User prompt
Add chicken jockey logo to somersaults animation
User prompt
Add chicken jockey logo to centre of arena
User prompt
Add chicken jockey logo to high score tally at bottom
User prompt
Add chicken jockey logo to middle of high score tally
User prompt
Move chickenjockeylogo down 700
User prompt
Add chickenjockeylogo to high score tally
User prompt
Enlarge scoring bonus text
User prompt
Change text font when scoring points in arena ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove reset scores button
User prompt
Create somersaults score multiplier and add multiplier animation
User prompt
Limit free launches to maximum of 20 including initial launches
User prompt
You can't get more than 20 launches through bonuses
User prompt
Free launch if you get over 10 somersaults
User prompt
Quick tap arena to increase somersaults
User prompt
Make smooth somersault animation when chicken flips ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Allow chicken to bounce freely when it hits the ropes
User prompt
Lower score per popcorn
User prompt
Decrease scoring system
User prompt
Add more popcorn
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'removeChild')' in or related to this line: 'LK.showGameOver();' Line Number: 913
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'Popcorn.prototype.update.call(this);' Line Number: 430
User prompt
The crowd keeps throwing popcorn in the ring
User prompt
Reset high score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Prevent chicken from leaving ring
User prompt
Slow down movement
/****
* 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
self.lastBouncePosition = {
x: 0,
y: 0
}; // Track last bounce position to prevent getting stuck
// 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;
// Keep chicken within arena boundaries
if (self.x < bounds.left) {
self.x = bounds.left;
self.vx = -self.vx * self.bounceDecay;
// Flip chicken when hitting arena boundary
var chickenGraphics = self.getChildAt(0);
chickenGraphics.scaleX = 1;
} else if (self.x > bounds.right) {
self.x = bounds.right;
self.vx = -self.vx * self.bounceDecay;
// Flip chicken when hitting arena boundary
var chickenGraphics = self.getChildAt(0);
chickenGraphics.scaleX = -1;
}
if (self.y < bounds.top) {
self.y = bounds.top;
self.vy = -self.vy * self.bounceDecay;
} else if (self.y > bounds.bottom) {
self.y = bounds.bottom;
self.vy = -self.vy * self.bounceDecay;
}
// 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();
}
}
// Bounce from side to side
if (self.x <= bounds.left || self.x >= bounds.right) {
self.vx = -self.vx * self.bounceDecay;
self.bounceCount++;
LK.getSound('bounce').play();
game.addScore(2000);
}
// 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('Hiscorebackdrop', {
anchorX: 0.5,
anchorY: 0.5
});
background.width = 1400;
background.height = 1200;
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();
// 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);
// Score
var scoreText = new Text2(highScores[i] ? highScores[i].toLocaleString() : "0", {
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);
}
};
// Play Game 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();
}
};
// Reset High Score button
var resetButton = new Container();
var resetButtonBg = resetButton.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
resetButtonBg.width = 400;
resetButtonBg.height = 100;
resetButtonBg.tint = 0xAA0000;
var resetButtonText = new Text2("RESET SCORES", {
size: 50,
fill: 0xFFFFFF
});
resetButtonText.anchor.set(0.5, 0.5);
resetButton.addChild(resetButtonText);
resetButton.y = background.height / 2 - 80;
self.addChild(resetButton);
resetButton.interactive = true;
resetButton.down = function () {
resetButtonBg.tint = 0x770000;
};
resetButton.up = function () {
resetButtonBg.tint = 0xAA0000;
// Clear high scores and update the display
