User prompt
Please fix the bug: 'Cannot read properties of null (reading 'toLocaleString')' in or related to this line: 'var scoreText = new Text2(highScores[i].toLocaleString(), {' Line Number: 142
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'highScores.push(scoreObj);' Line Number: 1228
User prompt
Fix errors please
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'highScores.push(scoreObj);' Line Number: 1222
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'highScores.push(scoreObj);' Line Number: 1215
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'highScores.push({' Line Number: 1209 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'highScores.push({' Line Number: 1209
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'highScores.push({' Line Number: 1205
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'highScores.push({' Line Number: 1205
User prompt
Enlarge keyboard
User prompt
Move keyboard down 500
User prompt
Move keyboard down 500 so you can see name entry
User prompt
Allow more time to enter initials before game over appears
User prompt
Increase size of keyboard to enter initials
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'score')' in or related to this line: 'scoreValue = highScore.score;' Line Number: 137
User prompt
Add initials on high score list
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading '_ref')' in or related to this line: 'var scoreA = storage[highScoresKey + '_' + a._ref + '_score'] || 0;' Line Number: 1101
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: 1086
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: 1086
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: 1086
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'score')' in or related to this line: 'var scoreText = new Text2(highScores[i].score ? highScores[i].score.toLocaleString() : highScores[i].toLocaleString(), {' Line Number: 232 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'name')' in or related to this line: 'if (highScores[i].name) {' Line Number: 218
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: 1083
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: 1077
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: 1076
/****
* 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 = 300; // 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 HighScoreTally = Container.expand(function () {
var self = Container.call(this);
// Background container
var background = self.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
background.width = 1400;
background.height = 1200;
background.tint = 0x000000;
background.alpha = 0.8;
// Title text
var titleText = new Text2("HIGH SCORES", {
size: 100,
fill: 0xFFD700
});
titleText.anchor.set(0.5, 0);
titleText.y = -background.height / 2 + 100;
self.addChild(titleText);
// Score entries container
var scoreEntries = [];
self.updateScores = function (highScores) {
// Clear existing entries
for (var i = 0; i < scoreEntries.length; i++) {
if (scoreEntries[i].parent) {
scoreEntries[i].parent.removeChild(scoreEntries[i]);
}
}
scoreEntries = [];
// Create new entries
var startY = -background.height / 2 + 250;
var padding = 80;
for (var i = 0; i < highScores.length && i < 5; i++) {
var entry = new Container();
var highScore = highScores[i];
var scoreValue, initials;
// Add null check for highScore
if (!highScore) {
continue; // Skip this iteration if highScore is null
}
// Handle both object scores (new format) and number scores (old format)
if (_typeof(highScore) === 'object') {
scoreValue = highScore.score;
initials = highScore.initials || "---";
} else {
scoreValue = highScore;
initials = "---";
}
// Rank
var rankText = new Text2(i + 1 + ".", {
size: 70,
fill: 0xFFFFFF
});
rankText.anchor.set(0, 0.5);
rankText.x = -background.width / 2 + 200;
entry.addChild(rankText);
// Initials
var initialsText = new Text2(initials, {
size: 70,
fill: 0xFFD700
});
initialsText.anchor.set(0.5, 0.5);
initialsText.x = -background.width / 2 + 500;
entry.addChild(initialsText);
// Score
var scoreText = new Text2(scoreValue.toLocaleString(), {
size: 70,
fill: 0xFFD700
});
scoreText.anchor.set(1, 0.5);
scoreText.x = background.width / 2 - 200;
entry.addChild(scoreText);
// Position entry
entry.y = startY + i * padding;
self.addChild(entry);
scoreEntries.push(entry);
}
// If no scores available
if (highScores.length === 0) {
