User prompt
Add more popcorn to numbers
User prompt
Make number pattern twice it's size by adding more popcorn
User prompt
Add collect sounds when popcorn is collected
User prompt
Make number pattern double the current size
User prompt
Make the numbers fill up the arena
User prompt
Remove high score background on title screen
User prompt
Create title screen with titlescreen asset as backdrop and add start button and high score button to titlescreen ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Remove high score tally from screen during gameplay
User prompt
Leave high score screen up and add a start button and reset scores button
User prompt
Add high score tally with top 10 scores at beginning and end of the game ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Decrease popcorn size to original size
User prompt
Make popcorn numbers bigger and centred in the arena
User prompt
Make popcorn numbers bigger and stay on screen longer
User prompt
Make popcorn appear in number patterns from 1 to 9
User prompt
If chicken moves in a figure 8 award player 1000000 points
User prompt
If chicken jockey moves in a figure 8 award player 1000000 points
User prompt
Award 1000000 points of the player draws an 8
User prompt
Remove the X5 bonus
User prompt
Reset the flag every time it has been awarded
User prompt
When arena has no popcorn left on screen award X5 bonus
User prompt
Make popcorn move randomly around arena
User prompt
Randomly position superpopcorn 200 pixels away from ropes
User prompt
Randomly position popcorn at least 200 pixels away from ropes
User prompt
Move popcorn away from ropes
User prompt
Remove bounce from ropes
/****
* 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; // No gravity
self.bounceDecay = 0.8; // Reduced energy loss per bounce
self.friction = 0.99; // Reduced friction to maintain horizontal momentum
self.launched = false;
self.bounceCount = 0;
self.maxBounces = 10;
// Rotation properties
self.rotationSpeed = 0;
self.path = [];
self.currentPathIndex = 0;
self.pathSpeed = 15; // Speed at which chicken follows the path
self.launch = function (power, angle, path) {
// Store the path for later use
self.path = path || [];
self.currentPathIndex = 0;
// Reset values
self.vx = 0;
self.vy = 0;
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.update = function () {
if (!self.launched) {
return;
}
// Follow path if we have one
if (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);
// Move towards target point
if (distance > self.pathSpeed) {
self.vx = dx / distance * self.pathSpeed;
self.vy = dy / distance * self.pathSpeed;
} else {
// Reached current target point, move to next
self.currentPathIndex++;
if (self.currentPathIndex >= self.path.length) {
// End of path
self.vx = 0;
self.vy = 0;
}
}
} else {
// Apply friction when not following path
self.vx *= self.friction;
self.vy *= self.friction;
}
// Update position
self.x += self.vx;
self.y += self.vy;
// Apply rotation based on movement direction
if (Math.abs(self.vx) > 0.1 || Math.abs(self.vy) > 0.1) {
var targetRotation = Math.atan2(self.vy, self.vx);
// Gradually rotate towards movement direction
var rotDiff = targetRotation - self.rotation;
// Normalize angle
while (rotDiff > Math.PI) {
rotDiff -= Math.PI * 2;
}
while (rotDiff < -Math.PI) {
rotDiff += Math.PI * 2;
}
// Apply rotation
self.rotation += rotDiff * 0.1;
}
// Check if stopped
if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5 && (self.bounceCount > 0 || self.currentPathIndex >= self.path.length)) {
self.launched = false;
// Notify game that chicken jockey has stopped
if (typeof game.onChickenJockeyStop === 'function') {
game.onChickenJockeyStop();
}
}
// Check if max bounces reached
if (self.bounceCount >= self.maxBounces) {
