User prompt
Please fix the bug: 'TypeError: LK.Line is not a constructor' in or related to this line: 'var line = new LK.Line({' Line Number: 407
User prompt
Trace a path for chicken to run
User prompt
Reset launches when player reaches 1000
User prompt
Increase swipe sensitivity to be able to direct the chicken
User prompt
Increase the bounce trajectory so one swipe can bounce of rope 5 times
User prompt
Give player 15 launches
User prompt
Remove all launch resets
User prompt
Make chicken bounce off ropes more time
User prompt
Add more popcorn
User prompt
You only get a launch reset once when you pass level 1, once when you pass level 2, once when you pass level 3
User prompt
You get one launch reset per every level
User prompt
Level 1 is between 0 - 200 points, level 2 is between 200 - 500 points, level 3 is between 500 - 1000 points, level 4 is between 1000 - 2000 points, level 5 is between 2000 - 4000 points you win the game if you reach 5000 points
User prompt
Launches reset at over 200 points, over 500 points and over 1000 points
User prompt
Launches reset at 200+ points, 500+ points and 1000+ points
User prompt
Create more bounce with less chaotic movement
User prompt
Launches only reset at 200 pts, 500pts and 1000 pts
User prompt
Aim chicken with directions of swipe
User prompt
Remove launcher
User prompt
Remove aim line
User prompt
Decrease speed of chicken and create better trajectory bounce effect āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
Launches reset at 200 points then 500 points, then 1000 points
User prompt
Decrease speed
User prompt
Change background colour to black
User prompt
Make the ropes extremely bouncy so chicken bounces all around
User prompt
Change dynamics so you can swipe chicken instead of sling
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var ChickenJockey = Container.expand(function () {
var self = Container.call(this);
// Create and attach chicken asset
var chickenGraphics = self.attachAsset('chicken', {
anchorX: 0.5,
anchorY: 0.5
});
// Physics properties
self.vx = 0;
self.vy = 0;
self.gravity = 0.5;
self.bounceDecay = 0.7; // Reduced bounce decay for more sustained bounces
self.friction = 0.998; // Increased horizontal friction for less horizontal drift
self.launched = false;
self.bounceCount = 0;
self.maxBounces = 5; // Allow 5 bounces per swipe
// Rotation properties
self.rotationSpeed = 0;
self.launch = function (power, angle) {
// Convert angle to radians
var radians = angle * Math.PI / 180;
// Set initial velocity based on power and angle
self.vx = Math.cos(radians) * power;
self.vy = Math.sin(radians) * power;
// Set rotation speed based on velocity
self.rotationSpeed = power / 50;
self.launched = true;
self.bounceCount = 0;
// Play launch sound
LK.getSound('launch').play();
};
self.reset = function () {
self.vx = 0;
self.vy = 0;
self.rotation = 0;
self.rotationSpeed = 0;
self.launched = false;
self.bounceCount = 0;
self.maxBounces = 60; // Set the max bounces here too
};
self.update = function () {
// Trace path for chicken
if (!self.path) {
self.path = [];
}
self.path.push({
x: self.x,
y: self.y
});
if (!self.launched) {
return;
}
// Apply physics
self.vy += self.gravity;
self.x += self.vx;
self.y += self.vy;
self.vx *= self.friction;
// Apply rotation
self.rotation += self.rotationSpeed;
// Check if stopped
if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5 && self.bounceCount > 0) {
self.launched = false;
// Notify game that chicken jockey has stopped
if (typeof game.onChickenJockeyStop === 'function') {
game.onChickenJockeyStop();
}
}
// Check if max bounces reached
if (self.bounceCount >= self.maxBounces) {
self.launched = false;
// Notify game that max bounces reached