if (typeof self.onResetScores === 'function') {
self.onResetScores();
}
};
// Make container position in center of 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 = 0.8; // Increased tension for more springy, elastic bounces
self.bounce = function (chickenJockey) {
// Check if we've already bounced in the same place to prevent getting stuck
var distFromLastBounce = Math.sqrt(Math.pow(chickenJockey.x - chickenJockey.lastBouncePosition.x, 2) + Math.pow(chickenJockey.y - chickenJockey.lastBouncePosition.y, 2));
// If too close to last bounce position, give an extra boost to escape
if (distFromLastBounce < 50) {
// Extra velocity away from the rope
var awayX = chickenJockey.x - self.x;
var awayY = chickenJockey.y - self.y;
var awayDist = Math.sqrt(awayX * awayX + awayY * awayY);
if (awayDist > 0) {
chickenJockey.vx += awayX / awayDist * 10;
chickenJockey.vy += awayY / awayDist * 10;
}
}
// Store current position as last bounce position
chickenJockey.lastBouncePosition.x = chickenJockey.x;
chickenJockey.lastBouncePosition.y = chickenJockey.y;
// Store original position for rope displacement effect
var originalX = self.x;
var originalY = self.y;
// Calculate normal angle (perpendicular to rope)
var normalAngle = Math.atan2(chickenJockey.y - self.y, chickenJockey.x - self.x);
// Account for rope rotation when calculating normal
normalAngle += self.rotation + Math.PI / 2;
// Calculate velocity components
var speed = Math.sqrt(chickenJockey.vx * chickenJockey.vx + chickenJockey.vy * chickenJockey.vy);
var incomingAngle = Math.atan2(chickenJockey.vy, chickenJockey.vx);
// Flip the chicken based on horizontal velocity after bounce
var chickenGraphics = chickenJockey.getChildAt(0);
if (chickenJockey.vx > 0) {
chickenGraphics.scaleX = -1; // Facing right
} else {
chickenGraphics.scaleX = 1; // Facing left
}
// Calculate angle of reflection
var bounceAngle = 2 * normalAngle - incomingAngle;
// Calculate new velocity with enhanced force based on incoming speed
// Higher incoming speed = stronger bounce back effect
var bounceForce = speed * self.tension * (1 + Math.min(1.0, speed / 20)); // Further adjusted to depend more on incoming velocity
// Ensure minimum bounce force to prevent getting stuck
bounceForce = Math.max(bounceForce, 5);
// Add screen shake effect on powerful impacts
if (speed > 20) {
// Custom screen shake effect using tween
var originalPosition = {
x: game.x,
y: game.y
};
tween(game, {
x: originalPosition.x + (Math.random() - 0.5) * 20,
y: originalPosition.y + (Math.random() - 0.5) * 20
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(game, {
x: originalPosition.x,
y: originalPosition.y
}, {
duration: 100,
easing: tween.easeInOut
});
}
});
}
// Reduce random angle variation for more predictable wrestling-style bounces
var angleVariation = (Math.random() - 0.5) * 0.05; // Further reduced random angle adjustment for predictability
bounceAngle += angleVariation;
// Apply immediate minimum velocity to prevent sticking
var minVelocity = 3.0;
chickenJockey.vx = Math.cos(bounceAngle) * Math.max(bounceForce * 0.3, minVelocity) * chickenJockey.bounceDecay;
chickenJockey.vy = Math.sin(bounceAngle) * Math.max(bounceForce * 0.3, minVelocity) * chickenJockey.bounceDecay;
// Brief pause to simulate rope stretching and chicken "sticking" to rope momentarily
// Store original velocities but don't slow down as much to prevent sticking
var originalVX = chickenJockey.vx;
var originalVY = chickenJockey.vy;
// Momentarily slow down the chicken but not enough to get stuck
chickenJockey.vx *= 0.3;
chickenJockey.vy *= 0.3;
// Add a slight delay before applying the bounce-back force
LK.setTimeout(function () {
// Now apply the full bounce force with enhanced velocity
chickenJockey.vx = Math.cos(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