self.launched = false;
// Notify game that max bounces reached
if (typeof game.onMaxBouncesReached === 'function') {
game.onMaxBouncesReached();
}
}
};
return self;
});
var Launcher = Container.expand(function () {
var self = Container.call(this);
// Create and attach launcher asset with alpha 0 to make it invisible
var launcherGraphics = self.attachAsset('launcher', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Create aim line (initially invisible)
var aimLine = self.attachAsset('aimLine', {
anchorX: 0,
anchorY: 0.5,
alpha: 0
});
// Launcher properties
self.angle = -45; // Starting angle in degrees
self.power = 20; // Increased starting power
self.maxPower = 40; // Increased maximum power
self.aiming = false;
self.drawingPath = false;
self.points = [];
self.startX = 0;
self.startY = 0;
self.currentX = 0;
self.currentY = 0;
self.lastPointTime = 0;
self.pathStep = 0;
// Create trajectory path visualization
self.trajectoryPath = new TrajectoryPath();
// Start aim by drawing a path
self.startAim = function (x, y) {
self.aiming = true;
self.drawingPath = true;
self.startX = x;
self.startY = y;
self.currentX = x;
self.currentY = y;
self.points = [{
x: x,
y: y
}];
self.lastPointTime = LK.ticks;
// Show the trajectory path
if (self.trajectoryPath.parent) {
self.trajectoryPath.show();
}
};
// Store for drawing path
self.pathGraphics = new Container();
self.addChild(self.pathGraphics);
self.updateAim = function (x, y) {
if (!self.aiming) {
return;
}
if (self.drawingPath) {
// Update current position
self.currentX = x;
self.currentY = y;
// Add a point every few frames to avoid too many points
if (LK.ticks - self.lastPointTime > 2) {
self.points.push({
x: x,
y: y
});
// Visualize the path point
var pathPoint = LK.getAsset('aimLine', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
scaleX: 0.3,
scaleY: 0.3,
alpha: 0.7
});
self.pathGraphics.addChild(pathPoint);
self.lastPointTime = LK.ticks;
// Update trajectory path to show the actual path
if (self.trajectoryPath.parent && self.points.length > 1) {
self.trajectoryPath.updatePathFromPoints(self.points);
}
}
// Calculate direction vector from start to current position
var dx = x - self.startX;
var dy = y - self.startY;
// Calculate angle in degrees (0 is right, 90 is up)
self.angle = Math.atan2(dy, dx) * 180 / Math.PI;
// Calculate power based on path length
var distance = Math.sqrt(dx * dx + dy * dy);
self.power = Math.min(distance / 10, self.maxPower);
// Update launcher rotation
self.rotation = self.angle * Math.PI / 180;
}
};
self.endAim = function () {
self.aiming = false;
self.drawingPath = false;
// Hide trajectory path
if (self.trajectoryPath.parent) {
self.trajectoryPath.hide();
}
// Keep a copy of the path points
var pathPoints = self.points.slice();
// Clear the path visualization after a delay
LK.setTimeout(function () {
// Remove all path point graphics
while (self.pathGraphics.children.length > 0) {
self.pathGraphics.removeChild(self.pathGraphics.children[0]);
}
}, 500);
// Calculate final launch parameters
var finalAngle = self.angle + 180; // Reverse direction
// Return launch parameters
return {
angle: finalAngle,
power: self.power
};
};
return self;
});
var NumberPattern = Container.expand(function () {
var self = Container.call(this);
// Patterns for numbers 1-9, each represented as a 5x5 grid
// 1 = popcorn, 0 = empty space
self.patterns = {
1: [[0, 0, 1, 0, 0], [0, 1, 1, 0, 0], [0, 0, 1, 0, 0], [0, 0, 1, 0, 0], [0, 1, 1, 1, 0]],
2: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 0, 1, 1, 0], [0, 1, 0, 0, 0], [1, 1, 1, 1, 1]],
3: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 0, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0]],
4: [[0, 0, 1, 1, 0], [0, 1, 0, 1, 0], [1, 0, 0, 1, 0], [1, 1, 1, 1, 1], [0, 0, 0, 1, 0]],