if (typeof game.onMaxBouncesReached === 'function') {
game.onMaxBouncesReached();
}
}
};
return self;
});
var Popcorn = Container.expand(function () {
var self = Container.call(this);
// Create and attach popcorn asset
var popcornGraphics = self.attachAsset('popcorn', {
anchorX: 0.5,
anchorY: 0.5
});
// Add slight animation
self.animationOffset = Math.random() * Math.PI * 2;
self.animationSpeed = 0.03 + Math.random() * 0.02;
self.baseY = 0;
self.collect = function () {
// Play collect sound
LK.getSound('collect').play();
// Flash effect
LK.effects.flashObject(self, 0xFFFFFF, 200);
// Animate collection (flying up)
tween(self, {
y: self.y - 100,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove from parent
if (self.parent) {
self.parent.removeChild(self);
}
}
});
};
self.update = function () {
// Hover animation
if (self.baseY === 0) {
self.baseY = self.y;
}
self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 5;
};
return self;
});
var Rope = Container.expand(function () {
var self = Container.call(this);
// Create and attach rope asset
var ropeGraphics = self.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
// Rope properties
self.tension = 0.5; // Reduced tension for less chaotic bounces
self.bounce = function (chickenJockey) {
// Calculate new velocity based on collision angle and rope tension
var normalAngle = Math.atan2(chickenJockey.y - self.y, chickenJockey.x - self.x); // Angle from rope to chicken
// Calculate new velocity based on angle and tension
var speed = Math.sqrt(chickenJockey.vx * chickenJockey.vx + chickenJockey.vy * chickenJockey.vy);
var bounceAngle = 2 * normalAngle - Math.atan2(chickenJockey.vy, chickenJockey.vx); // Angle of reflection
var bounceForce = speed * self.tension;
chickenJockey.vx = Math.cos(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
chickenJockey.vy = Math.sin(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
// Increment bounce count
chickenJockey.bounceCount++;
// Play bounce sound
LK.getSound('bounce').play();
// Flash rope to indicate bounce
LK.effects.flashObject(self, 0xFFFFFF, 200);
};
self.intersectsWithPoint = function (x, y) {
var halfWidth = ropeGraphics.width / 2;
var halfHeight = ropeGraphics.height / 2;
// Check if point is within the rope's bounding box
return x >= self.x - halfWidth && x <= self.x + halfWidth && y >= self.y - halfHeight && y <= self.y + halfHeight;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Black background
});
/****
* Game Code
****/
// Game state
var gameState = "ready"; // ready, aiming, launched, gameOver
var score = 0;
var launches = 0;
var maxLaunches = 5;
var popcorns = [];
var ropes = [];
// Create wrestling arena
var arena = game.addChild(LK.getAsset('arena', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Create chicken jockey
var chickenJockey = game.addChild(new ChickenJockey());
// Game boundaries
var bounds = {
left: arena.x - arena.width / 2,
right: arena.x + arena.width / 2,
top: arena.y - arena.height / 2,
bottom: arena.y + arena.height / 2
};
// Create GUI elements
var scoreText = new Text2("Score: 0", {
size: 70,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var launchesText = new Text2("Launches: 0/" + maxLaunches, {
size: 50,
fill: 0xFFFFFF
});
launchesText.anchor.set(0, 0);
launchesText.x = 120; // Avoid top-left corner
launchesText.y = 20;
LK.gui.topLeft.addChild(launchesText);
var instructionText = new Text2("Drag to aim and launch the chicken!", {
size: 40,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
instructionText.y = 100;
LK.gui.top.addChild(instructionText);
// Initialize game
function initGame() {
// Reset variables
score = 0;
launches = 0;
maxLaunches = 15;
