User prompt
When start button is pressed Add Joe nugget to minigame on the right of scene
User prompt
Add Joe nugget to minigame on the right of scene
User prompt
Replace start shooting game button in minigame with startgame asset
User prompt
When you click start shooting game in minigame don't automatically draw gun
User prompt
Remove characters from mini game so I can add them one at a time
User prompt
Make Joe nugget starting position on right of screen 600 px lower
User prompt
Adjust Joe nugget character in minigame scene to slowly walk in from right side of screen and stop in middle of screen when he is walking add bib up and down motion to look like he is walking ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move bullet Start location right 20
User prompt
Adjust shooting method to be able to shoot all over visible screen area
User prompt
Fix this so player can shoot in all directions
User prompt
Move Joe nugget starting position down 600 in minigame
User prompt
Ensure gunslinger asset does not appear behind character select scenes in classic or slingshot mode
User prompt
All characters have different method to appear in Mini game
User prompt
Adjust how the characters appear in minigame Joe nugget starting position is right side of screen in middle and walks towards middle of the screen
User prompt
Adjust character appearance method in minigame to each different character having a different spot starting with chicken jockey
User prompt
Prevent character from being hit if player touches it on screen character must be shit with a bullet to class as a hit
User prompt
Characters need to be hit by bullets to disappear
User prompt
Play gunshot sound when gun is fired
User prompt
Make character walk in from the right and move to the centre of the screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move bullet starting position right 30 and down 50
User prompt
Move bullet starting position right 300 and down 100
User prompt
Add bullet asset as bullets in minigame
User prompt
Only allow one character to appear at a time in minigame
User prompt
Make characters appear lower on screen only allow characters to appear to the right of gunslinger
User prompt
Characters randomly pop up in minigame scene and player must tap on them to shoot them. Bullet fires from gunslinger ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScores: [],
gamePlays: 0,
steveUnlocked: false,
piglinUnlocked: false,
villagerUnlocked: false,
spiderUnlocked: false,
registeredScores: 0,
skeletonUnlocked: false,
grimaceUnlocked: false,
mjUnlocked: false,
johnCenaUnlocked: false,
shootingStarsUnlocked: false,
deezNutsUnlocked: false,
rickrollUnlocked: false,
selectedCharacter: "chicken",
bonusAnimation: "undefined",
titlePage: "undefined",
highScorePage: "undefined",
characterSelectPage: "undefined",
arena: "undefined",
backdrop: "undefined",
chickenJockey: "undefined",
launcher: "undefined",
scoreText: "undefined",
scoreTitleImg: "undefined",
launchesText: "undefined",
instructionText: "undefined",
launchesTitleImg: "undefined",
steve: "undefined",
bonusApplied: false,
pathTracker: "undefined",
popcorns: [],
superPopcorns: [],
ropes: [],
bounds: {},
grimaceTaps: 0,
gameState: "title",
score: 0,
launches: 0,
maxLaunches: 10,
dragStartX: 0,
dragStartY: 0,
allCharactersUnlocked: false
});
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
// Create bullet visuals using Bullet asset
var bulletGraphics = self.attachAsset('Bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
// Bullet properties
self.speed = 20;
self.angle = 0;
self.maxDistance = 2000;
self.distanceTraveled = 0;
self.startX = 0;
self.startY = 0;
// Initialize bullet with angle and starting position
self.init = function (startX, startY, angle) {
self.x = startX;
self.y = startY;
self.startX = startX;
self.startY = startY;
self.angle = angle;
// Convert angle to radians
var radians = angle * Math.PI / 180;
// Calculate velocity components
self.vx = Math.cos(radians) * self.speed;
self.vy = Math.sin(radians) * self.speed;
// Set rotation to match direction
bulletGraphics.rotation = radians;
};
// Update bullet position
self.update = function () {
// Move bullet
self.x += self.vx;
self.y += self.vy;
// Calculate distance traveled
var dx = self.x - self.startX;
var dy = self.y - self.startY;
self.distanceTraveled = Math.sqrt(dx * dx + dy * dy);
// Check if bullet has traveled too far
if (self.distanceTraveled > self.maxDistance) {
if (self.parent) {
self.parent.removeChild(self);
}
return;
}
// Check for hits with targets
if (typeof game.targets !== 'undefined') {
for (var i = 0; i < game.targets.length; i++) {
if (game.targets[i].active && self.intersects(game.targets[i])) {
// Hit target
game.targets[i].hit();
// Remove bullet
if (self.parent) {
self.parent.removeChild(self);
}
return;
}
}
}
// Check for hits with characters in the target container
if (typeof game.miniGamesPage !== 'undefined' && typeof game.miniGamesPage.targetContainer !== 'undefined') {
var chars = game.miniGamesPage.targetContainer.children;
for (var i = 0; i < chars.length; i++) {
if (chars[i].active && self.intersects(chars[i])) {
// Hit character
if (typeof chars[i].hit === 'function') {
chars[i].hit();
} else {
// If character doesn't have a hit method, remove it
if (chars[i].parent) {
chars[i].parent.removeChild(chars[i]);
}
}
// Remove bullet
if (self.parent) {
self.parent.removeChild(self);
}
return;
}
}
}
};
return self;
});
var CharacterSelect = Container.expand(function () {
var self = Container.call(this);
// Add backdrop
var backdrop = self.attachAsset('Backdrop', {
anchorX: 0.5,
anchorY: 0.5,
x: 1009,
y: 1366,
alpha: 0.8
});
// Create a container for the character instead of attaching directly to allow better Z-order control
var walkingCharacterContainer = new Container();
walkingCharacterContainer.x = 2048 + 300; // Start off-screen to the right
walkingCharacterContainer.y = 1300; // Centered vertically but lower on screen
self.addChild(walkingCharacterContainer);
// Add walking character to the container to control visibility separately
var walkingCharacter = walkingCharacterContainer.attachAsset('Gunslinger', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.6,
scaleY: 0.6
});
// Animate character walking in
tween(walkingCharacter, {
x: 1024 // Move to center of screen
}, {
duration: 2000,
easing: tween.easeOut,
onFinish: function onFinish() {
// Add slight idle animation
tween(walkingCharacter, {
y: walkingCharacter.y - 20
}, {
duration: 1000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(walkingCharacter, {
y: walkingCharacter.y + 20
}, {
duration: 1000,
easing: tween.easeInOut,
repeat: -1,
yoyo: true
});
}
});
}
});
// Add title using Selectcharactertitle asset
var titleImage = self.attachAsset('Selectcharactertitle', {
anchorX: 0.5,
anchorY: 0,
x: 1024,
y: 150
});
// Add back button
self.backButton = new Container();
self.backButton.x = 150; // Position at top left, but not in the 0-100px reserved area
self.backButton.y = 350; // Align vertically with reset button
// Create back button using the Backbutton asset
var backButtonImage = self.backButton.attachAsset('Backbutton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
alpha: 1.0
});
self.addChild(self.backButton);
// Add reset button
self.resetButton = new Container();
self.resetButton.x = 1900; // Position at top right of screen
self.resetButton.y = 350; // Position at top right of screen
// Create reset button using the Resetcharacter asset
var resetButtonImage = self.resetButton.attachAsset('Resetcharacter', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
alpha: 1.0
});
// Add reset button to character select page
self.addChild(self.resetButton);
// Character options
self.characters = [{
name: "Chicken",
asset: "chicken"
}, {
name: "Piglin",
asset: "piglinjockey"
}, {
name: "Spider",
asset: "spiderjockey"
}, {
name: "Steve",
asset: "steveridingpig"
}, {
name: "Villager",
asset: "vilagerjockey"
}, {
name: "Skeleton",
asset: "skeletonhorse"
}, {
name: "Grimace",
asset: "Grimacejockey"
}, {
name: "MJ",
asset: "Michaeljackson"
}, {
name: "John Cena",
asset: "Johncena"
}, {
name: "Shooting Stars",
asset: "Shootingstars"
}, {
name: "DeezNuts",
asset: "Deeznuts"
}, {
name: "Rickroll",
asset: "Rickroll"
}, {
name: "Joe Nugget",
asset: "Joenugget"
}, {
name: "Shrekwizowski",
asset: "Shrekwizowski"
}, {
name: "Pomni",
asset: "Pomni"
}];
self.selectedCharacter = "chicken";
self.characterButtons = new Container();
self.characterButtons.x = 1024;
self.characterButtons.y = 700;
self.addChild(self.characterButtons);
// Create character selection buttons
var btnWidth = 300;
var btnHeight = 300;
var btnSpacing = 350;
var buttonsPerRow = 3;
for (var i = 0; i < self.characters.length; i++) {
var character = self.characters[i];
var button = new Container();
// Calculate position
var row = Math.floor(i / buttonsPerRow);
var col = i % buttonsPerRow;
var xPos = (col - (buttonsPerRow - 1) / 2) * btnSpacing + 10; // Move right 10 pixels
var yPos = row * btnSpacing;
button.x = xPos;
button.y = yPos;
// Create button background
var buttonBg = button.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3,
alpha: 0.6
});
// Add character image
var charImg = button.attachAsset(character.asset, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: character.asset === "vilagerjockey" ? 0.45 : character.asset === "spiderjockey" ? 0.7 : character.asset === "chicken" ? 0.6 : 0.4,
scaleY: character.asset === "vilagerjockey" ? 0.45 : character.asset === "spiderjockey" ? 0.7 : character.asset === "chicken" ? 0.6 : 0.4
});
// Add locked overlay for all characters except chicken, Steve (if unlocked), Piglin (if unlocked), Villager (if unlocked), Spider (if unlocked), Skeleton (if unlocked by S pattern), Grimace (if unlocked), MJ (if unlocked), and SpongeBob
if (character.asset !== "chicken" && !(character.asset === "steveridingpig" && storage.steveUnlocked === true) && !(character.asset === "piglinjockey" && storage.piglinUnlocked === true) && !(character.asset === "vilagerjockey" && storage.villagerUnlocked === true) && !(character.asset === "spiderjockey" && storage.spiderUnlocked === true) && !(character.asset === "skeletonhorse" && storage.skeletonUnlocked === true) && !(character.asset === "Grimacejockey" && storage.grimaceUnlocked === true) && !(character.asset === "Michaeljackson" && storage.mjUnlocked === true) && !(character.asset === "Johncena" && storage.johnCenaUnlocked === true) && !(character.asset === "Shootingstars" && storage.shootingStarsUnlocked === true) && !(character.asset === "Deeznuts") && !(character.asset === "Rickroll") && !(character.asset === "Joenugget") && !(character.asset === "SpongeBob") && !(character.asset === "Shrekwizowski") && !(character.asset === "Pomni")) {
var lockedImg = button.attachAsset('Locked', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
button.lockedImg = lockedImg; // Store reference to locked image
} else {
if (button.lockedImg && button.lockedImg.parent) {
button.lockedImg.parent.removeChild(button.lockedImg); // Remove padlock if character is unlocked
}
}
// Character name text removed
// Store character data with button
button.characterData = character;
// Make button interactive
button.down = function (x, y, obj) {
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
button.up = function (x, y, obj) {
var btnRef = this;
// Check if character is unlocked before allowing selection
var isUnlocked = btnRef.characterData.asset === "chicken" || btnRef.characterData.asset === "steveridingpig" && storage.steveUnlocked === true || btnRef.characterData.asset === "piglinjockey" && storage.piglinUnlocked === true || btnRef.characterData.asset === "vilagerjockey" && storage.villagerUnlocked === true || btnRef.characterData.asset === "spiderjockey" && storage.spiderUnlocked === true || btnRef.characterData.asset === "skeletonhorse" && storage.skeletonUnlocked === true || btnRef.characterData.asset === "Grimacejockey" && storage.grimaceUnlocked === true || btnRef.characterData.asset === "Michaeljackson" && storage.mjUnlocked === true || btnRef.characterData.asset === "Johncena" && storage.johnCenaUnlocked === true || btnRef.characterData.asset === "Shootingstars" && storage.shootingStarsUnlocked === true || btnRef.characterData.asset === "Deeznuts" && storage.deezNutsUnlocked === true || btnRef.characterData.asset === "Rickroll" || btnRef.characterData.asset === "Joenugget" || btnRef.characterData.asset === "SpongeBob" || btnRef.characterData.asset === "Shrekwizowski" || btnRef.characterData.asset === "Pomni";
if (!isUnlocked) {
// Show unlock message based on character
if (btnRef.characterData.asset === "Michaeljackson") {
var playCount = storage.gamePlays || 0;
