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 = 6; 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: 6', { 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 - HARDEST LEVEL function createLevel1() { // LEFT TOWER - Stone fortress with multiple pigs // Base foundation var baseBlock1 = game.addChild(new Block('stone')); baseBlock1.x = 1200; baseBlock1.y = 2580; blocks.push(baseBlock1); var baseBlock2 = game.addChild(new Block('stone')); baseBlock2.x = 1320; baseBlock2.y = 2580; blocks.push(baseBlock2); var baseBlock3 = game.addChild(new Block('stone')); baseBlock3.x = 1440; baseBlock3.y = 2580; blocks.push(baseBlock3); // First level walls var wall1 = game.addChild(new Block('stone')); wall1.x = 1200; wall1.y = 2544; blocks.push(wall1); var wall2 = game.addChild(new Block('stone')); wall2.x = 1440; wall2.y = 2544; blocks.push(wall2); // Pig on first level var pig1 = game.addChild(new Pig()); pig1.x = 1320; pig1.y = 2520; pigs.push(pig1); // Second level roof var roof1 = game.addChild(new Block('wood')); roof1.x = 1260; roof1.y = 2508; blocks.push(roof1); var roof2 = game.addChild(new Block('wood')); roof2.x = 1380; roof2.y = 2508; blocks.push(roof2); // Second level walls var wall3 = game.addChild(new Block('ice')); wall3.x = 1220; wall3.y = 2472; blocks.push(wall3); var wall4 = game.addChild(new Block('ice')); wall4.x = 1420; wall4.y = 2472; blocks.push(wall4); // Pig on second level var pig2 = game.addChild(new Pig()); pig2.x = 1320; pig2.y = 2448; pigs.push(pig2); // Third level - smaller var smallRoof1 = game.addChild(new Block('ice')); smallRoof1.x = 1300; smallRoof1.y = 2436; blocks.push(smallRoof1); var smallRoof2 = game.addChild(new Block('ice')); smallRoof2.x = 1340; smallRoof2.y = 2436; blocks.push(smallRoof2); // CENTER TOWER - Mixed materials fortress // Base var centerBase1 = game.addChild(new Block('stone')); centerBase1.x = 1600; centerBase1.y = 2580; blocks.push(centerBase1); var centerBase2 = game.addChild(new Block('stone')); centerBase2.x = 1720; centerBase2.y = 2580; blocks.push(centerBase2); var centerBase3 = game.addChild(new Block('stone')); centerBase3.x = 1840; centerBase3.y = 2580; blocks.push(centerBase3); // Vertical supports var support1 = game.addChild(new Block('wood')); support1.x = 1600; support1.y = 2544; blocks.push(support1); var support2 = game.addChild(new Block('wood')); support2.x = 1720; support2.y = 2544; blocks.push(support2); var support3 = game.addChild(new Block('wood')); support3.x = 1840; support3.y = 2544; blocks.push(support3); // Pigs in center structure var pig3 = game.addChild(new Pig()); pig3.x = 1660; pig3.y = 2520; pigs.push(pig3); var pig4 = game.addChild(new Pig()); pig4.x = 1780; pig4.y = 2520; pigs.push(pig4); // Second level platform var platform1 = game.addChild(new Block('ice')); platform1.x = 1620; platform1.y = 2508; blocks.push(platform1); var platform2 = game.addChild(new Block('ice')); platform2.x = 1740; platform2.y = 2508; blocks.push(platform2); var platform3 = game.addChild(new Block('ice')); platform3.x = 1800; platform3.y = 2508; blocks.push(platform3); // Vertical walls second level var centerWall1 = game.addChild(new Block('stone')); centerWall1.x = 1620; centerWall1.y = 2472; blocks.push(centerWall1); var centerWall2 = game.addChild(new