gameState = "ready";
// Update UI
scoreText.setText("Score: " + score);
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
instructionText.setText("Swipe to launch the chicken! Reach 5000 to win!");
// Reset chicken jockey
resetChickenJockey();
// Clear existing popcorn and ropes
clearPopcornsAndRopes();
// Create ropes around the arena
createRopes();
// Create popcorn scattered around the arena
createPopcorn(25);
// Play background music
LK.playMusic('gameMusic');
}
function resetChickenJockey() {
chickenJockey.reset();
// Position chicken in the center of the arena
chickenJockey.x = arena.x;
chickenJockey.y = arena.y;
}
function clearPopcornsAndRopes() {
// Remove all popcorn
for (var i = 0; i < popcorns.length; i++) {
if (popcorns[i].parent) {
popcorns[i].parent.removeChild(popcorns[i]);
}
}
popcorns = [];
// Remove all ropes
for (var i = 0; i < ropes.length; i++) {
if (ropes[i].parent) {
ropes[i].parent.removeChild(ropes[i]);
}
}
ropes = [];
}
function createRopes() {
// Create top rope
var topRope = new Rope();
topRope.x = arena.x;
topRope.y = bounds.top + 100;
game.addChild(topRope);
ropes.push(topRope);
// Create right rope
var rightRope = new Rope();
rightRope.x = bounds.right - 100;
rightRope.y = arena.y;
rightRope.rotation = Math.PI / 2; // Rotate 90 degrees
game.addChild(rightRope);
ropes.push(rightRope);
// Create bottom rope
var bottomRope = new Rope();
bottomRope.x = arena.x;
bottomRope.y = bounds.bottom - 100;
game.addChild(bottomRope);
ropes.push(bottomRope);
// Create left rope
var leftRope = new Rope();
leftRope.x = bounds.left + 100;
leftRope.y = arena.y;
leftRope.rotation = Math.PI / 2; // Rotate 90 degrees
game.addChild(leftRope);
ropes.push(leftRope);
}
function createPopcorn(count) {
for (var i = 0; i < count; i++) {
var popcorn = new Popcorn();
// Random position within arena bounds
popcorn.x = bounds.left + 100 + Math.random() * (arena.width - 200);
popcorn.y = bounds.top + 100 + Math.random() * (arena.height - 200);
// Add to game
game.addChild(popcorn);
popcorns.push(popcorn);
}
}
// Game events
game.onChickenJockeyStop = function () {
gameState = "ready";
// Check if we need to add more popcorn
if (popcorns.length < 10) {
createPopcorn(10);
}
// Check if out of launches
if (launches >= maxLaunches) {
// Check if out of launches
if (launches >= maxLaunches) {
// Game over
// Check for win condition
if (score >= 5000) {
instructionText.setText("You Win! Final Score: " + score);
gameState = "gameOver";
// Show win after a short delay
LK.setTimeout(function () {
LK.showYouWin();
}, 2000);
} else {
// Game over
instructionText.setText("Game Over! Final Score: " + score);
gameState = "gameOver";
// Show game over after a short delay
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
}
}
} else {
// Reset for next launch
resetChickenJockey();
instructionText.setText("Drag to aim and launch the chicken!");
}
};
game.onMaxBouncesReached = function () {
// Same as onChickenJockeyStop for now
game.onChickenJockeyStop();
};
// Input handling
var dragStartX = 0;
var dragStartY = 0;
var dragEndX = 0;
var dragEndY = 0;
game.down = function (x, y, obj) {
if (gameState === "ready") {
gameState = "aiming";
dragStartX = x;
dragStartY = y;
instructionText.setText("Swipe to launch the chicken!");
}
};
game.move = function (x, y, obj) {
if (gameState === "aiming") {}
};
game.up = function (x, y, obj) {
if (gameState === "aiming") {
// Calculate swipe distance and direction
// Record drag end position
dragEndX = x;
dragEndY = y;
// Calculate swipe distance and direction
var dx = dragEndX - dragStartX;
var dy = dragEndY - dragStartY;
var distance = Math.sqrt(dx * dx + dy * dy);
// Only launch if there was a significant swipe (prevents accidental taps)
