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Compilation error [18]: Plugins failed to load
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Compilation error [18]: Plugins failed to load
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Error [18]
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Make the bird and the pipes bigger they are too small
Code edit (1 edits merged)
Please save this source code
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Flappy Bird: Pixel Perfect Edition
Initial prompt
I want you to create an exact replica of the Flappy Bird game. The game mechanics, visual style, menus, and overall gameplay must be completely identical to the original Flappy Bird. The bird character should be in 2D pixel art style and should jump whenever the user taps the screen. During the jump, the bird should move slightly upward and fall down under the effect of gravity. The bird's movement must be smooth, the flap animation must be clearly visible, and every tap by the user must respond instantly without delay. The background should have a sky theme, clouds should move slowly, and the ground should be green hills in pixel style and remain static. There should be a ground layer at the bottom of the game screen, and when the bird hits this ground, the game must end. The game should feature pipes coming from the top and bottom at random intervals, with a gap between them for the bird to pass through. The height of the gap should be randomly generated. Pipes should move from right to left at a constant speed, and once off-screen, they should be deleted and new pipes should be generated continuously. A scoring system must be implemented; every successful pipe pass should increase the score, and this score should be visible at the top of the screen in real-time. There must be a main menu in the game, with a big title on the top and a “Start” button below it. Additionally, there should be two smaller buttons at the bottom: one for “Scores” and one for “Settings.” Pressing the start button should immediately begin the game. Pressing the scores button should show a list of previous high scores. The settings button should allow simple customization options such as sound on/off or changing background themes. The game over screen must be exactly like in the original Flappy Bird; when the bird hits something, the game should stop, a “Game Over” text should appear on the screen, and below that the current score and the best score should be shown, with two buttons underneath: “Retry” and “Main Menu.” The game can be structured with a single scene or multiple scenes including all menus. All menus must be visually designed and not just plain text – in other words, they must include proper assets. All graphics should be created in the same pixel-art style as the original Flappy Bird. Sprites must be used for background, bird, pipes, ground, buttons, and all other elements. Sound effects must also be included: when the bird flaps, passes a pipe, or crashes, appropriate sounds should be played. Overall, the gameplay must be fluid and faithfully recreated. The game should be fully compatible with touch controls for smooth play on mobile devices. Lastly, every detail from the game’s beginning to the score screen must be recreated as closely as possible to the original Flappy Bird
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
best: 0
});
