Here are a few alternatives for sharing:
v0.dev/chat/...). Anyone who opens it can see and interact with the preview without needing an account.The simplest no-login option is #1 -- just copy your current browser URL and send it. The recipient can view and play the game right in the v0 preview.
I can see the collision detection bug. The problem is on lines 540-548 -- it's mixing world coordinates and screen coordinates inconsistently. The bird.y and p.y are both in world coordinates, but the code first converts to screen coordinates (p.y - cameraYRef.current) and then adds cameraYRef.current back, which creates unreliable comparisons. Let me fix this to use pure world coordinates:
The core issue was that the collision detection was mixing world and screen coordinates -- it subtracted cameraYRef.current to get screen space, then added it back in the comparison, producing inconsistent results that made the bird "phase through" some platforms. The fix uses pure world-space coordinates throughout: it computes the bird's feet position, checks horizontal overlap against the platform, and verifies the feet crossed through the platform top this frame. It also snaps the bird to the platform surface on contact and uses break to avoid double-colliding with overlapping platforms in the same frame.
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