chickenJockey.vy = Math.sin(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
// Add a burst of rotation to simulate impact force
chickenJockey.rotationSpeed = (Math.random() - 0.5) * 0.2; // Increased rotation burst for more dramatic impact
}, 30);
// Create enhanced bounce visual effect with more dramatic rope "give"
tween(self, {
scaleY: 1.8,
// More dramatic stretch
alpha: 0.7,
// Add slight displacement in direction of impact
x: originalX + Math.cos(incomingAngle) * 10,
y: originalY + Math.sin(incomingAngle) * 10
}, {
duration: 200,
// Extended stretch duration
easing: tween.easeOut,
onFinish: function onFinish() {
// After brief delay, apply the full bounce force
// We're not setting additional velocity here to prevent doubling the effect
LK.setTimeout(function () {
// Ensure the chicken is still moving away from the rope
if (Math.abs(chickenJockey.vx) < minVelocity && Math.abs(chickenJockey.vy) < minVelocity) {
chickenJockey.vx = Math.cos(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
chickenJockey.vy = Math.sin(bounceAngle) * bounceForce * chickenJockey.bounceDecay;
}
// Add a burst of rotation to simulate impact force
chickenJockey.rotationSpeed = (Math.random() - 0.5) * 0.15;
}, 30);
// Snap the rope back with more dramatic effect
tween(self, {
scaleY: 1.0,
alpha: 1.0,
x: originalX,
y: originalY
}, {
duration: 500,
// Longer snap-back for more visual impact
easing: tween.elasticOut,
onFinish: function onFinish() {
// Add rope vibration effect after snap-back
tween(self, {
x: originalX + Math.sin(LK.ticks * 0.1) * 5,
y: originalY + Math.cos(LK.ticks * 0.1) * 5
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
// Reset position after vibration
self.x = originalX;
self.y = originalY;
}
});
}
});
}
});
// Increment bounce count
chickenJockey.bounceCount++;
// Play bounce sound with increased volume for high-speed bounces
var bounceSound = LK.getSound('bounce');
bounceSound.volume = Math.min(1, speed / 30); // Increase volume based on speed
bounceSound.play();
// Flash rope to indicate bounce with more intensity for high-speed bounces
var flashIntensity = Math.min(0xFFFFFF, 0xFFFFFF * (speed / 30));
LK.effects.flashObject(self, flashIntensity, 200);
// Add points for bouncing
if (typeof game.addScore === 'function') {
game.addScore(5000);
}
// Spawn more popcorn on rope bounce (increased chance and count)
if (Math.random() < 0.7 && typeof game.createPopcornAt === 'function') {
game.createPopcornAt(chickenJockey.x, chickenJockey.y, 5);
}
};
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 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 and flick the chicken to collect as much popcorn as possible!");
// Reset chicken jockey
resetChickenJockey();
// Clear existing popcorn and ropes
clearPopcornsAndRopes();
// Create ropes around the arena
createRopes();
// Create more popcorn scattered around the arena
createPopcorn(60);
// Create a few power-ups
for (var i = 0; i < 3; i++) {
createPowerUp();
}
// Play game start sound
LK.getSound('Gamestart').play();
// Play background music after a short delay to ensure it starts after the game start sound
LK.setTimeout(function () {
LK.playMusic('gameMusic', {
loop: true
});
}, 1000); // Delay of 1000ms (1 second)
}
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;
bottomRope.bounce = function (chickenJockey) {
// Prevent the bottom rope from moving down with stronger upward bounce
var speed = Math.sqrt(chickenJockey.vx * chickenJockey.vx + chickenJockey.vy * chickenJockey.vy);
var upwardForce = Math.max(10, speed * 0.8);
// Apply minimum upward velocity to prevent sticking
chickenJockey.vy = -upwardForce * chickenJockey.bounceDecay;
// Move chicken slightly up to avoid rope overlap
chickenJockey.y -= 20;
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
game.addScore(2000);
};
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);