Block('stone')); centerWall2.x = 1800; centerWall2.y = 2472; blocks.push(centerWall2); // Pig on second center level var pig5 = game.addChild(new Pig()); pig5.x = 1710; pig5.y = 2448; pigs.push(pig5); // Top roof center var centerRoof = game.addChild(new Block('wood')); centerRoof.x = 1710; centerRoof.y = 2436; blocks.push(centerRoof); // RIGHT TOWER - Ice and wood combination // Base blocks var rightBase1 = game.addChild(new Block('wood')); rightBase1.x = 1950; rightBase1.y = 2580; blocks.push(rightBase1); var rightBase2 = game.addChild(new Block('wood')); rightBase2.x = 1950; rightBase2.y = 2544; blocks.push(rightBase2); // Protected pig behind ice walls var iceWall1 = game.addChild(new Block('ice')); iceWall1.x = 1890; iceWall1.y = 2580; blocks.push(iceWall1); var iceWall2 = game.addChild(new Block('ice')); iceWall2.x = 1890; iceWall2.y = 2544; blocks.push(iceWall2); var pig6 = game.addChild(new Pig()); pig6.x = 1920; pig6.y = 2520; pigs.push(pig6); // Outer protective wall var outerWall1 = game.addChild(new Block('stone')); outerWall1.x = 1860; outerWall1.y = 2580; blocks.push(outerWall1); var outerWall2 = game.addChild(new Block('stone')); outerWall2.x = 1860; outerWall2.y = 2544; blocks.push(outerWall2); // HIGH TOWER - Hardest to reach pig var highBase1 = game.addChild(new Block('stone')); highBase1.x = 1500; highBase1.y = 2580; blocks.push(highBase1); var highSupport1 = game.addChild(new Block('stone')); highSupport1.x = 1500; highSupport1.y = 2544; blocks.push(highSupport1); var highSupport2 = game.addChild(new Block('stone')); highSupport2.x = 1500; highSupport2.y = 2508; blocks.push(highSupport2); var highSupport3 = game.addChild(new Block('wood')); highSupport3.x = 1500; highSupport3.y = 2472; blocks.push(highSupport3); var highSupport4 = game.addChild(new Block('ice')); highSupport4.x = 1500; highSupport4.y = 2436; blocks.push(highSupport4); // Pig at very top - hardest to reach var pig7 = game.addChild(new Pig()); pig7.x = 1500; pig7.y = 2400; pigs.push(pig7); // UNDERGROUND PIG - Hidden behind multiple stone blocks var underground1 = game.addChild(new Block('stone')); underground1.x = 1100; underground1.y = 2580; blocks.push(underground1); var underground2 = game.addChild(new Block('stone')); underground2.x = 1100; underground2.y = 2544; blocks.push(underground2); var underground3 = game.addChild(new Block('stone')); underground3.x = 1040; underground3.y = 2580; blocks.push(underground3); var underground4 = game.addChild(new Block('stone')); underground4.x = 1040; underground4.y = 2544; blocks.push(underground4); // Hidden pig - very hard to reach var pig8 = game.addChild(new Pig()); pig8.x = 1070; pig8.y = 2520; pigs.push(pig8); // CONNECTING BRIDGES - Make it even harder var bridge1 = game.addChild(new Block('ice')); bridge1.x = 1370; bridge1.y = 2400; blocks.push(bridge1); var bridge2 = game.addChild(new Block('ice')); bridge2.x = 1550; bridge2.y = 2350; blocks.push(bridge2); var bridge3 = game.addChild(new Block('wood')); bridge3.x = 1750; bridge3.y = 2380; blocks.push(bridge3); } // 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) { 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
@@ -107,18 +107,18 @@
var isDragging = false;
var trajectoryDots = [];
var slingshotX = 200;
var slingshotY = 2400;
-var birdsRemaining = 3;
