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); // Additional pigs var pig3 = game.addChild(new Pig()); pig3.x = 1250; pig3.y = 2300; pigs.push(pig3); var pig4 = game.addChild(new Pig()); pig4.x = 1400; pig4.y = 2100; pigs.push(pig4); var pig5 = game.addChild(new Pig()); pig5.x = 1750; pig5.y = 2200; pigs.push(pig5); // 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); // Additional foundation blocks var block5 = game.addChild(new Block('wood')); block5.x = 1200; block5.y = 2350; blocks.push(block5); var block6 = game.addChild(new Block('wood')); block6.x = 1700; block6.y = 2350; blocks.push(block6); // Upper level blocks var block7 = game.addChild(new Block('ice')); block7.x = 1350; block7.y = 2200; blocks.push(block7); var block8 = game.addChild(new Block('ice')); block8.x = 1450; block8.y = 2200; blocks.push(block8); // Top blocks var block9 = game.addChild(new Block('stone')); block9.x = 1400; block9.y = 2150; blocks.push(block9); // Side tower blocks var block10 = game.addChild(new Block('wood')); block10.x = 1750; block10.y = 2300; blocks.push(block10); var block11 = game.addChild(new Block('ice')); block11.x = 1750; block11.y = 2250; blocks.push(block11); } // 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 = 6;
+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: 6', {
+var birdsText = new Text2('Birds: 3', {
size: 50,
fill: 0xFFFFFF
});
birdsText.anchor.set(0, 0);
@@ -175,231 +175,81 @@
anchorY: 1,
x: slingshotX,
y: slingshotY
}));
-// Create level structures - HARDEST LEVEL
+// Create level structures
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
+ // Create pigs
var pig1 = game.addChild(new Pig());
- pig1.x = 1320;
- pig1.y = 2520;
+ pig1.x = 1400;
+ pig1.y = 2300;
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;
+ pig2.x = 1600;
+ pig2.y = 2200;
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
+ // Additional pigs
var pig3 = game.addChild(new Pig());
- pig3.x = 1660;
- pig3.y = 2520;
+ pig3.x = 1250;
+ pig3.y = 2300;
pigs.push(pig3);
var pig4 = game.addChild(new Pig());
- pig4.x = 1780;
- pig4.y = 2520;
+ pig4.x = 1400;
+ pig4.y = 2100;
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;
+ pig5.x = 1750;
+ pig5.y = 2200;
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);
+ // 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);
+ // Additional foundation blocks
+ var block5 = game.addChild(new Block('wood'));
+ block5.x = 1200;
+ block5.y = 2350;
+ blocks.push(block5);
+ var block6 = game.addChild(new Block('wood'));
+ block6.x = 1700;
+ block6.y = 2350;
+ blocks.push(block6);
+ // Upper level blocks
+ var block7 = game.addChild(new Block('ice'));
+ block7.x = 1350;
+ block7.y = 2200;
+ blocks.push(block7);
+ var block8 = game.addChild(new Block('ice'));
+ block8.x = 1450;
+ block8.y = 2200;
+ blocks.push(block8);
+ // Top blocks
+ var block9 = game.addChild(new Block('stone'));
+ block9.x = 1400;
+ block9.y = 2150;
+ blocks.push(block9);
+ // Side tower blocks
+ var block10 = game.addChild(new Block('wood'));
+ block10.x = 1750;
+ block10.y = 2300;
+ blocks.push(block10);
+ var block11 = game.addChild(new Block('ice'));
+ block11.x = 1750;
+ block11.y = 2250;
+ blocks.push(block11);
}
// Initialize first bird
function createNewBird() {
if (birdsRemaining > 0) {
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