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task-1 | 2025-05-12T00:00:00 | easy | 1) Create components/header/header.component.ts that displays 'Hello Blog' at the top of the page with appealing background color. 2) Create components/main/main.component.ts where content is aligned at the top left and fills the remaining space. 3) Develop components/blog/blog.component.ts that accepts 'title' and 'detail' as input properties. Display mock blog data in main.component.ts using this blog component with the mock data: { title: 'Morning', detail: 'Morning My Friends' }. 3) Include header.component.ts and main.component.ts in app.component.ts 4) The class of title in blog.component.ts is 'blog-title', the width of blog-title is 'fit-content', fontSize is 24px |
task-2 | 2025-05-12T00:00:00 | easy | 1) Create a appealing blog-list component that accepts an array of blogs as input property and displays the titles in div elements with the class 'list-item'. 2) In main.component.ts, mock the blog data and display it using blog-list with this data: [{title: 'Morning', detail: 'Morning My Friends'}, {title: 'Travel', detail: 'I love traveling!'}]. 3) Position blog-list on the left side of main.component.ts with a width of 300px; each blog item should have a height of 40px and a border-box layout. 4) Only One blog.component.ts occupies the remaining space of main.component.ts. The content of blog.component.ts should be from first item of the mock data. 5) Angular Version is V19 |
task-3 | 2025-05-12T00:00:00 | easy | 1) Make blog items in blog-list selectable. When an item in blog-list is selected, highlight it with appealing style and display its content in the blog Component. 2) Set 'Morning' as the default selected blog. 3) Beautify the List without changing the size of List Item |
task-4 | 2025-05-12T00:00:00 | easy | 1) Create a blog-form component as a appealing Modal with the title 'Create Blog'. 2) Add an 'Add Blog' appealing blue button in the right of header.component.ts to toggle the blog-form's visibility. 3) Place a close button (.close-btn) with 'x' in the top right of blog-form to hide it. 4) Place the blog-form component in app.component.ts. |
task-5 | 2025-05-12T00:00:00 | easy | 1) Add .visible-count in the top-left of blog-form showing '0' initially. 2) Increment .visible-count by 1 each time blog-form becomes visible. |
task-6 | 2025-05-12T00:00:00 | moderate | 1) Add appealing Form with label in blog-form to input title and detail; blog-form can be submitted by button (.submit-btn); Use Angular Forms module. 2) The labels in the Form all add the 'for' attribute, and the attribute values are 'title ' and 'detail' respectively. 3) When submitted, append this Blog to blog-list, and set this Blog as selected. Keep Previous MockData. |
task-7 | 2025-05-12T00:00:00 | moderate | 1) Create services/blog.service.ts to manage related state (blog list and selected blog) in app.component.ts 2) When submit a new blog-form, check title duplication. Constraint: The duplication check code should be written in blog-form; 3) Add a span(.blog-list-len) near 'Hello Blog' in header.component.ts to show the length of blogs |
task-8 | 2025-05-12T00:00:00 | moderate | 1) Add 'Delete' appealing red button (.delete-btn) in top&right of blog.component.ts. When clicked, delete selected Blog and select the first blog. 2) The logic of Delete is appended to a service blog.service.ts. |
task-9 | 2025-05-12T00:00:00 | moderate | 1) Add 'Edit' appealing blue button (.edit-btn) in top&right of blog.component.ts. When clicked, toggle blog-form to edit the content of selected Blog. The Title of blog-form is 'Edit Form' in this case. When submitted, update selected Blog. 2) The logic of Edit is appended to a service blog.service.ts; 3) Constraint: blog-form should be singleton, ONLY ONE instance of blog-form exists. |
task-10 | 2025-05-12T00:00:00 | moderate | 1) Add a search.component.ts (width: 200px, border-box) component above blog-list.component.ts in app.component.ts. 2) Include an input field with the placeholder 'Search Blogs'. The keywords in the input field are used to filter blogs. |
task-11 | 2025-05-12T00:00:00 | chanllenging | 1) Add a button with the text 'Random Blogs' in header to append 100,000 blogs to blog-list at one time. Each blog should have a title formatted in regex 'RandomBlog-[\d]{12}', digits in title is random. 2) Ensure the page will not be stuck when 100000 blogs are appended. 3) Constraint: DO NOT USE any third-party packages, ONLY Angular APIs can be used to optimize performance. |