+var birdsRemaining = 6;
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', {
+var birdsText = new Text2('Birds: 6', {
size: 50,
fill: 0xFFFFFF
});
birdsText.anchor.set(0, 0);
@@ -175,230 +175,231 @@
anchorY: 1,
x: slingshotX,
y: slingshotY
}));
-// Create level structures
+// Create level structures - HARDEST LEVEL
function createLevel1() {
- // Create pigs
+ // LEFT TOWER - Stone fortress with multiple pigs
+ // Base foundation
+ var baseBlock1 = game.addChild(new Block('stone'));
+ baseBlock1.x = 1200;
+ baseBlock1.y = 2580;
+ blocks.push(baseBlock1);
+ var baseBlock2 = game.addChild(new Block('stone'));
+ baseBlock2.x = 1320;
+ baseBlock2.y = 2580;
+ blocks.push(baseBlock2);
+ var baseBlock3 = game.addChild(new Block('stone'));
+ baseBlock3.x = 1440;
+ baseBlock3.y = 2580;
+ blocks.push(baseBlock3);
+ // First level walls
+ var wall1 = game.addChild(new Block('stone'));
+ wall1.x = 1200;
+ wall1.y = 2544;
+ blocks.push(wall1);
+ var wall2 = game.addChild(new Block('stone'));
+ wall2.x = 1440;
+ wall2.y = 2544;
+ blocks.push(wall2);
+ // Pig on first level
var pig1 = game.addChild(new Pig());
- pig1.x = 1400;
- pig1.y = 2300;
+ pig1.x = 1320;
+ pig1.y = 2520;
pigs.push(pig1);
+ // Second level roof
+ var roof1 = game.addChild(new Block('wood'));
+ roof1.x = 1260;
+ roof1.y = 2508;
+ blocks.push(roof1);
+ var roof2 = game.addChild(new Block('wood'));
+ roof2.x = 1380;
+ roof2.y = 2508;
+ blocks.push(roof2);
+ // Second level walls
+ var wall3 = game.addChild(new Block('ice'));
+ wall3.x = 1220;
+ wall3.y = 2472;
+ blocks.push(wall3);
+ var wall4 = game.addChild(new Block('ice'));
+ wall4.x = 1420;
+ wall4.y = 2472;
+ blocks.push(wall4);
+ // Pig on second level
var pig2 = game.addChild(new Pig());
- pig2.x = 1600;
- pig2.y = 2200;
+ pig2.x = 1320;
+ pig2.y = 2448;
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 more pigs for level 2
- var pig1 = game.addChild(new Pig());
- pig1.x = 1300;
- pig1.y = 2250;
- pigs.push(pig1);
- var pig2 = game.addChild(new Pig());
- pig2.x = 1500;
- pig2.y = 2150;
- pigs.push(pig2);
+ // Third level - smaller
+ var smallRoof1 = game.addChild(new Block('ice'));
+ smallRoof1.x = 1300;
+ smallRoof1.y = 2436;
+ blocks.push(smallRoof1);
+ var smallRoof2 = game.addChild(new Block('ice'));
+ smallRoof2.x = 1340;
+ smallRoof2.y = 2436;
+ blocks.push(smallRoof2);
+ // CENTER TOWER - Mixed materials fortress
+ // Base
+ var centerBase1 = game.addChild(new Block('stone'));
+ centerBase1.x = 1600;
+ centerBase1.y = 2580;
+ blocks.push(centerBase1);
+ var centerBase2 = game.addChild(new Block('stone'));
+ centerBase2.x = 1720;
+ centerBase2.y = 2580;
+ blocks.push(centerBase2);
+ var centerBase3 = game.addChild(new Block('stone'));
+ centerBase3.x = 1840;
+ centerBase3.y = 2580;
+ blocks.push(centerBase3);
+ // Vertical supports
+ var support1 = game.addChild(new Block('wood'));
+ support1.x = 1600;
+ support1.y = 2544;
+ blocks.push(support1);
+ var support2 = game.addChild(new Block('wood'));
+ support2.x = 1720;
+ support2.y = 2544;
+ blocks.push(support2);
+ var support3 = game.addChild(new Block('wood'));
+ support3.x = 1840;
+ support3.y = 2544;
+ blocks.push(support3);
+ // Pigs in center structure
var pig3 = game.addChild(new Pig());
- pig3.x = 1700;
- pig3.y = 2200;
+ pig3.x = 1660;