5: [[1, 1, 1, 1, 1], [1, 0, 0, 0, 0], [1, 1, 1, 1, 0], [0, 0, 0, 0, 1], [1, 1, 1, 1, 0]],
6: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 0], [1, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0]],
7: [[1, 1, 1, 1, 1], [0, 0, 0, 0, 1], [0, 0, 0, 1, 0], [0, 0, 1, 0, 0], [0, 1, 0, 0, 0]],
8: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0]],
9: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 1], [0, 0, 0, 0, 1], [0, 1, 1, 1, 0]]
};
// Create popcorn in a number pattern
self.createPattern = function (number, centerX, centerY, spacing) {
if (number < 1 || number > 9 || !self.patterns[number]) {
return [];
}
var pattern = self.patterns[number];
var patternHeight = pattern.length;
var patternWidth = pattern[0].length;
var createdPopcorns = [];
// Calculate starting position to center the pattern
var startX = centerX - patternWidth * spacing / 2;
var startY = centerY - patternHeight * spacing / 2;
// Create popcorn for each position in the pattern
for (var row = 0; row < patternHeight; row++) {
for (var col = 0; col < patternWidth; col++) {
if (pattern[row][col] === 1) {
// Create multiple popcorn in each position to make pattern denser
var numPopcornPerSpot = 4; // Add 4 popcorn per pattern spot
var offset = spacing / 5; // Small offset to spread them out
for (var p = 0; p < numPopcornPerSpot; p++) {
var popcorn = new Popcorn();
// Add small random offset for each popcorn to create a cluster
var offsetX = p % 2 * offset - offset / 2;
var offsetY = Math.floor(p / 2) * offset - offset / 2;
popcorn.x = startX + col * spacing + offsetX;
popcorn.y = startY + row * spacing + offsetY;
createdPopcorns.push(popcorn);
}
}
}
}
return createdPopcorns;
};
return self;
});
var Popcorn = Container.expand(function () {
var self = Container.call(this);
// Create and attach popcorn asset
var popcornGraphics = self.attachAsset('popcorn', {
anchorX: 0.5,
anchorY: 0.5
});
// Add slight animation
self.animationOffset = Math.random() * Math.PI * 2;
self.animationSpeed = 0.03 + Math.random() * 0.02;
self.baseY = 0;
self.collect = function () {
// Play collect sound
LK.getSound('pop').play();
// Flash effect
LK.effects.flashObject(self, 0xFFFFFF, 200);
// Animate collection with spinning and scaling
tween(self, {
y: self.y - 100,
rotation: Math.PI * 4,
// Spin multiple times
scaleX: 1.5,
// Grow while spinning
scaleY: 1.5,
// Grow while spinning
alpha: 0
}, {
duration: 800,
// Longer duration for more visible animation
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove from parent
if (self.parent) {
self.parent.removeChild(self);
}
}
});
};
self.update = function () {
// Hover animation
if (self.baseY === 0) {
self.baseY = self.y;
self.targetX = self.x;
self.targetY = self.y;
self.moveTimer = 0;
self.moveDuration = 180 + Math.random() * 120; // 3-5 seconds at 60fps
}
// Smooth hovering
self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 5;
// Random movement
self.moveTimer++;
if (self.moveTimer >= self.moveDuration) {
// Set new random target within arena bounds (with padding)
var padding = 200;
var newX = bounds.left + padding + Math.random() * (arena.width - padding * 2);
var newY = bounds.top + padding + Math.random() * (arena.height - padding * 2);
// Check distance from ropes
var validPosition = true;
for (var j = 0; j < ropes.length; j++) {
var dx = newX - ropes[j].x;
var dy = newY - ropes[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
validPosition = false;
break;
}
}
if (validPosition) {
self.targetX = newX;
self.targetY = newY;
self.baseY = newY;
self.moveTimer = 0;
}
}
// Move toward target with easing
if (self.targetX !== self.x || self.targetY !== self.y) {
self.x += (self.targetX - self.x) * 0.01;
