User prompt
Add 1 bird
User prompt
Add more blocks and pigs
User prompt
Make hardest level
User prompt
Add level 3 and game will end after the level 3
User prompt
In level 2 when we pull and realese the sling the bird doesnt stop
User prompt
Make level 2 slingshot system same level 1 slingshot system
User prompt
Add level 2 and game will end after the level 2
User prompt
The game does not end when you pass level 1
User prompt
Make level 3
User prompt
Make level 2
User prompt
Add angry birds background
Code edit (1 edits merged)
Please save this source code
User prompt
Slingshot Siege
Initial prompt
Make a angry birds
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bird = Container.expand(function () {
var self = Container.call(this);
var birdGraphics = self.attachAsset('bird', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.launched = false;
self.gravity = 0.3;
self.bounce = 0.3;
self.update = function () {
if (self.launched) {
self.velocityY += self.gravity;
self.x += self.velocityX;
self.y += self.velocityY;
// Ground collision
if (self.y > 2600) {
self.y = 2600;
self.velocityY *= -self.bounce;
self.velocityX *= 0.8;
if (Math.abs(self.velocityY) < 2) {
self.velocityY = 0;
}
}
// Side boundaries
if (self.x < 0 || self.x > 2048) {
self.velocityX *= -self.bounce;
}
}
};
self.launch = function (velX, velY) {
self.launched = true;
self.velocityX = velX;
self.velocityY = velY;
LK.getSound('launch').play();
};
return self;
});
var Block = Container.expand(function (type) {
var self = Container.call(this);
var assetName = type + 'Block';
var blockGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type;
self.health = type === 'wood' ? 50 : type === 'stone' ? 100 : 30; // ice is weakest
self.destroyed = false;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0 && !self.destroyed) {
self.destroyed = true;
LK.effects.flashObject(self, 0xff0000, 200);
LK.getSound('hit').play();
LK.setScore(LK.getScore() + 10);
scoreText.setText(LK.getScore());
}
};
return self;
});
var Pig = Container.expand(function () {
var self = Container.call(this);
var pigGraphics = self.attachAsset('pig', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.destroyed = false;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0 && !self.destroyed) {
self.destroyed = true;
LK.effects.flashObject(self, 0xffff00, 300);
LK.getSound('destroy').play();
LK.setScore(LK.getScore() + 100);
scoreText.setText(LK.getScore());
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Game variables
var birds = [];
var pigs = [];
var blocks = [];
var currentBird = null;
var slingshot = null;
var isDragging = false;
var trajectoryDots = [];
var slingshotX = 200;
var slingshotY = 2400;
var birdsRemaining = 3;
var level = 1;
// UI Elements
var scoreText = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var birdsText = new Text2('Birds: 3', {
size: 50,
fill: 0xFFFFFF
});
birdsText.anchor.set(0, 0);
birdsText.x = 100;
birdsText.y = 100;
LK.gui.topLeft.addChild(birdsText);
var levelText = new Text2('Level: 1', {
size: 50,
fill: 0xFFFFFF
});
levelText.anchor.set(1, 0);
levelText.x = -100;
levelText.y = 100;
LK.gui.topRight.addChild(levelText);
// Create ground
var ground = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 1,
x: 0,
y: 2732
}));
// Create clouds for background atmosphere
var cloud1 = game.addChild(LK.getAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
x: 300,
y: 400,
alpha: 0.8
}));
var cloud2 = game.addChild(LK.getAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
x: 800,
y: 300,
alpha: 0.7
}));
var cloud3 = game.addChild(LK.getAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
x: 1400,
y: 450,