var playsRemaining = Math.max(0, 20 - playCount);
var unlockText = new Text2("Play " + playsRemaining + " more time" + (playsRemaining !== 1 ? "s" : "") + " to unlock", {
size: 40,
fill: 0xFFFFFF
});
unlockText.anchor.set(0.5, 0.5);
unlockText.x = 0;
unlockText.y = 150;
btnRef.addChild(unlockText);
// Fade out the text after 2 seconds
tween(unlockText, {
alpha: 0
}, {
delay: 2000,
duration: 500,
onFinish: function onFinish() {
if (unlockText.parent) {
unlockText.parent.removeChild(unlockText);
}
}
});
} else if (btnRef.characterData.asset === "steveridingpig") {
var playCount = storage.gamePlays || 0;
var playsRemaining = Math.max(0, 3 - playCount);
var unlockText = new Text2("Play " + playsRemaining + " more time" + (playsRemaining !== 1 ? "s" : "") + " to unlock", {
size: 40,
fill: 0xFFFFFF
});
unlockText.anchor.set(0.5, 0.5);
unlockText.x = 0;
unlockText.y = 150;
btnRef.addChild(unlockText);
// Fade out the text after 2 seconds
tween(unlockText, {
alpha: 0
}, {
delay: 2000,
duration: 500,
onFinish: function onFinish() {
if (unlockText.parent) {
unlockText.parent.removeChild(unlockText);
}
}
});
} else if (btnRef.characterData.asset === "piglinjockey") {
var scoresRegistered = storage.registeredScores || 0;
var scoresRemaining = Math.max(0, 5 - scoresRegistered);
var unlockText = new Text2("Register " + scoresRemaining + " more high score" + (scoresRemaining !== 1 ? "s" : "") + " to unlock", {
size: 40,
fill: 0xFFFFFF
});
unlockText.anchor.set(0.5, 0.5);
unlockText.x = 0;
unlockText.y = 150;
btnRef.addChild(unlockText);
// Fade out the text after 2 seconds
tween(unlockText, {
alpha: 0
}, {
delay: 2000,
duration: 500,
onFinish: function onFinish() {
if (unlockText.parent) {
unlockText.parent.removeChild(unlockText);
}
}
});
} else if (btnRef.characterData.asset === "vilagerjockey") {
var unlockText = new Text2("Score 1,000,000 points to unlock", {
size: 40,
fill: 0xFFFFFF
});
unlockText.anchor.set(0.5, 0.5);
unlockText.x = 0;
unlockText.y = 150;
btnRef.addChild(unlockText);
// Fade out the text after 2 seconds
tween(unlockText, {
alpha: 0
}, {
delay: 2000,
duration: 500,
onFinish: function onFinish() {
if (unlockText.parent) {
unlockText.parent.removeChild(unlockText);
}
}
});
} else if (btnRef.characterData.asset === "spiderjockey") {
var unlockText = new Text2("Score 10,000,000 points to unlock", {
size: 40,
fill: 0xFFFFFF
});
unlockText.anchor.set(0.5, 0.5);
unlockText.x = 0;
unlockText.y = 150;
btnRef.addChild(unlockText);
// Fade out the text after 2 seconds
tween(unlockText, {
alpha: 0
}, {
delay: 2000,
duration: 500,
onFinish: function onFinish() {
if (unlockText.parent) {
unlockText.parent.removeChild(unlockText);
}
}
});
} else if (btnRef.characterData.asset === "skeletonhorse") {
var unlockText = new Text2("Trace an 'S' on the arena to unlock", {
size: 40,
fill: 0xFFFFFF
});
unlockText.anchor.set(0.5, 0.5);
unlockText.x = 0;
unlockText.y = 150;
btnRef.addChild(unlockText);
// Fade out the text after 2 seconds
tween(unlockText, {
alpha: 0
}, {
delay: 2000,
duration: 500,
onFinish: function onFinish() {
if (unlockText.parent) {
unlockText.parent.removeChild(unlockText);
}
}
});
} else if (btnRef.characterData.asset === "Johncena") {
var playCount = storage.gamePlays || 0;
var playsRemaining = Math.max(0, 30 - playCount);
var unlockText = new Text2("Play " + playsRemaining + " more time" + (playsRemaining !== 1 ? "s" : "") + " to unlock", {
size: 40,
fill: 0xFFFFFF
});
unlockText.anchor.set(0.5, 0.5);
unlockText.x = 0;
unlockText.y = 150;
btnRef.addChild(unlockText);
// Fade out the text after 2 seconds
tween(unlockText, {
alpha: 0
}, {
delay: 2000,
duration: 500,
onFinish: function onFinish() {
if (unlockText.parent) {
unlockText.parent.removeChild(unlockText);
}
}
});
} else if (btnRef.characterData.asset === "Shootingstars") {
var unlockText = new Text2("Trace a star in arena to unlock", {
size: 40,
fill: 0xFFFFFF
});
unlockText.anchor.set(0.5, 0.5);
unlockText.x = 0;
unlockText.y = 150;
btnRef.addChild(unlockText);
// Fade out the text after 2 seconds
tween(unlockText, {
alpha: 0
}, {
delay: 2000,
duration: 500,
onFinish: function onFinish() {
if (unlockText.parent) {
unlockText.parent.removeChild(unlockText);
}
}
});
}
// Animate button but don't select locked character
tween(btnRef, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(btnRef, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100
});
}
});
return;
}
tween(btnRef, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(btnRef, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Set selected character
self.selectedCharacter = btnRef.characterData.asset;
// Update popcorn asset to 'Belt' if Johncena is selected
if (btnRef.characterData.asset === "Johncena") {
var popcornAsset = 'Belt';
for (var i = 0; i < popcorns.length; i++) {
if (typeof popcorns[i].updateAsset === "function") {
popcorns[i].updateAsset(popcornAsset);
}
}
}
// Notify game of selection
if (typeof game.onCharacterSelected === 'function') {
game.onCharacterSelected(btnRef.characterData.asset);
}
}
});
}
});
};
self.characterButtons.addChild(button);
}
// Make reset button interactive
self.resetButton.down = function (x, y, obj) {
// Animate button press
tween(self.resetButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.resetButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
// Animate button release
tween(self.resetButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(self.resetButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Reset unlock status for all characters
storage.steveUnlocked = false;
storage.piglinUnlocked = false;
storage.villagerUnlocked = false;
storage.spiderUnlocked = false;
storage.gamePlays = 0;
storage.registeredScores = 0;
skeletonUnlocked = false; // Reset skeleton unlock state
storage.skeletonUnlocked = false; // Persist reset state
grimaceUnlocked = false; // Reset grimace unlock state
storage.grimaceUnlocked = false; // Persist reset state
storage.mjUnlocked = false; // Reset MJ unlock state
storage.johnCenaUnlocked = false; // Reset John Cena unlock state
storage.rickrollUnlocked = false; // Reset Rickroll unlock state
storage.shootingStarsUnlocked = false; // Reset Shooting Stars unlock state
storage.deezNutsUnlocked = false; // Reset DeezNuts unlock state
storage.allCharactersUnlocked = false; // Reset all characters unlocked state
// Flash confirmation message
var confirmationMsg = new Text2("Characters reset!", {
size: 70,
fill: 0xFF0000
});
confirmationMsg.anchor.set(0.5, 0.5);
confirmationMsg.x = 0;
confirmationMsg.y = -400; // Position above characters
self.characterButtons.addChild(confirmationMsg);
// Fade out confirmation message
tween(confirmationMsg, {
alpha: 0
}, {
delay: 1500,
duration: 500,
onFinish: function onFinish() {
if (confirmationMsg.parent) {
confirmationMsg.parent.removeChild(confirmationMsg);
}
// Force refresh the character selection screen
if (typeof game.onCharacterSelectReset === 'function') {
game.onCharacterSelectReset();
}
}
});
}
});
}
});
};
// Make back button interactive
self.backButton.down = function (x, y, obj) {
// Animate button press
tween(self.backButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.backButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
// Animate button release
tween(self.backButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(self.backButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Hide character select page and show title page
if (self.parent) {
self.parent.removeChild(self);
}
if (typeof game !== "undefined" && typeof titlePage !== "undefined") {
game.addChild(titlePage);
titlePage.alpha = 0;
tween(titlePage, {
alpha: 1
}, {
duration: 500
});
// Set game state to title
if (typeof gameState !== "undefined") {
gameState = "title";
}
}
}
});
}
});
};
return self;
});
var ChickenJockey = Container.expand(function () {
var self = Container.call(this);
// Create and attach character asset (default to chicken but will be updated)
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;
// If no path is provided, use direct velocity based on angle and power
if (!path || path.length === 0) {
// Convert angle from degrees to radians
var radians = angle * Math.PI / 180;
// Calculate initial velocity components
self.vx = Math.cos(radians) * power;
self.vy = Math.sin(radians) * power;
}
// 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;
};
// Update the character asset
self.updateCharacterAsset = function (assetName) {
// Remove existing character graphic
if (chickenGraphics && chickenGraphics.parent) {
self.removeChild(chickenGraphics);
}
// Create and attach new character asset
chickenGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
};
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 GameModeSelect = Container.expand(function () {
var self = Container.call(this);
// Add backdrop
var backdrop = self.attachAsset('Commandblock', {
anchorX: 0.5,
anchorY: 0.5,
x: 1009,
y: 1366,
alpha: 0.8
});
// Add title
var titleImage = self.attachAsset('Selectgame', {
anchorX: 0.5,
anchorY: 0,
x: 1024,
y: 650
});
// No title text needed as we use the Selectgame image instead
// Create classic mode button
self.classicModeButton = new Container();
self.classicModeButton.x = 614;
self.classicModeButton.y = 1450;
// No background needed for classic mode button
// Use Classic asset instead of text
var classicImg = self.classicModeButton.attachAsset('Classic', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
// Create bonus mode button
self.bonusModeButton = new Container();
self.bonusModeButton.x = 1059;
self.bonusModeButton.y = 1450;
// Use Bonusgame asset instead of text
var bonusImg = self.bonusModeButton.attachAsset('Bonusgame', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8,
alpha: 1.0
});
// Create mini games button
self.miniGamesButton = new Container();
self.miniGamesButton.x = 1509;
self.miniGamesButton.y = 1450;
// Minigame button has no background
// Use Minigame asset instead of text
var miniGamesImg = self.miniGamesButton.attachAsset('Minigame', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8,
alpha: 1.0
});
// Add back button
self.backButton = new Container();
self.backButton.x = 150;
self.backButton.y = 350;
var backButtonImage = self.backButton.attachAsset('Backbutton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
alpha: 1.0
});
self.addChild(self.classicModeButton);
self.addChild(self.bonusModeButton);
self.addChild(self.miniGamesButton);
self.addChild(self.backButton);
// Make classic mode button interactive
self.classicModeButton.down = function (x, y, obj) {
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.classicModeButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
tween(this, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(this, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Notify game of mode selection
if (typeof game.onGameModeSelected === 'function') {
game.onGameModeSelected("classic");
}
}
});
}
});
};
// Make bonus mode button interactive
self.bonusModeButton.down = function (x, y, obj) {
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.bonusModeButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
tween(this, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(this, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Notify game of mode selection
if (typeof game.onGameModeSelected === 'function') {
game.onGameModeSelected("bonus", true); // Pass true to indicate only background change
}
}
});
}
});
};
// Make mini games button interactive
self.miniGamesButton.down = function (x, y, obj) {
tween(this, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.miniGamesButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
tween(this, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(this, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Notify game of mode selection
if (typeof game.onGameModeSelected === 'function') {
game.onGameModeSelected("minigames");
}
}
});
}
});
};
// Make back button interactive
self.backButton.down = function (x, y, obj) {
tween(self.backButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.backButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
tween(self.backButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(self.backButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Hide game mode select page and show title page
if (self.parent) {
self.parent.removeChild(self);
}
if (typeof game !== "undefined" && typeof titlePage !== "undefined") {
game.addChild(titlePage);
titlePage.alpha = 0;
tween(titlePage, {
alpha: 1
}, {
duration: 500
});
// Set game state to title
if (typeof gameState !== "undefined") {
gameState = "title";
}
}
}
});
}
});
};
return self;
});
var HighScorePage = Container.expand(function () {
var self = Container.call(this);