+ pig3.y = 2520;
pigs.push(pig3);
- // Create more complex structure for level 2
- var block1 = game.addChild(new Block('stone'));
- block1.x = 1200;
- block1.y = 2350;
- blocks.push(block1);
- var block2 = game.addChild(new Block('wood'));
- block2.x = 1320;
- block2.y = 2350;
- blocks.push(block2);
- var block3 = game.addChild(new Block('wood'));
- block3.x = 1440;
- block3.y = 2350;
- blocks.push(block3);
- var block4 = game.addChild(new Block('stone'));
- block4.x = 1560;
- block4.y = 2350;
- blocks.push(block4);
- var block5 = game.addChild(new Block('ice'));
- block5.x = 1680;
- block5.y = 2350;
- blocks.push(block5);
- var block6 = game.addChild(new Block('stone'));
- block6.x = 1800;
- block6.y = 2350;
- blocks.push(block6);
- // Second row
- var block7 = game.addChild(new Block('wood'));
- block7.x = 1260;
- block7.y = 2280;
- blocks.push(block7);
- var block8 = game.addChild(new Block('ice'));
- block8.x = 1380;
- block8.y = 2280;
- blocks.push(block8);
- var block9 = game.addChild(new Block('wood'));
- block9.x = 1500;
- block9.y = 2280;
- blocks.push(block9);
- var block10 = game.addChild(new Block('ice'));
- block10.x = 1620;
- block10.y = 2280;
- blocks.push(block10);
- var block11 = game.addChild(new Block('wood'));
- block11.x = 1740;
- block11.y = 2280;
- blocks.push(block11);
- // Third row
- var block12 = game.addChild(new Block('stone'));
- block12.x = 1400;
- block12.y = 2210;
- blocks.push(block12);
- var block13 = game.addChild(new Block('stone'));
- block13.x = 1600;
- block13.y = 2210;
- blocks.push(block13);
-}
-function createLevel3() {
- // Create 4 pigs for level 3
- var pig1 = game.addChild(new Pig());
- pig1.x = 1250;
- pig1.y = 2200;
- pigs.push(pig1);
- var pig2 = game.addChild(new Pig());
- pig2.x = 1450;
- pig2.y = 2100;
- pigs.push(pig2);
- var pig3 = game.addChild(new Pig());
- pig3.x = 1650;
- pig3.y = 2150;
- pigs.push(pig3);
var pig4 = game.addChild(new Pig());
- pig4.x = 1550;
- pig4.y = 2050;
+ pig4.x = 1780;
+ pig4.y = 2520;
pigs.push(pig4);
- // Create most complex structure for level 3 - bottom row
- var block1 = game.addChild(new Block('stone'));
- block1.x = 1100;
- block1.y = 2350;
- blocks.push(block1);
- var block2 = game.addChild(new Block('stone'));
- block2.x = 1220;
- block2.y = 2350;
- blocks.push(block2);
- var block3 = game.addChild(new Block('wood'));
- block3.x = 1340;
- block3.y = 2350;
- blocks.push(block3);
- var block4 = game.addChild(new Block('wood'));
- block4.x = 1460;
- block4.y = 2350;
- blocks.push(block4);
- var block5 = game.addChild(new Block('wood'));
- block5.x = 1580;
- block5.y = 2350;
- blocks.push(block5);
- var block6 = game.addChild(new Block('stone'));
- block6.x = 1700;
- block6.y = 2350;
- blocks.push(block6);
- var block7 = game.addChild(new Block('stone'));
- block7.x = 1820;
- block7.y = 2350;
- blocks.push(block7);
- // Second row
- var block8 = game.addChild(new Block('ice'));
- block8.x = 1160;
- block8.y = 2280;
- blocks.push(block8);
- var block9 = game.addChild(new Block('wood'));
- block9.x = 1280;
- block9.y = 2280;
- blocks.push(block9);
- var block10 = game.addChild(new Block('stone'));
- block10.x = 1400;
- block10.y = 2280;
- blocks.push(block10);
- var block11 = game.addChild(new Block('stone'));
- block11.x = 1520;
- block11.y = 2280;