self.y += (self.targetY - self.y) * 0.01;
}
};
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; // No tension for no bounce effect
self.bounce = function (chickenJockey) {
// No velocity change - completely removed bounce effect
// Set velocity to zero in the direction of the rope
if (self.rotation === 0 || self.rotation === Math.PI) {
// Horizontal rope (top or bottom)
chickenJockey.vy = 0;
} else {
// Vertical rope (left or right)
chickenJockey.vx = 0;
}
// Still increment bounce count for tracking
chickenJockey.bounceCount++;
// Play bounce sound
LK.getSound('bounce').play();
// Flash rope to indicate contact
LK.effects.flashObject(self, 0xFFFFFF, 200);
};
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 Superpopcorn = Container.expand(function () {
var self = Container.call(this);
// Create and attach Superpopcorn asset
var superPopcornGraphics = self.attachAsset('Superpopcorn', {
anchorX: 0.5,
anchorY: 0.5
});
// Add slight animation
self.animationOffset = Math.random() * Math.PI * 2;
self.animationSpeed = 0.03 + Math.random() * 0.02;
self.baseY = 0;
self.collect = function () {
// Play collect sound
LK.getSound('pop').play();
LK.getSound('collect').play();
// Flash effect
LK.effects.flashObject(self, 0xFFFFFF, 200);
// Animate collection with spinning and scaling
tween(self, {
y: self.y - 150,
// Fly higher for superpopcorn
rotation: Math.PI * 6,
// Spin more times for superpopcorn
scaleX: 2.0,
// Grow larger while spinning
scaleY: 2.0,
// Grow larger while spinning
alpha: 0
}, {
duration: 1000,
// Longer duration for more visible animation
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove from parent
if (self.parent) {
self.parent.removeChild(self);
}
}
});
};
self.update = function () {
// Hover animation
if (self.baseY === 0) {
self.baseY = self.y;
self.targetX = self.x;
self.targetY = self.y;
self.moveTimer = 0;
self.moveDuration = 120 + Math.random() * 60; // 2-3 seconds at 60fps (faster than regular popcorn)
}
// Smooth hovering with larger amplitude for superpopcorn
self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 8;
// Random movement
self.moveTimer++;
if (self.moveTimer >= self.moveDuration) {
// Set new random target within arena bounds (with padding)
var padding = 200;
var newX = bounds.left + padding + Math.random() * (arena.width - padding * 2);
var newY = bounds.top + padding + Math.random() * (arena.height - padding * 2);
// Check distance from ropes
var validPosition = true;
for (var j = 0; j < ropes.length; j++) {
var dx = newX - ropes[j].x;
var dy = newY - ropes[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
validPosition = false;
break;
}
}
if (validPosition) {
self.targetX = newX;
self.targetY = newY;
self.baseY = newY;
self.moveTimer = 0;
}
}
// Move toward target with easing (slightly faster than regular popcorn)
if (self.targetX !== self.x || self.targetY !== self.y) {
self.x += (self.targetX - self.x) * 0.015;
self.y += (self.targetY - self.y) * 0.015;
}
};
return self;
});
var TrajectoryPath = Container.expand(function () {
var self = Container.call(this);
// Properties
self.points = [];
self.maxPoints = 40; // Increased number of trajectory points for better visualization
self.visible = false;
// Create path line graphics
self.pathLine = new Container();
self.addChild(self.pathLine);
// Create trajectory points
self.createPoints = function () {
// Clear existing points
for (var i = 0; i < self.points.length; i++) {
self.removeChild(self.points[i]);
}
self.points = [];
// Create new points
for (var i = 0; i < self.maxPoints; i++) {
var point = new TrajectoryPoint();
point.alpha = 1 - i / self.maxPoints;
self.addChild(point);
self.points.push(point);
}
};
// Update trajectory path based on path points