// Add backdrop for high score page
var backdrop = self.attachAsset('Hiscorebackdrop', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
alpha: 0.8,
scaleX: 1,
scaleY: 1
});
// Add title using Highscorestitle asset
var titleImage = self.attachAsset('Highscorestitle', {
anchorX: 0.5,
anchorY: 0,
x: 1024,
y: 550
});
// Container for score entries
self.scoreEntries = new Container();
self.scoreEntries.x = 1024;
self.scoreEntries.y = 800;
self.addChild(self.scoreEntries);
// Back button
self.backButton = new Container();
self.backButton.x = 1024;
self.backButton.y = 2000;
// Button using Backbutton asset
var buttonBackground = self.backButton.attachAsset('Backbutton', {
anchorX: 0.5,
anchorY: 0.5
});
// No back text - using only the Backbutton asset
// Add back button to high score page
self.addChild(self.backButton);
// Reset button - positioned to the right of back button
self.resetButton = new Container();
self.resetButton.x = 1040; // Moved right 40 pixels
self.resetButton.y = 2300; // Moved down 300 pixels
// Create reset button using the Resetscores asset
var resetButtonImage = self.resetButton.attachAsset('Resetscores', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
alpha: 1.0
});
// Add reset button to high score page
self.addChild(self.resetButton);
// Make back button interactive
self.backButton.down = function (x, y, obj) {
// Animate button press
tween(self.backButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.backButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
// Animate button release
tween(self.backButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(self.backButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Notify game that back button was pressed
if (typeof game.onBackButtonPressed === 'function') {
game.onBackButtonPressed();
}
}
});
}
});
};
// Make reset button interactive
self.resetButton.down = function (x, y, obj) {
// Animate button press
tween(self.resetButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.resetButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
// Animate button release
tween(self.resetButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(self.resetButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Clear high scores and update display
storage.highScores = [];
self.updateScores();
// Flash confirmation message
var confirmationMsg = new Text2("High scores reset!", {
size: 70,
fill: 0xFF0000
});
confirmationMsg.anchor.set(0.5, 0.5);
confirmationMsg.x = 0;
confirmationMsg.y = -200; // Position above scores
self.scoreEntries.addChild(confirmationMsg);
// Fade out confirmation message
tween(confirmationMsg, {
alpha: 0
}, {
delay: 1500,
duration: 500,
onFinish: function onFinish() {
if (confirmationMsg.parent) {
confirmationMsg.parent.removeChild(confirmationMsg);
}
}
});
}
});
}
});
};
// Update high scores display
self.updateScores = function () {
// Clear existing score entries
while (self.scoreEntries.children.length > 0) {
self.scoreEntries.removeChild(self.scoreEntries.children[0]);
}
// Get high scores from storage
var highScores = storage.highScores || [];
// Sort high scores in descending order
highScores.sort(function (a, b) {
return b - a;
});
// Keep only top 5 scores
highScores = highScores.slice(0, 5);
// Track number of registered high scores
storage.registeredScores = highScores.length;
// Check if Piglin should be unlocked (after 5 high scores)
if (storage.registeredScores >= 5 && storage.piglinUnlocked !== true) {
// Removed unlock condition for Shooting Stars based on high score
// DeezNuts character is automatically unlocked (removed condition check)
storage.deezNutsUnlocked = true;
storage.piglinUnlocked = true;
// Create unlocked notification using piglinunlocked asset instead of text
var unlockedMsg = LK.getAsset('Piglinunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: -300
});
self.scoreEntries.addChild(unlockedMsg);
// Immediately remove padlock for Piglin
if (characterSelectPage) {
for (var i = 0; i < characterSelectPage.characters.length; i++) {
var character = characterSelectPage.characters[i];
if (character.asset === "piglinjockey" && characterSelectPage.characterButtons.children[i].lockedImg) {
characterSelectPage.characterButtons.children[i].lockedImg.parent.removeChild(characterSelectPage.characterButtons.children[i].lockedImg);
}
}
}
// Animate and remove the notification
tween(unlockedMsg, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 1000,
onFinish: function onFinish() {
// Play Piglin sound to acknowledge unlock
LK.getSound('Pignoise').play();
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(unlockedMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (unlockedMsg.parent) {
unlockedMsg.parent.removeChild(unlockedMsg);
}
}
});
}, 500);
}
});
}
// Display each score
var yPos = 0;
for (var i = 0; i < highScores.length; i++) {
var scoreText = new Text2(i + 1 + ". " + highScores[i], {
size: 70,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
scoreText.y = yPos;
self.scoreEntries.addChild(scoreText);
yPos += 100;
}
// If no scores yet, show a message
if (highScores.length === 0) {
var noScoresText = new Text2("No scores yet!", {
size: 70,
fill: 0xFFFFFF
});
noScoresText.anchor.set(0.5, 0);
self.scoreEntries.addChild(noScoresText);
}
// Show progress towards unlocking Piglin
if (!storage.piglinUnlocked) {
var scoresRemaining = Math.max(0, 5 - storage.registeredScores);
var progressText = new Text2("Register " + scoresRemaining + " more high score" + (scoresRemaining !== 1 ? "s" : "") + " to unlock Piglin", {
size: 40,
fill: 0xFFFFFF
});
progressText.anchor.set(0.5, 0.5);
progressText.x = 0;
progressText.y = 600;
self.scoreEntries.addChild(progressText);
}
};
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();
}
// Start path tracking for S detection
if (pathTracker) {
pathTracker.startTracking();
pathTracker.addPoint(x, y);
}
};
// 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
});
// Track point for S detection
if (pathTracker) {
pathTracker.addPoint(x, 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);
// Check if an S pattern or star pattern was detected
if (pathTracker) {
var patternDetected = pathTracker.stopTracking();
if (patternDetected) {
// Check which pattern was detected
if (pathTracker.sDetected && !skeletonUnlocked) {
// Unlock skeleton character
skeletonUnlocked = true;
storage.skeletonUnlocked = true;
// Play skeleton sound
LK.getSound('Skeleton').play();
// Create and show unlock message using skeletonunlocked asset
var unlockMsg = LK.getAsset('Skeletonunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(unlockMsg);
// Animate and remove the notification
tween(unlockMsg, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 1000,
onFinish: function onFinish() {
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(unlockMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (unlockMsg.parent) {
unlockMsg.parent.removeChild(unlockMsg);
}
}
});
}, 500);
}
});
} else if (pathTracker.starDetected && !storage.shootingStarsUnlocked) {
// Unlock Shooting Stars character
storage.shootingStarsUnlocked = true;
// Play Starz sound when Shooting Stars is unlocked
LK.getSound('Starz').play();
// Play Shooting Stars sound
LK.getSound('Shootingstars').play();
// Create and show unlock message using Shootingstarsunlocked asset
var starsUnlockMsg = LK.getAsset('Shootingstarsunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(starsUnlockMsg);
// Immediately remove padlock for Shooting Stars if on character select screen
if (characterSelectPage) {
for (var i = 0; i < characterSelectPage.characters.length; i++) {
var character = characterSelectPage.characters[i];
if (character.asset === "Shootingstars" && characterSelectPage.characterButtons.children[i].lockedImg) {
characterSelectPage.characterButtons.children[i].lockedImg.parent.removeChild(characterSelectPage.characterButtons.children[i].lockedImg);
}
}
}
// Animate and remove the notification
tween(starsUnlockMsg, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 1000,
onFinish: function onFinish() {
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(starsUnlockMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (starsUnlockMsg.parent) {
starsUnlockMsg.parent.removeChild(starsUnlockMsg);
}
}
});
}, 500);
}
});
}
}
}
// Calculate final launch parameters
var finalAngle = self.angle + 180; // Reverse direction
// Return launch parameters
return {
angle: finalAngle,
power: self.power
};
};
return self;
});
var MiniGamesPage = Container.expand(function () {
var self = Container.call(this);
// Add backdrop using Jnugbackdrop
var backdrop = self.attachAsset('Jnugbackdrop', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
alpha: 1.0
});
// Game state and properties
self.gameActive = false;
self.score = 0;
self.targets = [];
self.bullets = [];
self.targetTimer = 0;
self.targetSpawnRate = 120; // Frames between spawns
// Add score display
self.scoreText = new Text2("Score: 0", {
size: 60,
fill: 0xFFFFFF
});
self.scoreText.anchor.set(0.5, 0);
self.scoreText.x = 1024;
self.scoreText.y = 100;
self.addChild(self.scoreText);
// Create a container for gunslinger for better swipe handling
self.gunslingerContainer = new Container();
self.gunslingerContainer.x = 394;
self.gunslingerContainer.y = 1370;
self.addChild(self.gunslingerContainer);
// Add gunslinger to scene
var gunslinger = self.gunslingerContainer.attachAsset('Gunslinger', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.98,
alpha: 1.0
});
// Variables for tracking swipe
self.gunslingerContainer.isGunDrawn = false;
self.gunslingerContainer.swipeStartY = 0;
self.gunslingerContainer.swipeThreshold = 100; // Minimum distance for a swipe
// Add container for targets
self.targetContainer = new Container();
self.addChild(self.targetContainer);
// We will add targets one at a time later - not now
// Add start game button
self.startButton = new Container();
self.startButton.x = 1024;
self.startButton.y = 800;
var startButtonImage = self.startButton.attachAsset('Startgame', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0
});
self.addChild(self.startButton);
// Make start button interactive
self.startButton.down = function (x, y, obj) {
tween(self.startButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.startButton.up = function (x, y, obj) {
tween(self.startButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(self.startButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Start the game
self.startGame();
}
});
}
});
};
// Start the shooting game
self.startGame = function () {
// Hide start button
if (self.startButton.parent) {
self.startButton.parent.removeChild(self.startButton);
}
// Don't draw gun automatically - player will need to swipe up to draw gun
self.gunslingerContainer.isGunDrawn = false;
LK.getSound('pop').play();
// Set game as active
self.gameActive = true;
self.score = 0;
self.scoreText.setText("Score: 0");
// Add Joe Nugget to the scene
var joeTarget = new Target();
joeTarget.character = 'Joenugget';
joeTarget.updateCharacterAsset();
self.targetContainer.addChild(joeTarget);
self.targets.push(joeTarget);
// Play Joe Nugget sound when he appears
LK.getSound('Joenugget').play();
};
// Handle target hit
self.onTargetHit = function (target) {
// Increase score
self.score += 100;
self.scoreText.setText("Score: " + self.score);
// Play sound
LK.getSound('pop').play();
};
// Spawn a new target at random position
self.spawnTarget = function () {
// Check if there's already an active target
var hasActiveTarget = false;
for (var i = 0; i < self.targets.length; i++) {
if (self.targets[i].active) {
hasActiveTarget = true;
break;
}
}
// Targets will be added one at a time from elsewhere, not automatically here
};
// Fire a bullet from gunslinger toward tap location
self.fireBullet = function (targetX, targetY) {
// Only fire if gun is drawn
if (!self.gunslingerContainer.isGunDrawn) return;
// Calculate firing position (top of gun)
var fireX = self.gunslingerContainer.x + 350; // Move right 350
var fireY = self.gunslingerContainer.y - 350; // Offset to top of gun, moved down 150 (-500 + 150 = -350)
// Calculate angle to target
var dx = targetX - fireX;
var dy = targetY - fireY;
var angle = Math.atan2(dy, dx) * 180 / Math.PI;
// Create bullet
var bullet = new Bullet();
bullet.init(fireX, fireY, angle);
self.addChild(bullet);
self.bullets.push(bullet);
// Show gunfire effect
var gunfire = LK.getAsset('Gunfire', {
anchorX: 0.5,
anchorY: 0.5,
x: fireX,
y: fireY,
alpha: 1.0,
scaleX: 0.8,
scaleY: 0.8
});
self.addChild(gunfire);
// Position gunfire at tip of gun and rotate to match bullet direction
gunfire.rotation = Math.atan2(dy, dx);
// Animate gunfire effect
tween(gunfire, {
alpha: 0,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