var noScoreText = new Text2("No scores yet!", {
size: 70,
fill: 0xFFFFFF
});
noScoreText.anchor.set(0.5, 0.5);
noScoreText.y = 0;
self.addChild(noScoreText);
scoreEntries.push(noScoreText);
}
};
// Start button
var startButton = new Container();
var buttonBg = startButton.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBg.width = 600;
buttonBg.height = 150;
buttonBg.tint = 0x00AA00;
var buttonText = new Text2("PLAY GAME", {
size: 70,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
startButton.addChild(buttonText);
startButton.y = background.height / 2 - 200;
self.addChild(startButton);
startButton.interactive = true;
startButton.down = function () {
buttonBg.tint = 0x007700;
};
startButton.up = function () {
buttonBg.tint = 0x00AA00;
if (typeof self.onStart === 'function') {
self.onStart();
}
};
// Make container position in center of screen
self.x = 2048 / 2;
self.y = 2732 / 2;
return self;
});
var InitialPrompt = Container.expand(function () {
var self = Container.call(this);
// Background for the prompt
var background = self.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
background.width = 900; // Increased from 800 to 900
background.height = 800; // Increased from 600 to 800
background.tint = 0x000000;
background.alpha = 0.9;
// Title text
var titleText = new Text2("NEW HIGH SCORE!", {
size: 80,
fill: 0xFFD700
});
titleText.anchor.set(0.5, 0);
titleText.y = -background.height / 2 + 80;
self.addChild(titleText);
// Score display
var scoreText = new Text2("", {
size: 60,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
scoreText.y = -background.height / 2 + 180;
self.addChild(scoreText);
// Prompt text
var promptText = new Text2("Enter your initials:", {
size: 50,
fill: 0xFFFFFF
});
promptText.anchor.set(0.5, 0);
promptText.y = -background.height / 2 + 260;
self.addChild(promptText);
// Initials display
var initialsText = new Text2("___", {
size: 80,
fill: 0xFFFFFF
});
initialsText.anchor.set(0.5, 0);
initialsText.y = -background.height / 2 + 340;
self.addChild(initialsText);
// Current initials and position
self.initials = "___";
self.cursorPos = 0;
// Create letter buttons
var letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZ";
var letterButtons = [];
var buttonSize = 110; // Increased from 80 to 110
var buttonsPerRow = 6; // Reduced from 7 to 6 for larger buttons
var startX = -(buttonsPerRow * buttonSize) / 2 + buttonSize / 2;
var startY = 450; // Moved down 500 pixels (from -50 to 450)
for (var i = 0; i < letters.length; i++) {
var letter = letters[i];
var letterButton = new Container();
// Button background
var buttonBg = letterButton.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBg.width = buttonSize - 10;
buttonBg.height = buttonSize - 10;
buttonBg.tint = 0x444444;
// Letter text
var letterText = new Text2(letter, {
size: 50,
//{1L} // Increased from 40 to 50
fill: 0xFFFFFF
});
letterText.anchor.set(0.5, 0.5);
letterButton.addChild(letterText);
// Position button
var row = Math.floor(i / buttonsPerRow);
var col = i % buttonsPerRow;
letterButton.x = startX + col * buttonSize;
letterButton.y = startY + row * buttonSize;
// Make interactive
letterButton.interactive = true;
letterButton.letter = letter;
// Add press effect
letterButton.down = function () {
this.children[0].tint = 0x00AA00;
};
letterButton.up = function () {
this.children[0].tint = 0x444444;
if (self.cursorPos < 3) {
// Update the initial at current position
var updatedInitials = self.initials.split('');
updatedInitials[self.cursorPos] = this.letter;
self.initials = updatedInitials.join('');
// Update display
initialsText.setText(self.initials);
// Move cursor to next position
self.cursorPos++;
// Enable submit if all 3 letters entered
if (self.cursorPos === 3) {
submitButton.children[0].tint = 0x00AA00;
}
}
};
self.addChild(letterButton);
letterButtons.push(letterButton);
}
// Submit button
var submitButton = new Container();
var submitBg = submitButton.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
submitBg.width = 360; // Increased from 300 to 360
submitBg.height = 100; // Increased from 80 to 100
submitBg.tint = 0x444444; // Start disabled
var submitText = new Text2("SUBMIT", {
size: 50,
//{1Y} // Increased from 40 to 50
fill: 0xFFFFFF
});
submitText.anchor.set(0.5, 0.5);
submitButton.addChild(submitText);
submitButton.y = startY + 5 * buttonSize; // Adjusted for larger keyboard
submitButton.interactive = true;
submitButton.down = function () {