alpha: 0.6
}));
var cloud4 = game.addChild(LK.getAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5,
x: 1800,
y: 350,
alpha: 0.8
}));
// Create slingshot
slingshot = game.addChild(LK.getAsset('slingshot', {
anchorX: 0.5,
anchorY: 1,
x: slingshotX,
y: slingshotY
}));
// Create level structures
function createLevel1() {
// Create pigs
var pig1 = game.addChild(new Pig());
pig1.x = 1400;
pig1.y = 2300;
pigs.push(pig1);
var pig2 = game.addChild(new Pig());
pig2.x = 1600;
pig2.y = 2200;
pigs.push(pig2);
// Create structure
var block1 = game.addChild(new Block('wood'));
block1.x = 1300;
block1.y = 2350;
blocks.push(block1);
var block2 = game.addChild(new Block('wood'));
block2.x = 1500;
block2.y = 2350;
blocks.push(block2);
var block3 = game.addChild(new Block('stone'));
block3.x = 1400;
block3.y = 2250;
blocks.push(block3);
var block4 = game.addChild(new Block('ice'));
block4.x = 1600;
block4.y = 2300;
blocks.push(block4);
}
function createLevel2() {
// Create pigs - more challenging placement
var pig1 = game.addChild(new Pig());
pig1.x = 1300;
pig1.y = 2200;
pigs.push(pig1);
var pig2 = game.addChild(new Pig());
pig2.x = 1500;
pig2.y = 2100;
pigs.push(pig2);
var pig3 = game.addChild(new Pig());
pig3.x = 1700;
pig3.y = 2200;
pigs.push(pig3);
// Create more complex structure - tower formation
// Base layer
var block1 = game.addChild(new Block('stone'));
block1.x = 1200;
block1.y = 2350;
blocks.push(block1);
var block2 = game.addChild(new Block('stone'));
block2.x = 1400;
block2.y = 2350;
blocks.push(block2);
var block3 = game.addChild(new Block('stone'));
block3.x = 1600;
block3.y = 2350;
blocks.push(block3);
var block4 = game.addChild(new Block('stone'));
block4.x = 1800;
block4.y = 2350;
blocks.push(block4);
// Second layer
var block5 = game.addChild(new Block('wood'));
block5.x = 1300;
block5.y = 2300;
blocks.push(block5);
var block6 = game.addChild(new Block('wood'));
block6.x = 1500;
block6.y = 2300;
blocks.push(block6);
var block7 = game.addChild(new Block('wood'));
block7.x = 1700;
block7.y = 2300;
blocks.push(block7);
// Third layer
var block8 = game.addChild(new Block('ice'));
block8.x = 1300;
block8.y = 2250;
blocks.push(block8);
var block9 = game.addChild(new Block('ice'));
block9.x = 1500;
block9.y = 2250;
blocks.push(block9);
var block10 = game.addChild(new Block('ice'));
block10.x = 1700;
block10.y = 2250;
blocks.push(block10);
// Top layer
var block11 = game.addChild(new Block('wood'));
block11.x = 1400;
block11.y = 2150;
blocks.push(block11);
var block12 = game.addChild(new Block('wood'));
block12.x = 1600;
block12.y = 2150;
blocks.push(block12);
}
// Initialize first bird
function createNewBird() {
if (birdsRemaining > 0) {
currentBird = game.addChild(new Bird());
currentBird.x = slingshotX;
currentBird.y = slingshotY - 100;
birds.push(currentBird);
}
}
// Trajectory calculation
function calculateTrajectory(startX, startY, velX, velY) {
var dots = [];
var x = startX;
var y = startY;
var vx = velX;
var vy = velY;
var gravity = 0.3;
for (var i = 0; i < 50; i += 3) {
dots.push({
x: x,
y: y
});
vx *= 0.99;
vy += gravity;
x += vx * 3;
y += vy * 3;
if (y > 2600 || x > 2048) break;
}
return dots;
}
// Clear trajectory dots
function clearTrajectory() {
for (var i = 0; i < trajectoryDots.length; i++) {
trajectoryDots[i].destroy();
}
trajectoryDots = [];
}
// Show trajectory dots
function showTrajectory(dots) {
clearTrajectory();
for (var i = 0; i < dots.length; i++) {
var dot = game.addChild(LK.getAsset('trajectory', {
anchorX: 0.5,
anchorY: 0.5,
x: dots[i].x,
y: dots[i].y,
alpha: 0.5
}));
trajectoryDots.push(dot);
}
}
// Check collisions
function checkCollisions() {
for (var i = 0; i < birds.length; i++) {
