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Add more velocity to bounce of ropes
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Make launcher invisible
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Replace slingshot launch method with draw a path method and show the path ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Remove ropes in middle of arena
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Fix
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Show path lines
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Trace a path for chicken jockey to follow ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make lines of popcorn coming from 1 corner at a time chicken jockey needs to collect all popcorn in one launch
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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
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Player returns to Centre of ring once popcorn has been collected
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Once popcorn is collected reset chicken to centre of the arena
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Increase amount of popcorn thrown by crowd
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Have popcorn throw in from the crowd outside the arena
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Prevent chicken getting stuck in the ropes
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Ensure player returns to centre of arena after every launch
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Remove all game over triggers
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Increase text size in instructions page
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Remove instruction text from title page
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Remove random movement code
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Fix this bug
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Please fix the bug: 'Uncaught ReferenceError: createRopes is not defined' in or related to this line: 'createRopes();' Line Number: 763
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Please fix the bug: 'PathTracer is not defined' in or related to this line: 'var pathTracer = game.addChild(new PathTracer());' Line Number: 651
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Remove all dead code that isn't used in game
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Move instruction text up 20
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Move instruction text down 100
/**** * 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) { // 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; // 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; // 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 }); // 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 = 0.7; // 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; }; 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
@@ -24,8 +24,11 @@
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
@@ -45,25 +48,73 @@
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;
}
- // 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;
+ // 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) {
+ // 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
@@ -452,8 +503,34 @@
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;
@@ -487,9 +564,11 @@
if (self.points.length < 2) {
pathGraphics.alpha = 0;
return;
}
- pathGraphics.alpha = 0.5;
+ 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
@@ -501,10 +580,27 @@
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.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;
};
return self;
});
var Popcorn = Container.expand(function () {
@@ -1068,9 +1164,9 @@
}
// Update UI
scoreText.setText("Score: " + score);
launchesText.setText("Launches: " + launches);
- instructionText.setText("Swipe or flick Chicken Jockey to launch!");
+ instructionText.setText("Draw a path for Chicken Jockey to follow!");
// Reset chicken jockey
resetChickenJockey();
// Clear existing popcorn and ropes
clearPopcornsAndRopes();
@@ -1307,19 +1403,10 @@
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);
+ // Use the traced path to guide the chicken jockey
+ chickenJockey.setPath(path);
// Update game state
gameState = "launched";
launches++;
// Create x2 bonus every 13 launches
@@ -1339,14 +1426,14 @@
LK.getSound('Bogerk').play();
}
launchMultiplier = newMultiplier;
launchesText.setText("Launches: " + launches);
- instructionText.setText("Watch the chicken bounce!");
+ instructionText.setText("Watch the chicken follow your path!");
} else {
// Cancel the launch if the path was too short
gameState = "ready";
}
- // Clear the path tracer regardless
+ // Clear the path tracer visual display
pathTracer.clear();
}
};
// Add helper to update score
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
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