task-12 | 2025-05-12T00:00:00 | challenging | 1) Add appealing comments.component.ts with the title 'Comments' at the bottom of blog.component.ts. 2) Include a TextArea with the placeholder 'Enter Your Comment' and a submit button (.comment-btn) to submit the comment. 3) Only display comments related to the selected blog, showing them in cards with the class '.comment-item', placed above the TextArea. 4) Create services/comment.service.ts to implement state management without NgRx or other state management libraries, and connect CommentService to UI. 5) Preserve comments when a blog is edited, and clear them when a blog is deleted. 6) Constraint: DO NOT USE any third-party packages; ONLY utilize Angular APIs. |
task-13 | 2025-05-12T00:00:00 | challenging | 1) Create directives/tooltip.directive.ts that displays a tooltip (.tooltip) at the bottom of the host element when hovered over. 2) Implement this tooltip on the 'Add Blog' button to show 'Write a New Blog For everyone' when hovered. 3) The Tooltip should be appended to document.body using Angular's dynamic component creation. 4) Constraint: DO NOT use any third-party packages; ONLY Angular APIs are allowed. |
task-14 | 2025-05-12T00:00:00 | challenging | 1) Enable Markdown text input for blog details. Preview the Markdown in blog.component.ts. 2) Develop a pipe or service to reuse Markdown-related logic. 3) Prevent XSS attacks using Angular's DomSanitizer. 4) Constraint: DO NOT use any third-party packages; ONLY Angular APIs are permitted. |
task-15 | 2025-05-12T00:00:00 | challenging | 1) Create services/toast.service.ts to display a one-line message (fontSize: 12px) in a appealing green box at the top of the page for 2000ms. 2) Display a toast with 'New Comment Created Successfully!' when a new comment is submitted, and 'New Blog Created Successfully!' when a new blog is submitted. 3) If a toast is already visible when another is triggered, remove the old toast before showing the new one. 4) Constraint: DO NOT use any third-party packages; ONLY Angular APIs are permitted. |
task-16 | 2025-05-12T00:00:00 | challenging | 1) When the title of Blog is longer than 300px, show '...' to hide longer text. 2) Title can be hovered to show full content in Tooltip when Title is longer than 300px. DO NOT show Tooltip when Title is less than 300px 3) Make sure EVERY title displayed in the page follows the rules, create reusable directives. 4) Constraint: DO NOT use any third-party packages; ONLY Angular APIs are permitted. |
task-17 | 2025-05-12T00:00:00 | challenging | 1) Add appealing button in header with text 'Fast Comment'. 2) When clicked, focus Textarea in comments.component.ts and type 'Charming Blog!' DO NOT submit this comment. 3) Constraint: DO NOT use any third-party packages; ONLY Angular APIs are permitted. DO NOT use BOM API. Use ViewChild/ContentChild instead of DOM query. |
task-18 | 2025-05-12T00:00:00 | challenging | 1) Add pages/game/game.component.ts with text 'Hello Game'. 2) Move Previous Logic of app.component.ts to pages/blogPage/blogPage.component.ts 2) Add Route Logic: When browser location is '/', routed to BlogPage. When browser location is '/game', routed to Game. 3) Add a appealing button with text '🎮' in BlogPage's header.component.ts to navigate to Game page, and user can go back to BlogPage when browser page go Back. 4) Constraint: DO NOT use any third-party packages; ONLY Angular APIs are permitted. |
task-19 | 2025-05-12T00:00:00 | challenging | 1) Write a Gomoku chess game 2) chess board is 15*15, there is black chess and white chess, black chess first 3) Add the class for important element: white chess(.chess-white), black chess(.chess-black), position chess can be clicked to drop follow regex: .chess-pos-\d{1,2}-d\{1,2}. 4) show 'White's Turn' and 'Black'Turn' to show current player 5) show 'White Wins!' and 'Black Wins!' when player wins, reuse toast.service.ts to toast BIG 'Congratulations!' with style: 50px fontSize 6) keep 'Hello Game' 7) Beautify this game 8) Constraint: DO NOT use any third-party packages; ONLY Angular APIs are permitted. |
task-20 | 2025-05-12T00:00:00 | challenging | 1) When gamer wins, add a button with Text 'Post Game Records', when clicked, post a new blog to record the history of this game. Return to blog page and show this blog 2) The Blog Content Example: '# White is Winner!
