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 βͺπ‘ 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 βͺπ‘ 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 HighScores = Container.expand(function () {
	var self = Container.call(this);
	// Create backdrop for high scores
	var backdrop = self.attachAsset('Hiscorebackdrop', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 0.7
	});
	// Title text
	var titleText = new Text2("TOP 10 HIGH SCORES", {
		size: 80,
		fill: 0xFFFFFF
	});
	titleText.anchor.set(0.5, 0);
	titleText.y = -backdrop.height / 2 + 50;
	self.addChild(titleText);
	// Array to hold score text objects
	self.scoreTexts = [];
	// Create score text slots
	for (var i = 0; i < 10; i++) {
		var scoreText = new Text2(i + 1 + ". -----", {
			size: 50,
			fill: 0xFFFFFF
		});
		scoreText.anchor.set(0.5, 0);
		scoreText.y = -backdrop.height / 2 + 150 + i * 60;
		self.addChild(scoreText);
		self.scoreTexts.push(scoreText);
	}
	// Function to update high scores display
	self.updateScores = function () {
		// Get high scores array from storage
		var highScores = storage.highScores || [];
		// Update each score text object
		for (var i = 0; i < 10; i++) {
			if (i < highScores.length) {
				self.scoreTexts[i].setText(i + 1 + ". " + highScores[i]);
			} else {
				self.scoreTexts[i].setText(i + 1 + ". -----");
			}
		}
	};
	// Show with animation
	self.show = function () {
		self.updateScores();
		self.alpha = 0;
		self.scale.set(0.5);
		tween(self, {
			alpha: 1,
			scaleX: 1,
			scaleY: 1
		}, {
			duration: 500,
			easing: tween.easeOut
		});
	};
	// Hide with animation
	self.hide = function () {
		tween(self, {
			alpha: 0,
			scaleX: 0.5,
			scaleY: 0.5
		}, {
			duration: 500,
			easing: tween.easeIn,
			onFinish: function onFinish() {
				if (self.parent) {
					self.parent.removeChild(self);
				}
			}
		});
	};
	return self;
});
// Function to show high scores
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) {
					var popcorn = new Popcorn();
					popcorn.x = startX + col * spacing;
					popcorn.y = startY + row * spacing;
					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('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.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 ResetButton = Container.expand(function () {
	var self = Container.call(this);
	// Create the button background
	var buttonBackground = self.attachAsset('centerCircle', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 4,
		scaleY: 2,
		tint: 0xF44336
	});
	// Create the button text
	var buttonText = new Text2("RESET SCORES", {
		size: 70,
		fill: 0xFFFFFF
	});
	buttonText.anchor.set(0.5, 0.5);
	self.addChild(buttonText);
	// Button interaction handlers
	self.down = function (x, y, obj) {
		// Visual feedback
		self.scale.set(0.95);
	};
	self.up = function (x, y, obj) {
		// Visual feedback
		self.scale.set(1.0);
		// Reset high scores
		storage.highScores = [];
		if (highScoresDisplay && highScoresDisplay.parent) {
			highScoresDisplay.updateScores();
		}
	};
	// Show with animation
	self.show = function () {
		self.alpha = 0;
		self.scale.set(0.5);
		tween(self, {
			alpha: 1,
			scaleX: 1,
			scaleY: 1
		}, {
			duration: 500,
			easing: tween.easeOut
		});
	};
	// Hide with animation
	self.hide = function () {
		tween(self, {
			alpha: 0,
			scaleX: 0.5,
			scaleY: 0.5
		}, {
			duration: 500,
			easing: tween.easeIn,
			onFinish: function onFinish() {
				if (self.parent) {
					self.parent.removeChild(self);
				}
			}
		});
	};
	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 StartButton = Container.expand(function () {
	var self = Container.call(this);
	// Create the button background
	var buttonBackground = self.attachAsset('centerCircle', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 4,
		scaleY: 2,
		tint: 0x4CAF50
	});
	// Create the button text
	var buttonText = new Text2("START GAME", {
		size: 70,
		fill: 0xFFFFFF
	});
	buttonText.anchor.set(0.5, 0.5);
	self.addChild(buttonText);
	// Button interaction handlers
	self.down = function (x, y, obj) {
		// Visual feedback
		self.scale.set(0.95);
	};
	self.up = function (x, y, obj) {
		// Visual feedback
		self.scale.set(1.0);
		// Start the game
		if (typeof game.startGame === 'function') {
			game.startGame();
		}
	};
	// Show with animation
	self.show = function () {
		self.alpha = 0;
		self.scale.set(0.5);
		tween(self, {
			alpha: 1,
			scaleX: 1,
			scaleY: 1
		}, {
			duration: 500,
			easing: tween.easeOut
		});
	};
	// Hide with animation
	self.hide = function () {
		tween(self, {
			alpha: 0,
			scaleX: 0.5,
			scaleY: 0.5
		}, {
			duration: 500,
			easing: tween.easeIn,
			onFinish: function onFinish() {