if (distance > 20) {
// Launch the chicken with fixed parameters or calculate based on swipe directly
// Calculate power based on swipe distance
var power = Math.min(distance, 300) * 0.3; // Increased multiplier for more sensitivity
// Calculate angle based on swipe direction (from drag start to drag end)
var angle = Math.atan2(dy, dx) * 180 / Math.PI;
chickenJockey.launch(power, angle);
// Update game state
gameState = "launched";
launches++;
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
instructionText.setText("Watch the chicken bounce!");
} else {
// Cancel the launch if it was just a tap
gameState = "ready";
}
}
};
// Main game loop
game.update = function () {
// Update all game objects
if (gameState === "launched") {
chickenJockey.update();
// Draw path
if (chickenJockey.path && chickenJockey.path.length > 1) {
for (var i = 0; i < chickenJockey.path.length - 1; i++) {
var start = chickenJockey.path[i];
var end = chickenJockey.path[i + 1];
var line = new Container();
var lineGraphics = new Graphics();
lineGraphics.lineStyle(2, 0xFFFFFF, 1);
lineGraphics.moveTo(start.x, start.y);
lineGraphics.lineTo(end.x, end.y);
line.addChild(lineGraphics);
game.addChild(line);
}
}
// Check for collisions with arena boundaries
if (chickenJockey.x < bounds.left) {
chickenJockey.x = bounds.left;
chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay; // Apply decay on horizontal bounce
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
} else if (chickenJockey.x > bounds.right) {
chickenJockey.x = bounds.right;
chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay; // Apply decay on horizontal bounce
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
}
if (chickenJockey.y < bounds.top) {
chickenJockey.y = bounds.top;
chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay; // Apply decay on vertical bounce
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
} else if (chickenJockey.y > bounds.bottom) {
chickenJockey.y = bounds.bottom;
chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay; // Apply decay on vertical bounce
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
}
// Check for collisions with ropes
for (var i = 0; i < ropes.length; i++) {
if (chickenJockey.intersects(ropes[i])) {
ropes[i].bounce(chickenJockey);
}
}
// Check for collisions with popcorn
for (var i = popcorns.length - 1; i >= 0; i--) {
if (chickenJockey.intersects(popcorns[i])) {
// Collect popcorn
popcorns[i].collect();
// Remove from array
popcorns.splice(i, 1);
// Increase score
score += 10;
scoreText.setText("Score: " + score);
// Save score to LK
LK.setScore(score);
// Reset launches when score reaches 1000
if (score >= 1000) {
launches = 0;
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
}
}
}
}
// Update popcorn animations
for (var i = 0; i < popcorns.length; i++) {
popcorns[i].update();
}
};
// Initialize the game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -391,16 +391,14 @@
if (chickenJockey.path && chickenJockey.path.length > 1) {
for (var i = 0; i < chickenJockey.path.length - 1; i++) {
var start = chickenJockey.path[i];
var end = chickenJockey.path[i + 1];
- var line = new LK.Line({
- x1: start.x,
- y1: start.y,
- x2: end.x,
- y2: end.y,
- color: 0xFFFFFF,
- width: 2
- });
+ var line = new Container();
+ var lineGraphics = new Graphics();
+ lineGraphics.lineStyle(2, 0xFFFFFF, 1);
+ lineGraphics.moveTo(start.x, start.y);
+ lineGraphics.lineTo(end.x, end.y);
+ line.addChild(lineGraphics);
game.addChild(line);
}
}
// Check for collisions with arena boundaries
X5 symbol. In-Game asset. 2d. High contrast. No shadows
X2 symbol. In-Game asset. 2d. High contrast. No shadows
