User prompt
Fix
User prompt
Show path lines
User prompt
Trace a path for chicken jockey to follow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make lines of popcorn coming from 1 corner at a time chicken jockey needs to collect all popcorn in one launch
User prompt
Add a SuperPopcorn class for special high-value popcorn ✅ Add variables to track super popcorn in game state ✅ Add create super popcorn function ✅ Update game initialization to include super popcorn timer ✅ Add super popcorn collision detection to ChickenJockey update method ✅ Add super popcorn and multiple popcorns update in game update function 🔄 Update chicken jockey stop handler to create super popcorn sometimes
User prompt
Player returns to Centre of ring once popcorn has been collected
User prompt
Once popcorn is collected reset chicken to centre of the arena
User prompt
Increase amount of popcorn thrown by crowd
User prompt
Have popcorn throw in from the crowd outside the arena
User prompt
Prevent chicken getting stuck in the ropes
User prompt
Ensure player returns to centre of arena after every launch
User prompt
Remove all game over triggers
User prompt
Increase text size in instructions page
User prompt
Remove instruction text from title page
User prompt
Remove random movement code
User prompt
Fix this bug
User prompt
Please fix the bug: 'Uncaught ReferenceError: createRopes is not defined' in or related to this line: 'createRopes();' Line Number: 763
User prompt
Please fix the bug: 'PathTracer is not defined' in or related to this line: 'var pathTracer = game.addChild(new PathTracer());' Line Number: 651
User prompt
Remove all dead code that isn't used in game
User prompt
Move instruction text up 20
User prompt
Move instruction text down 100
User prompt
Reduce size of text to not conflict with score text
User prompt
Please fix the bug: 'Uncaught ReferenceError: instructionText is not defined' in or related to this line: 'instructionText.setText("Swipe or flick Chicken Jockey to launch!");' Line Number: 1203
User prompt
Check the title screen setup
User prompt
Remove all text that says drag to aim or draw a path
/****
* 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;
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;
// Path following properties
self.path = null;
self.currentPathIndex = 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.path = null;
self.currentPathIndex = 0;
};
// Method to set a path for the chicken to follow
self.setPath = function (pathPoints) {
if (pathPoints && pathPoints.length >= 2) {
self.path = pathPoints;
self.currentPathIndex = 0;
self.launched = true;
// Play launch sound
LK.getSound('launch').play();
}
};
self.update = function () {
if (!self.launched) {
return;
}
// Follow path if available
if (self.path && self.path.length > 0 && self.currentPathIndex < self.path.length) {
// Get target point
var targetPoint = self.path[self.currentPathIndex];
// Calculate direction to target
var dx = targetPoint.x - self.x;
var dy = targetPoint.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If reached target point, move to next one
if (distance < 20) {
self.currentPathIndex++;
// If we've reached the end of the path
if (self.currentPathIndex >= self.path.length) {
// Instead of just clearing the path and leaving with zero velocity,
// maintain momentum in the direction we were traveling
if (self.vx == 0 && self.vy == 0) {
// Get last two points to determine direction
var lastPoint = self.path[self.path.length - 1];
var prevPoint = self.path.length > 1 ? self.path[self.path.length - 2] : self.path[0];
// Calculate direction vector
var dx = lastPoint.x - prevPoint.x;
var dy = lastPoint.y - prevPoint.y;
// Normalize and apply initial velocity
var length = Math.sqrt(dx * dx + dy * dy);
if (length > 0) {
self.vx = dx / length * 15;
self.vy = dy / length * 15;
}
}
// Clear path and continue with normal physics
self.path = null;
}
} else {
// Move toward target point
var moveSpeed = 15; // Adjust for desired speed
self.vx = dx / distance * moveSpeed;
self.vy = dy / distance * moveSpeed;
// Calculate rotation based on movement direction
var targetRotation = Math.atan2(dy, dx);
// Gradually rotate toward target rotation
var rotDiff = targetRotation - self.rotation;
// Normalize rotation difference
while (rotDiff > Math.PI) {
rotDiff -= Math.PI * 2;
}
while (rotDiff < -Math.PI) {
rotDiff += Math.PI * 2;
}
self.rotation += rotDiff * 0.1; // Adjust for rotation speed
}
} else {
// Normal physics when not following path
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();
}
}
// Track last intersecting state for popcorn collision
if (typeof self.lastIntersectsPopcorn === 'undefined') {
self.lastIntersectsPopcorn = false;
}
