User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'highScores[i] = newScoreObj;' Line Number: 1085
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'highScores[i] = {' Line Number: 1080 โช๐ก Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'highScores[i] = {' Line Number: 1079
User prompt
add username to high score list
User prompt
Create high score tally to save high scores and show tally before games โช๐ก Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add launch sound
User prompt
Play game starts sound when game starts and at game over
User prompt
Remove launch sound
User prompt
Add backdrop asset
User prompt
Add free launch animated text when player wins a free launch โช๐ก Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add 1 launch every million points
User prompt
Thanks
User prompt
Tap screen to keep chicken spinning
User prompt
Tap screen to keep chicken spinning
User prompt
Create high score list โช๐ก Consider importing and using the following plugins: @upit/storage.v1
User prompt
Remove win target
User prompt
Score 1000000 to win
User prompt
Reduce launches to 5
User prompt
Reach 100000 to win the game
User prompt
Increase launches to 20
User prompt
No launches reset
User prompt
Player only has 5 launches
User prompt
Add more popcorn
User prompt
Control chickens movement by tracing a path and slow chicken down so game doesn't freeze
User prompt
Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var lineGraphics = new Graphics();' Line Number: 408
/****
* 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 = 200; // Set the max bounces here too
};
self.update = function () {
if (!self.launched) {
return;
}
// Apply physics with speed limiting
self.vy += self.gravity;
// Cap maximum velocity to prevent freezing
var maxSpeed = 30;
self.vx = Math.max(-maxSpeed, Math.min(maxSpeed, self.vx));
self.vy = Math.max(-maxSpeed, Math.min(maxSpeed, self.vy));
self.x += self.vx;
self.y += self.vy;
self.vx *= self.friction;
// Apply rotation with speed limiting
self.rotationSpeed = Math.max(-0.2, Math.min(0.2, self.rotationSpeed));
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 PathTracer = Container.expand(function () {
var self = Container.call(this);
self.points = [];
self.maxPoints = 50;
self.lineWidth = 5;
self.lineColor = 0xFFFFFF;
self.active = false;
// Create visual representation of the path
var pathGraphics = self.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
// Initialize path graphics
pathGraphics.alpha = 0.5;
pathGraphics.width = 0;
pathGraphics.height = 0;
self.startTracing = function (x, y) {
self.points = [{
x: x,
y: y
}];
self.active = true;
};
self.addPoint = function (x, y) {
if (!self.active) {
return;
}
// Only add point if it's significantly different from last point
var lastPoint = self.points[self.points.length - 1];
var dx = x - lastPoint.x;
var dy = y - lastPoint.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 20) {
self.points.push({
x: x,
y: y
});
// Limit number of points
if (self.points.length > self.maxPoints) {
self.points.shift();
}
}
};
self.stopTracing = function () {
self.active = false;
return self.points.length >= 2 ? self.points : null;
};
self.clear = function () {
self.points = [];
self.active = false;
};
self.update = function () {
// Update path visualization based on current points
if (self.points.length < 2) {
pathGraphics.alpha = 0;
return;
}
pathGraphics.alpha = 0.5;
// Calculate path visual representation
var firstPoint = self.points[0];
var lastPoint = self.points[self.points.length - 1];
// Position at midpoint of path
self.x = (firstPoint.x + lastPoint.x) / 2;
self.y = (firstPoint.y + lastPoint.y) / 2;
// Calculate path length and angle
var dx = lastPoint.x - firstPoint.x;
var dy = lastPoint.y - firstPoint.y;
var length = Math.sqrt(dx * dx + dy * dy);
var angle = Math.atan2(dy, dx);
// Update path graphics
pathGraphics.width = length;
pathGraphics.height = self.lineWidth;
pathGraphics.rotation = angle;
};
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);
// Add points for bouncing
if (typeof game.addScore === 'function') {
game.addScore(500);
}
// Occasionally spawn popcorn on rope bounce
if (Math.random() < 0.3 && typeof game.createPopcornAt === 'function') {
game.createPopcornAt(chickenJockey.x, chickenJockey.y, 3);
}
};
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 = [];
var pathTracer = game.addChild(new PathTracer());
// 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 = 5;
gameState = "ready";
// Update UI
scoreText.setText("Score: " + score);
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
instructionText.setText("Swipe to launch the chicken! Reach 100000 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(40);
// 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";
// Add more popcorn when chicken jockey stops
if (popcorns.length < 20) {
createPopcorn(15);
}
// Check if out of launches
if (launches >= maxLaunches) {
// Check if out of launches
if (launches >= maxLaunches) {
// Game over
// Check for win condition
if (score >= 100000) {
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;
pathTracer.startTracing(x, y);
instructionText.setText("Draw a path for the chicken!");
}
};
game.move = function (x, y, obj) {
if (gameState === "aiming") {
pathTracer.addPoint(x, y);
}
};
game.up = function (x, y, obj) {
if (gameState === "aiming") {
// Get the path from the path tracer
var path = pathTracer.stopTracing();
// Only launch if we have a valid path
if (path && path.length >= 2) {
// Record drag end position
dragEndX = x;
dragEndY = y;
// Calculate direction from the path
var firstPoint = path[0];
var lastPoint = path[path.length - 1];
var dx = lastPoint.x - firstPoint.x;
var dy = lastPoint.y - firstPoint.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Calculate power based on path length (with a more controlled range)
var power = Math.min(distance, 200) * 0.2;
// Calculate angle based on path direction
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 the path was too short
gameState = "ready";
}
// Clear the path tracer regardless
pathTracer.clear();
}
};
// Add helper to update score
game.addScore = function (points) {
score += points;
scoreText.setText("Score: " + score);
LK.setScore(score);
};
// Helper method to create popcorn at specific location
game.createPopcornAt = function (x, y, count) {
count = count || 1;
for (var i = 0; i < count; i++) {
var popcorn = new Popcorn();
// Position near the specified location with some random offset
var offsetX = (Math.random() - 0.5) * 200;
var offsetY = (Math.random() - 0.5) * 200;
popcorn.x = Math.max(bounds.left + 50, Math.min(bounds.right - 50, x + offsetX));
popcorn.y = Math.max(bounds.top + 50, Math.min(bounds.bottom - 50, y + offsetY));
// Add to game
game.addChild(popcorn);
popcorns.push(popcorn);
}
};
// Main game loop
game.update = function () {
// Update all game objects
if (gameState === "launched") {
chickenJockey.update();
// 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();
game.addScore(200);
} 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();
game.addScore(200);
}
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();
game.addScore(200);
} 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();
game.addScore(200);
}
// 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
game.addScore(2000);
scoreText.setText("Score: " + score);
// Save score to LK
LK.setScore(score);
// No longer reset launches when score reaches 1000
}
}
}
// Update popcorn animations
for (var i = 0; i < popcorns.length; i++) {
popcorns[i].update();
}
// Update path tracer
pathTracer.update();
};
// Initialize the game
initGame(); ===================================================================
--- original.js
+++ change.js
@@ -253,9 +253,9 @@
// Game state
var gameState = "ready"; // ready, aiming, launched, gameOver
var score = 0;
var launches = 0;
-var maxLaunches = 20;
+var maxLaunches = 5;
var popcorns = [];
var ropes = [];
var pathTracer = game.addChild(new PathTracer());
// Create wrestling arena
@@ -300,9 +300,9 @@
function initGame() {
// Reset variables
score = 0;
launches = 0;
- maxLaunches = 20;
+ maxLaunches = 5;
gameState = "ready";
// Update UI
scoreText.setText("Score: " + score);
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
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