if (self.cursorPos === 3) {
submitBg.tint = 0x007700;
}
};
submitButton.up = function () {
if (self.cursorPos === 3) {
submitBg.tint = 0x00AA00;
// Call the callback with the entered initials
if (typeof self.onSubmit === 'function') {
self.onSubmit(self.initials);
}
}
};
self.addChild(submitButton);
// Reset button
var resetButton = new Container();
var resetBg = resetButton.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
resetBg.width = 180; // Increased from 150 to 180
resetBg.height = 100; // Increased from 80 to 100
resetBg.tint = 0xAA0000;
var resetText = new Text2("CLEAR", {
size: 50,
//{2d} // Increased from 40 to 50
fill: 0xFFFFFF
});
resetText.anchor.set(0.5, 0.5);
resetButton.addChild(resetText);
resetButton.x = -220; // Adjusted for better spacing
resetButton.y = startY + 5 * buttonSize; // Adjusted for larger keyboard
resetButton.interactive = true;
resetButton.down = function () {
resetBg.tint = 0x770000;
};
resetButton.up = function () {
resetBg.tint = 0xAA0000;
// Reset initials
self.initials = "___";
self.cursorPos = 0;
initialsText.setText(self.initials);
submitBg.tint = 0x444444; // Disable submit
};
self.addChild(resetButton);
// Skip button
var skipButton = new Container();
var skipBg = skipButton.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
skipBg.width = 180; // Increased from 150 to 180
skipBg.height = 100; // Increased from 80 to 100
skipBg.tint = 0x0000AA;
var skipText = new Text2("SKIP", {
size: 50,
//{2q} // Increased from 40 to 50
fill: 0xFFFFFF
});
skipText.anchor.set(0.5, 0.5);
skipButton.addChild(skipText);
skipButton.x = 220; // Adjusted for better spacing
skipButton.y = startY + 5 * buttonSize; // Adjusted for larger keyboard
skipButton.interactive = true;
skipButton.down = function () {
skipBg.tint = 0x000077;
};
skipButton.up = function () {
skipBg.tint = 0x0000AA;
// Call the callback with default initials
if (typeof self.onSubmit === 'function') {
self.onSubmit("---");
}
};
self.addChild(skipButton);
// Set score to display
self.setScore = function (score) {
scoreText.setText("Score: " + score.toLocaleString());
};
// Center on screen
self.x = 2048 / 2;
self.y = 2732 / 2;
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 PowerUp = Container.expand(function () {
var self = Container.call(this);
// Create and attach power-up asset (using popcorn as base)
var powerUpGraphics = self.attachAsset('popcorn', {
anchorX: 0.5,
anchorY: 0.5
});
// Make it visually distinct
powerUpGraphics.tint = 0x00FFFF;
// PowerUp properties
self.type = "multiplier"; // Default type
self.value = 2; // Default multiplier value
self.duration = 10000; // 10 seconds
self.active = false;
// Animation properties
self.animationOffset = Math.random() * Math.PI * 2;
self.animationSpeed = 0.05 + Math.random() * 0.03;
self.baseY = 0;
self.scale = 1.5; // Make power-ups slightly larger
// Pulse animation
self.pulseDirection = 1;
self.pulseSpeed = 0.02;
self.minScale = 1.3;
self.maxScale = 1.7;
self.collect = function () {
// Play collect sound with higher pitch
var sound = LK.getSound('collect');
sound.play();
// Flash effect
LK.effects.flashObject(self, 0xFFFFFF, 300);
// Animate collection (flying up)
tween(self, {
y: self.y - 150,
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove from parent
if (self.parent) {
self.parent.removeChild(self);
}
}
});
// Activate the powerup effect
if (typeof game.activatePowerUp === 'function') {
game.activatePowerUp(self.type, self.value, self.duration);
}
};
self.update = function () {
// Hover animation
if (self.baseY === 0) {
self.baseY = self.y;
}
// Vertical hover
self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 8;
// Pulsing animation
var currentScale = self.scale;
currentScale += self.pulseDirection * self.pulseSpeed;
if (currentScale > self.maxScale) {
currentScale = self.maxScale;
self.pulseDirection = -1;
} else if (currentScale < self.minScale) {
currentScale = self.minScale;
self.pulseDirection = 1;
}
self.scale = currentScale;
self.scaleX = self.scale;
self.scaleY = self.scale;
};
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(5000);
}
// 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
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
var gameState = "ready"; // ready, aiming, launched, gameOver
var score = 0;
var launches = 0;
var maxLaunches = 5;
var popcorns = [];
var ropes = [];
var powerUps = [];
var scoreMultiplier = 1;