// Check for collision with popcorn (legacy support)
if (popcorn !== null) {
var currentIntersects = self.intersects(popcorn);
if (currentIntersects) {
// Collect popcorn
popcorn.collect();
// Set to null (will be recreated on stop)
popcorn = null;
}
self.lastIntersectsPopcorn = currentIntersects;
}
// Check for collisions with popcorn line
if (popcornLine && popcornLine.active && popcornLine.popcorns.length > 0) {
for (var i = popcornLine.popcorns.length - 1; i >= 0; i--) {
var p = popcornLine.popcorns[i];
if (!p.collected && self.intersects(p)) {
// Collect popcorn
p.collect();
// Track if all popcorns are collected
allPopcornsCollected = popcornLine.isComplete();
}
}
}
// Track last intersecting state for x2 bonus collision
if (typeof self.lastIntersectsX2Bonus === 'undefined') {
self.lastIntersectsX2Bonus = false;
}
// Check for collision with x2 bonus
if (x2Bonus !== null) {
var currentIntersectsX2 = self.intersects(x2Bonus);
if (currentIntersectsX2) {
// Collect x2 bonus
LK.getSound('collect').play();
// Flash effect
LK.effects.flashObject(x2Bonus, 0xFFFFFF, 300);
// Animate collection
tween(x2Bonus, {
y: x2Bonus.y - 150,
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove from parent
if (x2Bonus !== null && x2Bonus.parent) {
x2Bonus.parent.removeChild(x2Bonus);
}
}
});
// Double the score
game.addScore(score);
// Show message
showMessage("Score Doubled!", 0xFFD700);
// Set to null
x2Bonus = null;
}
self.lastIntersectsX2Bonus = currentIntersectsX2;
}
// Track last intersecting state for x5 bonus collision
if (typeof self.lastIntersectsX5Bonus === 'undefined') {
self.lastIntersectsX5Bonus = false;
}
// Check for collision with x5 bonus
if (x5Bonus !== null) {
var currentIntersectsX5 = self.intersects(x5Bonus);
if (currentIntersectsX5) {
// Collect x5 bonus
LK.getSound('collect').play();
// Flash effect
LK.effects.flashObject(x5Bonus, 0xFFFFFF, 300);
// Animate collection
tween(x5Bonus, {
y: x5Bonus.y - 150,
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove from parent
if (x5Bonus !== null && x5Bonus.parent) {
x5Bonus.parent.removeChild(x5Bonus);
}
}
});
// Multiply score by 5
game.addScore(score * 4); // Add 4x more score (1x original + 4x new = 5x total)
// Show message
showMessage("Score Multiplied x5!", 0xFF4500);
// Set to null and clear timer
x5Bonus = null;
if (x5BonusTimer !== null) {
LK.clearTimeout(x5BonusTimer);
x5BonusTimer = null;
}
}
self.lastIntersectsX5Bonus = currentIntersectsX5;
}
// Track previous positions before bounce
var prevX = self.x;
var prevY = self.y;
// Track previous positions for more accurate collision detection
var prevX = self.x;
var prevY = self.y;
// Improved boundary bounce handling with minimum velocity thresholds
// Horizontal boundaries with more dramatic bounce effect
if (self.x <= bounds.left) {
self.x = bounds.left;
if (self.vx < 0 && Math.abs(self.vx) > 1) {
// Enhance bounce effect with slightly more force
self.vx = -self.vx * (self.bounceDecay + 0.1);
self.bounceCount++;
LK.getSound('bounce').play();
// Add slight vertical boost for more interesting motion
self.vy -= 2 * Math.random();
}
} else if (self.x >= bounds.right) {
self.x = bounds.right;
if (self.vx > 0 && Math.abs(self.vx) > 1) {
// Enhance bounce effect with slightly more force
self.vx = -self.vx * (self.bounceDecay + 0.1);
self.bounceCount++;
LK.getSound('bounce').play();
game.addScore(2000);
// Add slight vertical boost for more interesting motion
self.vy -= 2 * Math.random();
}
}
// Vertical boundary bounce handling with more dramatic effect
if (self.y <= bounds.top) {
self.y = bounds.top;
if (self.vy < 0 && Math.abs(self.vy) > 1) {
// Enhance bounce effect with slightly more force
self.vy = -self.vy * (self.bounceDecay + 0.1);
self.bounceCount++;
LK.getSound('bounce').play();
// Add slight horizontal boost for more interesting motion
self.vx += (Math.random() - 0.5) * 4;
}
} else if (self.y >= bounds.bottom) {
self.y = bounds.bottom;
if (self.vy > 0 && Math.abs(self.vy) > 1) {
// Enhance bounce effect with slightly more force
self.vy = -self.vy * (self.bounceDecay + 0.1);
self.bounceCount++;
LK.getSound('bounce').play();
// Add slight horizontal boost for more interesting motion
self.vx += (Math.random() - 0.5) * 4;
}
}
// 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);
}
};
// 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();
}
};
// Reset high scores button
var resetButton = new Container();
var resetBg = resetButton.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
resetBg.width = 600;
resetBg.height = 150;
resetBg.tint = 0xAA0000;
var resetText = new Text2("RESET SCORES", {
size: 70,
fill: 0xFFFFFF
});
resetText.anchor.set(0.5, 0.5);
resetButton.addChild(resetText);
resetButton.y = background.height / 2 - 400;