/****
* Classes
****/
// Bird class
var Bird = Container.expand(function () {
var self = Container.call(this);
var birdSprite = self.attachAsset('bird', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = birdSprite.width;
self.height = birdSprite.height;
self.vy = 0;
self.gravity = 1.2;
self.flapStrength = -22;
self.alive = true;
self.rotation = 0;
self.flap = function () {
if (!self.alive) return;
self.vy = self.flapStrength;
LK.getSound('flap').play();
};
self.die = function () {
self.alive = false;
};
self.update = function () {
// Always track lastY and lastX for event/collision tracking
if (typeof self.lastY === "undefined") self.lastY = self.y;
if (typeof self.lastX === "undefined") self.lastX = self.x;
self.lastY = self.y;
self.lastX = self.x;
if (!self.alive) return;
self.vy += self.gravity;
self.y += self.vy;
// Clamp rotation between -0.5 and 1.0 radians
var targetRot = Math.max(-0.5, Math.min(1.0, self.vy / 30));
self.rotation += (targetRot - self.rotation) * 0.2;
};
return self;
});
// Cloud class
var Cloud = Container.expand(function () {
var self = Container.call(this);
var cloudSprite = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2 + Math.random() * 2;
self.update = function () {
self.x -= self.speed;
};
self.isOffScreen = function () {
return self.x < -cloudSprite.width / 2;
};
return self;
});
// PipePair class
var PipePair = Container.expand(function () {
var self = Container.call(this);
self.passed = false;
self.speed = 10;
self.gap = 480; // vertical gap between pipes (increased for bigger pipes)
self.pipeWidth = 208;
self.pipeHeight = 1280;
// Randomize gap position
var minY = 400;
var maxY = 2732 - 112 - 200 - self.gap; // leave space for ground
var gapY = minY + Math.floor(Math.random() * (maxY - minY));
// Top pipe
var topPipe = self.attachAsset('pipe', {
anchorX: 0.5,
anchorY: 1.0,
x: 0,
y: gapY
});
// Bottom pipe (flipped)
var bottomPipe = self.attachAsset('pipe', {
anchorX: 0.5,
anchorY: 0.0,
x: 0,
y: gapY + self.gap,
flipY: 1
});
self.topPipe = topPipe;
self.bottomPipe = bottomPipe;
self.width = self.pipeWidth;
self.height = self.pipeHeight * 2 + self.gap;
self.update = function () {
self.x -= self.speed;
};
self.isOffScreen = function () {
return self.x < -self.pipeWidth / 2;
};
self.checkPass = function (bird) {
if (!self.passed && self.x + self.pipeWidth / 2 < bird.x) {
self.passed = true;
return true;
}
return false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x70c5ce // Flappy Bird sky blue
});
/****
* Game Code
****/
// Music (not used, but placeholder for future)
// SFX
// Cloud (white, pixel-art, 128x64)
// Background (sky blue, pixel-art, 2048x2732)
// Ground (pixel-art, 2048x112)
// Pipe (green, pixel-art, 104x640, vertical, top and bottom use same asset, flipY for bottom)
// Bird (yellow, pixel-art style, 48x34)
// Game constants
var GAME_STATE = {
MENU: 0,
READY: 1,
PLAY: 2,
GAMEOVER: 3
};
var state = GAME_STATE.MENU;
var pipes = [];
var clouds = [];
var bird = null;
var ground = null;
var bg = null;
var score = 0;
var best = storage.best || 0;
var scoreTxt = null;
var bestTxt = null;
var groundY = 2732 - 112;
var pipeTimer = 0;
var cloudTimer = 0;
var menuGroup = null;
var gameOverGroup = null;
var tapToStartTxt = null;
var dragNode = null;
// --- Setup background ---
bg = LK.getAsset('bg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(bg);
// --- Setup clouds ---
function spawnCloud() {