```game
White(1,5);
Black(14,11);
White(11,4);
```' 3) Title of Blog follow Game-[Date]-[Time] 4) Constraint: DO NOT use any third-party packages; ONLY Angular APIs are permitted. |
task-1 | 2025-05-12T00:00:00 | easy | Add topbar element (class 'topbar') and page iframe (class 'content', name 'content') in the browser element. topbar and content together fill the entire space of the browser element. No other elements in browser element. |
task-2 | 2025-05-12T00:00:00 | easy | Add toolbar element (class 'toolbar'), address select element (select class is 'address') and setting element (class 'setting') horizontally in the topbar element. toolbar is fixed at the topbar's left side. setting is fixed at the topbar's right side. address occupies the topbar's remaining space. Save codes to 'index.html' and 'index.css'. |
task-3 | 2025-05-12T00:00:00 | easy | Add pages 'docs/intro.html', 'docs/javascript.html', 'docs/css.html', 'docs/html.html', 'docs/nodejs.html' with random content about its filename. 'docs/intro.html' contains the links to other 4 pages. Add 5 options ('value' attribute format `docs/{name}.html`) for the above 5 pages to address select whose the first option value is 'docs/intro.html'. Change address option to display page in the content iframe. content iframe display the page from address select's first option value (default selected option). |
task-4 | 2025-05-12T00:00:00 | easy | Add buttons homepage (class 'homepage'), back (class 'back'), forward (class 'forward'), refresh (class 'refresh') horizontally in the toolbar element. Click button homepage to show 'docs/intro.html' in the content. Click buttons back/forward/refresh to perform the corresponding operation on the content iframe. |
task-5 | 2025-05-12T00:00:00 | easy | Button back is disabled when no page in content iframe to backward. Button forward is disabled when no page in content iframe to forward. Prefer using navigation API. |
task-6 | 2025-05-12T00:00:00 | moderate | Keep address option to be the same with the page in content iframe. |
task-7 | 2025-05-12T00:00:00 | moderate | Add '.reading-time' element in setting panel. Display doc page reading time (in seconds rounded to one decimal) in '.reading-time'. Reset reading time when doc page changed. Pause recoding reading time when page is hidden. |
task-8 | 2025-05-12T00:00:00 | moderate | Warn and save doc page url before window is closed. Ask user with confirm dialog whether jumping to the last saved doc page. |
task-9 | 2025-05-12T00:00:00 | moderate | Add '.theme' select element in setting panel. '.theme' options value attribute are 'dark' (default, index 0) and 'light'. Change '.theme' to toggle the theme (body class 'dark' and 'light') of 'index.html' and all doc pages ('doc/xxx.html'). |
task-10 | 2025-05-12T00:00:00 | moderate | Right click button back to show a menu layer (class 'menu back-menu') which contains all backward history urls (class 'menu-item') which is clicked to jump to the page. The oldest url is the first menu item. |
task-11 | 2025-05-12T00:00:00 | challenging | Right click button forward to show a menu layer (class 'menu forward-menu') which contains all forward history urls (class 'menu-item') which is clicked to jump to the page. The newest url is the first menu item. |
task-12 | 2025-05-12T00:00:00 | challenging | Click doc page to hide menu. Save codes to es-module 'doc/doc.js' which should be imported by all doc pages ('docs/xxx.html'). |
task-13 | 2025-05-12T00:00:00 | challenging | Add button 'Open in new window' (class '.open') in doc pages when loaded in content frame. Button '.open' is clicked to open current doc page in a new window. Button '.open' is hidden in the new window. Save codes to 'doc/doc.js'. |
task-14 | 2025-05-12T00:00:00 | challenging | Add button 'Close' (class '.close') in doc page when it is opened by button '.open'. Button '.close' is clicked to close current doc page. Save codes to 'doc/doc.js'. |
task-15 | 2025-05-12T00:00:00 | challenging | When doc page is opened in a new window, keep the same theme with 'index.html'. |
task-16 | 2025-05-12T00:00:00 | challenging | When change theme in 'index.html', change the theme of doc pages opened in new windows too. Use postMessage API. |