self.addChild(resetButton);
resetButton.interactive = true;
resetButton.down = function () {
resetBg.tint = 0x770000;
};
resetButton.up = function () {
resetBg.tint = 0xAA0000;
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 InstructionsScreen = Container.expand(function () {
var self = Container.call(this);
// Create black background
var background = self.attachAsset('Hiscorebackdrop', {
anchorX: 0.5,
anchorY: 0.5
});
background.width = 1400;
background.height = 1500;
background.alpha = 0.8;
// Title
var titleText = new Text2("HOW TO PLAY", {
size: 80,
fill: 0xFFD700
});
titleText.anchor.set(0.5, 0);
titleText.y = -background.height / 2 + 100;
self.addChild(titleText);
// Instructions - split into smaller lines for better fitting
var instructions = ["1: Swipe or flick any direction to launch Chicken Jockey.", "2: Aim Chicken Jockey at the popcorn pieces to eat popcorn.", "3: If you miss the popcorn, it will be GAME OVER.", "4: Scoring system starts at 1 point per popcorn, but", " a multiplier increases the score per popcorn every 10 launches.", "5: Look out for X2 and X5 bonuses to maximise your total score,", " but be careful...", " if you miss the popcorn it will be game over so be patient", " and wait till the popcorn is in the right place before", " launching towards these bonuses.", "6: Good luck!"];
var instructionContainer = new Container();
var startY = -background.height / 2 + 250;
var padding = 50; // Reduced padding to fit more lines
for (var i = 0; i < instructions.length; i++) {
var instructionText = new Text2(instructions[i], {
size: 50,
fill: 0xFFFFFF
});
instructionText.anchor.set(0, 0.5);
instructionText.y = startY + i * padding;
instructionContainer.addChild(instructionText);
}
instructionContainer.x = -700; // Move instructions text left 700 pixels
self.addChild(instructionContainer);
// Back button
var backButton = new Container();
var buttonBg = backButton.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
buttonBg.width = 600;
buttonBg.height = 150;
buttonBg.tint = 0x0000AA;
var buttonText = new Text2("BACK", {
size: 70,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
backButton.addChild(buttonText);
backButton.y = background.height / 2 - 200;
self.addChild(backButton);
// Make button interactive
backButton.interactive = true;
backButton.down = function () {
buttonBg.tint = 0x000077;
};
backButton.up = function () {
buttonBg.tint = 0x0000AA;
if (typeof self.onBack === 'function') {
self.onBack();
}
};
// 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;
self.pathLines = [];
// 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;
// Method to create a visible path line between two points
self.createPathLine = function (x1, y1, x2, y2) {
var line = new Container();
var lineGraphics = line.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
// Calculate position (midpoint between the two points)
var midX = (x1 + x2) / 2;
var midY = (y1 + y2) / 2;
line.x = midX;
line.y = midY;
// Calculate length and angle
var dx = x2 - x1;
var dy = y2 - y1;
var length = Math.sqrt(dx * dx + dy * dy);
var angle = Math.atan2(dy, dx);
// Set line properties
lineGraphics.width = length;
lineGraphics.height = self.lineWidth;
lineGraphics.rotation = angle;
lineGraphics.tint = 0x00FFFF;
lineGraphics.alpha = 0.7;
// Add to game and track in array
game.addChild(line);
self.pathLines.push(line);
return line;
};
self.startTracing = function (x, y) {
self.points = [{
x: x,
y: y
}];
self.active = true;
// Add visual feedback when starting to trace
var startMarker = new Container();
var marker = startMarker.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
marker.tint = 0x00FFFF;
startMarker.x = x;
startMarker.y = y;
game.addChild(startMarker);
// Animate the marker
tween(marker, {
scaleX: 1,
scaleY: 1,
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
if (startMarker.parent) {
startMarker.parent.removeChild(startMarker);
}
}
});
};
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
});
// Create line between previous point and new point
self.createPathLine(lastPoint.x, lastPoint.y, x, y);
// Limit number of points
if (self.points.length > self.maxPoints) {
self.points.shift();
// Remove oldest line if we've exceeded max points
if (self.pathLines.length > self.maxPoints - 1) {
var oldestLine = self.pathLines.shift();
if (oldestLine.parent) {
oldestLine.parent.removeChild(oldestLine);
}
}
}
}
};
self.stopTracing = function () {
self.active = false;
return self.points.length >= 2 ? self.points : null;
};
self.clear = function () {
// Remove all path lines
for (var i = 0; i < self.pathLines.length; i++) {
if (self.pathLines[i].parent) {
self.pathLines[i].parent.removeChild(self.pathLines[i]);
}
}
self.pathLines = [];