onFinish: function onFinish() {
if (gunfire.parent) {
gunfire.parent.removeChild(gunfire);
}
}
});
// Play gunshot sound
LK.getSound('Gunshot').play();
};
// Touch/mouse down on gunslinger
self.gunslingerContainer.down = function (x, y, obj) {
// Record starting position for swipe detection
self.gunslingerContainer.swipeStartY = y;
};
// Touch/mouse up on gunslinger
self.gunslingerContainer.up = function (x, y, obj) {
var swipeDistance = self.gunslingerContainer.swipeStartY - y;
// Check if swipe up and gun not drawn
if (swipeDistance > self.gunslingerContainer.swipeThreshold && !self.gunslingerContainer.isGunDrawn) {
// Switch to gundrawn asset
if (gunslinger && gunslinger.parent) {
gunslinger.parent.removeChild(gunslinger);
}
gunslinger = self.gunslingerContainer.attachAsset('Gundrawn', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.98,
alpha: 1.0
});
self.gunslingerContainer.isGunDrawn = true;
LK.getSound('pop').play();
}
// Check if swipe down and gun is drawn
else if (swipeDistance < -self.gunslingerContainer.swipeThreshold && self.gunslingerContainer.isGunDrawn) {
// Switch back to gunslinger asset
if (gunslinger && gunslinger.parent) {
gunslinger.parent.removeChild(gunslinger);
}
gunslinger = self.gunslingerContainer.attachAsset('Gunslinger', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.98,
alpha: 1.0
});
self.gunslingerContainer.isGunDrawn = false;
LK.getSound('pop').play();
}
};
// Screen taps for shooting targets
self.down = function (x, y, obj) {
// Only process if game is active
if (!self.gameActive) return;
// Allow shooting anywhere on the screen
self.fireBullet(x, y);
};
// Update function
self.update = function () {
if (self.gameActive) {
// No automatic spawning of targets - we'll add them one at a time externally
// Update targets
for (var i = self.targets.length - 1; i >= 0; i--) {
self.targets[i].update();
// Remove expired targets
if (!self.targets[i].active && self.targets[i].alpha <= 0) {
if (self.targets[i].parent) {
self.targets[i].parent.removeChild(self.targets[i]);
}
self.targets.splice(i, 1);
}
}
// Update bullets
for (var i = self.bullets.length - 1; i >= 0; i--) {
self.bullets[i].update();
// Remove bullets that have traveled too far
if (self.bullets[i].distanceTraveled > self.bullets[i].maxDistance) {
if (self.bullets[i].parent) {
self.bullets[i].parent.removeChild(self.bullets[i]);
}
self.bullets.splice(i, 1);
}
}
}
};
// Add back button
self.backButton = new Container();
self.backButton.x = 150;
self.backButton.y = 350;
var backButtonImage = self.backButton.attachAsset('Backbutton', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
alpha: 1.0
});
self.addChild(self.backButton);
// Make back button interactive
self.backButton.down = function (x, y, obj) {
// Animate button press
tween(self.backButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.backButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
// Animate button release
tween(self.backButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(self.backButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Clean up game
self.gameActive = false;
// Remove all targets
for (var i = 0; i < self.targets.length; i++) {
if (self.targets[i].parent) {
self.targets[i].parent.removeChild(self.targets[i]);
}
}
self.targets = [];
// Remove all bullets
for (var i = 0; i < self.bullets.length; i++) {
if (self.bullets[i].parent) {
self.bullets[i].parent.removeChild(self.bullets[i]);
}
}
self.bullets = [];
// Hide mini games page and show title page
if (self.parent) {
self.parent.removeChild(self);
}
if (typeof game !== "undefined" && typeof titlePage !== "undefined") {
game.addChild(titlePage);
titlePage.alpha = 0;
tween(titlePage, {
alpha: 1
}, {
duration: 500
});
// Set game state to title
if (typeof gameState !== "undefined") {
gameState = "title";
}
}
}
});
}
});
};
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 PathTracker = Container.expand(function () {
var self = Container.call(this);
// Path tracking properties
self.isTracking = false;
self.pathPoints = [];
self.sDetected = false;
self.starDetected = false; // Track if star pattern is detected
// Start tracking a new path
self.startTracking = function () {
self.isTracking = true;
self.pathPoints = [];
self.sDetected = false;
self.starDetected = false; // Reset star pattern detection
};
// Add a point to the tracking path
self.addPoint = function (x, y) {
if (!self.isTracking) {
return;
}
// Add point to path
self.pathPoints.push({
x: x,
y: y
});
// Check for patterns if we have enough points
if (self.pathPoints.length > 20) {
self.checkForSPattern();
self.checkForStarPattern(); // Also check for star pattern
}
};
// Stop tracking
self.stopTracking = function () {
self.isTracking = false;
// Return true if either S or star pattern was detected
return self.sDetected || self.starDetected;
};
// Check if the path forms an S pattern
self.checkForSPattern = function () {
if (self.pathPoints.length < 20) {
return false;
}
// Analyze path for S shape
// An S shape should go from top to bottom with two major direction changes
// Find bounding box of the path
var minX = self.pathPoints[0].x;
var maxX = self.pathPoints[0].x;
var minY = self.pathPoints[0].y;
var maxY = self.pathPoints[0].y;
for (var i = 1; i < self.pathPoints.length; i++) {
minX = Math.min(minX, self.pathPoints[i].x);
maxX = Math.max(maxX, self.pathPoints[i].x);
minY = Math.min(minY, self.pathPoints[i].y);
maxY = Math.max(maxY, self.pathPoints[i].y);
}
// Check if path has enough height and width to be an S
var width = maxX - minX;
var height = maxY - minY;
if (height < 300 || width < 200) {
return false;
}
// Divide path into vertical thirds
var topThird = minY + height / 3;
var bottomThird = maxY - height / 3;
// Count direction changes (left/right) in top, middle and bottom sections
var topSection = self.analyzeSection(self.pathPoints, minY, topThird);
var middleSection = self.analyzeSection(self.pathPoints, topThird, bottomThird);
var bottomSection = self.analyzeSection(self.pathPoints, bottomThird, maxY);
// For an S pattern, typically:
// - Top section has rightward movement
// - Middle section has leftward movement
// - Bottom section has rightward movement
if (topSection.direction === "right" && middleSection.direction === "left" && bottomSection.direction === "right") {
self.sDetected = true;
return true;
}
// Also check reverse S pattern
if (topSection.direction === "left" && middleSection.direction === "right" && bottomSection.direction === "left") {
self.sDetected = true;
return true;
}
return false;
};
// Check if the path forms a star pattern
self.checkForStarPattern = function () {
if (self.pathPoints.length < 20) {
return false;
}
// Analyze path for star shape
// Find the center point of all path points
var centerX = 0;
var centerY = 0;
for (var i = 0; i < self.pathPoints.length; i++) {
centerX += self.pathPoints[i].x;
centerY += self.pathPoints[i].y;
}
centerX /= self.pathPoints.length;
centerY /= self.pathPoints.length;
// A star pattern should have at least 5 peaks (points extending outward)
// and 5 valleys (points returning inward)
var peaks = [];
var valleys = [];
var distanceThreshold = 100; // Minimum peak distance from center
var minPeaks = 5; // Minimum number of peaks to be considered a star
// Calculate distance from center for each point
var distances = [];
for (var i = 0; i < self.pathPoints.length; i++) {
var dx = self.pathPoints[i].x - centerX;
var dy = self.pathPoints[i].y - centerY;
var distance = Math.sqrt(dx * dx + dy * dy);
distances.push(distance);
}
// Find peaks (local maxima) in the distance function
for (var i = 5; i < self.pathPoints.length - 5; i++) {
var isPeak = true;
var isValley = true;
// Check if this is a peak
for (var j = i - 5; j <= i + 5; j++) {
if (j === i) {
continue;
}
if (distances[j] > distances[i]) {
isPeak = false;
}
if (distances[j] < distances[i]) {
isValley = false;
}
}
// Add to peaks if it's far enough from center
if (isPeak && distances[i] > distanceThreshold) {
peaks.push(i);
}
// Add to valleys
if (isValley) {
valleys.push(i);
}
}
// For a star pattern, we need at least 5 peaks
if (peaks.length >= minPeaks) {
// Check that peaks are somewhat evenly distributed around the center
var angles = [];
for (var i = 0; i < peaks.length; i++) {
var idx = peaks[i];
var dx = self.pathPoints[idx].x - centerX;
var dy = self.pathPoints[idx].y - centerY;
var angle = Math.atan2(dy, dx);
if (angle < 0) {
angle += 2 * Math.PI;
} // Normalize to [0, 2π]
angles.push(angle);
}
// Sort angles
angles.sort(function (a, b) {
return a - b;
});
// Check for relatively even spacing between peaks
var isEvenlySpaced = true;
var idealSpacing = 2 * Math.PI / angles.length;
var spacingTolerance = idealSpacing * 0.5; // 50% tolerance
for (var i = 0; i < angles.length; i++) {
var nextIdx = (i + 1) % angles.length;
var spacing = angles[nextIdx] - angles[i];
if (spacing < 0) {
spacing += 2 * Math.PI;
}
if (Math.abs(spacing - idealSpacing) > spacingTolerance) {
isEvenlySpaced = false;
break;
}
}
// If we have enough peaks and they're evenly spaced, it's a star
if (isEvenlySpaced) {
self.starDetected = true;
return true;
}
}
return false;
};
// Analyze a section of the path for predominant horizontal direction
self.analyzeSection = function (points, minY, maxY) {
var leftwardMovement = 0;
var rightwardMovement = 0;
// Find points in this vertical section
var sectionPoints = [];
for (var i = 0; i < points.length; i++) {
if (points[i].y >= minY && points[i].y <= maxY) {
sectionPoints.push(points[i]);
}
}
// Sort points by y-coordinate
sectionPoints.sort(function (a, b) {
return a.y - b.y;
});
// Calculate horizontal movement through the section
for (var i = 1; i < sectionPoints.length; i++) {
var dx = sectionPoints[i].x - sectionPoints[i - 1].x;
if (dx > 0) {
rightwardMovement += dx;
} else if (dx < 0) {
leftwardMovement += Math.abs(dx);
}
}
return {
direction: rightwardMovement > leftwardMovement ? "right" : "left",
rightwardMovement: rightwardMovement,
leftwardMovement: leftwardMovement
};
};
return self;
});
var Popcorn = Container.expand(function () {
var self = Container.call(this);
// Create and attach popcorn asset
// Create and attach popcorn asset based on selected character
var popcornGraphics = self.attachAsset(selectedCharacter === "Joenugget" ? 'Drumstick' : selectedCharacter === "Grimacejockey" ? 'Shakes' : selectedCharacter === "Johncena" ? 'Belt' : selectedCharacter === "Shootingstars" ? 'Stars' : selectedCharacter === "Deeznuts" ? 'Nuts' : selectedCharacter === "Rickroll" ? 'Hearts' : selectedCharacter === "Shrekwizowski" ? 'Shrekcorn' : selectedCharacter === "Pomni" ? 'Circuspop' : '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.updateAsset = function (assetName) {
if (popcornGraphics && popcornGraphics.parent) {
self.removeChild(popcornGraphics);
}
popcornGraphics = self.attachAsset(selectedCharacter === "Joenugget" ? 'Drumstick' : selectedCharacter === "Grimacejockey" ? 'Shakes' : selectedCharacter === "Johncena" ? 'Belt' : selectedCharacter === "Pomni" ? 'Circuspop' : assetName, {
anchorX: 0.5,
anchorY: 0.5
});
};
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;
}
// Ensure popcorn stays within the rope boundaries
var padding = 150; // Minimum distance from ropes
if (self.x < bounds.left + padding) {
self.x = bounds.left + padding;
self.targetX = self.x;
} else if (self.x > bounds.right - padding) {
self.x = bounds.right - padding;
self.targetX = self.x;
}
if (self.y < bounds.top + padding) {
self.y = bounds.top + padding;
self.targetY = self.y;
self.baseY = self.y;
} else if (self.y > bounds.bottom - padding) {
self.y = bounds.bottom - padding;
self.targetY = self.y;
self.baseY = self.y;
}
};
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 SlingshotLauncher = Container.expand(function () {
var self = Container.call(this);
// Create slingshot elements
var basePoint = self.attachAsset('launcher', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7,
scaleX: 1.5,
scaleY: 1.5
});
// Create elastic bands
var leftBand = self.attachAsset('aimLine', {
anchorX: 0,
anchorY: 0.5,
alpha: 0.8,
scaleY: 0.5,
tint: 0xFF0000
});
var rightBand = self.attachAsset('aimLine', {
anchorX: 0,
anchorY: 0.5,
alpha: 0.8,
scaleY: 0.5,
tint: 0xFF0000
});
// Hide bands initially
leftBand.alpha = 0;
rightBand.alpha = 0;
// Properties
self.aiming = false;
self.pullbackX = 0;
self.pullbackY = 0;
self.maxPullback = 300;
self.power = 0;
// Start aiming
self.startAim = function (x, y) {
self.aiming = true;
self.pullbackX = x;
self.pullbackY = y;
// Show elastic bands
leftBand.alpha = 0.8;
rightBand.alpha = 0.8;
// Update bands
self.updateBands(x, y);
};
// Update during aiming
self.updateAim = function (x, y) {
if (!self.aiming) return;