self.updatePathFromPoints = function (pathPoints) {
if (!self.visible || !pathPoints || pathPoints.length < 2) {
return;
}
// Clear existing path visualization
while (self.pathLine.children.length > 0) {
self.pathLine.removeChild(self.pathLine.children[0]);
}
// Draw path line segments
for (var i = 0; i < pathPoints.length - 1; i++) {
self.drawPathSegment(pathPoints[i], pathPoints[i + 1], i, pathPoints.length);
}
// Update trajectory points along the path
for (var i = 0; i < self.points.length; i++) {
var pointIndex = Math.floor(i * (pathPoints.length - 1) / self.points.length);
if (pointIndex < pathPoints.length - 1) {
var percent = i * (pathPoints.length - 1) / self.points.length - pointIndex;
var p1 = pathPoints[pointIndex];
var p2 = pathPoints[pointIndex + 1];
self.points[i].x = p1.x + (p2.x - p1.x) * percent;
self.points[i].y = p1.y + (p2.y - p1.y) * percent;
self.points[i].alpha = 0.7 * (1 - i / self.points.length);
}
}
};
// Draw a segment of the path between two points
self.drawPathSegment = function (p1, p2, index, total) {
var segment = LK.getAsset('aimLine', {
anchorX: 0,
anchorY: 0.5,
alpha: 0.6 * (1 - index / total),
scaleX: 0.5,
scaleY: 0.3
});
// Position at start point
segment.x = p1.x;
segment.y = p1.y;
// Calculate segment length and angle
var dx = p2.x - p1.x;
var dy = p2.y - p1.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var angle = Math.atan2(dy, dx);
// Set length and rotation
segment.width = distance;
segment.rotation = angle;
self.pathLine.addChild(segment);
};
// Update trajectory path based on launch parameters
self.updatePath = function (startX, startY, angle, power) {
if (!self.visible) {
return;
}
// Convert angle to radians
var radians = angle * Math.PI / 180;
// Calculate initial velocity
var vx = Math.cos(radians) * power;
var vy = Math.sin(radians) * power;
// Simulate trajectory for each point
var x = startX;
var y = startY;
var tempVX = vx;
var tempVY = vy;
for (var i = 0; i < self.points.length; i++) {
// Update position based on velocity
x += tempVX;
y += tempVY;
// Apply only friction (no gravity)
tempVX *= 0.99; // friction
// Position the trajectory point
self.points[i].x = x;
self.points[i].y = y;
}
};
// Show trajectory
self.show = function () {
self.visible = true;
self.pathLine.alpha = 1;
for (var i = 0; i < self.points.length; i++) {
self.points[i].alpha = 1 - i / self.maxPoints;
}
};
// Hide trajectory
self.hide = function () {
self.visible = false;
self.pathLine.alpha = 0;
for (var i = 0; i < self.points.length; i++) {
self.points[i].alpha = 0;
}
};
// Initialize points on creation
self.createPoints();
return self;
});
var TrajectoryPoint = Container.expand(function () {
var self = Container.call(this);
// Create and attach point asset
var pointGraphics = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2,
scaleY: 0.2,
alpha: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Game state
var gameState = "ready"; // ready, aiming, launched, gameOver
var score = 0;
var launches = 0;
var maxLaunches = 50;
var popcorns = [];
var superPopcorns = [];
var ropes = [];
// 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());
var launcher = game.addChild(new Launcher());
// Game boundaries
var bounds = {
left: arena.x - arena.width / 2,
right: arena.x + arena.width / 2,
top: arena.y - arena.height / 2,
bottom: arena.y + arena.height / 2
};
// Create GUI elements
var scoreText = new Text2("Score: 0", {
size: 70,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var launchesText = new Text2("Launches: 0/" + maxLaunches, {
size: 50,
fill: 0xFFFFFF
});
launchesText.anchor.set(0, 0);
launchesText.x = 120; // Avoid top-left corner
launchesText.y = 20;
LK.gui.topLeft.addChild(launchesText);
var instructionText = new Text2("Draw a path to launch the chicken!", {