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 = 0.7;
// Enhanced path visualization - highlight the path more clearly
pathGraphics.tint = 0x00FFFF; // Cyan color for more visibility
// 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 * 2; // Make the line thicker
pathGraphics.rotation = angle;
// Make path pulse for better visibility
var pulseSpeed = 0.02;
if (!self.pulseDirection) {
self.pulseDirection = 1;
}
if (!self.pulseAmount) {
self.pulseAmount = 1;
}
self.pulseAmount += pulseSpeed * self.pulseDirection;
if (self.pulseAmount > 1.2) {
self.pulseAmount = 1.2;
self.pulseDirection = -1;
} else if (self.pulseAmount < 0.8) {
self.pulseAmount = 0.8;
self.pulseDirection = 1;
}
pathGraphics.alpha = 0.7 * self.pulseAmount;
// Pulse all path lines
for (var i = 0; i < self.pathLines.length; i++) {
var line = self.pathLines[i];
if (line.children && line.children[0]) {
line.children[0].alpha = 0.7 * self.pulseAmount;
}
}
};
return self;
});
var Popcorn = Container.expand(function () {
var self = Container.call(this);
// Create and attach popcorn asset with smaller size
var popcornGraphics = self.attachAsset('popcorn', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Popcorn properties
self.collected = false;
self.baseY = 0;
self.animationOffset = Math.random() * Math.PI * 2;
self.animationSpeed = 0.05 + Math.random() * 0.03;
self.collect = function () {
// Play collect sound
LK.getSound('collect').play();
// Flash effect
LK.effects.flashObject(self, 0xFFFFFF, 300);
// Animate collection
tween(self, {
y: self.y - 150,
alpha: 0,
scaleX: 4.5,
scaleY: 4.5
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove from parent
if (self.parent) {
self.parent.removeChild(self);
}
}
});
// Add points
if (typeof game.addScore === 'function') {
game.addScore(1);
}
self.collected = true;
};
self.update = function () {
// Hover animation
if (self.baseY === 0) {
self.baseY = self.y;
// Start movement tween when popcorn is created
self.startMovementTween();
}
// Vertical hover
self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 8;
};
// Method to start the popcorn moving around the arena
self.startMovementTween = function () {
// Calculate a random position within the arena bounds
var randomX = bounds.left + 150 + Math.random() * (arena.width - 300);
var randomY = bounds.top + 150 + Math.random() * (arena.height - 300);
// Move to the new position over a few seconds
tween(self, {
x: randomX
// Update baseY to keep hover effect consistent
}, {
duration: popcornMoveSpeed + Math.random() * 1000,
// Use global popcorn speed variable plus some randomness
easing: tween.easeInOut,
onFinish: function onFinish() {
// When movement completes, start a new movement
if (self.parent) {
self.startMovementTween();
}
}
});
};
return self;
});
var PopcornLine = Container.expand(function () {
var self = Container.call(this);
// Properties
self.popcorns = [];
self.corner = 0; // 0: top-left, 1: top-right, 2: bottom-right, 3: bottom-left
self.active = false;
// Create a line of popcorn from a specific corner
self.createLine = function (corner, count) {
// Clear existing popcorns
self.clearLine();
// Set corner
self.corner = corner;
self.active = true;
// Determine start and end positions based on corner
var startX, startY, endX, endY;
switch (corner) {
case 0:
// Top-left
startX = bounds.left + 100;
startY = bounds.top + 100;
endX = bounds.right - 100;
endY = bounds.bottom - 100;
break;
case 1:
// Top-right
startX = bounds.right - 100;
startY = bounds.top + 100;
endX = bounds.left + 100;
endY = bounds.bottom - 100;
break;
case 2:
// Bottom-right
startX = bounds.right - 100;
startY = bounds.bottom - 100;
endX = bounds.left + 100;
endY = bounds.top + 100;
break;
case 3:
// Bottom-left
startX = bounds.left + 100;
startY = bounds.bottom - 100;
endX = bounds.right - 100;
endY = bounds.top + 100;
break;
}
// Create popcorns along the line
for (var i = 0; i < count; i++) {
var progress = i / (count - 1);
var x = startX + (endX - startX) * progress;
var y = startY + (endY - startY) * progress;
var newPopcorn = new Popcorn();
newPopcorn.x = x;
newPopcorn.y = y;
// Add to game and track in array
game.addChild(newPopcorn);
self.popcorns.push(newPopcorn);
}
// Return the number of popcorns created
return self.popcorns.length;
};
// Clear all popcorns in the line
self.clearLine = function () {
for (var i = 0; i < self.popcorns.length; i++) {
if (self.popcorns[i].parent) {
self.popcorns[i].parent.removeChild(self.popcorns[i]);
}
}
self.popcorns = [];
self.active = false;
};
// Check if all popcorns in line have been collected
self.isComplete = function () {
return self.popcorns.length === 0 || self.popcorns.every(function (p) {
return p.collected;
});
};
// Update method