var multiplierEndTime = 0;
var highScoresKey = 'chickenJockeyHighScores';
var pathTracer = game.addChild(new PathTracer());
// Add backdrop first
var backdrop = game.addChild(LK.getAsset('Backdrop', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// 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;
scoreMultiplier = 1;
multiplierEndTime = 0;
gameState = "ready";
// Update UI
scoreText.setText("Score: " + score);
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
instructionText.setText("Swipe to launch the chicken!");
// Reset chicken jockey
resetChickenJockey();
// Clear existing popcorn and ropes
clearPopcornsAndRopes();
// Create ropes around the arena
createRopes();
// Create popcorn scattered around the arena
createPopcorn(40);
// Create a few power-ups
for (var i = 0; i < 3; i++) {
createPowerUp();
}
// Play game start sound
LK.getSound('Gamestart').play();
// 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 = [];
// Remove all power-ups
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i].parent) {
powerUps[i].parent.removeChild(powerUps[i]);
}
}
powerUps = [];
}
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);
}
}
function createPowerUp() {
var powerUp = new PowerUp();
// Random position within arena bounds
powerUp.x = bounds.left + 150 + Math.random() * (arena.width - 300);
powerUp.y = bounds.top + 150 + Math.random() * (arena.height - 300);
// Random power-up type
var types = ["multiplier", "extraLaunch", "superBounce"];
var randomType = types[Math.floor(Math.random() * types.length)];
powerUp.type = randomType;
// Configure based on type
if (randomType === "multiplier") {
powerUp.tint = 0x00FFFF; // Cyan
powerUp.value = 2 + Math.floor(Math.random() * 3); // 2x to 4x multiplier
} else if (randomType === "extraLaunch") {
powerUp.tint = 0xFF00FF; // Purple
powerUp.value = 1; // Extra launch
} else if (randomType === "superBounce") {
powerUp.tint = 0xFFFF00; // Yellow
powerUp.value = 2; // Double bounce points
}
// Add to game
game.addChild(powerUp);
powerUps.push(powerUp);
}
// Game events
game.onChickenJockeyStop = function () {
gameState = "ready";
// Add more popcorn when chicken jockey stops
if (popcorns.length < 20) {
createPopcorn(15);
}
// Occasionally add a power-up when chicken stops
if (Math.random() < 0.3 && powerUps.length < 5) {
createPowerUp();
}
// Check if out of launches
if (launches >= maxLaunches) {
// Game over
instructionText.setText("Game Over! Final Score: " + score);
gameState = "gameOver";
// Show game over after a longer delay to allow more time for initial entry
LK.setTimeout(function () {
// Play game start sound again as game over sound
LK.getSound('Gamestart').play();
LK.showGameOver();
}, 10000); // Increased from 2000ms to 10000ms (10 seconds)
} 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) {
// Apply multiplier if active
var finalPoints = points;
if (Date.now() < multiplierEndTime) {
finalPoints = Math.floor(points * scoreMultiplier);
}
score += finalPoints;
scoreText.setText("Score: " + score);
LK.setScore(score);
// Visual feedback for big point gains
if (finalPoints >= 5000) {
var pointText = new Text2("+" + finalPoints, {
size: 50,
fill: 0xFFFF00
});
pointText.anchor.set(0.5, 0.5);
pointText.x = chickenJockey.x;
pointText.y = chickenJockey.y - 100;
game.addChild(pointText);
tween(pointText, {
y: pointText.y - 150,
alpha: 0
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
if (pointText.parent) {
pointText.parent.removeChild(pointText);
}
}
});
}
};
// 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);
}
};
// Power-up activation function
game.activatePowerUp = function (type, value, duration) {
// Visual feedback for power-up activation
LK.effects.flashScreen(0x00FFFF, 500);
if (type === "multiplier") {
// Set score multiplier
scoreMultiplier = value;
// Display message
showMessage("Score x" + value + " for " + duration / 1000 + "s!", 0x00FFFF);
// Set timer to end effect
multiplierEndTime = Date.now() + duration;
} else if (type === "extraLaunch") {
// Add extra launches
maxLaunches += value;
launches = Math.max(0, launches - value); // Refund a launch
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
// Display message
showMessage("+" + value + " Extra Launch!", 0xFF00FF);
} else if (type === "superBounce") {
// Temporarily increase bounce values
var oldBounceDecay = chickenJockey.bounceDecay;