// Center horizontal rope removed
}
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 < 40) {
createPopcorn(25);
}
// 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 short delay
LK.setTimeout(function () {
// Play game start sound again as game over sound
LK.getSound('Gamestart').play();
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) {
// 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();
// Arena boundary collisions now handled in ChickenJockey update
// Track last rope collision to prevent multiple bounces with same rope
if (chickenJockey.lastRopeCollision === undefined) {
chickenJockey.lastRopeCollision = null;
}
// Check for collisions with ropes
for (var i = 0; i < ropes.length; i++) {
// Only bounce if we weren't already intersecting this rope
if (chickenJockey.intersects(ropes[i]) && chickenJockey.lastRopeCollision !== ropes[i]) {
// Calculate direction vectors for bounce
var dx = chickenJockey.x - ropes[i].x;
var dy = chickenJockey.y - ropes[i].y;
var dist = Math.sqrt(dx * dx + dy * dy);
// Push chicken away from rope slightly to prevent sticking
if (dist > 0) {
chickenJockey.x += dx / dist * 10;
chickenJockey.y += dy / dist * 10;
}
ropes[i].bounce(chickenJockey);
chickenJockey.lastRopeCollision = ropes[i];
// Clear last rope collision after a shorter delay to allow for new collisions
LK.setTimeout(function () {
chickenJockey.lastRopeCollision = null;
}, 150);
// Only bounce on one rope per frame to prevent chaotic behavior
break;
}
}
// 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();
}
// Randomly create popcorn explosions during gameplay
if (gameState === "launched" && Math.random() < 0.01) {
// Create random popcorn explosion in the arena
var explosionX = bounds.left + 150 + Math.random() * (arena.width - 300);
var explosionY = bounds.top + 150 + Math.random() * (arena.height - 300);
game.createPopcornAt(explosionX, explosionY, 8);
// Visual feedback
var popText = new Text2("POP!", {
size: 60,
fill: 0xFFD700
});
popText.anchor.set(0.5, 0.5);
popText.x = explosionX;
popText.y = explosionY;
game.addChild(popText);
// Animate out
tween(popText, {
alpha: 0,
y: popText.y - 100,
scaleX: 2,
scaleY: 2
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
if (popText.parent) {
popText.parent.removeChild(popText);
}
}
});
}
// 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) {
// Calculate current million mark
var currentMillionMark = Math.floor(score / 1000000);
// Check if we crossed a new million point threshold
if (!game.lastMillionMark || currentMillionMark > game.lastMillionMark) {
// Award free launch
maxLaunches++;
// Optionally refund a launch for immediate use
launches = Math.max(0, launches - 1);
showMessage("FREE LAUNCH FOR " + currentMillionMark + " MILLION POINTS!", 0xFFFF00);
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
game.lastMillionMark = currentMillionMark;
// Add popcorn explosion for million point milestone
game.createPopcornAt(chickenJockey.x, chickenJockey.y, 20);
// 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);
// Play special sound for the free launch
LK.getSound('Gamestart').play();
// Flash the screen for dramatic effect
LK.effects.flashScreen(0xFFFF00, 300);
// 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() {
return storage[highScoresKey] || [];
}
function saveHighScore(score) {
var highScores = getHighScores();
highScores.push(score);
// Sort in descending order
highScores.sort(function (a, b) {
return b - a;
});
// Keep only top 10 scores
if (highScores.length > 10) {
highScores = highScores.slice(0, 10);
}
// Save to storage
storage[highScoresKey] = highScores;
}
// Create high score tally
var highScoreTally = new HighScoreTally();
highScoreTally.visible = true;
highScoreTally.onStart = function () {
game.removeChild(highScoreTally);
initGame();
};
highScoreTally.onResetScores = function () {
