Physics that stay readable as speed climbs
Gravity, velocity-based flaps, rotation, AABB collision, and constant-gap pipe spawning keep runs fair while the world accelerates.
Flappy Bird, but every pipe makes the run faster.
Space / Click / Tap to flap once the run starts.
Rules of the run
Speedy Bird keeps the familiar flap-and-thread rhythm, then tightens the run after every clear. Pipes move 1% faster per point, so a calm opening becomes a precision test by the medal tiers.
Builder's manual
The Canvas demo above is a separate browser implementation of the ReactLynx game's core physics, tile-based pipes, sprite digits, and state machine. Its 400×600 viewport fits the phone frame; the ReactLynx game uses 400×750 logical dimensions. Canvas audio works in the browser, while ReactLynx native and worker-based audio still need a bridge implementation.
Gravity, velocity-based flaps, rotation, AABB collision, and constant-gap pipe spawning keep runs fair while the world accelerates.
Pipe bodies repeat from pixel tiles with cap sprites, avoiding stretched art at every obstacle height.
Background, pipes, and ground move at different speeds to make the tiny scene feel alive.
Shared TypeScript powers the Android host and Lynx web preview. iOS source is included for local Xcode project setup; this page runs the separate Canvas demo.
GitHub Actions check bundles, Android builds, and docs, then publish Pages and release artifacts. iOS archives require a tracked Xcode project and are always unsigned.
Native UI framework
Lynxis ByteDance's open-source cross-platform native UI framework. ReactLynx brings React patterns to a native rendering engine instead of a WebView, which makes this project a compact game-shaped proof of the framework's rendering, touch input, asset, and release pipeline.
Source and docs
Open the manual when you want implementation details, native host setup, or release notes.
View full documentationView source
Project overview, Lynx setup, architecture, and getting started.
02Physics, collision detection, scoring, and game state machine.
03File structure, game loop, component hierarchy, and module breakdown.
04Sprites, audio files, tile-based rendering, and asset attribution.
05Controls, local setup, and Lynx Explorer testing for mobile devices.
06Current versions, compatibility holds, native toolchains, and verification.