- blocks.push(block11);
- var block12 = game.addChild(new Block('wood'));
- block12.x = 1640;
- block12.y = 2280;
- blocks.push(block12);
- var block13 = game.addChild(new Block('ice'));
- block13.x = 1760;
- block13.y = 2280;
- blocks.push(block13);
- // Third row
- var block14 = game.addChild(new Block('wood'));
- block14.x = 1220;
- block14.y = 2210;
- blocks.push(block14);
- var block15 = game.addChild(new Block('ice'));
- block15.x = 1340;
- block15.y = 2210;
- blocks.push(block15);
- var block16 = game.addChild(new Block('stone'));
- block16.x = 1460;
- block16.y = 2210;
- blocks.push(block16);
- var block17 = game.addChild(new Block('ice'));
- block17.x = 1580;
- block17.y = 2210;
- blocks.push(block17);
- var block18 = game.addChild(new Block('wood'));
- block18.x = 1700;
- block18.y = 2210;
- blocks.push(block18);
- // Fourth row
- var block19 = game.addChild(new Block('stone'));
- block19.x = 1280;
- block19.y = 2140;
- blocks.push(block19);
- var block20 = game.addChild(new Block('wood'));
- block20.x = 1400;
- block20.y = 2140;
- blocks.push(block20);
- var block21 = game.addChild(new Block('wood'));
- block21.x = 1520;
- block21.y = 2140;
- blocks.push(block21);
- var block22 = game.addChild(new Block('stone'));
- block22.x = 1640;
- block22.y = 2140;
- blocks.push(block22);
- // Top row
- var block23 = game.addChild(new Block('ice'));
- block23.x = 1340;
- block23.y = 2070;
- blocks.push(block23);
- var block24 = game.addChild(new Block('ice'));
- block24.x = 1460;
- block24.y = 2070;
- blocks.push(block24);
- var block25 = game.addChild(new Block('ice'));
- block25.x = 1580;
- block25.y = 2070;
- blocks.push(block25);
+ // Second level platform
+ var platform1 = game.addChild(new Block('ice'));
+ platform1.x = 1620;
+ platform1.y = 2508;
+ blocks.push(platform1);
+ var platform2 = game.addChild(new Block('ice'));
+ platform2.x = 1740;
+ platform2.y = 2508;
+ blocks.push(platform2);
+ var platform3 = game.addChild(new Block('ice'));
+ platform3.x = 1800;
+ platform3.y = 2508;
+ blocks.push(platform3);
+ // Vertical walls second level
+ var centerWall1 = game.addChild(new Block('stone'));
+ centerWall1.x = 1620;
+ centerWall1.y = 2472;
+ blocks.push(centerWall1);
+ var centerWall2 = game.addChild(new Block('stone'));
+ centerWall2.x = 1800;
+ centerWall2.y = 2472;
+ blocks.push(centerWall2);
+ // Pig on second center level
+ var pig5 = game.addChild(new Pig());
+ pig5.x = 1710;
+ pig5.y = 2448;
+ pigs.push(pig5);
+ // Top roof center
+ var centerRoof = game.addChild(new Block('wood'));
+ centerRoof.x = 1710;
+ centerRoof.y = 2436;
+ blocks.push(centerRoof);
+ // RIGHT TOWER - Ice and wood combination
+ // Base blocks
+ var rightBase1 = game.addChild(new Block('wood'));
+ rightBase1.x = 1950;
+ rightBase1.y = 2580;
+ blocks.push(rightBase1);
+ var rightBase2 = game.addChild(new Block('wood'));
+ rightBase2.x = 1950;
+ rightBase2.y = 2544;
+ blocks.push(rightBase2);
+ // Protected pig behind ice walls
+ var iceWall1 = game.addChild(new Block('ice'));
+ iceWall1.x = 1890;
+ iceWall1.y = 2580;
+ blocks.push(iceWall1);
+ var iceWall2 = game.addChild(new Block('ice'));
+ iceWall2.x = 1890;
+ iceWall2.y = 2544;
+ blocks.push(iceWall2);
+ var pig6 = game.addChild(new Pig());
+ pig6.x = 1920;
+ pig6.y = 2520;
+ pigs.push(pig6);