// Calculate distance from start point
var dx = x - self.x;
var dy = y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Limit pullback distance
if (distance > self.maxPullback) {
var ratio = self.maxPullback / distance;
dx *= ratio;
dy *= ratio;
x = self.x + dx;
y = self.y + dy;
}
// Save pullback position
self.pullbackX = x;
self.pullbackY = y;
// Calculate power based on distance
self.power = distance / 5;
// Update bands
self.updateBands(x, y);
};
// Update elastic bands
self.updateBands = function (x, y) {
// Position and angle for left band
leftBand.x = self.x - 25;
leftBand.y = self.y;
var dx1 = x - leftBand.x;
var dy1 = y - leftBand.y;
var angle1 = Math.atan2(dy1, dx1);
var dist1 = Math.sqrt(dx1 * dx1 + dy1 * dy1);
leftBand.rotation = angle1;
leftBand.width = dist1;
// Position and angle for right band
rightBand.x = self.x + 25;
rightBand.y = self.y;
var dx2 = x - rightBand.x;
var dy2 = y - rightBand.y;
var angle2 = Math.atan2(dy2, dx2);
var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2);
rightBand.rotation = angle2;
rightBand.width = dist2;
};
// End aiming and launch
self.endAim = function () {
if (!self.aiming) return null;
self.aiming = false;
// Hide bands after launch
tween(leftBand, {
alpha: 0
}, {
duration: 200
});
tween(rightBand, {
alpha: 0
}, {
duration: 200
});
// Calculate launch vector - opposite of pullback
var dx = self.x - self.pullbackX;
var dy = self.y - self.pullbackY;
var angle = Math.atan2(dy, dx) * 180 / Math.PI;
// Return launch parameters
return {
angle: angle,
power: self.power,
path: null // No predefined path for slingshot mode
};
};
return self;
});
var Superpopcorn = Container.expand(function () {
var self = Container.call(this);
// Create and attach Superpopcorn asset
// Create and attach Superpopcorn asset based on selected character
var superPopcornGraphics = self.attachAsset(selectedCharacter === "Shootingstars" ? 'Whitestars' : selectedCharacter === "Deeznuts" ? 'Cashew' : selectedCharacter === "Rickroll" ? 'Purpleheart' : selectedCharacter === "Grimacejockey" ? 'Fries' : selectedCharacter === "Johncena" ? 'Wwe' : selectedCharacter === "Shrekwizowski" ? 'Shrekcorn' : selectedCharacter === "Pomni" ? 'Digpop' : '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.updateAsset = function (assetName) {
if (superPopcornGraphics && superPopcornGraphics.parent) {
self.removeChild(superPopcornGraphics);
}
superPopcornGraphics = self.attachAsset(selectedCharacter === "Joenugget" ? 'Popchicken' : selectedCharacter === "Grimacejockey" ? 'Fries' : selectedCharacter === "Johncena" ? 'Wwe' : selectedCharacter === "Shrekwizowski" ? 'Shrekcorn' : selectedCharacter === "Pomni" ? 'Digpop' : assetName, {
anchorX: 0.5,
anchorY: 0.5
});
};
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;
}
// Ensure superpopcorn stays within the rope boundaries
var padding = 150; // Minimum distance from ropes
if (self.x < bounds.left + padding) {
self.x = bounds.left + padding;
self.targetX = self.x;
} else if (self.x > bounds.right - padding) {
self.x = bounds.right - padding;
self.targetX = self.x;
}
if (self.y < bounds.top + padding) {
self.y = bounds.top + padding;
self.targetY = self.y;
self.baseY = self.y;
} else if (self.y > bounds.bottom - padding) {
self.y = bounds.bottom - padding;
self.targetY = self.y;
self.baseY = self.y;
}
};
return self;
});
var Target = Container.expand(function () {
var self = Container.call(this);
// Array of characters to use as targets in order of appearance
var characters = ['chicken', 'piglinjockey', 'spiderjockey', 'steveridingpig', 'vilagerjockey', 'skeletonhorse', 'Grimacejockey', 'Michaeljackson', 'Johncena', 'Shootingstars', 'Deeznuts', 'Rickroll', 'Joenugget', 'Shrekwizowski', 'Pomni'];
// Use a static counter to cycle through characters in sequence rather than randomly
if (typeof Target.currentCharacterIndex === 'undefined') {
Target.currentCharacterIndex = 0;
}
// Get the next character in sequence and increment counter
var characterToUse = characters[Target.currentCharacterIndex];
Target.currentCharacterIndex = (Target.currentCharacterIndex + 1) % characters.length;
// Create character graphics as a placeholder (will be updated in updateCharacterAsset)
var characterGraphics;
// Properties
self.active = true;
self.lifespan = 3000; // 3 seconds
self.created = LK.ticks;
self.character = characterToUse;
self.movementSpeed = 5;
self.startPosition = {
x: 0,
y: 0
};
self.targetPosition = {
x: 0,
y: 0
};
self.isMoving = false;
// Function to update character asset with appropriate behavior
self.updateCharacterAsset = function () {
// Remove existing character graphic if it exists
if (characterGraphics && characterGraphics.parent) {
self.removeChild(characterGraphics);
}
// Attach new asset with different properties based on character
characterGraphics = self.attachAsset(self.character, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
// Set up character appearance based on character type
if (self.character === 'Joenugget') {
// Joe Nugget starts from right side in middle and walks to center
self.x = 2048 + 250; // Start off-screen to the right
self.y = 1500; // 600px lower from original 900px position
self.startPosition = {
x: self.x,
y: self.y
};
self.targetPosition = {
x: 1024,
y: self.y
}; // Move to center
self.isMoving = true;
// Add bob animation for Joe Nugget to make it look like walking
var originalY = self.y;
tween(characterGraphics, {
y: -10 // Move up
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(characterGraphics, {
y: 0 // Move back to original position
}, {
duration: 300,
easing: tween.easeInOut,
repeat: -1,
yoyo: true // Continuously bob up and down
});
}
});
} else if (self.character === 'chicken') {
// Chicken flies from top of screen to random lower position
self.x = Math.random() * 1600 + 224; // Random x between 224-1824
self.y = -100; // Start above screen
self.startPosition = {
x: self.x,
y: self.y
};
self.targetPosition = {
x: self.x,
y: Math.random() * 500 + 400
}; // Random y between 400-900
self.isMoving = true;
self.movementSpeed = 8; // Faster movement
} else if (self.character === 'piglinjockey') {
// Piglin jockey moves from bottom to middle in zigzag pattern
self.x = Math.random() * 1600 + 224;
self.y = 2732 + 100; // Start below screen
self.startPosition = {
x: self.x,
y: self.y
};
self.targetPosition = {
x: 1024,
y: 900
}; // Move to center
self.isMoving = true;
self.movementSpeed = 7;
} else if (self.character === 'Michaeljackson') {
// MJ slides from left to right
self.x = -200; // Start off-screen to the left
self.y = Math.random() * 600 + 600; // Random y in middle area
self.startPosition = {
x: self.x,
y: self.y
};
self.targetPosition = {
x: 2248,
y: self.y
}; // Move all the way across
self.isMoving = true;
self.movementSpeed = 12; // Fast movement
} else if (self.character === 'Shrekwizowski') {
// Shrek appears in center and grows
self.x = 1024; // Center x
self.y = 1366; // Center y
self.startPosition = {
x: self.x,
y: self.y
};
self.targetPosition = {
x: self.x,
y: self.y
}; // Doesn't move
characterGraphics.scaleX = 0.1;
characterGraphics.scaleY = 0.1;
// Grow animation
tween(characterGraphics, {
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 500,
easing: tween.easeOut
});
self.isMoving = false;
} else {
// Default: appear at random position on screen
self.x = Math.random() * 1600 + 224; // Random x between 224-1824
self.y = Math.random() * 1200 + 500; // Random y between 500-1700
self.startPosition = {
x: self.x,
y: self.y
};
self.targetPosition = {
x: self.x,
y: self.y
}; // Doesn't move
self.isMoving = false;
// Add a small zoom-in animation for appearance
characterGraphics.scaleX = 0.3;
characterGraphics.scaleY = 0.3;
tween(characterGraphics, {
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 300,
easing: tween.easeOut
});
}
};
// Initialize with the chosen character
self.updateCharacterAsset();
// Hit function - called when target is hit by a bullet
self.hit = function () {
if (!self.active) return;
self.active = false;
// Animate hit
tween(self, {
scaleX: 0.1,
scaleY: 0.1,
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
if (self.parent) {
self.parent.removeChild(self);
}
}
});
// Notify game of hit
if (typeof game.onTargetHit === 'function') {
game.onTargetHit(self);
}
};
// Update function
self.update = function () {
// Move character if it's still moving
if (self.isMoving && self.active) {
// Calculate direction to target
var dx = self.targetPosition.x - self.x;
var dy = self.targetPosition.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Move towards target
if (distance > self.movementSpeed) {
self.x += dx / distance * self.movementSpeed;
self.y += dy / distance * self.movementSpeed;
} else {
// Reached destination
self.x = self.targetPosition.x;
self.y = self.targetPosition.y;
self.isMoving = false;
}
}
// Check if lifetime expired
if (LK.ticks - self.created > self.lifespan && self.active) {
// Disappear
tween(self, {
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
if (self.parent) {
self.parent.removeChild(self);
}
}
});
self.active = false;
}
};
return self;
});
var TitlePage = Container.expand(function () {
var self = Container.call(this);
// Add title screen background
var titleBackground = self.attachAsset('Titlescreen', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
});
// Make title screen tappable to unlock Grimace
titleBackground.down = function (x, y, obj) {
grimaceTaps++;
if (grimaceTaps === 5 && !grimaceUnlocked) {
grimaceUnlocked = true;
storage.grimaceUnlocked = true;
// Play Maccas sound when Grimace is unlocked
LK.getSound('Maccas').play();
// Update character buttons to remove padlock from Grimace and MJ if unlocked
updateCharacterButtons();
// Create unlocked notification using grimaceunlocked asset
var grimaceUnlockedMsg = LK.getAsset('Grimaceunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 0.8,
scaleY: 0.8
});
// Replace grimacejockey with grimaceunlocked asset when unlocked
if (characterSelectPage) {
for (var i = 0; i < characterSelectPage.characters.length; i++) {
var character = characterSelectPage.characters[i];
if (character.asset === "Grimacejockey" && characterSelectPage.characterButtons.children[i]) {
var button = characterSelectPage.characterButtons.children[i];
// Remove existing character image
for (var j = 0; j < button.children.length; j++) {
if (button.children[j].assetId === "Grimacejockey") {
button.removeChild(button.children[j]);
break;
}
}
// Add grimaceunlocked asset instead
var grimaceImg = button.attachAsset('Grimaceunlocked', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
scaleY: 0.7
});
}
}
}
game.addChild(grimaceUnlockedMsg);
// Animate and remove the notification
tween(grimaceUnlockedMsg, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 1000,
onFinish: function onFinish() {
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(grimaceUnlockedMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (grimaceUnlockedMsg.parent) {
grimaceUnlockedMsg.parent.removeChild(grimaceUnlockedMsg);
}
}
});
}, 500);
}
});
}
};
// Add unlock progress text
// Create start button
self.startButton = new Container();
self.startButton.x = 1024;
self.startButton.y = 1650;
// Button using Startbutton asset
var buttonBackground = self.startButton.attachAsset('Startbutton', {
anchorX: 0.5,
anchorY: 0.5
});
// Create high scores button (positioned below start button)
self.highScoresButton = new Container();
self.highScoresButton.x = 1024;
self.highScoresButton.y = 1900;
// Button using Hiscorebutton asset
var hsButtonBackground = self.highScoresButton.attachAsset('Hiscorebutton', {
anchorX: 0.5,
anchorY: 0.5
});
// Add both buttons to title page
self.addChild(self.startButton);
self.addChild(self.highScoresButton);
// Make start button interactive
self.startButton.down = function (x, y, obj) {
// Animate button press
tween(self.startButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.startButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
// Animate button release
tween(self.startButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(self.startButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Notify game that start button was pressed
if (typeof game.onStartButtonPressed === 'function') {
game.onStartButtonPressed();
}
}
});
}
});
};
// Make high scores button interactive
self.highScoresButton.down = function (x, y, obj) {
// Animate button press
tween(self.highScoresButton, {
scaleX: 0.9,
scaleY: 0.9
}, {
duration: 100
});
};
self.highScoresButton.up = function (x, y, obj) {
// Play pop sound
LK.getSound('pop').play();
// Animate button release
tween(self.highScoresButton, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 150,
onFinish: function onFinish() {