self.update = function () {
if (!self.active) {
return;
}
// Remove collected popcorns from array
for (var i = self.popcorns.length - 1; i >= 0; i--) {
if (self.popcorns[i].collected) {
self.popcorns.splice(i, 1);
}
}
// Check if all collected
if (self.popcorns.length === 0) {
self.active = false;
}
};
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) {
// 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);
// 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(0.5, speed / 40));
// Reduce random angle variation for more predictable wrestling-style bounces
var angleVariation = (Math.random() - 0.5) * 0.1; // Smaller random angle adjustment
bounceAngle += angleVariation;
// Better two-phase bounce: complete stop, then dramatic spring-off
// First phase: completely stop the chicken to simulate "sticking" to rope
chickenJockey.vx = 0;
chickenJockey.vy = 0;
// Add a slightly longer delay for more dramatic pause before the spring-off
LK.setTimeout(function () {
// Second phase: apply a much stronger bounce force with enhanced velocity
var enhancedForce = bounceForce * 1.5; // Significantly increase spring force
chickenJockey.vx = Math.cos(bounceAngle) * enhancedForce * chickenJockey.bounceDecay;
chickenJockey.vy = Math.sin(bounceAngle) * enhancedForce * chickenJockey.bounceDecay;
// Add a more dramatic burst of rotation to simulate impact force
chickenJockey.rotationSpeed = (Math.random() - 0.5) * 0.25;
// Play a sound to enhance the spring effect
LK.getSound('bounce').play();
}, 200); // Slightly longer delay for more dramatic effect
// Create much more dramatic bounce visual effect with exaggerated rope "give"
tween(self, {
scaleY: 2.2,
// More extreme stretch
alpha: 0.7,
// Add more significant displacement in direction of impact
x: originalX + Math.cos(incomingAngle) * 20,
y: originalY + Math.sin(incomingAngle) * 20
}, {
duration: 300,
// Longer stretch duration for more dramatic effect
easing: tween.easeOut,
onFinish: function onFinish() {
// Snap the rope back with way more dramatic effect
tween(self, {
scaleY: 1.0,
alpha: 1.0,
x: originalX,
y: originalY
}, {
duration: 800,
//{3l} // Much longer snap-back for even more visual impact
easing: tween.elasticOut,
amplitude: 2.0 // Higher amplitude for more dramatic snap back
});
}
});
// Increment bounce count
chickenJockey.bounceCount++;
// Create a more dramatic visual and audio experience
// Play bounce sound with slightly randomized pitch for variety
var bounceSound = LK.getSound('bounce');
bounceSound.play();
// More dramatic flash effect on the rope
LK.effects.flashObject(self, 0xFFFFFF, 300);
// Create a "pow" text effect at collision point
var powText = new Text2("nomnomnom", {
size: 120,
fill: 0xFFFF00
});
powText.anchor.set(0.5, 0.5);
powText.x = chickenJockey.x;
powText.y = chickenJockey.y - 80;
game.addChild(powText);
// Animate the text
tween(powText, {
y: powText.y - 100,
alpha: 0,
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
if (powText.parent) {
powText.parent.removeChild(powText);
}
}
});
};
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;
});
var TitleScreen = Container.expand(function () {
var self = Container.call(this);
// Create and attach title screen background
var titleGraphics = self.attachAsset('Titlescreen', {
anchorX: 0.5,
anchorY: 0.5
});
// 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("START GAME", {
size: 70,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
startButton.addChild(buttonText);
startButton.y = 200;
self.addChild(startButton);
// Make button interactive
startButton.interactive = true;
startButton.down = function () {
buttonBg.tint = 0x007700;
};
startButton.up = function () {
buttonBg.tint = 0x00AA00;
// Call start game function if defined
if (typeof self.onStart === 'function') {
self.onStart();
}
};
// High scores button
var scoresButton = new Container();
var scoresBg = scoresButton.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
scoresBg.width = 600;
scoresBg.height = 150;
scoresBg.tint = 0x0000AA;
var scoresText = new Text2("HIGH SCORES", {
size: 70,
fill: 0xFFFFFF
});
scoresText.anchor.set(0.5, 0.5);
scoresButton.addChild(scoresText);
scoresButton.y = 400;
self.addChild(scoresButton);
// Make button interactive
scoresButton.interactive = true;
scoresButton.down = function () {
scoresBg.tint = 0x000077;
};
scoresButton.up = function () {
scoresBg.tint = 0x0000AA;
// Call show high scores function if defined
if (typeof self.onHighScores === 'function') {
self.onHighScores();
}
};
// Instructions button
var instructionsButton = new Container();
var instructionsBg = instructionsButton.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
instructionsBg.width = 600;
instructionsBg.height = 150;
instructionsBg.tint = 0xAA7700;
