User prompt
Trace a path and show the path for chicken to follow βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Replace launch method to travel a path that chicken follows and show drawn path
User prompt
No gravity
User prompt
Animate popcorn when they are collected
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var highScore = storage.getItem('highScore') || 0;' Line Number: 408 βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 408
User prompt
Add high score tally
User prompt
Make x5 asset larger
User prompt
Make it possible for chicken to collect all popcorn in one launch of you collect all popcorn on the screen you get a X5 total score multiplier and the X5 asset appears as an animation in the middle of the screen βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make it possible for chicken to collect all popcorn in one launch
User prompt
Make 3 superpopcorn appear after every launch. Superpopcorn are worth 1000 pts each
User prompt
Make popcorn appear in lines from corner to corner
User prompt
Make popcorn appear in lines
User prompt
Move Steve right 300
User prompt
Move Steve right 150 and down 150
User prompt
When game starts add Steve to the top left corner of the arena and play sound gamestart then remove Steve from arena
User prompt
Increase carry on launch and bounce so chicken makes it around the arena
User prompt
Every rope hit increase bounce
User prompt
Slow down movement
User prompt
Add more velocity to rope bounce
User prompt
Increase launches to 50
User prompt
Add more velocity to bounce of ropes
User prompt
Make launcher invisible
User prompt
Replace slingshot launch method with draw a path method and show the path βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove ropes in middle of arena
/**** 
* 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.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.update = function () {
		if (!self.launched) {
			return;
		}
		// Apply physics without gravity
		self.x += self.vx;
		self.y += self.vy;
		self.vx *= self.friction;
		// Apply rotation
		self.rotation += self.rotationSpeed;
		// Check if stopped
		if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5 && self.bounceCount > 0) {
			self.launched = false;
			// Notify game that chicken jockey has stopped
			if (typeof game.onChickenJockeyStop === 'function') {
				game.onChickenJockeyStop();
			}
		}
		// Check if max bounces reached
		if (self.bounceCount >= self.maxBounces) {
			self.launched = false;
			// Notify game that max bounces reached
			if (typeof game.onMaxBouncesReached === 'function') {
				game.onMaxBouncesReached();
			}
		}
	};
	return self;
});
var 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();
		}
	};
	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
				});
				self.lastPointTime = LK.ticks;
			}
			// 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;
			// Update trajectory path
			if (self.trajectoryPath.parent) {
				self.trajectoryPath.updatePath(self.startX, self.startY, self.angle + 180, self.power);
			}
		}
	};
	self.endAim = function () {
		self.aiming = false;
		self.drawingPath = false;
		// Hide trajectory path
		if (self.trajectoryPath.parent) {
			self.trajectoryPath.hide();
		}
		// Calculate final launch parameters
		var finalAngle = self.angle + 180; // Reverse direction
		// Return launch parameters
		return {
			angle: finalAngle,
			power: self.power
		};
	};
	return self;
});
var Popcorn = Container.expand(function () {
	var self = Container.call(this);
	// Create and attach popcorn asset
	var popcornGraphics = self.attachAsset('popcorn', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Add slight animation
	self.animationOffset = Math.random() * Math.PI * 2;
	self.animationSpeed = 0.03 + Math.random() * 0.02;
	self.baseY = 0;
	self.collect = function () {
		// Play collect sound
		LK.getSound('collect').play();
		// Flash effect
		LK.effects.flashObject(self, 0xFFFFFF, 200);
		// Animate collection 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.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 5;
	};
	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 = 3.5; // Increased tension for stronger bounce effect
	self.bounce = function (chickenJockey) {
		// Calculate new velocity based on collision angle and rope tension
		var normalAngle = Math.atan2(chickenJockey.y - self.y, chickenJockey.x - self.x) + Math.PI / 2;
		// Calculate velocity components along normal direction
		var vn = chickenJockey.vx * Math.cos(normalAngle) + chickenJockey.vy * Math.sin(normalAngle);
		var vt = -chickenJockey.vx * Math.sin(normalAngle) + chickenJockey.vy * Math.cos(normalAngle);
		// Reverse normal component with tension and bounce decay
		vn = -vn * chickenJockey.bounceDecay * self.tension;
		// Convert back to x,y velocities
		chickenJockey.vx = vn * Math.cos(normalAngle) - vt * Math.sin(normalAngle);
		chickenJockey.vy = vn * Math.sin(normalAngle) + vt * Math.cos(normalAngle);
		// Increment bounce count
		chickenJockey.bounceCount++;
		// Play bounce sound
		LK.getSound('bounce').play();
		// Flash rope to indicate bounce
		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('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.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 5;
	};
	return self;
});
var TrajectoryPath = Container.expand(function () {
	var self = Container.call(this);
	// Properties
	self.points = [];
	self.maxPoints = 30; // Increased number of trajectory points for better visualization
	self.visible = false;
	// 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 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;