// Clear high scores from storage
storage[highScoresKey] = [];
// Update the display
highScoreTally.updateScores([]);
// Show confirmation message
var confirmText = new Text2("High Scores Reset!", {
size: 60,
fill: 0xFF5555
});
confirmText.anchor.set(0.5, 0.5);
confirmText.y = 100;
highScoreTally.addChild(confirmText);
// Fade out confirmation message
tween(confirmText, {
alpha: 0,
y: confirmText.y - 50
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
if (confirmText.parent) {
confirmText.parent.removeChild(confirmText);
}
}
});
};
// Show high scores at start
game.addChild(highScoreTally);
highScoreTally.updateScores(getHighScores());
// Modified game over handling
var originalOnChickenJockeyStop = game.onChickenJockeyStop;
game.onChickenJockeyStop = function () {
// Call original function first
originalOnChickenJockeyStop();
// If game over, save score
if (gameState === "gameOver") {
saveHighScore(score);
// We'll show high scores after game over in LK.showGameOver callback
}
};
// 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
@@ -355,71 +355,8 @@
self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 5;
};
return self;
});
-// Initialize the game (commented out because we're showing high scores first)
-// initGame();
-var CrowdPopcorn = Popcorn.expand(function () {
- var self = Popcorn.call(this);
- // Crowd popcorn has different behavior
- self.vx = 0;
- self.vy = 0;
- self.gravity = 0.2;
- self.friction = 0.99;
- self.bounces = 0;
- self.maxBounces = 3;
- self.flying = true;
- // Override the update function
- self.update = function () {
- if (self.flying) {
- // Apply physics
- self.vy += self.gravity;
- self.x += self.vx;
- self.y += self.vy;
- self.vx *= self.friction;
- // Bounce off arena edges
- if (self.x < bounds.left) {
- self.x = bounds.left;
- self.vx = -self.vx * 0.7;
- self.bounces++;
- } else if (self.x > bounds.right) {
- self.x = bounds.right;
- self.vx = -self.vx * 0.7;
- self.bounces++;
- }
- if (self.y < bounds.top) {
- self.y = bounds.top;
- self.vy = -self.vy * 0.7;
- self.bounces++;
- } else if (self.y > bounds.bottom) {
- self.y = bounds.bottom;
- self.vy = -self.vy * 0.7;
- self.bounces++;
- }
- // Add rotation as it flies
- self.rotation += 0.05;
- // Stop after max bounces
- if (self.bounces >= self.maxBounces) {
- self.flying = false;
- self.rotation = 0;
- // Small settling animation
- tween(self, {
- y: self.y + 5
- }, {
- duration: 300,
- easing: tween.easeInOut
- });
- }
- } else {
- // Call parent's update for hover animation
- Popcorn.call(this);
- // Manually call the parent update method
- self.baseY = 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', {
@@ -653,11 +590,11 @@
// 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);
+ // Spawn more popcorn on rope bounce (increased chance and count)
+ if (Math.random() < 0.7 && typeof game.createPopcornAt === 'function') {
+ game.createPopcornAt(chickenJockey.x, chickenJockey.y, 5);
}
};
self.intersectsWithPoint = function (x, y) {
var halfWidth = ropeGraphics.width / 2;
@@ -753,10 +690,10 @@
// Clear existing popcorn and ropes
clearPopcornsAndRopes();
// Create ropes around the arena
createRopes();
- // Create popcorn scattered around the arena
- createPopcorn(40);
+ // Create more popcorn scattered around the arena
+ createPopcorn(60);
// Create a few power-ups
for (var i = 0; i < 3; i++) {
createPowerUp();
}
@@ -877,10 +814,10 @@
// Game events
game.onChickenJockeyStop = function () {
gameState = "ready";
// Add more popcorn when chicken jockey stops
- if (popcorns.length < 20) {
- createPopcorn(15);
+ if (popcorns.length < 40) {
+ createPopcorn(25);
}
// Occasionally add a power-up when chicken stops
if (Math.random() < 0.3 && powerUps.length < 5) {
createPowerUp();
@@ -1036,60 +973,8 @@
chickenJockey.bounceDecay = oldBounceDecay;
}, duration);
}
};