tween(self.highScoresButton, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 100,
onFinish: function onFinish() {
// Notify game that high scores button was pressed
if (typeof game.onHighScoresButtonPressed === 'function') {
game.onHighScoresButtonPressed();
}
}
});
}
});
};
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: 0x000000 // Black background
});
/****
* Game Code
****/
// Game state
var gameState = "title"; // title, gameModeSelect, characterSelect, ready, aiming, launched, gameOver, highScores, minigames
var gameMode = "classic"; // classic or bonus
var score = 0;
var launches = 0;
var maxLaunches = 10;
var popcorns = [];
var superPopcorns = [];
var ropes = [];
var bonusApplied = false;
var bonusAnimation = null;
var titlePage = null;
var highScorePage = null;
var gameModeSelectPage = null;
var characterSelectPage = null;
var miniGamesPage = null;
var selectedCharacter = "chicken"; // Default character
var pathTracker = new PathTracker(); // Add path tracker for S detection
var skeletonUnlocked = false; // Track if skeleton has been unlocked through S pattern
var grimaceTaps = 0; // Counter for taps on title screen
var grimaceUnlocked = false; // Track if Grimace character is unlocked
// Function to update character buttons when a character is unlocked
function updateCharacterButtons() {
if (characterSelectPage) {
for (var i = 0; i < characterSelectPage.characters.length; i++) {
var character = characterSelectPage.characters[i];
if (character.asset === "Grimacejockey" && grimaceUnlocked && characterSelectPage.characterButtons.children[i].lockedImg) {
characterSelectPage.characterButtons.children[i].lockedImg.parent.removeChild(characterSelectPage.characterButtons.children[i].lockedImg);
}
if (character.asset === "Michaeljackson" && storage.mjUnlocked && characterSelectPage.characterButtons.children[i].lockedImg) {
characterSelectPage.characterButtons.children[i].lockedImg.parent.removeChild(characterSelectPage.characterButtons.children[i].lockedImg);
// Show MJ unlocked asset when MJ is unlocked
var mjUnlockedMsg = LK.getAsset('MJunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(mjUnlockedMsg);
// Animate and remove the notification
tween(mjUnlockedMsg, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 1000,
onFinish: function onFinish() {
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(mjUnlockedMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (mjUnlockedMsg.parent) {
mjUnlockedMsg.parent.removeChild(mjUnlockedMsg);
}
}
});
}, 500);
}
});
}
if (character.asset === "Johncena" && storage.johnCenaUnlocked && characterSelectPage.characterButtons.children[i].lockedImg) {
characterSelectPage.characterButtons.children[i].lockedImg.parent.removeChild(characterSelectPage.characterButtons.children[i].lockedImg);
// Show John Cena unlocked asset when John Cena is unlocked
var johncenaUnlockedMsg = LK.getAsset('Johncenaunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(johncenaUnlockedMsg);
// Animate and remove the notification
tween(johncenaUnlockedMsg, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 1000,
onFinish: function onFinish() {
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(johncenaUnlockedMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (johncenaUnlockedMsg.parent) {
johncenaUnlockedMsg.parent.removeChild(johncenaUnlockedMsg);
}
}
});
}, 500);
}
});
}
}
}
// Check if Rickroll should be unlocked (when all other characters are unlocked)
if (!storage.rickrollUnlocked) {
// Check if all other characters are unlocked, excluding Joe Nugget
var allCharactersUnlocked = storage.steveUnlocked && storage.piglinUnlocked && storage.villagerUnlocked && storage.spiderUnlocked && storage.skeletonUnlocked && storage.grimaceUnlocked && storage.mjUnlocked && storage.johnCenaUnlocked && storage.shootingStarsUnlocked && storage.deezNutsUnlocked;
storage.allCharactersUnlocked = allCharactersUnlocked;
if (allCharactersUnlocked) {
storage.rickrollUnlocked = true;
// Play rickroll sound when rickroll character is unlocked
LK.getSound('Rickroll').play();
// Create unlocked notification using Rickroll unlocked asset
var rickrollUnlockedMsg = LK.getAsset('Rickrollunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(rickrollUnlockedMsg);
// If character select page exists, remove padlock from Rickroll character
if (characterSelectPage) {
for (var i = 0; i < characterSelectPage.characters.length; i++) {
var character = characterSelectPage.characters[i];
if (character.asset === "Rickroll" && characterSelectPage.characterButtons.children[i].lockedImg) {
characterSelectPage.characterButtons.children[i].lockedImg.parent.removeChild(characterSelectPage.characterButtons.children[i].lockedImg);
}
}
}
// Animate and remove the notification
tween(rickrollUnlockedMsg, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 1000,
onFinish: function onFinish() {
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(rickrollUnlockedMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (rickrollUnlockedMsg.parent) {
rickrollUnlockedMsg.parent.removeChild(rickrollUnlockedMsg);
}
}
});
}, 500);
}
});
}
}
}
// Add backdrop behind arena
var backdrop = game.addChild(LK.getAsset('Backdrop', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Create wrestling arena
var arenaAsset = selectedCharacter === "Shootingstars" ? 'Space' : 'arena';
if (arena && arena.parent) {
arena.parent.removeChild(arena);
}
var arenaAsset = selectedCharacter === "Joenugget" ? 'Jnugbackdrop' : selectedCharacter === "Shootingstars" ? 'Space' : 'arena';
var arena = game.addChild(LK.getAsset(arenaAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: selectedCharacter === "Shootingstars" ? 1 : 1,
scaleY: selectedCharacter === "Shootingstars" ? 1 : 1
}));
// Add slow rotation to hyperspace when in bonus mode
if (gameMode === "bonus") {
tween(arena, {
rotation: Math.PI * 2
}, {
duration: 60000,
// Complete one full rotation in 60 seconds
repeat: -1,
// Infinite repetition
onRepeat: function onRepeat() {
// Reset rotation to avoid potential issues after multiple rotations
arena.rotation = 0;
}
});
}
// 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 scoreTitleImg = LK.getAsset('Scoretitle', {
anchorX: 0.5,
anchorY: 0.5,
x: -10,
y: 40
});
LK.gui.top.addChild(scoreTitleImg);
var scoreText = new Text2("0", {
size: 70,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.x = -170; // Moved left by 50 pixels
scoreText.y = 70; // Moved down by 70 pixels
LK.gui.top.addChild(scoreText);
// Create launches title using Launchestitle asset
var launchesTitleImg = LK.getAsset('Launchestitle', {
anchorX: 0.5,
anchorY: 0.5,
x: 150,
y: 190 // Moved down by 170 pixels
});
LK.gui.topLeft.addChild(launchesTitleImg);
var launchesText = new Text2("0/" + maxLaunches, {
size: 50,
fill: 0xFFFFFF
});
launchesText.anchor.set(0, 0);
launchesText.x = 300; // Positioned after the title image
launchesText.y = 160; // Moved down by 140 pixels
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.x = 100; // Move text right 50 more pixels
instructionText.y = 180;
LK.gui.top.addChild(instructionText);
// Initialize game
function initGame() {
// Check if MJ should be unlocked when played 20 times
if (!storage.mjUnlocked && storage.gamePlays >= 20) {
storage.mjUnlocked = true;
// Play MJ sound when MJ is unlocked
LK.getSound('MJ').play();
// Show MJ unlocked asset when MJ is unlocked
var mjUnlockedMsg = LK.getAsset('MJunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(mjUnlockedMsg);
// Animate and remove the notification
tween(mjUnlockedMsg, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 1000,
onFinish: function onFinish() {
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(mjUnlockedMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (mjUnlockedMsg.parent) {
mjUnlockedMsg.parent.removeChild(mjUnlockedMsg);
}
}
});
}, 500);
}
});
}
// Check if John Cena should be unlocked when played 30 times
if (!storage.johnCenaUnlocked && storage.gamePlays >= 30) {
storage.johnCenaUnlocked = true;
// Play John Cena entrance sound when John Cena is unlocked
LK.getSound('Johncena').play();
// Create unlocked notification using John Cena unlocked asset
var cenaUnlockedMsg = LK.getAsset('Johncenaunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(cenaUnlockedMsg);
// Animate and remove the notification
tween(cenaUnlockedMsg, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 1000,
onFinish: function onFinish() {
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(cenaUnlockedMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (cenaUnlockedMsg.parent) {
cenaUnlockedMsg.parent.removeChild(cenaUnlockedMsg);
}
}
});
}, 500);
}
});
}
// Reset variables
score = 0;
launches = 0;
gameState = "title";
bonusApplied = false;
skeletonUnlocked = storage.skeletonUnlocked || false;
storage.deezNutsUnlocked = true;
grimaceUnlocked = storage.grimaceUnlocked || false;
// Remove bonus animation if it exists
if (bonusAnimation && bonusAnimation.parent) {
bonusAnimation.parent.removeChild(bonusAnimation);
bonusAnimation = null;
}
// Update UI elements but hide them initially
scoreText.setText(score);
scoreText.alpha = 0;
scoreTitleImg.alpha = 0; // Hide score title image initially
launchesText.setText(launches + "/" + maxLaunches);
launchesText.alpha = 0;
instructionText.setText("Draw a path to launch your character!");
instructionText.alpha = 0;
// Hide game elements initially
arena.alpha = 0;
backdrop.alpha = 0;
chickenJockey.alpha = 0;
launchesTitleImg.alpha = 0; // Make sure launchestitle is hidden initially
// Show title page
if (!titlePage) {
titlePage = new TitlePage();
game.addChild(titlePage);
} else {
titlePage.alpha = 1;
}
// Initialize high score page if it doesn't exist
if (!highScorePage) {
highScorePage = new HighScorePage();
// Keep it detached until needed
}
// Initialize game mode select page if it doesn't exist
if (!gameModeSelectPage) {
gameModeSelectPage = new GameModeSelect();
// Keep it detached until needed
}
// Initialize mini games page if it doesn't exist
if (!miniGamesPage) {
miniGamesPage = new MiniGamesPage();
// Keep it detached until needed
}
// Initialize character select page if it doesn't exist
if (!characterSelectPage) {
characterSelectPage = new CharacterSelect();
// Keep it detached until needed
}
// Add game start handler
game.onStartButtonPressed = function () {
// Track game plays in storage
storage.gamePlays = (storage.gamePlays || 0) + 1;
// Check if Steve should be unlocked (after 3 plays)
if (storage.gamePlays >= 3 && storage.steveUnlocked !== true) {
storage.steveUnlocked = true;
// Play Steve sound when Steve is unlocked
LK.getSound('Steve').play();
// Immediately remove padlock for Steve
if (characterSelectPage) {
for (var i = 0; i < characterSelectPage.characters.length; i++) {
var character = characterSelectPage.characters[i];
if (character.asset === "steveridingpig" && characterSelectPage.characterButtons.children[i].lockedImg) {
characterSelectPage.characterButtons.children[i].lockedImg.parent.removeChild(characterSelectPage.characterButtons.children[i].lockedImg);
}
}
}
// Create unlocked notification using steveunlocked asset instead of text
var unlockedMsg = LK.getAsset('Steveunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(unlockedMsg);
// Animate and remove the notification
tween(unlockedMsg, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 1000,
onFinish: function onFinish() {
tween(unlockedMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (unlockedMsg.parent) {
unlockedMsg.parent.removeChild(unlockedMsg);
}
}
});
}
});
}
// Hide title page
tween(titlePage, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
if (titlePage.parent) {
titlePage.parent.removeChild(titlePage);
}
// Show game mode selection page instead of character select
game.addChild(gameModeSelectPage);
gameModeSelectPage.alpha = 0;
tween(gameModeSelectPage, {
alpha: 1
}, {
duration: 500
});
// Set game state
gameState = "gameModeSelect";
}
});
};
// Add high scores button handler
game.onHighScoresButtonPressed = function () {
// Hide title page
tween(titlePage, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
if (titlePage.parent) {
titlePage.parent.removeChild(titlePage);
}
// Update high scores before showing
highScorePage.updateScores();
// Show high scores page
game.addChild(highScorePage);
highScorePage.alpha = 0;
tween(highScorePage, {
alpha: 1
}, {
duration: 500
});
// Set game state
gameState = "highScores";
}
});
};
// Add back button handler
game.onBackButtonPressed = function () {
// Hide high scores page
tween(highScorePage, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
if (highScorePage.parent) {
highScorePage.parent.removeChild(highScorePage);
}
// Show title page
game.addChild(titlePage);
titlePage.alpha = 0;