		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;
		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 allPopcornCollected = false; // New flag to track if all popcorn has been collected
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);
	allPopcornCollected = false; // Reset the flag
	// Reset chicken jockey
	resetChickenJockey();
	// 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) {
	for (var i = 0; i < count; i++) {
		var popcorn = new Popcorn();
		// Random position within arena bounds
		popcorn.x = bounds.left + 100 + Math.random() * (arena.width - 200);
		popcorn.y = bounds.top + 100 + Math.random() * (arena.height - 200);
		// Add to game
		game.addChild(popcorn);
		popcorns.push(popcorn);
	}
}
function createSuperPopcorn(count) {
	for (var i = 0; i < count; i++) {
		var superPopcorn = new Superpopcorn();
		// Random position within arena bounds
		superPopcorn.x = bounds.left + 100 + Math.random() * (arena.width - 200);
		superPopcorn.y = bounds.top + 100 + Math.random() * (arena.height - 200);
		// 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();
		instructionText.setText("Draw a path to launch the chicken!");
	}
};
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") {
		// Get launch parameters
		var launchParams = launcher.endAim();
		// Launch the chicken jockey
		chickenJockey.launch(launchParams.power, launchParams.angle);
		// 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
				if (popcorns.length === 0 && !allPopcornCollected) {
					allPopcornCollected = true;
					// Apply the x5 multiplier
					score *= 5;
					scoreText.setText("Score: " + score);
					LK.setScore(score);
					// Display X5 asset animation in the middle of the screen
					var x5Asset = game.addChild(LK.getAsset('X5', {
						anchorX: 0.5,
						anchorY: 0.5,
						x: 2048 / 2,
						y: 2732 / 2,
						alpha: 0,
						// Start invisible
						scaleX: 0,
						scaleY: 0
					}));
					tween(x5Asset, {
						alpha: 1,
						scaleX: 2,
						scaleY: 2
					}, {
						duration: 500,
						easing: tween.easeOut,
						onFinish: function onFinish() {
							tween(x5Asset, {
								alpha: 0,
								scaleX: 0,
								scaleY: 0
							}, {
								duration: 500,
								delay: 1000,
								// Wait for 1 second before fading out
								easing: tween.easeIn,
								onFinish: function onFinish() {
									if (x5Asset.parent) {
										x5Asset.parent.removeChild(x5Asset);
									}
								}
							});
						}
					});
				}
			}
		}
		// 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
@@ -16,9 +16,9 @@
 	});
 	// Physics properties
 	self.vx = 0;
 	self.vy = 0;
-	self.gravity = 0.25; // Further reduced gravity for slower falling
+	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;
@@ -49,10 +49,9 @@
 	self.update = function () {
 		if (!self.launched) {
 			return;
 		}
-		// Apply physics
-		self.vy += self.gravity;
+		// Apply physics without gravity
 		self.x += self.vx;
 		self.y += self.vy;
 		self.vx *= self.friction;
 		// Apply rotation
@@ -341,10 +340,9 @@
 		for (var i = 0; i < self.points.length; i++) {
 			// Update position based on velocity
 			x += tempVX;
 			y += tempVY;
-			// Apply gravity and friction (simplified physics)
-			tempVY += 0.5; // gravity
+			// Apply only friction (no gravity)
 			tempVX *= 0.99; // friction
 			// Position the trajectory point
 			self.points[i].x = x;
 			self.points[i].y = y;
:quality(85)/https://cdn.frvr.ai/680e2cb731e90df6e3a79663.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/680f25b74b91ed99c0c93065.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/68107d72af890f4678fa3c0c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6811f7e547f9689b747b894b.png%3F3) 
 X5 symbol. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6811f84547f9689b747b8951.png%3F3) 
 X2 symbol. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6812d11c31e90df6e3a797a7.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6812d23e21b2d4faceef26d6.png%3F3) 
 Super popcorn yellow. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814a4059dcd06d468edb7f4.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814a730211045a0f483816f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814a81e211045a0f4838182.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814a94a211045a0f483818b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814aa19211045a0f4838190.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814aae1211045a0f4838194.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814dcf6bef1291d4e518ee7.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6814e89f0e23fbc7292fa249.png%3F3) 
 Start button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814e9750e23fbc7292fa26a.png%3F3) 
 High score button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814ea630e23fbc7292fa285.png%3F3) 
 Back button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814eb8e0e23fbc7292fa299.png%3F3) 
 SELECT YOUR CHARACTER button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814ed0e0e23fbc7292fa2b0.png%3F3) 
 Launches button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814f180fb90c04ce18c733a.png%3F3) 
 How to play button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814f1d4fb90c04ce18c733e.png%3F3) 
 Score button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814fcd30e23fbc7292fa369.png%3F3) 
 High Scores button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814fe1d0e23fbc7292fa377.png%3F3) 
 Transparent padlock. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6814ff160e23fbc7292fa382.png%3F3) 
 Chicken jockey character. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6815cc2e1a2f31aebc36772c.png%3F3) 