var c = new Cloud();
c.x = 2048 + 100 + Math.random() * 400;
c.y = 200 + Math.random() * 800;
clouds.push(c);
game.addChild(c);
}
// --- Setup ground ---
ground = LK.getAsset('ground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: groundY
});
game.addChild(ground);
// --- Setup bird ---
bird = new Bird();
bird.x = 700;
bird.y = 1366;
game.addChild(bird);
// --- Setup score text ---
scoreTxt = new Text2('0', {
size: 180,
fill: 0xFFF700,
font: "Impact"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// --- Setup best score text (for game over) ---
bestTxt = new Text2('', {
size: 90,
fill: 0xFFFFFF,
font: "Impact"
});
bestTxt.anchor.set(0.5, 0);
// --- Setup menu group ---
menuGroup = new Container();
var titleTxt = new Text2('FLAPPY BIRD', {
size: 200,
fill: 0xFFF700,
font: "Impact"
});
titleTxt.anchor.set(0.5, 0.5);
titleTxt.x = 2048 / 2;
titleTxt.y = 700;
menuGroup.addChild(titleTxt);
var startBtn = new Text2('START', {
size: 140,
fill: 0xFFFFFF,
font: "Impact"
});
startBtn.anchor.set(0.5, 0.5);
startBtn.x = 2048 / 2;
startBtn.y = 1200;
menuGroup.addChild(startBtn);
var copyrightTxt = new Text2('© Flappy Bird', {
size: 60,
fill: 0xFFFFFF,
font: "Impact"
});
copyrightTxt.anchor.set(0.5, 0.5);
copyrightTxt.x = 2048 / 2;
copyrightTxt.y = 2732 - 60;
menuGroup.addChild(copyrightTxt);
game.addChild(menuGroup);
// --- Setup tap to start text ---
tapToStartTxt = new Text2('TAP TO START', {
size: 120,
fill: 0xFFFFFF,
font: "Impact"
});
tapToStartTxt.anchor.set(0.5, 0.5);
tapToStartTxt.x = 2048 / 2;
tapToStartTxt.y = 1000;
// --- Setup game over group ---
gameOverGroup = new Container();
var gameOverTxt = new Text2('GAME OVER', {
size: 180,
fill: 0xFF0000,
font: "Impact"
});
gameOverTxt.anchor.set(0.5, 0.5);
gameOverTxt.x = 2048 / 2;
gameOverTxt.y = 700;
gameOverGroup.addChild(gameOverTxt);
var scoreLabel = new Text2('SCORE', {
size: 90,
fill: 0xFFF700,
font: "Impact"
});
scoreLabel.anchor.set(0.5, 0.5);
scoreLabel.x = 2048 / 2;
scoreLabel.y = 1000;
gameOverGroup.addChild(scoreLabel);
var finalScoreTxt = new Text2('0', {
size: 140,
fill: 0xFFF700,
font: "Impact"
});
finalScoreTxt.anchor.set(0.5, 0.5);
finalScoreTxt.x = 2048 / 2;
finalScoreTxt.y = 1100;
gameOverGroup.addChild(finalScoreTxt);
var bestLabel = new Text2('BEST', {
size: 90,
fill: 0xFFFFFF,
font: "Impact"
});
bestLabel.anchor.set(0.5, 0.5);
bestLabel.x = 2048 / 2;
bestLabel.y = 1250;
gameOverGroup.addChild(bestLabel);
bestTxt.x = 2048 / 2;
bestTxt.y = 1340;
gameOverGroup.addChild(bestTxt);
var retryBtn = new Text2('RETRY', {
size: 120,
fill: 0xFFFFFF,
font: "Impact"
});
retryBtn.anchor.set(0.5, 0.5);
retryBtn.x = 2048 / 2;
retryBtn.y = 1600;
gameOverGroup.addChild(retryBtn);
var menuBtn = new Text2('MENU', {
size: 100,
fill: 0xFFFFFF,
font: "Impact"
});
menuBtn.anchor.set(0.5, 0.5);
menuBtn.x = 2048 / 2;
menuBtn.y = 1750;
gameOverGroup.addChild(menuBtn);
// --- Helper functions ---
function resetGame() {
// Remove pipes
for (var i = 0; i < pipes.length; i++) {
pipes[i].destroy();
}
pipes = [];
// Remove clouds
for (var i = 0; i < clouds.length; i++) {
clouds[i].destroy();
}
clouds = [];
// Reset bird
bird.x = 700;
bird.y = 1366;
bird.vy = 0;
bird.rotation = 0;
bird.alive = true;
// Reset score
score = 0;
scoreTxt.setText('0');
// Reset timers
pipeTimer = 0;
cloudTimer = 0;
}
function startGame() {
resetGame();
state = GAME_STATE.READY;
menuGroup.visible = false;
gameOverGroup.visible = false;