+ // Outer protective wall
+ var outerWall1 = game.addChild(new Block('stone'));
+ outerWall1.x = 1860;
+ outerWall1.y = 2580;
+ blocks.push(outerWall1);
+ var outerWall2 = game.addChild(new Block('stone'));
+ outerWall2.x = 1860;
+ outerWall2.y = 2544;
+ blocks.push(outerWall2);
+ // HIGH TOWER - Hardest to reach pig
+ var highBase1 = game.addChild(new Block('stone'));
+ highBase1.x = 1500;
+ highBase1.y = 2580;
+ blocks.push(highBase1);
+ var highSupport1 = game.addChild(new Block('stone'));
+ highSupport1.x = 1500;
+ highSupport1.y = 2544;
+ blocks.push(highSupport1);
+ var highSupport2 = game.addChild(new Block('stone'));
+ highSupport2.x = 1500;
+ highSupport2.y = 2508;
+ blocks.push(highSupport2);
+ var highSupport3 = game.addChild(new Block('wood'));
+ highSupport3.x = 1500;
+ highSupport3.y = 2472;
+ blocks.push(highSupport3);
+ var highSupport4 = game.addChild(new Block('ice'));
+ highSupport4.x = 1500;
+ highSupport4.y = 2436;
+ blocks.push(highSupport4);
+ // Pig at very top - hardest to reach
+ var pig7 = game.addChild(new Pig());
+ pig7.x = 1500;
+ pig7.y = 2400;
+ pigs.push(pig7);
+ // UNDERGROUND PIG - Hidden behind multiple stone blocks
+ var underground1 = game.addChild(new Block('stone'));
+ underground1.x = 1100;
+ underground1.y = 2580;
+ blocks.push(underground1);
+ var underground2 = game.addChild(new Block('stone'));
+ underground2.x = 1100;
+ underground2.y = 2544;
+ blocks.push(underground2);
+ var underground3 = game.addChild(new Block('stone'));
+ underground3.x = 1040;
+ underground3.y = 2580;
+ blocks.push(underground3);
+ var underground4 = game.addChild(new Block('stone'));
+ underground4.x = 1040;
+ underground4.y = 2544;
+ blocks.push(underground4);
+ // Hidden pig - very hard to reach
+ var pig8 = game.addChild(new Pig());
+ pig8.x = 1070;
+ pig8.y = 2520;
+ pigs.push(pig8);
+ // CONNECTING BRIDGES - Make it even harder
+ var bridge1 = game.addChild(new Block('ice'));
+ bridge1.x = 1370;
+ bridge1.y = 2400;
+ blocks.push(bridge1);
+ var bridge2 = game.addChild(new Block('ice'));
+ bridge2.x = 1550;
+ bridge2.y = 2350;
+ blocks.push(bridge2);
+ var bridge3 = game.addChild(new Block('wood'));
+ bridge3.x = 1750;
+ bridge3.y = 2380;
+ blocks.push(bridge3);
}
// Initialize first bird
function createNewBird() {
if (birdsRemaining > 0) {
@@ -484,45 +485,11 @@
break;
}
}
if (allPigsDestroyed) {
- if (level === 1) {
- LK.setTimeout(function () {
- // Progress to level 2
- level = 2;
- levelText.setText('Level: ' + level);
- birdsRemaining = 3;
- birdsText.setText('Birds: ' + birdsRemaining);
- // Clear existing birds
- for (var i = birds.length - 1; i >= 0; i--) {
- birds[i].destroy();
- birds.splice(i, 1);
- }
- currentBird = null;
- createLevel2();
- createNewBird();
- }, 1000);
- } else if (level === 2) {
- LK.setTimeout(function () {
- // Progress to level 3
- level = 3;
- levelText.setText('Level: ' + level);
- birdsRemaining = 3;
- birdsText.setText('Birds: ' + birdsRemaining);
- // Clear existing birds
- for (var i = birds.length - 1; i >= 0; i--) {
- birds[i].destroy();
- birds.splice(i, 1);
- }
- currentBird = null;
- createLevel3();
- createNewBird();
- }, 1000);
- } else if (level === 3) {
- LK.setTimeout(function () {
- LK.showYouWin();
- }, 1000);
- }
+ 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