Super popcorn yellow. In-Game asset. 2d. High contrast. No shadows
Start button. In-Game asset. 2d. High contrast. No shadows
High score button. In-Game asset. 2d. High contrast. No shadows
Back button. In-Game asset. 2d. High contrast. No shadows
SELECT YOUR CHARACTER button. In-Game asset. 2d. High contrast. No shadows
Launches button. In-Game asset. 2d. High contrast. No shadows
How to play button. In-Game asset. 2d. High contrast. No shadows
Score button. In-Game asset. 2d. High contrast. No shadows
High Scores button. In-Game asset. 2d. High contrast. No shadows
Transparent padlock. In-Game asset. 2d. High contrast. No shadows
Chicken jockey character. In-Game asset. 2d. High contrast. No shadows
Reset scores button. In-Game asset. 2d. High contrast. No shadows
Spider jockey unlocked button. In-Game asset. 2d. High contrast. No shadows
Minecraft Steve unlocked button. In-Game asset. 2d. High contrast. No shadows
Piglin unlocked button. In-Game asset. 2d. High contrast. No shadows
Minecraft skeleton unlocked button. In-Game asset. 2d. High contrast. No shadows
Minecraft villager unlocked button. In-Game asset. 2d. High contrast. No shadows
Star. In-Game asset. 2d. High contrast. No shadows
White star. In-Game asset. 2d. High contrast. No shadows
Red heart. In-Game asset. 2d. High contrast. No shadows
Purple heart. In-Game asset. 2d. High contrast. No shadows
A peanut. In-Game asset. 2d. High contrast. No shadows
Cashew nut. In-Game asset. 2d. High contrast. No shadows
Grimace shake. In-Game asset. 2d. High contrast. No shadows
MacDonald's fries. In-Game asset. 2d. High contrast. No shadows
Grimace unlocked button. In-Game asset. 2d. High contrast. No shadows
Michael Jackson unlocked button. In-Game asset. 2d. High contrast. No shadows
John Cena unlocked button. In-Game asset. 2d. High contrast. No shadows
Deez nuts unlocked button. In-Game asset. 2d. High contrast. No shadows
Shooting stars unlocked button. In-Game asset. 2d. High contrast. No shadows
Rick roll unlocked button. In-Game asset. 2d. High contrast. No shadows
Popcorn chicken. In-Game asset. 2d. High contrast. No shadows
Fried chicken drumstick. In-Game asset. 2d. High contrast. No shadows
Amazing digital circus button. In-Game asset. 2d. High contrast. No shadows
Select game mode button. In-Game asset. 2d. High contrast. No shadows
Diamond shaped colourful classic mode button. In-Game asset. 2d. High contrast. No shadows
Diamond shaped colourful mini games button. In-Game asset. 2d. High contrast. No shadows
Same picture in high definition
Diamond shaped colourful button that says sling shot mode. In-Game asset. 2d. High contrast. No shadows
Make picture transparent
Bullet. In-Game asset. 2d. High contrast. No shadows
Start game button. In-Game asset. 2d. High contrast. No shadows
Shooting gallery button. In-Game asset. 2d. High contrast. No shadows
Chain reaction button. In-Game asset. 2d. High contrast. No shadows
Realistic space backdrop. In-Game asset. 2d. High contrast. No shadows
launch
Sound effect
Gamestart
Sound effect
collect
Sound effect
gameMusic
Music
Gamemusic
Sound effect
Bogerk
Sound effect
pop
Sound effect
Pignoise
Sound effect
Steve
Sound effect
Villager
Sound effect
Spider
Sound effect
Skeleton
Sound effect
Shootingstars
Music
Maccas
Sound effect
Grimace
Sound effect
Thriller
Music
MJ
Sound effect
Cenaentrance
Music
Johncena
Sound effect
Chickencluck
Sound effect
Deeznuts
Sound effect
Deeznutstrap
Music
Rickroll
Sound effect
Nevergonna
Music
Starz
Sound effect
Grimaceshake
Music
Joenugget
Sound effect
gegagedi
Music
Shrek
Sound effect
Raveswamp
Music
Pomni
Sound effect
Digcircus
Music
Runandgo
Music
Gunshot
Sound effect
Reelbadman
Sound effect
Tinggoes
Music