tapToStartTxt.visible = true;
LK.gui.top.addChild(tapToStartTxt);
}
function playGame() {
state = GAME_STATE.PLAY;
tapToStartTxt.visible = false;
}
function showGameOver() {
state = GAME_STATE.GAMEOVER;
finalScoreTxt.setText(score);
if (score > best) {
best = score;
storage.best = best;
}
bestTxt.setText(best);
gameOverGroup.visible = true;
game.addChild(gameOverGroup);
LK.getSound('die').play();
}
function showMenu() {
state = GAME_STATE.MENU;
menuGroup.visible = true;
gameOverGroup.visible = false;
tapToStartTxt.visible = false;
}
// --- Event handlers ---
game.down = function (x, y, obj) {
if (state === GAME_STATE.MENU) {
// Start button
var local = startBtn.toLocal({
x: x,
y: y
}, game);
if (Math.abs(local.x) < startBtn.width / 2 && Math.abs(local.y) < startBtn.height / 2) {
startGame();
return;
}
}
if (state === GAME_STATE.READY) {
playGame();
bird.flap();
return;
}
if (state === GAME_STATE.PLAY) {
bird.flap();
return;
}
if (state === GAME_STATE.GAMEOVER) {
// Retry button
var localRetry = retryBtn.toLocal({
x: x,
y: y
}, game);
if (Math.abs(localRetry.x) < retryBtn.width / 2 && Math.abs(localRetry.y) < retryBtn.height / 2) {
startGame();
return;
}
// Menu button
var localMenu = menuBtn.toLocal({
x: x,
y: y
}, game);
if (Math.abs(localMenu.x) < menuBtn.width / 2 && Math.abs(localMenu.y) < menuBtn.height / 2) {
showMenu();
return;
}
}
};
game.move = function (x, y, obj) {
// No drag in Flappy Bird
};
game.up = function (x, y, obj) {
// No drag in Flappy Bird
};
// --- Main update loop ---
game.update = function () {
// Animate clouds
for (var i = clouds.length - 1; i >= 0; i--) {
var c = clouds[i];
c.update();
if (c.isOffScreen()) {
c.destroy();
clouds.splice(i, 1);
}
}
if (state === GAME_STATE.MENU || state === GAME_STATE.READY) {
// Spawn clouds slowly
cloudTimer++;
if (cloudTimer > 90) {
spawnCloud();
cloudTimer = 0;
}
}
if (state === GAME_STATE.READY) {
// Bird idle bobbing
bird.y = 1366 + Math.sin(LK.ticks / 15) * 40;
bird.rotation = Math.sin(LK.ticks / 30) * 0.1;
}
if (state === GAME_STATE.PLAY) {
// Clouds
cloudTimer++;
if (cloudTimer > 60) {
spawnCloud();
cloudTimer = 0;
}
// Bird physics
bird.update();
// Pipes
pipeTimer++;
if (pipeTimer > 90) {
var p = new PipePair();
p.x = 2048 + 208;
game.addChild(p);
pipes.push(p);
pipeTimer = 0;
}
for (var i = pipes.length - 1; i >= 0; i--) {
var p = pipes[i];
p.update();
// Check for pass
if (p.checkPass(bird)) {
score++;
scoreTxt.setText(score);
LK.getSound('point').play();
}
// Remove offscreen
if (p.isOffScreen()) {
p.destroy();
pipes.splice(i, 1);
}
}
// Collision detection
for (var i = 0; i < pipes.length; i++) {
var p = pipes[i];
// Bird bounding box
var bx = bird.x;
var by = bird.y;
var bw = bird.width * 0.7;
var bh = bird.height * 0.7;
// Top pipe
var px = p.x;
var py = p.topPipe.y;
var pw = p.pipeWidth;
var ph = p.pipeHeight;
// Top pipe rect
if (bx + bw / 2 > px - pw / 2 && bx - bw / 2 < px + pw / 2 && by - bh / 2 < py && by + bh / 2 > py - ph) {
// Hit top pipe
bird.die();
LK.getSound('hit').play();
showGameOver();
return;
}
// Bottom pipe rect
var bpy = p.bottomPipe.y;
if (bx + bw / 2 > px - pw / 2 && bx - bw / 2 < px + pw / 2 && by + bh / 2 > bpy && by - bh / 2 < bpy + ph) {
// Hit bottom pipe
bird.die();
LK.getSound('hit').play();
showGameOver();
return;
}
}
// Ground collision
if (bird.y + bird.height / 2 > groundY) {
bird.y = groundY - bird.height / 2;
bird.die();
LK.getSound('hit').play();