task-17 | 2025-05-12T00:00:00 | moderate | Add a circle element (class 'network') in the setting panel. Monitor network state, change '.network' to green (class '.online') when network is online, change '.network' to red (class '.offline') when network is offline. |
task-18 | 2025-05-12T00:00:00 | moderate | Add a circle element (class 'geolocation') in the setting panel. When reaching the target `{latitude:30, longitude:120}`, change '.geolocation' to green (class '.reached'). Clear monitoring geolocation change after reaching the target. |
task-19 | 2025-05-12T00:00:00 | moderate | Add button '.fullscreen' in setting panel. Click '.fullscreen' to set fullscreen for content frame, and add button '.exit-fullscreen' (clicked to exit fullscreen and hide itself) in doc page. |
task-20 | 2025-05-12T00:00:00 | challenging | Add keyword input (class 'keyword') in doc pages. Input keyword immediately highlight text matched by keyword. Use Range API. |
task-1 | 2025-05-12T00:00:00 | easy | add button sqrt with text '√' at the right of button clear; click it to calculate result using display content directly |
task-2 | 2025-05-12T00:00:00 | easy | add button square with text '^2' at the right of button sqrt |
task-3 | 2025-05-12T00:00:00 | easy | add button reciprocal with text '1/x' at the right of button square |
task-4 | 2025-05-12T00:00:00 | easy | add button sin with text 'sin' at the end of all the buttons |
task-5 | 2025-05-12T00:00:00 | easy | add button π with text 'π' at the right of button sin; click button π to cover display content |
task-6 | 2025-05-12T00:00:00 | easy | revert position of button sin, button π, no change for other buttons |
task-7 | 2025-05-12T00:00:00 | easy | change button 'clear' width to 3 columns |
task-8 | 2025-05-12T00:00:00 | easy | add toggle button with id 'toggle' to change theme between dark and light mode; toggle button's text is 'dark' at light mode and 'light' at dark mode |
task-9 | 2025-05-12T00:00:00 | easy | move toggle button to bottom-center of the page |
task-10 | 2025-05-12T00:00:00 | easy | change default theme to dark |
task-11 | 2025-05-12T00:00:00 | easy | add button with id 'mode' near the toggle button to change mode between scientific(default) and basic; its text is 'basic' at scientific mode and 'scientific' at basic mode; basic mode just display the first 5 rows in buttons panel |
task-12 | 2025-05-12T00:00:00 | challenging | make the last button of the first 5 rows in buttons panel, background color brighter; consider dark and light mode |
task-13 | 2025-05-12T00:00:00 | challenging | fix display input width to be equal to the buttons content width; change display input css properties as less as possible |
task-14 | 2025-05-12T00:00:00 | challenging | add buttons cos, tan, sinh, cosh at the end of buttons panel |
task-15 | 2025-05-12T00:00:00 | challenging | add button MemoryPlus(text 'M+') at the end to plus display content and store the data; add button MemoryRecall(text 'MR') before button M+ to append stored data to display content |
task-16 | 2025-05-12T00:00:00 | challenging | display stored data in a panel(id 'memory') next to the buttons panel in the calculator at scientific mode |
task-17 | 2025-05-12T00:00:00 | challenging | show latest 5 clicked button text in a history panel(id 'clicks') next to memory panel at scientific mode |
task-18 | 2025-05-12T00:00:00 | challenging | add button MemoryMinus(text 'M-') next to button M+ to minus display content and store the data |
task-19 | 2025-05-12T00:00:00 | challenging | add button MemoryClear(text 'MC') next to button M- to reset stored data to 0 |
task-20 | 2025-05-12T00:00:00 | challenging | click item(class 'history-item') in history panel to perform the same action like calculator button |
task-1 | 2025-05-12T00:00:00 | easy | add button sqrt with text '√' at the right of button clear; click it to calculate result using display content directly |
task-2 | 2025-05-12T00:00:00 | easy | add button square with text '^2' at the right of button sqrt |
task-3 | 2025-05-12T00:00:00 | easy | add button reciprocal with text '1/x' at the right of button square |
task-4 | 2025-05-12T00:00:00 | easy | add button sin with text 'sin' at the end of all the buttons |
task-5 | 2025-05-12T00:00:00 | easy | add button π with text 'π' at the right of button sin; click button π to cover display content |