var instructionsText = new Text2("INSTRUCTIONS", {
size: 70,
fill: 0xFFFFFF
});
instructionsText.anchor.set(0.5, 0.5);
instructionsButton.addChild(instructionsText);
instructionsButton.y = 600;
self.addChild(instructionsButton);
// Make button interactive
instructionsButton.interactive = true;
instructionsButton.down = function () {
instructionsBg.tint = 0x774400;
};
instructionsButton.up = function () {
instructionsBg.tint = 0xAA7700;
// Call show instructions function if defined
if (typeof self.onInstructions === 'function') {
self.onInstructions();
}
};
// Position in center of screen
self.x = 2048 / 2;
self.y = 2732 / 2;
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 ropes = [];
var powerUps = [];
var popcorn = null; // Track the active popcorn (legacy - keeping for compatibility)
var x2Bonus = null; // Track the active x2 bonus
var x5Bonus = null; // Track the active x5 bonus
var x5BonusTimer = null; // Timer for x5 bonus removal
var scoreMultiplier = 1;
var multiplierEndTime = 0;
var launchMultiplier = 1; // Track multiplier from launches
var popcornMoveSpeed = 5000; // Base popcorn movement duration in ms
var highScoresKey = 'chickenJockeyHighScores';
var pathTracer = game.addChild(new PathTracer());
var popcornLine = new PopcornLine(); // Popcorn line manager
var currentCorner = 0; // Current corner from which popcorn line is created
var popcornCount = 10; // Number of popcorns in a line
var allPopcornsCollected = true; // Track if all popcorns are collected
game.addChild(popcornLine);
// 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 = 140; // Moved down 120 pixels from original position of 20
LK.gui.topLeft.addChild(launchesText);
var instructionText = new Text2("", {
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;
popcornMoveSpeed = 5000; // Reset popcorn movement speed
gameState = "ready";
// Clear x2 bonus if exists
if (x2Bonus !== null) {
if (x2Bonus.parent) {
x2Bonus.parent.removeChild(x2Bonus);
}
x2Bonus = null;
}
// Clear x5 bonus if exists
if (x5Bonus !== null) {
if (x5Bonus.parent) {
x5Bonus.parent.removeChild(x5Bonus);
}
x5Bonus = null;
}
// Clear any existing x5 bonus timer
if (x5BonusTimer !== null) {
LK.clearTimeout(x5BonusTimer);
x5BonusTimer = null;
}
// Update UI
scoreText.setText("Score: " + score);
launchesText.setText("Launches: " + launches);
instructionText.setText("Draw a path for Chicken Jockey to follow!");
// Reset chicken jockey
resetChickenJockey();
// Clear existing popcorn and ropes
clearPopcornsAndRopes();
// Create ropes around the arena
createRopes();
// Create a few power-ups
for (var i = 0; i < 3; i++) {
createPowerUp();
}
// Create the initial popcorn line
createPopcornLine();
// 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 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);
// Center horizontal rope removed
}
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);
}
function createPopcorn() {
// Only create if no popcorn exists
if (popcorn === null) {
var newPopcorn = new Popcorn();
// Random position within arena bounds
newPopcorn.x = bounds.left + 150 + Math.random() * (arena.width - 300);
newPopcorn.y = bounds.top + 150 + Math.random() * (arena.height - 300);
// Add to game
game.addChild(newPopcorn);
popcorn = newPopcorn;
}
}
function createX2Bonus() {
// Only create if no x2 bonus exists
if (x2Bonus === null) {
var newX2Bonus = LK.getAsset('X2', {
anchorX: 0.5,
anchorY: 0.5
});
// Random position within arena bounds
newX2Bonus.x = bounds.left + 150 + Math.random() * (arena.width - 300);
newX2Bonus.y = bounds.top + 150 + Math.random() * (arena.height - 300);
// Add to game
game.addChild(newX2Bonus);
x2Bonus = newX2Bonus;
// Add hover animation
var baseY = newX2Bonus.y;
var animationOffset = Math.random() * Math.PI * 2;
var animationSpeed = 0.05 + Math.random() * 0.03;
newX2Bonus.update = function () {
// Vertical hover animation
newX2Bonus.y = baseY + Math.sin(LK.ticks * animationSpeed + animationOffset) * 8;
};
}
}
function createX5Bonus() {
// Only create if no x5 bonus exists
if (x5Bonus === null) {
var newX5Bonus = LK.getAsset('X5', {
anchorX: 0.5,
anchorY: 0.5
});
// Random position within arena bounds
newX5Bonus.x = bounds.left + 150 + Math.random() * (arena.width - 300);
newX5Bonus.y = bounds.top + 150 + Math.random() * (arena.height - 300);
// Add to game
game.addChild(newX5Bonus);
x5Bonus = newX5Bonus;
// Add hover animation
var baseY = newX5Bonus.y;
var animationOffset = Math.random() * Math.PI * 2;
var animationSpeed = 0.05 + Math.random() * 0.03;
newX5Bonus.update = function () {
// Vertical hover animation
newX5Bonus.y = baseY + Math.sin(LK.ticks * animationSpeed + animationOffset) * 8;
};
// Set timer to remove X5 bonus after 5 seconds