tween(titlePage, {
alpha: 1
}, {
duration: 500
});
// Set game state
gameState = "title";
}
});
};
// Add game mode selection handler
game.onGameModeSelected = function (mode, backgroundOnly) {
// Store selected game mode
gameMode = mode;
// Hide game mode select page
tween(gameModeSelectPage, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
if (gameModeSelectPage.parent) {
gameModeSelectPage.parent.removeChild(gameModeSelectPage);
}
// Check if minigames mode was selected
if (mode === "minigames") {
// Set game state to minigames
gameState = "minigames";
// Show mini games page
game.addChild(miniGamesPage);
miniGamesPage.alpha = 0;
tween(miniGamesPage, {
alpha: 1
}, {
duration: 500,
onFinish: function onFinish() {
// Store reference to targets and update handler for bullet-target collision
game.targets = miniGamesPage.targets;
game.onTargetHit = function (target) {
miniGamesPage.onTargetHit(target);
};
}
});
return;
}
// Set game state
gameState = "characterSelect";
// Update instruction text based on selected mode
if (mode === "bonus") {
// Change background for bonus mode
if (arena && arena.parent) {
arena.parent.removeChild(arena);
}
arena = game.addChild(LK.getAsset('Hyperspace', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 1,
scaleY: 1
}));
// Add slow rotation to hyperspace
tween(arena, {
rotation: Math.PI * 2
}, {
duration: 60000,
repeat: -1,
onRepeat: function onRepeat() {
arena.rotation = 0;
}
});
// Ensure arena is behind other elements
if (chickenJockey.parent) {
chickenJockey.parent.removeChild(chickenJockey);
}
game.addChild(chickenJockey);
}
// Only show character select page after bonus mode setup is complete
LK.setTimeout(function () {
game.addChild(characterSelectPage);
characterSelectPage.alpha = 0;
tween(characterSelectPage, {
alpha: 1
}, {
duration: 500
});
}, 100); // Short delay to ensure background is properly applied
}
});
};
// Add character selected handler
game.onCharacterSelected = function (characterAsset) {
// Store selected character
selectedCharacter = characterAsset;
// Replace arena with space asset when Shooting Stars character is selected or in bonus mode
if (arena && arena.parent) {
arena.parent.removeChild(arena);
}
var arenaAsset;
if (gameMode === "bonus") {
// Use Hyperspace in bonus mode regardless of character
arenaAsset = 'Hyperspace';
} else {
arenaAsset = selectedCharacter === "Joenugget" ? 'Jnugbackdrop' : selectedCharacter === "Shootingstars" || selectedCharacter === "Deeznuts" ? 'Space' : selectedCharacter === "Shrekwizowski" ? 'Swamp' : selectedCharacter === "Pomni" ? 'Digcircus' : selectedCharacter === "Michaeljackson" ? 'MJbackground' : 'arena';
}
arena = game.addChild(LK.getAsset(arenaAsset, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 1,
scaleY: 1
}));
// Start slow rotation if in bonus mode
if (gameMode === "bonus") {
tween(arena, {
rotation: Math.PI * 2
}, {
duration: 60000,
repeat: -1,
onRepeat: function onRepeat() {
arena.rotation = 0;
}
});
}
// Update chicken jockey with selected character and make sure it's in front
chickenJockey.updateCharacterAsset(selectedCharacter);
// Ensure chicken jockey is on top by removing and re-adding it
if (chickenJockey.parent) {
chickenJockey.parent.removeChild(chickenJockey);
}
game.addChild(chickenJockey);
// Only add character-specific backdrops in non-bonus mode
if (gameMode !== "bonus") {
if (selectedCharacter === "Deeznuts") {
var spaceLevel = LK.getAsset('Spacelevel', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(spaceLevel);
game.addChild(chickenJockey); // Ensure DeezNuts character is on top
}
// Add rickbackdrop when Rickroll character is selected
if (selectedCharacter === "Rickroll") {
var rickbackdrop = LK.getAsset('Rickbackdrop', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(rickbackdrop);
// Make sure it's behind the chicken jockey
if (chickenJockey.parent) {
chickenJockey.parent.removeChild(chickenJockey);
}
game.addChild(chickenJockey);
}
}
// Update popcorn asset for existing popcorns
var popcornAsset = selectedCharacter === "Grimacejockey" ? 'Shakes' : selectedCharacter === "Johncena" ? 'Belt' : selectedCharacter === "Shootingstars" ? 'Stars' : selectedCharacter === "Deeznuts" ? 'Nuts' : selectedCharacter === "Rickroll" ? 'Hearts' : selectedCharacter === "Shrekwizowski" ? 'Shrekcorn' : selectedCharacter === "Pomni" ? 'Circuspop' : 'popcorn';
for (var i = 0; i < popcorns.length; i++) {
popcorns[i].updateAsset(popcornAsset);
}
var superPopcornAsset = selectedCharacter === "Shootingstars" ? 'Whitestars' : selectedCharacter === "Deeznuts" ? 'Cashew' : selectedCharacter === "Rickroll" ? 'Purpleheart' : selectedCharacter === "Grimacejockey" ? 'Fries' : selectedCharacter === "Johncena" ? 'Wwe' : selectedCharacter === "Shrekwizowski" ? 'Popshrek' : selectedCharacter === "Pomni" ? 'Digpop' : 'Superpopcorn';
for (var i = 0; i < superPopcorns.length; i++) {
superPopcorns[i].updateAsset(superPopcornAsset);
}
// Play character-specific sounds
if (selectedCharacter === "piglinjockey") {
LK.getSound('Pignoise').play();
} else if (selectedCharacter === "steveridingpig") {
LK.getSound('Steve').play();
} else if (selectedCharacter === "vilagerjockey") {
LK.getSound('Villager').play();
} else if (selectedCharacter === "spiderjockey") {
LK.getSound('Spider').play();
} else if (selectedCharacter === "skeletonhorse") {
LK.getSound('Skeleton').play();
} else if (selectedCharacter === "Grimacejockey") {
LK.getSound('Grimace').play();
} else if (selectedCharacter === "Michaeljackson") {
LK.getSound('MJ').play();
// Thriller music will be played in startGamePlay() function
//Removed duplicate music initialization here
} else if (selectedCharacter === "Johncena") {
LK.getSound('Johncena').play();
// Play John Cena entrance music during gameplay when John Cena character is selected
LK.playMusic('Cenaentrance');
} else if (selectedCharacter === "Deeznuts") {
LK.getSound('Deeznuts').play();
LK.playMusic('Deeznutstrap');
} else if (selectedCharacter === "Shootingstars") {
LK.playMusic('Shootingstars');
} else if (selectedCharacter === "Joenugget") {
LK.getSound('Joenugget').play();
} else if (selectedCharacter === "Rickroll") {
LK.getSound('Rickroll').play();
} else if (selectedCharacter === "Shrekwizowski") {
LK.getSound('Shrek').play();
} else if (selectedCharacter === "Pomni") {
LK.getSound('Pomni').play();
} else {
// Play default game music for other characters
LK.playMusic('gameMusic');
}
// Add handler for character select reset
game.onCharacterSelectReset = function () {
// Remove current character select page
if (characterSelectPage && characterSelectPage.parent) {
characterSelectPage.parent.removeChild(characterSelectPage);
}
// Create new character select page with reset unlocks
characterSelectPage = new CharacterSelect();
game.addChild(characterSelectPage);
};
// Hide character select page
tween(characterSelectPage, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
if (characterSelectPage.parent) {
characterSelectPage.parent.removeChild(characterSelectPage);
}
// Show game elements
tween(arena, {
alpha: 1
}, {
duration: 300
});
tween(backdrop, {
alpha: 1
}, {
duration: 300
});
tween(chickenJockey, {
alpha: 1
}, {
duration: 300
});
scoreText.alpha = 1;
scoreTitleImg.alpha = 1; // Show score title when game starts
launchesText.alpha = 1;
instructionText.alpha = 1;
// Start the actual game
startGamePlay();
}
});
};
}
// New function to start the actual gameplay after title screen
function startGamePlay() {
// Set game state to ready
gameState = "ready";
// Reset chicken jockey
resetChickenJockey();
// Update instruction text to show current pattern number
var currentNumber = launches % 9 + 1;
// Update instructions based on game mode
if (gameMode === "bonus") {
instructionText.setText("Pull back and release to slingshot your character!");
// Replace path launcher with slingshot launcher in bonus mode
if (launcher && launcher.parent) {
launcher.parent.removeChild(launcher);
}
launcher = game.addChild(new SlingshotLauncher());
launcher.x = chickenJockey.x;
launcher.y = chickenJockey.y;
launcher.alpha = 0; // Make launcher invisible in bonus mode
} else {
instructionText.setText("**Hidden character** Tap 5 popcorn in title screen to unlock.");
}
// Clear existing popcorn and ropes
clearPopcornsAndRopes();
// Create ropes around the arena
createRopes();
// Create popcorn scattered around the arena - only in classic mode
if (gameMode !== "bonus") {
createPopcorn(15); // Regular amount in classic mode
}
// Add trajectory path to game if not in bonus mode
if (gameMode !== "bonus" && launcher.trajectoryPath) {
game.addChild(launcher.trajectoryPath);
}
// Play background music based on selected character
if (selectedCharacter === "Michaeljackson") {
LK.playMusic('Thriller');
} else if (selectedCharacter === "Johncena") {
LK.playMusic('Cenaentrance');
} else if (selectedCharacter === "Shootingstars") {
LK.playMusic('Shootingstars');
} else if (selectedCharacter === "Rickroll") {
LK.playMusic('Nevergonna');
} else if (selectedCharacter === "Grimacejockey") {
LK.playMusic('Grimaceshake');
} else if (selectedCharacter === "Joenugget") {
LK.playMusic('gegagedi');
} else if (selectedCharacter === "Shrekwizowski") {
LK.playMusic('Raveswamp');
} else if (selectedCharacter === "Pomni") {
LK.playMusic('Digcircus');
} else if (selectedCharacter !== "Deeznuts") {
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
}));
// Initially hide the launchesTitleImg
launchesTitleImg.alpha = 0;
// Play gamestart sound when Steve appears
LK.getSound('Gamestart').play();
// Remove Steve after 2 seconds and show launchestitle
LK.setTimeout(function () {
if (steve && steve.parent) {
steve.parent.removeChild(steve);
}
// Show launchestitle after gamestart sound is played
tween(launchesTitleImg, {
alpha: 1
}, {
duration: 300
});
}, 2000);
}
function resetChickenJockey() {
chickenJockey.reset();
// Make sure the right character is displayed
chickenJockey.updateCharacterAsset(selectedCharacter);
// Position character in the center of the arena
chickenJockey.x = arena.x - (selectedCharacter === "Michaeljackson" ? 150 : 0) + (selectedCharacter === "Michaeljackson" ? 300 : 0);
chickenJockey.y = selectedCharacter === "Michaeljackson" ? arena.y - 670 : arena.y - 400;
// 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 character is reset
instructionText.setText("Draw a path to launch your character!");
}
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() {
// Skip rope creation in bonus mode
if (gameMode === "bonus") {
return;
}
// Position ropes at edge of screen if using MJBackground
var isMJBackground = selectedCharacter === "Michaeljackson";
var edgeOffset = isMJBackground ? 0 : 100;
// Create top rope
var topRope = new Rope();
topRope.x = arena.x;
topRope.y = bounds.top + edgeOffset;
game.addChild(topRope);
ropes.push(topRope);
// Create right rope
var rightRope = new Rope();
rightRope.x = bounds.right - edgeOffset;
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 - edgeOffset;
game.addChild(bottomRope);
ropes.push(bottomRope);
// Create left rope
var leftRope = new Rope();
leftRope.x = bounds.left + edgeOffset;
leftRope.y = arena.y;
leftRope.rotation = Math.PI / 2; // Rotate 90 degrees
game.addChild(leftRope);
ropes.push(leftRope);
// If MJ background, animate ropes to make them more visible
if (isMJBackground) {
for (var i = 0; i < ropes.length; i++) {
// Flash the ropes slightly to make them more visible against MJ background
tween(ropes[i], {
alpha: 0.7
}, {
duration: 300,
onFinish: function onFinish() {
tween(this, {
alpha: 1
}, {
duration: 300
});
}
});
}
}
}
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
// Determine the correct popcorn asset based on the selected character
var popcornAsset = selectedCharacter === "Joenugget" ? 'Drumstick' : 'popcorn'; // Default asset
if (selectedCharacter === "Grimacejockey") {
popcornAsset = 'Shakes';
} else if (selectedCharacter === "Johncena") {
popcornAsset = 'Belt'; // Ensure Belt is used for John Cena
} else if (selectedCharacter === "Shootingstars") {
popcornAsset = 'Stars';
} else if (selectedCharacter === "Deeznuts") {
popcornAsset = 'Nuts';
} else if (selectedCharacter === "Rickroll") {
popcornAsset = 'Hearts';
}
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();
// Update asset based on selected character
popcorn.updateAsset(popcornAsset);
// 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();
// Update asset based on selected character
var superPopcornAsset = selectedCharacter === "Joenugget" ? 'Popchicken' : selectedCharacter === "Shootingstars" ? 'Whitestars' : selectedCharacter === "Deeznuts" ? 'Cashew' : selectedCharacter === "Rickroll" ? 'Purpleheart' : selectedCharacter === "Grimacejockey" ? 'Fries' : selectedCharacter === "Johncena" ? 'Wwe' : selectedCharacter === "Shrekwizowski" ? 'Shrekcorn' : 'Superpopcorn';