var bird = birds[i];
if (!bird.launched) continue;
// Check bird vs pigs
for (var j = 0; j < pigs.length; j++) {
var pig = pigs[j];
if (!pig.destroyed && bird.intersects(pig)) {
var damage = Math.abs(bird.velocityX) + Math.abs(bird.velocityY);
pig.takeDamage(damage * 2);
}
}
// Check bird vs blocks
for (var k = 0; k < blocks.length; k++) {
var block = blocks[k];
if (!block.destroyed && bird.intersects(block)) {
var damage = Math.abs(bird.velocityX) + Math.abs(bird.velocityY);
block.takeDamage(damage);
bird.velocityX *= 0.5;
bird.velocityY *= 0.5;
}
}
}
}
// Check win condition
function checkWinCondition() {
var allPigsDestroyed = true;
for (var i = 0; i < pigs.length; i++) {
if (!pigs[i].destroyed) {
allPigsDestroyed = false;
break;
}
}
if (allPigsDestroyed) {
if (level === 1) {
// Advance to level 2
level = 2;
levelText.setText('Level: ' + level);
birdsRemaining = 4; // More birds for harder level
birdsText.setText('Birds: ' + birdsRemaining);
// Clear current level
for (var j = blocks.length - 1; j >= 0; j--) {
blocks[j].destroy();
blocks.splice(j, 1);
}
for (var k = pigs.length - 1; k >= 0; k--) {
pigs[k].destroy();
pigs.splice(k, 1);
}
for (var l = birds.length - 1; l >= 0; l--) {
if (birds[l] !== currentBird) {
birds[l].destroy();
}
birds.splice(l, 1);
}
if (currentBird) {
currentBird.destroy();
currentBird = null;
}
LK.setTimeout(function () {
createLevel2();
createNewBird();
}, 1000);
} else {
LK.setTimeout(function () {
LK.showYouWin();
}, 1000);
}
} else if (birdsRemaining <= 0 && (!currentBird || currentBird.launched && Math.abs(currentBird.velocityX) < 1 && Math.abs(currentBird.velocityY) < 1)) {
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
}
// Game event handlers
game.down = function (x, y, obj) {
if (currentBird && !currentBird.launched) {
isDragging = true;
}
};
game.move = function (x, y, obj) {
if (isDragging && currentBird && !currentBird.launched) {
var maxDistance = 150;
var deltaX = slingshotX - x;
var deltaY = slingshotY - 100 - y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance > maxDistance) {
deltaX = deltaX / distance * maxDistance;
deltaY = deltaY / distance * maxDistance;
}
currentBird.x = slingshotX - deltaX;
currentBird.y = slingshotY - 100 - deltaY;
// Show trajectory
var velX = deltaX * 0.2;
var velY = deltaY * 0.2;
var trajectoryPoints = calculateTrajectory(currentBird.x, currentBird.y, velX, velY);
showTrajectory(trajectoryPoints);
}
};
game.up = function (x, y, obj) {
if (isDragging && currentBird && !currentBird.launched) {
isDragging = false;
clearTrajectory();
var deltaX = slingshotX - currentBird.x;
var deltaY = slingshotY - 100 - currentBird.y;
if (Math.abs(deltaX) > 5 || Math.abs(deltaY) > 5) {
currentBird.launch(deltaX * 0.2, deltaY * 0.2);
birdsRemaining--;
birdsText.setText('Birds: ' + birdsRemaining);
LK.setTimeout(function () {
createNewBird();
}, 2000);
}
}
};
// Main game update
game.update = function () {
checkCollisions();
checkWinCondition();
// Remove destroyed objects
for (var i = blocks.length - 1; i >= 0; i--) {
if (blocks[i].destroyed) {
blocks[i].destroy();
blocks.splice(i, 1);
}
}
for (var j = pigs.length - 1; j >= 0; j--) {
if (pigs[j].destroyed) {
pigs[j].alpha = Math.max(0, pigs[j].alpha - 0.02);
if (pigs[j].alpha <= 0) {
pigs[j].destroy();
pigs.splice(j, 1);
}
}
}
};
// Initialize level
createLevel1();
createNewBird(); ===================================================================
--- original.js
+++ change.js
@@ -204,8 +204,76 @@
block4.x = 1600;
block4.y = 2300;
blocks.push(block4);
}
+function createLevel2() {
+ // Create pigs - more challenging placement
+ var pig1 = game.addChild(new Pig());