if (x5BonusTimer !== null) {
LK.clearTimeout(x5BonusTimer);
}
x5BonusTimer = LK.setTimeout(function () {
if (x5Bonus !== null) {
// Animate disappearing
tween(x5Bonus, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
if (x5Bonus && x5Bonus.parent) {
x5Bonus.parent.removeChild(x5Bonus);
}
x5Bonus = null;
}
});
}
}, 5000); // 5 seconds
}
}
// Game events
game.onChickenJockeyStop = function () {
// Check if all popcorns in the line were collected
if (popcornLine.active && !allPopcornsCollected) {
gameState = "gameOver";
instructionText.setText("Game Over! You missed some popcorn!");
// Show game over screen
LK.showGameOver();
return;
} else {
gameState = "ready";
// Occasionally add a power-up when chicken stops
if (Math.random() < 0.3 && powerUps.length < 5) {
createPowerUp();
}
// Create a new popcorn line
createPopcornLine();
// Increase score for completing line
if (allPopcornsCollected) {
// Bonus for completing the line
game.addScore(popcornCount * 5);
showMessage("Line Bonus: " + popcornCount * 5 + " points!", 0xFFD700);
}
// Instead of checking if out of launches, increase max launches
maxLaunches++; // Increase max launches with each launch
// Reset for next launch
resetChickenJockey();
}
};
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;
// Use the traced path to guide the chicken jockey
chickenJockey.setPath(path);
// Update game state
gameState = "launched";
launches++;
// Create x2 bonus every 13 launches
if (launches % 13 === 0 && x2Bonus === null) {
createX2Bonus();
}
// Create x5 bonus every 26 launches
if (launches % 26 === 0 && x5Bonus === null) {
createX5Bonus();
}
// Update launch multiplier (1x for first 10, 2x for 11-20, etc.)
var newMultiplier = Math.floor(launches / 10) + 1;
// If multiplier changed, speed up popcorn movement
if (newMultiplier > launchMultiplier) {
popcornMoveSpeed = Math.max(2000, popcornMoveSpeed - 500); // Speed up by 500ms each level, minimum 2000ms
// Play Bogerk sound every 10 launches
LK.getSound('Bogerk').play();
}
launchMultiplier = newMultiplier;
launchesText.setText("Launches: " + launches);
instructionText.setText("Watch the chicken follow your path!");
} else {
// Cancel the launch if the path was too short
gameState = "ready";
}
// Clear the path tracer visual display
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);
}
// Apply launch multiplier
finalPoints = Math.floor(finalPoints * launchMultiplier);
score += finalPoints;
scoreText.setText("Score: " + score);
LK.setScore(score);
};
// 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);
// 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 - only detect boundaries
// Horizontal boundaries are handled in ChickenJockey class
if (chickenJockey.x < bounds.left) {
chickenJockey.x = bounds.left;
} else if (chickenJockey.x > bounds.right) {
chickenJockey.x = bounds.right;
}
// Check vertical boundaries - only detect boundaries
// Vertical boundaries are handled in ChickenJockey class
if (chickenJockey.y < bounds.top) {
chickenJockey.y = bounds.top;
} else if (chickenJockey.y > bounds.bottom) {
chickenJockey.y = bounds.bottom;
}
// Update x2 bonus if it exists
if (x2Bonus !== null && typeof x2Bonus.update === 'function') {
x2Bonus.update();
}
// Update x5 bonus if it exists
if (x5Bonus !== null && typeof x5Bonus.update === 'function') {
x5Bonus.update();
}
// Track last collision time for all ropes to prevent multiple bounces
if (!chickenJockey.lastCollisionTime) {
chickenJockey.lastCollisionTime = 0;
}
// Improved collision detection for ropes with proper cooldown
var currentTime = Date.now();
var collisionCooldown = 1000; // 1 second cooldown between any rope bounces
var canBounce = currentTime - chickenJockey.lastCollisionTime > collisionCooldown;
// Only check for rope collisions if cooldown period has passed
if (canBounce && chickenJockey.launched && Math.abs(chickenJockey.vx) + Math.abs(chickenJockey.vy) > 1) {
for (var i = 0; i < ropes.length; i++) {
if (chickenJockey.intersects(ropes[i])) {
// Perform the bounce
ropes[i].bounce(chickenJockey);
// Record collision time
chickenJockey.lastCollisionTime = currentTime;
// Flash screen slightly to emphasize impact
LK.effects.flashScreen(0xFFFFFF, 100, 0.3);
// Only bounce on one rope per cooldown period
break;
}
}
}
// 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 baseY when its position changes from tween
if (popcorn !== null && popcorn.baseY !== 0 && Math.abs(popcorn.baseY - popcorn.y) > 10) {
popcorn.baseY = popcorn.y;
}
// Create a new popcorn after a delay if popcorn is null
if (popcorn === null && gameState === "launched") {
LK.setTimeout(function () {
createPopcorn();
}, 1000); // 1 second delay before creating new popcorn
}
}
// Update power-up animations