showGameOver();
return;
}
// Ceiling
if (bird.y - bird.height / 2 < 0) {
bird.y = bird.height / 2;
bird.vy = 0;
}
}
// Animate ground (scrolling effect)
ground.x -= 10;
if (ground.x <= -2048) ground.x += 2048;
// Show/hide UI
scoreTxt.visible = state === GAME_STATE.PLAY;
menuGroup.visible = state === GAME_STATE.MENU;
tapToStartTxt.visible = state === GAME_STATE.READY;
gameOverGroup.visible = state === GAME_STATE.GAMEOVER;
};
// --- Initial state ---
showMenu(); ===================================================================
--- original.js
+++ change.js
@@ -31,8 +31,13 @@
self.die = function () {
self.alive = false;
};
self.update = function () {
+ // Always track lastY and lastX for event/collision tracking
+ if (typeof self.lastY === "undefined") self.lastY = self.y;
+ if (typeof self.lastX === "undefined") self.lastX = self.x;
+ self.lastY = self.y;
+ self.lastX = self.x;
if (!self.alive) return;
self.vy += self.gravity;
self.y += self.vy;
// Clamp rotation between -0.5 and 1.0 radians
@@ -113,16 +118,16 @@
/****
* Game Code
****/
-// Game constants
-// Bird (yellow, pixel-art style, 48x34)
-// Pipe (green, pixel-art, 104x640, vertical, top and bottom use same asset, flipY for bottom)
-// Ground (pixel-art, 2048x112)
-// Background (sky blue, pixel-art, 2048x2732)
-// Cloud (white, pixel-art, 128x64)
-// SFX
// Music (not used, but placeholder for future)
+// SFX
+// Cloud (white, pixel-art, 128x64)
+// Background (sky blue, pixel-art, 2048x2732)
+// Ground (pixel-art, 2048x112)
+// Pipe (green, pixel-art, 104x640, vertical, top and bottom use same asset, flipY for bottom)
+// Bird (yellow, pixel-art style, 48x34)
+// Game constants
var GAME_STATE = {
MENU: 0,
READY: 1,
PLAY: 2,
cloudy. In-Game asset. 2d. High contrast. No shadows
realistic mixed city. In-Game asset. 2d. High contrast. No shadows
Ground asphalt white striped road. In-Game asset. 2d. High contrast. No shadows
black block. In-Game asset. 2d. High contrast. No shadows
thin upward long muslim prayer beads. In-Game asset. 2d. High contrast. No shadows
Cartoon-style head of a “keko” character inspired by Turkish street culture. The sides of his hair are shaved short, and the top is longer with volume. A clear razor line is cut into the left side of his hair. He has a thin mustache, thick eyebrows, and half-closed, confident eyes. His expression is bold and slightly smug. Skin tone is tan or medium. Facial features are sharp and masculine. The style is cartoonish, not realistic. The background is simple to keep focus on the head. The head is slightly tilted forward, as if flying like in Flappy Bird. Add a playful but tough street vibe.. In-Game asset. 2d. High contrast. No shadows
Cartoon-style head of a “keko” character inspired by Turkish street style. The sides of his hair are shaved short, the top is longer and voluminous. A sharp razor line is cut into the left side of his hair. He has a thin mustache and a neatly trimmed beard along the jawline. Thick eyebrows and half-closed, confident eyes give him a bold, slightly smug expression. Skin tone is tan or medium. His face has sharp, masculine features. The style is cartoonish, not photorealistic. Background is minimal to keep focus on the character’s head. The head is slightly tilted forward, as if ready to fly like in Flappy Bird. Overall vibe is playful but with a tough, urban edge.. In-Game asset. 2d. High contrast. No shadows