task-6 | 2025-05-12T00:00:00 | easy | revert position of button sin, button π, no change for other buttons |
task-7 | 2025-05-12T00:00:00 | easy | change button 'clear' width to 3 columns |
task-8 | 2025-05-12T00:00:00 | easy | add toggle button with id 'toggle' to change theme between dark and light mode; toggle button's text is 'dark' at light mode and 'light' at dark mode |
task-9 | 2025-05-12T00:00:00 | easy | move toggle button to bottom-center of the page |
task-10 | 2025-05-12T00:00:00 | easy | change default theme to dark |
task-11 | 2025-05-12T00:00:00 | easy | add button with id 'mode' near the toggle button to change mode between scientific(default) and basic; its text is 'basic' at scientific mode and 'scientific' at basic mode; basic mode just display the first 5 rows in buttons panel |
task-12 | 2025-05-12T00:00:00 | challenging | make the last button of the first 5 rows in buttons panel, background color brighter; consider dark and light mode |
task-13 | 2025-05-12T00:00:00 | challenging | fix display input width to be equal to the buttons content width; change display input css properties as less as possible |
task-14 | 2025-05-12T00:00:00 | challenging | add buttons cos, tan, sinh, cosh at the end of buttons panel |
task-15 | 2025-05-12T00:00:00 | challenging | add button MemoryPlus(text 'M+') at the end to plus display content and store the data; add button MemoryRecall(text 'MR') before button M+ to append stored data to display content |
task-16 | 2025-05-12T00:00:00 | challenging | display stored data in a panel(id 'memory') next to the buttons panel in the calculator at scientific mode |
task-17 | 2025-05-12T00:00:00 | challenging | show latest 5 clicked button text in a history panel(id 'clicks') next to memory panel at scientific mode |
task-18 | 2025-05-12T00:00:00 | challenging | add button MemoryMinus(text 'M-') next to button M+ to minus display content and store the data |
task-19 | 2025-05-12T00:00:00 | challenging | add button MemoryClear(text 'MC') next to button M- to reset stored data to 0 |
task-20 | 2025-05-12T00:00:00 | challenging | click item(class 'history-item') in history panel to perform the same action like calculator button |
task-1 | 2025-05-12T00:00:00 | easy | Style the canvas with 'assets/bg.png' as its background using CSS. Center the canvas horizontally on the page. Note: Please enter the full HTML codeblock with filename in the language specifier. |
task-2 | 2025-05-12T00:00:00 | easy | Canvas dimensions should scale with window size: height matches window height, while width scales proportionally. Apply device pixel ratio (DPR) scaling for crisp rendering across devices. Handle DPR changes during resize events. Display 'Score: ' in 14px white text (textAlign='left') at (10,10) with a rectangular border. Store score value in 'window.store'. Note: Use only canvas rendering; Please enter the full HTML codeblock with filename in the language specifier. |
task-3 | 2025-05-12T00:00:00 | moderate | Add bird and floor images from assets ('assets/bird.png', 'assets/fg.png'). Bird at (30, height/2), floor tiles at bottom (0, height-80). Floor moves left 4px per frame, store its position in 'store.floorX'. Consider the consistency of values at different refresh rates, get frameAdjustedRate from query, and stores it in store.frameAdjustedRate, and use it as '4px * frameAdjustedRate'. Store animation state in 'store.isAnimating'. Display 'Click to Start' text in canvas center. Animation begins and text hides when the player clicks or presses Enter. Note: not to trigger animation multiple times; floor width and bird updates on window resizes for responsive; Ensure images are loaded with promise.all; Clear canvas before each render; don't forget DPR. |
task-4 | 2025-05-12T00:00:00 | moderate | Render pipe pairs using 'assets/pipeUp.png' and 'assets/pipeDown.png' at shared x-coordinates. Maintain 120-240px vertical gap between pipes, with gap's top edge >80px from canvas top and < (height/2 - 80). Space pipe groups 200px apart horizontally. Continuously generate pipes from right, translating -4px per frame. Store in window.store: bird coordinates, pipe data (x, topHeight, bottomY, width, passed), and floor height. Pipes should be rendered behind other elements and the floor is at the top layer. |