size: 40,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
instructionText.y = 100;
LK.gui.top.addChild(instructionText);
// Initialize game
function initGame() {
// Reset variables
score = 0;
launches = 0;
gameState = "ready";
// Update UI
scoreText.setText("Score: " + score);
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
// Reset chicken jockey
resetChickenJockey();
// Update instruction text to show current pattern number
var currentNumber = launches % 9 + 1;
instructionText.setText("Collect number " + currentNumber + " pattern!");
// Clear existing popcorn and ropes
clearPopcornsAndRopes();
// Create ropes around the arena
createRopes();
// Create popcorn scattered around the arena
createPopcorn(15);
// Add trajectory path to game
game.addChild(launcher.trajectoryPath);
// Play background music
LK.playMusic('gameMusic');
// Add Steve to the top left corner of the arena
var steve = game.addChild(LK.getAsset('Steve', {
anchorX: 0.5,
anchorY: 0.5,
x: bounds.left + 625,
y: bounds.top + 325
}));
// Play gamestart sound
LK.getSound('Gamestart').play();
// Remove Steve after 2 seconds
LK.setTimeout(function () {
if (steve && steve.parent) {
steve.parent.removeChild(steve);
}
}, 2000);
}
function resetChickenJockey() {
chickenJockey.reset();
// Position chicken in the center of the arena
chickenJockey.x = arena.x;
chickenJockey.y = arena.y;
// Position launcher at the same position
launcher.x = chickenJockey.x;
launcher.y = chickenJockey.y;
launcher.rotation = -Math.PI / 4; // 45 degrees upward
// Reset instruction text when chicken is reset
instructionText.setText("Draw a path to launch the chicken!");
}
function clearPopcornsAndRopes() {
// Remove all popcorn
for (var i = 0; i < popcorns.length; i++) {
if (popcorns[i].parent) {
popcorns[i].parent.removeChild(popcorns[i]);
}
}
popcorns = [];
// Remove all superpopcorn
for (var i = 0; i < superPopcorns.length; i++) {
if (superPopcorns[i].parent) {
superPopcorns[i].parent.removeChild(superPopcorns[i]);
}
}
superPopcorns = [];
// Remove all ropes
for (var i = 0; i < ropes.length; i++) {
if (ropes[i].parent) {
ropes[i].parent.removeChild(ropes[i]);
}
}
ropes = [];
}
function createRopes() {
// Create top rope
var topRope = new Rope();
topRope.x = arena.x;
topRope.y = bounds.top + 100;
game.addChild(topRope);
ropes.push(topRope);
// Create right rope
var rightRope = new Rope();
rightRope.x = bounds.right - 100;
rightRope.y = arena.y;
rightRope.rotation = Math.PI / 2; // Rotate 90 degrees
game.addChild(rightRope);
ropes.push(rightRope);
// Create bottom rope
var bottomRope = new Rope();
bottomRope.x = arena.x;
bottomRope.y = bounds.bottom - 100;
game.addChild(bottomRope);
ropes.push(bottomRope);
// Create left rope
var leftRope = new Rope();
leftRope.x = bounds.left + 100;
leftRope.y = arena.y;
leftRope.rotation = Math.PI / 2; // Rotate 90 degrees
game.addChild(leftRope);
ropes.push(leftRope);
}
function createPopcorn(count) {
// Create a number pattern generator
var patternGenerator = new NumberPattern();
// Calculate spacing based on the arena size
var spacing = 280; // Double the spacing to make the pattern larger
// Determine which number to display (1-9)
var currentNumber = launches % 9 + 1;
// Create popcorn in the number pattern
var newPopcorns = patternGenerator.createPattern(currentNumber, arena.x,
// Center X position
arena.y,
// Center Y position
spacing // Spacing between popcorn
);
// Add all created popcorn to the game
for (var i = 0; i < newPopcorns.length; i++) {
var popcorn = newPopcorns[i];
// Verify position is valid (not too close to ropes)
var validPosition = true;
for (var j = 0; j < ropes.length; j++) {
var dx = popcorn.x - ropes[j].x;