chickenJockey.bounceDecay = Math.min(1.0, chickenJockey.bounceDecay * 1.3);
// Display message
showMessage("Super Bounce for " + duration / 1000 + "s!", 0xFFFF00);
// Set timer to end effect
LK.setTimeout(function () {
chickenJockey.bounceDecay = oldBounceDecay;
}, duration);
}
};
// Helper function to show temporary messages
function showMessage(text, color) {
var message = new Text2(text, {
size: 60,
fill: color || 0xFFFFFF
});
message.anchor.set(0.5, 0.5);
message.x = 2048 / 2;
message.y = 400;
LK.gui.center.addChild(message);
// Animate in
message.alpha = 0;
message.scaleX = 0.5;
message.scaleY = 0.5;
tween(message, {
alpha: 1,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
// Animate out after delay
LK.setTimeout(function () {
tween(message, {
alpha: 0,
y: message.y - 100
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
if (message.parent) {
message.parent.removeChild(message);
}
}
});
}, 2000);
}
// 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(2000);
} 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(2000);
}
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(2000);
} 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(2000);
}
// 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(10000);
scoreText.setText("Score: " + score);
// Save score to LK
LK.setScore(score);
// No longer reset launches when score reaches 1000
}
}
// Check for collisions with power-ups
for (var i = powerUps.length - 1; i >= 0; i--) {
if (chickenJockey.intersects(powerUps[i])) {
// Collect power-up
powerUps[i].collect();
// Remove from array
powerUps.splice(i, 1);
}
}
}
// Update popcorn animations
for (var i = 0; i < popcorns.length; i++) {
popcorns[i].update();
}
// Update power-up animations
for (var i = 0; i < powerUps.length; i++) {
powerUps[i].update();
}
// Randomly spawn new power-ups (rare)
if (gameState === "launched" && Math.random() < 0.001 && powerUps.length < 5) {
createPowerUp();
}
// Update path tracer
pathTracer.update();
// Update score multiplier UI if active
if (Date.now() < multiplierEndTime && scoreMultiplier > 1) {
// Update multiplier display in score text
var remainingSecs = Math.ceil((multiplierEndTime - Date.now()) / 1000);
scoreText.setText("Score: " + score + " (x" + scoreMultiplier + " for " + remainingSecs + "s)");
}
// Award extra launch for every million points
if (score >= 1000000 && score % 1000000 < 10000) {
// Only award once when crossing each million point threshold
if (!game.lastMillionMark || Math.floor(score / 1000000) > Math.floor(game.lastMillionMark / 1000000)) {
maxLaunches++;
showMessage("Extra Launch for 1,000,000 points!", 0xFFFF00);
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
game.lastMillionMark = score;
// Create animated free launch text
var freeText = new Text2("FREE LAUNCH!", {
size: 100,
fill: 0xFFFF00
});
freeText.anchor.set(0.5, 0.5);
freeText.x = 2048 / 2;
freeText.y = 2732 / 2;
freeText.alpha = 0;
freeText.scaleX = 0.5;
freeText.scaleY = 0.5;
LK.gui.center.addChild(freeText);
// Animate in with bounce effect
tween(freeText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 500,
easing: tween.elasticOut,
onFinish: function onFinish() {
// Pulse animation
tween(freeText, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Animate out with upward movement
tween(freeText, {
alpha: 0,
y: freeText.y - 200
}, {
duration: 800,
easing: tween.easeIn,
onFinish: function onFinish() {
if (freeText.parent) {
freeText.parent.removeChild(freeText);
}
}
});
}
});
}
});
}
}
};
// High score management functions
function getHighScores() {
try {
var scoresString = storage.getItem(highScoresKey);
if (!scoresString) {
return [];
}
try {
var scores = JSON.parse(scoresString);
return Array.isArray(scores) ? scores : [];
} catch (parseError) {
console.log("Error parsing high scores:", parseError);
return [];
}
} catch (e) {
console.log("Error retrieving high scores:", e);
return [];
}
}
function saveHighScore(score, initials) {
// Initialize a new array for high scores
var highScores = [];
try {
// Get existing high scores from storage and ensure it's an array
var storedScores = storage.getItem(highScoresKey);
if (storedScores) {
try {
var parsedScores = JSON.parse(storedScores);
if (Array.isArray(parsedScores)) {
highScores = parsedScores;
}
} catch (parseError) {
console.log("Error parsing high scores:", parseError);
}
}
} catch (e) {
// If any error occurs, we'll use the empty array initialized above