for (var i = 0; i < powerUps.length; i++) {
powerUps[i].update();
}
// Update popcorn animation (legacy)
if (popcorn !== null) {
popcorn.update();
}
// Update popcorn line
if (popcornLine && popcornLine.active) {
popcornLine.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 or if launch multiplier is greater than 1
if (Date.now() < multiplierEndTime && scoreMultiplier > 1 || launchMultiplier > 1) {
var multiplierString = "x" + launchMultiplier;
if (Date.now() < multiplierEndTime && scoreMultiplier > 1) {
var remainingSecs = Math.ceil((multiplierEndTime - Date.now()) / 1000);
multiplierString += " (x" + scoreMultiplier + " for " + remainingSecs + "s)";
}
scoreText.setText("Score: " + score + " (" + multiplierString + ")");
} else {
scoreText.setText("Score: " + score);
}
// 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);
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() {
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();
};
// Add reset scores functionality
highScoreTally.onResetScores = function () {
// Clear high scores from storage
storage[highScoresKey] = [];
// Update display with empty scores
highScoreTally.updateScores([]);
// Show confirmation message
var confirmText = new Text2("High scores reset!", {
size: 60,
fill: 0xFF0000
});
confirmText.anchor.set(0.5, 0.5);
confirmText.x = 2048 / 2;
confirmText.y = 2732 / 2 + 200;
LK.gui.center.addChild(confirmText);
// Animate and remove after delay
tween(confirmText, {
alpha: 1,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(confirmText, {
alpha: 0,
y: confirmText.y - 100
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
if (confirmText.parent) {
confirmText.parent.removeChild(confirmText);
}
}
});
}, 1500);
}
});
};
// Create and show title screen at start
var titleScreen = new TitleScreen();
game.addChild(titleScreen);
// Set up title screen event handlers
titleScreen.onStart = function () {
// Hide title screen and start game
game.removeChild(titleScreen);
initGame();
// Play start sound
LK.getSound('Gamestart').play();
};
titleScreen.onHighScores = function () {
// Hide title screen and show high scores
game.removeChild(titleScreen);
game.addChild(highScoreTally);
highScoreTally.updateScores(getHighScores());
};
// Create instructions screen
var instructionsScreen = new InstructionsScreen();
instructionsScreen.onBack = function () {
game.removeChild(instructionsScreen);
game.addChild(titleScreen);
};
// Add instructions button handler
titleScreen.onInstructions = function () {
// Hide title screen and show instructions
game.removeChild(titleScreen);
game.addChild(instructionsScreen);
};
// Add a way to return to title screen from high scores
var originalOnStart = highScoreTally.onStart;
highScoreTally.onStart = function () {
game.removeChild(highScoreTally);
game.addChild(titleScreen);
};
// 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 over
LK.onGameOver = function () {
// Save high score
saveHighScore(score);
// Show high score tally after game over
game.addChild(highScoreTally);
highScoreTally.updateScores(getHighScores());
// Back button to return to title screen
highScoreTally.onStart = function () {
game.removeChild(highScoreTally);
game.addChild(titleScreen);
};
};
function createPopcornLine() {
// Clear any existing line
popcornLine.clearLine();
// Create new line from current corner
popcornCount = 8 + Math.floor(launches / 5); // Increase count based on launches
popcornLine.createLine(currentCorner, popcornCount);
// Update to next corner for next time
currentCorner = (currentCorner + 1) % 4;
// Reset collected state
allPopcornsCollected = false;
// Update instruction
instructionText.setText("Collect all popcorn in a single launch!");
} ===================================================================
--- original.js
+++ change.js
@@ -78,8 +78,24 @@
if (distance < 20) {
self.currentPathIndex++;
// If we've reached the end of the path
if (self.currentPathIndex >= self.path.length) {
+ // Instead of just clearing the path and leaving with zero velocity,
+ // maintain momentum in the direction we were traveling
+ if (self.vx == 0 && self.vy == 0) {
+ // Get last two points to determine direction
+ var lastPoint = self.path[self.path.length - 1];
+ var prevPoint = self.path.length > 1 ? self.path[self.path.length - 2] : self.path[0];
+ // Calculate direction vector
+ var dx = lastPoint.x - prevPoint.x;
+ var dy = lastPoint.y - prevPoint.y;
+ // Normalize and apply initial velocity
+ var length = Math.sqrt(dx * dx + dy * dy);
+ if (length > 0) {
+ self.vx = dx / length * 15;
+ self.vy = dy / length * 15;
+ }
+ }
// Clear path and continue with normal physics
self.path = null;
}
} else {
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