var dy = popcorn.y - ropes[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
validPosition = false;
break;
}
}
// Only add if position is valid
if (validPosition) {
game.addChild(popcorn);
popcorns.push(popcorn);
}
}
// If we need more popcorn to reach the count, add some randomly
if (popcorns.length < count) {
for (var i = popcorns.length; i < count; i++) {
var popcorn = new Popcorn();
// Random position within arena bounds
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
// Keep trying until we find a valid position
while (!validPosition && attempts < maxAttempts) {
// Generate random position within arena bounds
popcorn.x = bounds.left + 200 + Math.random() * (arena.width - 400);
popcorn.y = bounds.top + 200 + Math.random() * (arena.height - 400);
// Check distance from each rope
validPosition = true;
for (var j = 0; j < ropes.length; j++) {
var dx = popcorn.x - ropes[j].x;
var dy = popcorn.y - ropes[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If too close to a rope, try again
if (distance < 200) {
validPosition = false;
break;
}
}
attempts++;
}
// Add to game
game.addChild(popcorn);
popcorns.push(popcorn);
}
}
}
function createSuperPopcorn(count) {
for (var i = 0; i < count; i++) {
var superPopcorn = new Superpopcorn();
// Random position within arena bounds
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
// Keep trying until we find a valid position
while (!validPosition && attempts < maxAttempts) {
// Generate random position within arena bounds
superPopcorn.x = bounds.left + 200 + Math.random() * (arena.width - 400);
superPopcorn.y = bounds.top + 200 + Math.random() * (arena.height - 400);
// Check distance from each rope
validPosition = true;
for (var j = 0; j < ropes.length; j++) {
var dx = superPopcorn.x - ropes[j].x;
var dy = superPopcorn.y - ropes[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If too close to a rope, try again
if (distance < 200) {
validPosition = false;
break;
}
}
attempts++;
}
// Add to game
game.addChild(superPopcorn);
superPopcorns.push(superPopcorn);
}
}
// Game events
game.onChickenJockeyStop = function () {
gameState = "ready";
// Check if we need to add more popcorn
if (popcorns.length < 5) {
createPopcorn(5);
}
// Check if out of launches
if (launches >= maxLaunches) {
// Game over
instructionText.setText("Game Over! Final Score: " + score);
gameState = "gameOver";
// Show game over after a short delay
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else {
// Reset for next launch
resetChickenJockey();
// Update the instruction text to show the current number pattern
var currentNumber = launches % 9 + 1;
instructionText.setText("Collect number " + currentNumber + " pattern!");
}
};
game.onMaxBouncesReached = function () {
// Same as onChickenJockeyStop for now
game.onChickenJockeyStop();
};
// Input handling
var dragStartX = 0;
var dragStartY = 0;
game.down = function (x, y, obj) {
if (gameState === "ready") {
gameState = "aiming";
dragStartX = x;
dragStartY = y;
launcher.startAim(x, y);
}
};
game.move = function (x, y, obj) {
if (gameState === "aiming") {
launcher.updateAim(x, y);
}
};
game.up = function (x, y, obj) {
if (gameState === "aiming") {
// Make sure we have enough points to create a valid path
if (launcher.points.length < 2) {
// Not enough points, cancel launch
launcher.endAim();
gameState = "ready";
instructionText.setText("Draw a longer path to launch!");
return;
}
// Get launch parameters
var launchParams = launcher.endAim();
// Create a smoothed path if needed
var pathToDraw = launcher.points;
if (pathToDraw.length > 20) {
// Take fewer points if path is very long
var smoothedPath = [];
for (var i = 0; i < pathToDraw.length; i += Math.ceil(pathToDraw.length / 20)) {
smoothedPath.push(pathToDraw[i]);
}