task-5 | 2025-05-12T00:00:00 | easy | Apply downward acceleration of 0.45, capped at maximum falling speed of 6. On mouseclick or Enter key, set vertical velocity to -6 for upward motion. Rotate bird sprite: -35° during ascent, +35° during descent, interpolating between states. |
task-6 | 2025-05-12T00:00:00 | easy | When bird collides with ground and the 'store.mode' isn't 'debug', set 'store.isGameOver' to true and end the game. Pause all animations and instantly fade in three centered messages: 'GAME OVER', 'Score: [score]', and 'Click to Play Again'. Input is forbidden for 0.5 seconds after the game ends. Then Click or Enter key instantly restart the game without showing the start screen. Note: Use only canvas rendering, not DOM elements; Window resizing remains active during game over; In debug mode, bird-ground collision is ignored and bird stays at ground level while game continues. |
task-7 | 2025-05-12T00:00:00 | easy | Each time the bird passes through a set of pipes, the score increases by 1. The game ends when it collides with a pipe. |
task-8 | 2025-05-12T00:00:00 | challenging | Refactor code, split into multiple files, use ES modules: index.html; style.css; main.js for init and game loop; constants.js for constants; render.js for drawing; store.js for store, keep state in 'window.store'; util.js; event.js for events; Add comments to explain code. Note: Avoid losing context between files; do not confuse assets resources with objects in the store, record assets in 'store.assets'; keep store in window; store dpr in the store; init store before anything; after updateStore, obtain the new store object to avoid using old data; Do not omit the code. Do not write game logic in the store; Remember to consider the method parameters when binding and unbinding events |
task-9 | 2025-05-12T00:00:00 | moderate | Randomly spawn items in the middle of pipe gaps with item size 20*20. Spawn rate controlled by 'store.randomRate' (default 0.25, variable). Items move with pipes and store in pipe object with properties (x, y, type, collected). Item 'Shield': appears as filled green diamond, grants protective shield effect. When collected, displays spiked gear ring around bird (lineWidth 5, radius 1.5 * birdWidth) and sets 'isProtected' and 'shieldEndTime' in store. Shield provides 5 seconds invincibility, ring flashes during final second. Shield giving the bird invincibility without losing lives. Collecting another Shield while active resets duration to 5 seconds. |
task-10 | 2025-05-12T00:00:00 | moderate | Add item 'Heart': shaped like a red heart ❤, represents an increase of one life. Events that previously caused game over will now reduce one life instead, and the game will only end when lives reach 0, with a maximum of 10 lives ('store.maxLives'), default is 1. Render ❤ x [lives] in the upper right corner of the canvas, stored in 'store.lives'. When we loose a life get a protective shield for 1 seconds. |
task-11 | 2025-05-12T00:00:00 | challenging | Implement weather system that randomly switches every 5 seconds between 'Normal', 'Rain', 'Wind', and 'Night' states (Weather should randomly select next type excluding current weather.), stored in 'store.weather', use 'weather.current' record the current weather type. When 'weather.current' changes, the weather system changes immediately. Rain effect: render clearly visible vertical lines with bright color using lineWidth 2 and round caps, 30px base length with slight rightward tilt (15 degrees), falling at 20px base speed, with darkened background. Wind effect: display distinct horizontal streaks moving left to right with varying lengths. Night effect: overlay semi-transparent dark gradient on background with high contrast. Weather effects should be highly visible and immediately recognizable, using 300 particles, but not interfere with game collision detection. Consider performance optimization strategies when implementing weather particle system. |
task-12 | 2025-05-12T00:00:00 | moderate | When the weather is Night, a new item type 'Coin' is provided: it is shaped like a yellow concentric circle. After obtaining it, the score increases by 10. When the weather changes back to others, the existing Coins will also disappear immediately. |
