(); } bird.flap(); } // Touch/click events game.down = function (x, y, obj) { if (gameOver) return; handleFlap(); }; // Main update loop game.update = function () { // Bird update bird.update(); // Particle update for (var i = particles.length - 1; i >= 0; i--) { var p = particles[i]; p.update(); if (p.life <= 0) { p.destroy(); particlePool.push(p); particles.splice(i, 1); } } // If not started, bird hovers if (!gameStarted) { bird.y += Math.sin(LK.ticks / 20) * 1.2; return; } // Pipes update for (var i = pipes.length - 1; i >= 0; i--) { var pipe = pipes[i]; pipe.update(); // Remove pipes off screen if (pipe.x < -200) { pipe.destroy(); pipes.splice(i, 1); continue; } // Score: only for bottom pipes if (!pipe.passed && !pipe.isTop && pipe.x + 90 < bird.x) { pipe.passed = true; score++; scoreTxt.setText(score); LK.getSound('score').play(); // Update high score if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('BEST: ' + highScore); } } } // Spawn new pipes if (pipes.length > 0) { var lastPipe = pipes[pipes.length - 1]; if (lastPipe.x < 2048 - PIPE_INTERVAL) { lastPipeX += PIPE_INTERVAL; spawnPipePair(lastPipeX); } } // Collision: ground if (bird.y + bird.radius > GROUND_Y) { if (!gameOver) { bird.y = GROUND_Y - bird.radius; bird.die(); endGame(); } } // Collision: pipes for (var i = 0; i < pipes.length; i++) { var pipe = pipes[i]; var sprite = pipe.getSprite(); // Simple AABB collision var bx = bird.x, by = bird.y, br = bird.radius * 0.82; var px = pipe.x - sprite.width * 0.5, py = pipe.y, pw = sprite.width, ph = sprite.height; if (bx + br > px && bx - br < px + pw && by + br > py && by - br < py + ph) { if (!gameOver) { bird.die(); endGame(); } } } }; // End game function endGame() { gameOver = true; tapTxt.setText('GAME OVER\nTAP TO RESTART'); tapTxt.visible = true; LK.showGameOver(); // Reset after popup LK.setTimeout(function () { resetGame(); }, 800); } // On game over popup close, reset game LK.on('gameover', function () { resetGame(); }); // On you win (not used in endless, but for completeness) LK.on('youwin', function () { resetGame(); }); // On resize, keep tap text centered (handled by LK.gui, but for safety) LK.on('resize', function () { tapTxt.anchor.set(0.5, 0.5); }); // Initial reset resetGame();
===================================================================
--- original.js
+++ change.js
@@ -17,9 +17,9 @@
anchorY: 0.5
});
self.radius = birdSprite.width * 0.5;
self.vy = 0; // vertical velocity
- self.gravity = 2.2; // gravity per frame
+ self.gravity = 1.1; // gravity per frame (lowered for super casual mode)
self.flapStrength = -38; // negative = up
self.alive = true;
self.rotationMax = Math.PI / 4; // 45deg
self.rotationMin = -Math.PI / 3; // -60deg
@@ -151,13 +151,13 @@
// Bird (player) asset: yellow ellipse
// Game constants
var BIRD_START_X = 600;
var BIRD_START_Y = 1100;
-var PIPE_GAP = 420;
+var PIPE_GAP = 420; // wide gap for easy mode
var PIPE_MIN = 350;
var PIPE_MAX = 1700;
-var PIPE_INTERVAL = 1050; // px between pipes (increased for easier gameplay)
-var pipeSpeed = 9;
+var PIPE_INTERVAL = 1050; // increased distance between pipes for easy mode
+var pipeSpeed = 9; // slower pipe speed for easy mode
var GROUND_Y = 2732 - 120;
var PARTICLE_POOL_SIZE = 32;
// Game state
var bird;