// Make sure we include the last point
if (smoothedPath[smoothedPath.length - 1] !== pathToDraw[pathToDraw.length - 1]) {
smoothedPath.push(pathToDraw[pathToDraw.length - 1]);
}
pathToDraw = smoothedPath;
}
// Launch the chicken jockey with the drawn path
chickenJockey.launch(launchParams.power, launchParams.angle, pathToDraw);
// Update game state
gameState = "launched";
launches++;
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
instructionText.setText("Watch the chicken follow your path!");
// Add 3 superpopcorn after each launch
createSuperPopcorn(3);
}
};
// Main game loop
game.update = function () {
// Update all game objects
if (gameState === "launched") {
chickenJockey.update();
// Check for collisions with arena boundaries
if (chickenJockey.x < bounds.left) {
chickenJockey.x = bounds.left;
chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay;
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
} else if (chickenJockey.x > bounds.right) {
chickenJockey.x = bounds.right;
chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay;
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
}
if (chickenJockey.y < bounds.top) {
chickenJockey.y = bounds.top;
chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay;
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
} else if (chickenJockey.y > bounds.bottom) {
chickenJockey.y = bounds.bottom;
chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay;
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
}
// Check for collisions with ropes
for (var i = 0; i < ropes.length; i++) {
if (chickenJockey.intersects(ropes[i])) {
ropes[i].bounce(chickenJockey);
}
}
// Check for collisions with popcorn
for (var i = popcorns.length - 1; i >= 0; i--) {
if (chickenJockey.intersects(popcorns[i])) {
// Collect popcorn
popcorns[i].collect();
// Remove from array
popcorns.splice(i, 1);
// Increase score
score += 10;
scoreText.setText("Score: " + score);
// Save score to LK
LK.setScore(score);
// Check if all popcorn has been collected - X5 bonus removed
}
}
// Check for collisions with superpopcorn
for (var i = superPopcorns.length - 1; i >= 0; i--) {
if (chickenJockey.intersects(superPopcorns[i])) {
// Collect superpopcorn
superPopcorns[i].collect();
// Remove from array
superPopcorns.splice(i, 1);
// Increase score
score += 1000;
scoreText.setText("Score: " + score);
// Save score to LK
LK.setScore(score);
}
}
}
// Update popcorn animations
for (var i = 0; i < popcorns.length; i++) {
popcorns[i].update();
}
// Update superpopcorn animations
for (var i = 0; i < superPopcorns.length; i++) {
superPopcorns[i].update();
}
};
// Initialize the game
initGame();
; ===================================================================
--- original.js
+++ change.js
@@ -265,12 +265,20 @@
// Create popcorn for each position in the pattern
for (var row = 0; row < patternHeight; row++) {
for (var col = 0; col < patternWidth; col++) {
if (pattern[row][col] === 1) {
- var popcorn = new Popcorn();
- popcorn.x = startX + col * spacing;
- popcorn.y = startY + row * spacing;
- createdPopcorns.push(popcorn);
+ // Create multiple popcorn in each position to make pattern denser
+ var numPopcornPerSpot = 4; // Add 4 popcorn per pattern spot
+ var offset = spacing / 5; // Small offset to spread them out
+ for (var p = 0; p < numPopcornPerSpot; p++) {
+ var popcorn = new Popcorn();
+ // Add small random offset for each popcorn to create a cluster
+ var offsetX = p % 2 * offset - offset / 2;
+ var offsetY = Math.floor(p / 2) * offset - offset / 2;
+ popcorn.x = startX + col * spacing + offsetX;
+ popcorn.y = startY + row * spacing + offsetY;
+ createdPopcorns.push(popcorn);
+ }
}
}
}
return createdPopcorns;
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