console.log("Error retrieving high scores:", e);
}
// Create score object
var scoreObj = {
score: score,
initials: initials || "---",
date: Date.now()
};
// Add the new score to our array
highScores.push(scoreObj);
// Sort in descending order by score
highScores.sort(function (a, b) {
// If comparing objects with score property
if (_typeof(a) === 'object' && _typeof(b) === 'object') {
return b.score - a.score;
}
// If comparing legacy scores (just numbers)
else if (typeof a === 'number' && typeof b === 'number') {
return b - a;
}
// Mixed types (convert numbers to objects for comparison)
else if (typeof a === 'number') {
return b.score - a;
} else {
return b - a.score;
}
});
// Keep only top 10 scores
if (highScores.length > 10) {
highScores = highScores.slice(0, 10);
}
// Safely save to storage
try {
storage.setItem(highScoresKey, JSON.stringify(highScores));
} catch (e) {
console.log("Failed to save high scores:", e);
}
}
// Create high score tally
var highScoreTally = new HighScoreTally();
highScoreTally.visible = true;
highScoreTally.onStart = function () {
game.removeChild(highScoreTally);
initGame();
};
// Show high scores at start
game.addChild(highScoreTally);
highScoreTally.updateScores(getHighScores());
// Create initial prompt
var initialPrompt = new InitialPrompt();
initialPrompt.visible = false;
initialPrompt.onSubmit = function (initials) {
// Save score with initials
saveHighScore(score, initials);
// Hide the prompt
initialPrompt.visible = false;
game.removeChild(initialPrompt);
// Show game over
LK.showGameOver();
};
// Modified game over handling
var originalOnChickenJockeyStop = game.onChickenJockeyStop;
game.onChickenJockeyStop = function () {
// Call original function first
originalOnChickenJockeyStop();
// If game over, check if it's a high score
if (gameState === "gameOver") {
var highScores = getHighScores();
var isHighScore = false;
// Check if this score qualifies as a high score
if (highScores.length < 10) {
isHighScore = true;
} else {
// Check if score is higher than the lowest high score
var lowestScore = highScores[highScores.length - 1];
if (_typeof(lowestScore) === 'object') {
isHighScore = score > lowestScore.score;
} else {
isHighScore = score > lowestScore;
}
}
if (isHighScore) {
// Show the initials prompt
initialPrompt.setScore(score);
game.addChild(initialPrompt);
initialPrompt.visible = true;
} else {
// Not a high score, just save it without initials and show game over
saveHighScore(score, "---");
LK.showGameOver();
}
}
};
// Handle game start
LK.onGameOver = function () {
// Show high score tally after game over
game.addChild(highScoreTally);
highScoreTally.updateScores(getHighScores());
};
// Initialize the game (commented out because we're showing high scores first)
// initGame(); ===================================================================
--- original.js
+++ change.js
@@ -1182,10 +1182,19 @@
};
// High score management functions
function getHighScores() {
try {
- var scores = storage[highScoresKey];
- return Array.isArray(scores) ? scores : [];
+ var scoresString = storage.getItem(highScoresKey);
+ if (!scoresString) {
+ return [];
+ }
+ try {
+ var scores = JSON.parse(scoresString);
+ return Array.isArray(scores) ? scores : [];
+ } catch (parseError) {
+ console.log("Error parsing high scores:", parseError);
+ return [];
+ }
} catch (e) {
console.log("Error retrieving high scores:", e);
return [];
}
@@ -1194,11 +1203,18 @@
// Initialize a new array for high scores
var highScores = [];
try {
// Get existing high scores from storage and ensure it's an array
- var storedScores = storage[highScoresKey];
- if (Array.isArray(storedScores)) {
- highScores = storedScores;
+ var storedScores = storage.getItem(highScoresKey);
+ if (storedScores) {
+ try {
+ var parsedScores = JSON.parse(storedScores);
+ if (Array.isArray(parsedScores)) {
+ highScores = parsedScores;
+ }
+ } catch (parseError) {
+ console.log("Error parsing high scores:", parseError);
+ }
}
} catch (e) {
// If any error occurs, we'll use the empty array initialized above
console.log("Error retrieving high scores:", e);
@@ -1233,9 +1249,9 @@
highScores = highScores.slice(0, 10);
}
// Safely save to storage
try {
- storage[highScoresKey] = highScores;
+ storage.setItem(highScoresKey, JSON.stringify(highScores));
} catch (e) {
console.log("Failed to save high scores:", e);
}
}
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