-// Function to throw popcorn from crowd into the ring
-function throwCrowdPopcorn() {
- // Create between 1-3 popcorn pieces
- var count = 1 + Math.floor(Math.random() * 3);
- for (var i = 0; i < count; i++) {
- var popcorn = new CrowdPopcorn();
- // Choose a random edge to throw from
- var edge = Math.floor(Math.random() * 4);
- var position = {
- x: 0,
- y: 0
- };
- var targetX = bounds.left + 200 + Math.random() * (arena.width - 400);
- var targetY = bounds.top + 200 + Math.random() * (arena.height - 400);
- // Set starting position outside the ring
- switch (edge) {
- case 0:
- // Top
- position.x = bounds.left + Math.random() * arena.width;
- position.y = bounds.top - 100;
- break;
- case 1:
- // Right
- position.x = bounds.right + 100;
- position.y = bounds.top + Math.random() * arena.height;
- break;
- case 2:
- // Bottom
- position.x = bounds.left + Math.random() * arena.width;
- position.y = bounds.bottom + 100;
- break;
- case 3:
- // Left
- position.x = bounds.left - 100;
- position.y = bounds.top + Math.random() * arena.height;
- break;
- }
- // Set position
- popcorn.x = position.x;
- popcorn.y = position.y;
- // Calculate velocity to roughly target center of ring
- var dx = targetX - position.x;
- var dy = targetY - position.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- var speed = 5 + Math.random() * 8;
- popcorn.vx = dx / distance * speed;
- popcorn.vy = dy / distance * speed;
- // Add to game
- game.addChild(popcorn);
- popcorns.push(popcorn);
- }
-}
// Helper function to show temporary messages
function showMessage(text, color) {
var message = new Text2(text, {
size: 60,
@@ -1196,11 +1081,38 @@
// Randomly spawn new power-ups (rare)
if (gameState === "launched" && Math.random() < 0.001 && powerUps.length < 5) {
createPowerUp();
}
- // Periodically throw popcorn from the crowd
- if (gameState === "launched" && Math.random() < 0.03) {
- throwCrowdPopcorn();
+ // Randomly create popcorn explosions during gameplay
+ if (gameState === "launched" && Math.random() < 0.01) {
+ // Create random popcorn explosion in the arena
+ var explosionX = bounds.left + 150 + Math.random() * (arena.width - 300);
+ var explosionY = bounds.top + 150 + Math.random() * (arena.height - 300);
+ game.createPopcornAt(explosionX, explosionY, 8);
+ // Visual feedback
+ var popText = new Text2("POP!", {
+ size: 60,
+ fill: 0xFFD700
+ });
+ popText.anchor.set(0.5, 0.5);
+ popText.x = explosionX;
+ popText.y = explosionY;
+ game.addChild(popText);
+ // Animate out
+ tween(popText, {
+ alpha: 0,
+ y: popText.y - 100,
+ scaleX: 2,
+ scaleY: 2
+ }, {
+ duration: 600,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ if (popText.parent) {
+ popText.parent.removeChild(popText);
+ }
+ }
+ });
}
// Update path tracer
pathTracer.update();
// Update score multiplier UI if active
@@ -1221,8 +1133,10 @@
launches = Math.max(0, launches - 1);
showMessage("FREE LAUNCH FOR " + currentMillionMark + " MILLION POINTS!", 0xFFFF00);
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
game.lastMillionMark = currentMillionMark;
+ // Add popcorn explosion for million point milestone
+ game.createPopcornAt(chickenJockey.x, chickenJockey.y, 20);
// Create animated free launch text
var freeText = new Text2("FREE LAUNCH!", {
size: 100,
fill: 0xFFFF00
@@ -1342,12 +1256,10 @@
}
};
// Handle game start
LK.onGameOver = function () {
- // Check if highScoreTally is already a child of another container and remove it first
- if (highScoreTally.parent) {
- highScoreTally.parent.removeChild(highScoreTally);
- }
// Show high score tally after game over
game.addChild(highScoreTally);
highScoreTally.updateScores(getHighScores());
-};
\ No newline at end of file
+};
+// Initialize the game (commented out because we're showing high scores first)
+// initGame();
\ No newline at end of file
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