superPopcorn.updateAsset(superPopcornAsset);
// 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 all popcorn is collected to apply X5 bonus
// Make sure we check for empty popcorns array at the exact moment the chicken stops
if (popcorns.length === 0 && superPopcorns.length === 0 && !bonusApplied) {
// Apply X5 bonus
bonusApplied = true;
score *= 5;
scoreText.setText(score);
LK.setScore(score);
// Create and show X5 bonus animation in the center of the screen
if (bonusAnimation && bonusAnimation.parent) {
bonusAnimation.parent.removeChild(bonusAnimation);
}
// Play character-specific sounds for X5 bonus
if (selectedCharacter === "Shootingstars") {
// No sound for Shooting Stars
} else if (selectedCharacter === "piglinjockey") {
LK.getSound('Pignoise').play();
} else if (selectedCharacter === "steveridingpig") {
LK.getSound('Steve').play();
} else if (selectedCharacter === "vilagerjockey") {
LK.getSound('Villager').play();
} else if (selectedCharacter === "spiderjockey") {
LK.getSound('Spider').play();
} else if (selectedCharacter === "skeletonhorse") {
LK.getSound('Skeleton').play();
} else if (selectedCharacter === "Grimacejockey") {
LK.getSound('Grimace').play();
} else if (selectedCharacter === "Michaeljackson") {
LK.getSound('MJ').play();
} else if (selectedCharacter === "Deeznuts") {
LK.getSound('Deeznuts').play();
} else if (selectedCharacter === "Rickroll") {
LK.getSound('Rickroll').play();
} else if (selectedCharacter === "Joenugget") {
LK.getSound('Joenugget').play();
} else if (selectedCharacter === "Johncena") {
LK.getSound('Johncena').play();
} else if (selectedCharacter === "Shrekwizowski") {
LK.getSound('Shrek').play();
} else if (selectedCharacter === "Pomni") {
LK.getSound('Pomni').play();
} else {
LK.getSound('Bogerk').play();
}
// Create X5 animation
bonusAnimation = LK.getAsset('X5', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 1.5,
scaleY: 1.5,
alpha: 1
});
game.addChild(bonusAnimation);
// Animate the X5 bonus
tween(bonusAnimation, {
scaleX: 2.5,
scaleY: 2.5
}, {
duration: 700,
easing: tween.bounceOut,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(bonusAnimation, {
alpha: 0,
scaleX: 3.0,
scaleY: 3.0
}, {
duration: 1000,
easing: tween.easeOut
});
}, 500);
}
});
// Play collect sound for bonus emphasis
LK.getSound('collect').play();
} else if (popcorns.length === 0 && superPopcorns.length === 0) {
// Reset bonus status for next round if all popcorn is collected but bonus was already applied
bonusApplied = false;
}
// Check if score has reached 1000000 to unlock villager character
if (score >= 1000000 && !storage.villagerUnlocked) {
storage.villagerUnlocked = true;
// Play Villager sound when Villager is unlocked
LK.getSound('Villager').play();
// Create unlocked notification using villagerunlocked asset instead of text
var villagerUnlockedMsg = LK.getAsset('Villagerunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(villagerUnlockedMsg);
// Animate and remove the notification
tween(villagerUnlockedMsg, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 1000,
onFinish: function onFinish() {
// Play Chicken sound to acknowledge unlock
LK.getSound('Chickencluck').play();
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(villagerUnlockedMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (villagerUnlockedMsg.parent) {
villagerUnlockedMsg.parent.removeChild(villagerUnlockedMsg);
}
}
});
}, 500);
}
});
}
// Check if score has reached 10,000,000 to unlock spider character
if (score >= 10000000 && !storage.spiderUnlocked) {
storage.spiderUnlocked = true;
// Play Spider sound to acknowledge unlock
LK.getSound('Spider').play();
// Create unlocked notification using spiderjockeyunlocked asset instead of text
var spiderUnlockedMsg = LK.getAsset('Spiderjockeyunlocked', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(spiderUnlockedMsg);
// Animate and remove the notification
tween(spiderUnlockedMsg, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 1000,
onFinish: function onFinish() {
// Play Chicken sound to acknowledge unlock
LK.getSound('Chickencluck').play();
// Hold for a moment then fade out
LK.setTimeout(function () {
tween(spiderUnlockedMsg, {
alpha: 0
}, {
delay: 1000,
duration: 500,
onFinish: function onFinish() {
if (spiderUnlockedMsg.parent) {
spiderUnlockedMsg.parent.removeChild(spiderUnlockedMsg);
}
}
});
}, 500);
}
});
}
// 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";
// Save score to high scores
var highScores = storage.highScores || [];
highScores.push(score);
// Sort in descending order
highScores.sort(function (a, b) {
return b - a;
});
// Keep only top 10 scores
if (highScores.length > 10) {
highScores = highScores.slice(0, 10);
}
storage.highScores = highScores;
// Show game over after a short delay
LK.setTimeout(function () {
LK.showGameOver();
// Return to title screen after game over
LK.setTimeout(function () {
// Set game state back to title
gameState = "title";
// Hide game elements
arena.alpha = 0;
backdrop.alpha = 0;
chickenJockey.alpha = 0;
scoreText.alpha = 0;
launchesText.alpha = 0;
instructionText.alpha = 0;
// Show title page
if (!titlePage) {
titlePage = new TitlePage();
}
game.addChild(titlePage);
titlePage.alpha = 0;
tween(titlePage, {
alpha: 1
}, {
duration: 500
});
}, 500); // Short delay after game over is shown
}, 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 all popcorn for a X5 bonus!");
}
};
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 === "title" || gameState === "highScores" || gameState === "characterSelect" || gameState === "gameModeSelect" || gameState === "minigames") {
// Title page, high scores, game mode select, mini games and character select interactions are handled by their respective classes
return;
}
if (gameState === "ready") {
gameState = "aiming";
dragStartX = x;
dragStartY = y;
// Use appropriate aiming method based on game mode
if (gameMode === "bonus") {
// In bonus mode, aim from character position
launcher.startAim(chickenJockey.x, chickenJockey.y);
} else {
// In classic mode, use path drawing
launcher.startAim(x, y);
}
}
};
game.move = function (x, y, obj) {
if (gameState === "title" || gameState === "highScores" || gameState === "characterSelect" || gameState === "gameModeSelect" || gameState === "minigames") {
// Title page, high scores, game mode select, mini games and character select interactions are handled by their respective classes
return;
}
if (gameState === "aiming") {
// Use appropriate aiming method based on game mode
launcher.updateAim(x, y);
// In bonus mode, move the character to the slingshot pullback position
if (gameMode === "bonus" && launcher.aiming) {
chickenJockey.x = launcher.pullbackX;
chickenJockey.y = launcher.pullbackY;
}
}
};
game.up = function (x, y, obj) {
if (gameState === "title" || gameState === "highScores" || gameState === "characterSelect" || gameState === "gameModeSelect" || gameState === "minigames") {
// Title page, high scores, game mode select, mini games and character select interactions are handled by their respective classes
return;
}
if (gameState === "aiming") {
if (gameMode === "bonus") {
// Handle slingshot launch in bonus mode
var launchParams = launcher.endAim();
// Only launch if there's enough power
if (!launchParams || launchParams.power < 5) {
gameState = "ready";
instructionText.setText("Pull back more to launch your character!");
return;
}
// Launch the chicken jockey with direct parameters
chickenJockey.launch(launchParams.power, launchParams.angle);
// Update game state
gameState = "launched";
launches++;
launchesText.setText(launches + "/" + maxLaunches);
instructionText.setText("Watch your character fly through space!");
// Add 5 superpopcorn in bonus mode after each launch
createSuperPopcorn(5);
} else {
// Classic mode path-based launch
// 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 your character!");
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 + "/" + maxLaunches);
instructionText.setText("Watch the character follow your path!");
// Add 3 superpopcorn after each launch
createSuperPopcorn(3);
}
}
};
// Main game loop
game.update = function () {
// Update minigames
if (gameState === "minigames" && miniGamesPage && typeof miniGamesPage.update === "function") {
miniGamesPage.update();
}
// Update all game objects
else 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);
// Save score to LK
LK.setScore(score);
// Check if all popcorn has been collected
if (popcorns.length === 0 && superPopcorns.length === 0 && !bonusApplied) {
// Apply X5 bonus
bonusApplied = true;
score *= 5;
scoreText.setText(score);
LK.setScore(score);
// Create and show X5 bonus animation in the center of the screen
if (bonusAnimation && bonusAnimation.parent) {
bonusAnimation.parent.removeChild(bonusAnimation);
}
// Play different sounds based on selected character
if (selectedCharacter === "Shootingstars") {
// No sound for Shooting Stars
} else if (selectedCharacter === "piglinjockey") {
LK.getSound('Pignoise').play();
} else if (selectedCharacter === "steveridingpig") {
// Play Steve sound when Steve character is used and X5 bonus is achieved
LK.getSound('Steve').play();
} else if (selectedCharacter === "vilagerjockey") {
LK.getSound('Villager').play();
} else if (selectedCharacter === "spiderjockey") {
LK.getSound('Spider').play();
} else if (selectedCharacter === "skeletonhorse") {
// Play Skeleton sound when Skeleton character is used and X5 bonus is achieved
LK.getSound('Skeleton').play();
} else if (selectedCharacter === "Grimacejockey") {
// Play Grimace sound when Grimace character is used and X5 bonus is achieved
LK.getSound('Grimace').play();
} else if (selectedCharacter === "Michaeljackson") {
// Play MJ sound when MJ character is used and X5 bonus is achieved
LK.getSound('MJ').play();
} else if (selectedCharacter === "Deeznuts") {
// Play Deeznuts sound when DeezNuts character is used and X5 bonus is achieved
LK.getSound('Deeznuts').play();
} else if (selectedCharacter === "Rickroll") {
LK.getSound('Rickroll').play();
} else if (selectedCharacter === "Joenugget") {
// Play Joenugget sound when Joe Nugget character is used and X5 bonus is achieved
LK.getSound('Joenugget').play();
} else if (selectedCharacter === "Johncena") {
// Play John Cena sound when John Cena character is used and X5 bonus is achieved
LK.getSound('Johncena').play();
} else if (selectedCharacter === "Shrekwizowski") {
LK.getSound('Shrek').play();
} else if (selectedCharacter === "Pomni") {
LK.getSound('Pomni').play();
} else {
// Play Bogerk sound for other characters
LK.getSound('Bogerk').play();
}
// Create X5 animation with explicit alpha=1
bonusAnimation = LK.getAsset('X5', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
// Center of screen X
y: 2732 / 2,
// Center of screen Y
scaleX: 1.5,
// Larger initial scale
scaleY: 1.5,
alpha: 1 // Explicitly set alpha to make it visible
});
game.addChild(bonusAnimation); // Add to game for better visibility
// Animate the X5 bonus with more dramatic effect
tween(bonusAnimation, {
scaleX: 2.5,
scaleY: 2.5
}, {
duration: 700,
easing: tween.bounceOut,
onFinish: function onFinish() {
// Hold for a shorter moment then fade out
LK.setTimeout(function () {
tween(bonusAnimation, {
alpha: 0,
scaleX: 3.0,
scaleY: 3.0
}, {
duration: 1000,
easing: tween.easeOut
});
}, 500);
}
});
// Play collect sound for bonus emphasis
LK.getSound('collect').play();
}
}
}
// 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);
// 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
@@ -1590,8 +1590,16 @@
// Set game as active
self.gameActive = true;
self.score = 0;
self.scoreText.setText("Score: 0");
+ // Add Joe Nugget to the scene
+ var joeTarget = new Target();
+ joeTarget.character = 'Joenugget';
+ joeTarget.updateCharacterAsset();
+ self.targetContainer.addChild(joeTarget);
+ self.targets.push(joeTarget);
+ // Play Joe Nugget sound when he appears
+ LK.getSound('Joenugget').play();
};
// Handle target hit
self.onTargetHit = function (target) {
// Increase score
@@ -2978,18 +2986,9 @@
/****
* Game Code
****/
-// Add Joe nugget character to minigame scene
-LK.setTimeout(function () {
- if (miniGamesPage && miniGamesPage.targetContainer) {
- var joeNugget = new Target();
- joeNugget.character = 'Joenugget';
- joeNugget.updateCharacterAsset();
- miniGamesPage.targetContainer.addChild(joeNugget);
- miniGamesPage.targets.push(joeNugget);
- }
-}, 1000);
+// Game state
var gameState = "title"; // title, gameModeSelect, characterSelect, ready, aiming, launched, gameOver, highScores, minigames
var gameMode = "classic"; // classic or bonus
var score = 0;
var launches = 0;
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