+ pig1.x = 1300;
+ pig1.y = 2200;
+ pigs.push(pig1);
+ var pig2 = game.addChild(new Pig());
+ pig2.x = 1500;
+ pig2.y = 2100;
+ pigs.push(pig2);
+ var pig3 = game.addChild(new Pig());
+ pig3.x = 1700;
+ pig3.y = 2200;
+ pigs.push(pig3);
+ // Create more complex structure - tower formation
+ // Base layer
+ var block1 = game.addChild(new Block('stone'));
+ block1.x = 1200;
+ block1.y = 2350;
+ blocks.push(block1);
+ var block2 = game.addChild(new Block('stone'));
+ block2.x = 1400;
+ block2.y = 2350;
+ blocks.push(block2);
+ var block3 = game.addChild(new Block('stone'));
+ block3.x = 1600;
+ block3.y = 2350;
+ blocks.push(block3);
+ var block4 = game.addChild(new Block('stone'));
+ block4.x = 1800;
+ block4.y = 2350;
+ blocks.push(block4);
+ // Second layer
+ var block5 = game.addChild(new Block('wood'));
+ block5.x = 1300;
+ block5.y = 2300;
+ blocks.push(block5);
+ var block6 = game.addChild(new Block('wood'));
+ block6.x = 1500;
+ block6.y = 2300;
+ blocks.push(block6);
+ var block7 = game.addChild(new Block('wood'));
+ block7.x = 1700;
+ block7.y = 2300;
+ blocks.push(block7);
+ // Third layer
+ var block8 = game.addChild(new Block('ice'));
+ block8.x = 1300;
+ block8.y = 2250;
+ blocks.push(block8);
+ var block9 = game.addChild(new Block('ice'));
+ block9.x = 1500;
+ block9.y = 2250;
+ blocks.push(block9);
+ var block10 = game.addChild(new Block('ice'));
+ block10.x = 1700;
+ block10.y = 2250;
+ blocks.push(block10);
+ // Top layer
+ var block11 = game.addChild(new Block('wood'));
+ block11.x = 1400;
+ block11.y = 2150;
+ blocks.push(block11);
+ var block12 = game.addChild(new Block('wood'));
+ block12.x = 1600;
+ block12.y = 2150;
+ blocks.push(block12);
+}
// Initialize first bird
function createNewBird() {
if (birdsRemaining > 0) {
currentBird = game.addChild(new Bird());
@@ -290,11 +358,42 @@
break;
}
}
if (allPigsDestroyed) {
- LK.setTimeout(function () {
- LK.showYouWin();
- }, 1000);
+ if (level === 1) {
+ // Advance to level 2
+ level = 2;
+ levelText.setText('Level: ' + level);
+ birdsRemaining = 4; // More birds for harder level
+ birdsText.setText('Birds: ' + birdsRemaining);
+ // Clear current level
+ for (var j = blocks.length - 1; j >= 0; j--) {
+ blocks[j].destroy();
+ blocks.splice(j, 1);
+ }
+ for (var k = pigs.length - 1; k >= 0; k--) {
+ pigs[k].destroy();
+ pigs.splice(k, 1);
+ }
+ for (var l = birds.length - 1; l >= 0; l--) {
+ if (birds[l] !== currentBird) {
+ birds[l].destroy();
+ }
+ birds.splice(l, 1);
+ }
+ if (currentBird) {
+ currentBird.destroy();
+ currentBird = null;
+ }
+ LK.setTimeout(function () {
+ createLevel2();
+ createNewBird();
+ }, 1000);
+ } else {
+ LK.setTimeout(function () {
+ LK.showYouWin();
+ }, 1000);
+ }
} else if (birdsRemaining <= 0 && (!currentBird || currentBird.launched && Math.abs(currentBird.velocityX) < 1 && Math.abs(currentBird.velocityY) < 1)) {
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
Green pig no angry. In-Game asset. 2d. High contrast. No shadows
Angry birds red. In-Game asset. 2d. High contrast. No shadows
Blue glass block. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Wood block. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Gray stone block. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Angry birds slingshot. In-Game asset. 2d. High contrast. No shadows
Cloud. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Angry birds 2 King pig. In-Game asset. 2d. High contrast. No shadows
Angry birds blue bird. In-Game asset. 2d. High contrast. No shadows
Angry birds vertical poster. In-Game asset. 2d. High contrast. No shadows
Angry birds logo. In-Game asset. 2d. High contrast. No shadows