task-13 | 2025-05-12T00:00:00 | easy | When the weather is 'Rain', the bird's jumping speed slows down to 0.8 times, and the falling speed becomes 1.2 times the original. When the weather is 'Wind', the overall forward movement speed becomes 1.5 times. |
task-14 | 2025-05-12T00:00:00 | challenging | Every 5 seconds, there is a probability of generating an elliptical gravity field on the ground, with the height of the ellipse center at ground level, moves with floor. The width of the gravity field is three times the pipe spacing, height is 40, with a probability of 'store.fieldRandomRate' (default value 0.25, variable). The data of the field stores in 'store.field', and there will only be one field on the canvas at the same time, when the x of the bird is within the range of the field, it takes effect. The field type 'Zero': has a color that transitions from blue on the outside to black in the middle, The entire field glows with obvious special effects, the effect is that the bird's velocity will not > 0 within this distance. |
task-15 | 2025-05-12T00:00:00 | challenging | Periodically spawns enemies at random vertical positions on screen's right edge, generate one per second, stores in 'store.enemies', with maximum 10 simultaneous enemies. Enemies move to left at constant horizontal speed 6 while having random initial vertical velocity (range -0.5,0.5 ). On collision with bird, reduces player life. Enemy sprites use mirrored and color-inverted version of 'assets/bird.png', pre-rendered using offline canvas for performance. Note: Do not forget to implement the new method. |
task-16 | 2025-05-12T00:00:00 | easy | Additional control options: 'arrowDown' and 's' triggers rapid descent speed 6, 'arrowRight' and 'd' activates speed-up mode affecting all game elements, while 'w'、 'j' 、 'space' and 'arrowUp' serve as alternative jump controls. |
task-17 | 2025-05-12T00:00:00 | moderate | When pressing 'k', the bird can shoot bullets with size 10*10, and the bullets can destroy the enemy. The firing interval of bullets should be at least 0.2s. The data of the bullets stores in 'store.bullets'. Note: Do not forget to implement the new method. |
task-18 | 2025-05-12T00:00:00 | challenging | A boss spawns 10 seconds after the game starts. This boss looks like a normal enemy but is sized 60*60. It spawns at center of the right edge of the screen and only moves randomly up and down on the right side, staying within the screen bounds, without moving left. This boss has 10 lives. The boss will also fire bullets, which need to be distinguished from the player's bullets. The firing interval of the boss's bullets should be the same as that of the player's. A new boss will spawn 10 seconds after the current boss is defeated. Data is stored in 'store.boss', and the boss's bullets are stored in 'store.bossBullets'. Note: Do not forget to implement the new method. |
task-19 | 2025-05-12T00:00:00 | challenging | When the weather is night, a new item type 'Bomb' is provided: it appears as a nuclear symbol. After obtaining it, you have bombs that can be used, maximum is 3. player default has 3 bombs. The current quantity owned is displayed below the health points in the upper right corner. When we pressing 'b' we use one Bomb, it eliminates all enemies, deals one damage to the boss, and clears the boss's bullets. Bomb explosion has a 0.5s animation for the entire canvas, causing the canvas to shake, with the overall canvas superimposing a repeated nuclear symbol pattern. Note: Do not forget to implement the new method. |
task-20 | 2025-05-12T00:00:00 | challenging | Whenever the boss is defeated, the game will enter a special space that lasts for 5 seconds and will reappear after 5 seconds. Inside the special space, it is randomly filled with Coins. After entering the special space, enemies and pipes are removed, leaving only the bird and Coins. The bird's position is in the middle at the bottom of the canvas, and the content of the canvas moves from top to bottom.gains a 3s shield after coming out of space.Data is stored in store.coinPhase. Note: Do not forget to implement the new method. |
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