 Reset scores button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6815e8706137896f737201af.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6816d35ae16864a155151a6f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6816db39d574efc6b10a8c23.png%3F3) 
 Spider jockey unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6816dba1d574efc6b10a8c2b.png%3F3) 
 Minecraft Steve unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6816dc6cd574efc6b10a8c3b.png%3F3) 
 Piglin unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6816dcafd574efc6b10a8c41.png%3F3) 
 Minecraft skeleton unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6816dd05d574efc6b10a8c49.png%3F3) 
 Minecraft villager unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6817072827945e34d88365bf.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6817077827945e34d88365c7.png%3F3) 
 Star. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681707d227945e34d88365cd.png%3F3) 
 White star. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681709c927945e34d88365da.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/68170ba127945e34d88365fe.png%3F3) 
 Red heart. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68170bea27945e34d8836604.png%3F3) 
 Purple heart. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68170c3730f9a3ca3143c36b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/68170df027945e34d8836617.png%3F3) 
 A peanut. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68170e3627945e34d883661c.png%3F3) 
 Cashew nut. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6817137327945e34d883666e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681717d45557ee2046ecc2f7.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/68171a3c27945e34d883669c.png%3F3) 
 Grimace shake. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68171a8627945e34d88366a8.png%3F3) 
 MacDonald's fries. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68172b1b527b05c35818e92d.png%3F3) 
 Grimace unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68176ba74a0979b918f7a043.png%3F3) 
 Michael Jackson unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68176bfb4a0979b918f7a047.png%3F3) 
 John Cena unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681848065557ee2046ecc355.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681852a92383a43353c7548b.png%3F3) 
 Deez nuts unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681852f02383a43353c75498.png%3F3) 
 Shooting stars unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68185b748a0e5c4bce224097.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681875d52be3391f326409d8.png%3F3) 
 Rick roll unlocked button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681952795557ee2046ecc397.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6819530ee4bfd0bbff165058.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681c8c14c433709b9f3496bb.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681c9e526135700112f879bd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681d93b51b9e5a67ebab2a52.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681d95da1b9e5a67ebab2a5f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681e1884c7ebd23c4bdd5928.png%3F3) 
 Popcorn chicken. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681e18f9c7ebd23c4bdd5939.png%3F3) 
 Fried chicken drumstick. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681eb5fbce5c2130acf291bd.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681eb6868578d3fadb9cac49.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681eb95249de8df9599c5b97.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681ebb3049de8df9599c5ba9.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681ee624b1146135aaefe63c.png%3F3) 
 Amazing digital circus button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/681ef7e841b5fb6826081a28.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681ef98cce5c2130acf291c1.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681ef9efce5c2130acf291c3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681f82fa4de4664a77b8eb6f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6826b332054039919f0a089c.png%3F3) 
 Select game mode button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6826bbff97a2158c01b6e945.png%3F3) 
 Diamond shaped colourful classic mode button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6826c2d197a2158c01b6e963.png%3F3) 
 Diamond shaped colourful mini games button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6827168900c54e0648f3278d.png%3F3) 
 Same picture in high definition
:quality(85)/https://cdn.frvr.ai/6827414625df75ae7a4de4a6.png%3F3) 
 Diamond shaped colourful button that says sling shot mode. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/682548fd80be55c1986a9d45.png%3F3) 
 Make picture transparent
:quality(85)/https://cdn.frvr.ai/6827dcc4f0da5bc629928468.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6827fd58f0da5bc629928492.png%3F3) 
 Bullet. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6827fdd2f0da5bc6299284a3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6828170b80d2c88911cb1d24.png%3F3) 
 Start game button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/682b446c031377340829c968.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/682b45b0031377340829ca5d.png%3F3) 
 Shooting gallery button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/682ec3c623c50e12668ce9bd.png%3F3) 
 Chain reaction button. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/682ecaa723c50e12668cea01.png%3F3) 
 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