				if (self.parent) {
					self.parent.removeChild(self);
				}
			}
		});
	};
	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.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 = [];
var highScoresDisplay = null;
var startButton = null;
var resetButton = null;
var gameStarted = false;
// Initialize high scores if they don't exist
if (!storage.highScores) {
	storage.highScores = [];
}
// 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";
	gameStarted = false;
	// Update UI
	scoreText.setText("Score: " + score);
	launchesText.setText("Launches: " + launches + "/" + maxLaunches);
	// Reset chicken jockey
	resetChickenJockey();
	// Update instruction text for initial screen
	instructionText.setText("Welcome to Chicken Jockey!");
	// Clear existing popcorn and ropes
	clearPopcornsAndRopes();
	// 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);
	// Show high scores at the beginning
	showHighScores();
	// Create and show start button
	startButton = new StartButton();
	startButton.x = 2048 / 2;
	startButton.y = 2732 / 2 + 300;
	game.addChild(startButton);
	startButton.show();
	// Create and show reset button
	resetButton = new ResetButton();
	resetButton.x = 2048 / 2;
	resetButton.y = 2732 / 2 + 500;
	game.addChild(resetButton);
	resetButton.show();
}
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 = 70; // Reduced spacing to make the pattern smaller
	// 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";
		// Add score to high scores
		addHighScore(score);
		// Show high scores and keep them visible
		showHighScores();
		// Create and show reset button again
		resetButton = new ResetButton();
		resetButton.x = 2048 / 2;
		resetButton.y = 2732 / 2 + 500;
		game.addChild(resetButton);
		resetButton.show();
		// Then show game over after a delay
		LK.setTimeout(function () {
			LK.showGameOver();
		}, 5000);
	} 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 (!gameStarted) {
		return;
	}
	if (gameState === "ready") {
		gameState = "aiming";
		dragStartX = x;
		dragStartY = y;
		launcher.startAim(x, y);
	}
};
game.move = function (x, y, obj) {
	if (!gameStarted) {
		return;
	}
	if (gameState === "aiming") {
		launcher.updateAim(x, y);
	}
};
game.up = function (x, y, obj) {
	if (!gameStarted) {
		return;
	}
	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);
	}
};
// Start game function
game.startGame = function () {
	if (gameStarted) {
		return;
	}
	gameStarted = true;
	// Hide buttons
	if (startButton && startButton.parent) {
		startButton.hide();
	}
	if (resetButton && resetButton.parent) {
		resetButton.hide();
	}
	// Create game elements
	createRopes();
	createPopcorn(15);
	// Add trajectory path to game
	game.addChild(launcher.trajectoryPath);
	// Update instruction text to show current pattern number
	var currentNumber = launches % 9 + 1;
	instructionText.setText("Collect number " + currentNumber + " pattern!");
	// Set game state to ready to play
	gameState = "ready";
};
// 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();
;
// Function to show high scores
function showHighScores() {
	// Create high scores display if it doesn't exist
	if (!highScoresDisplay) {
		highScoresDisplay = new HighScores();
		highScoresDisplay.x = 2048 / 2;
		highScoresDisplay.y = 2732 / 2;
		game.addChild(highScoresDisplay);
	}
	// Show high scores
	highScoresDisplay.show();
	// Hide immediately if game has started
	if (gameStarted) {
		if (highScoresDisplay && highScoresDisplay.parent) {
			highScoresDisplay.hide();
		}
	}
}
// Function to add a new high score
function addHighScore(newScore) {
	// Get current high scores
	var highScores = storage.highScores || [];
	// Add new score
	highScores.push(newScore);
	// Sort in descending order
	highScores.sort(function (a, b) {
		return b - a;
	});
	// Keep only top 10
	if (highScores.length > 10) {
		highScores = highScores.slice(0, 10);
	}
	// Save back to storage
	storage.highScores = highScores;
} ===================================================================
--- original.js
+++ change.js
@@ -1289,16 +1289,13 @@
 		game.addChild(highScoresDisplay);
 	}
 	// Show high scores
 	highScoresDisplay.show();
-	// Keep high scores visible if game hasn't started
+	// Hide immediately if game has started
 	if (gameStarted) {
-		// Hide after 3 seconds if game has started
-		LK.setTimeout(function () {
-			if (highScoresDisplay && highScoresDisplay.parent && gameStarted) {
-				highScoresDisplay.hide();
-			}
-		}, 3000);
+		if (highScoresDisplay && highScoresDisplay.parent) {
+			highScoresDisplay.hide();
+		}
 	}
 }
 // Function to add a new high score
 function addHighScore(newScore) {
: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