User prompt
Reduce villager size on character select screen to fit inside box
User prompt
Change the colour of the circular button background on the title page to green ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Change the yellow button background to green ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
If steveridingpig character is selected play gamestart sound when selected
User prompt
Play pignoise sound when piglinjockey character is playing and the X5 bonus is reached
User prompt
If piglinjockey character is selected play pignoise sound when selected
User prompt
When character is selected replace chicken with selected character
User prompt
When you click start on title page it enters a character select scene
User prompt
return to title screen straight after game over
User prompt
create a high score tally page and link it to title page ↪💡 Consider importing and using the following plugins: @upit/storage.v1 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
create title page that appears before the game with start button
User prompt
change the light blue background to black
User prompt
add backdrop behind arena
User prompt
Reinstate the lk. High score tally system
User prompt
Reinstate this system
User prompt
Show high scores in white text on the high score tally screen
User prompt
Please fix the bug: 'TypeError: storage.set is not a function' in or related to this line: 'storage.set('highScores', highScores);' Line Number: 1007 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Show high score list in front of background
User prompt
Change high score tally to white
User prompt
Change high score text colour to white
User prompt
Please fix the bug: 'TypeError: storage.set is not a function' in or related to this line: 'storage.set('highScores', highScores);' Line Number: 1007
User prompt
Please fix the bug: 'TypeError: storage.save is not a function' in or related to this line: 'storage.save();' Line Number: 1007 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'TypeError: storage.save is not a function' in or related to this line: 'storage.save();' Line Number: 1007
User prompt
Make sure high score list actually shows high scores and not blank spaces
User prompt
Make a high score list with top 10 high scores show list when game ends ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScores: []
});
/****
* Classes
****/
var CharacterSelect = Container.expand(function () {
var self = Container.call(this);
// Add backdrop
var backdrop = self.attachAsset('Backdrop', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366,
alpha: 0.8
});
// Add title
var titleText = new Text2("SELECT CHARACTER", {
size: 100,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.x = 1024;
titleText.y = 400;
self.addChild(titleText);
// 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"
}];
self.selectedCharacter = "chicken";
self.characterButtons = new Container();
self.characterButtons.x = 1024;
self.characterButtons.y = 800;
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;
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" ? 0.2 : 0.4,
scaleY: character.asset === "vilagerjockey" ? 0.2 : 0.4
});
// Add character name below
var nameText = new Text2(character.name, {
size: 40,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 0);
nameText.y = btnHeight / 2 + 10;
button.addChild(nameText);
// 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;
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;
// Notify game of selection
if (typeof game.onCharacterSelected === 'function') {
game.onCharacterSelected(btnRef.characterData.asset);
}
}
});
}
});
};
self.characterButtons.addChild(button);
}
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;
// 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 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
var titleText = new Text2("HIGH SCORES", {
size: 100,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.x = 1024;
titleText.y = 600;
self.addChild(titleText);
// 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 background
var buttonBackground = self.backButton.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 2,
alpha: 0.8
});
// Back text
var backText = new Text2("BACK", {
size: 80,
fill: 0xFFFFFF
});
backText.anchor.set(0.5, 0.5);
self.backButton.addChild(backText);
// Add back button to high score page
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) {
// 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();
}
}
});
}
});
};
// 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);
// 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);
}
};
return self;
});
var Launcher = Container.expand(function () {
var self = Container.call(this);
// Create and attach launcher asset with alpha 0 to make it invisible
var launcherGraphics = self.attachAsset('launcher', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Create aim line (initially invisible)
var aimLine = self.attachAsset('aimLine', {
anchorX: 0,
anchorY: 0.5,
alpha: 0
});
// Launcher properties
self.angle = -45; // Starting angle in degrees
self.power = 20; // Increased starting power
self.maxPower = 40; // Increased maximum power
self.aiming = false;
self.drawingPath = false;
self.points = [];
self.startX = 0;
self.startY = 0;
self.currentX = 0;
self.currentY = 0;
self.lastPointTime = 0;
self.pathStep = 0;
// Create trajectory path visualization
self.trajectoryPath = new TrajectoryPath();
// Start aim by drawing a path
self.startAim = function (x, y) {
self.aiming = true;
self.drawingPath = true;
self.startX = x;
self.startY = y;
self.currentX = x;
self.currentY = y;
self.points = [{
x: x,
y: y
}];
self.lastPointTime = LK.ticks;
// Show the trajectory path
if (self.trajectoryPath.parent) {
self.trajectoryPath.show();
}
};
// Store for drawing path
self.pathGraphics = new Container();
self.addChild(self.pathGraphics);
self.updateAim = function (x, y) {
if (!self.aiming) {
return;
}
if (self.drawingPath) {
// Update current position
self.currentX = x;
self.currentY = y;
// Add a point every few frames to avoid too many points
if (LK.ticks - self.lastPointTime > 2) {
self.points.push({
x: x,
y: y
});
// Visualize the path point
var pathPoint = LK.getAsset('aimLine', {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y,
scaleX: 0.3,
scaleY: 0.3,
alpha: 0.7
});
self.pathGraphics.addChild(pathPoint);
self.lastPointTime = LK.ticks;
// Update trajectory path to show the actual path
if (self.trajectoryPath.parent && self.points.length > 1) {
self.trajectoryPath.updatePathFromPoints(self.points);
}
}
// Calculate direction vector from start to current position
var dx = x - self.startX;
var dy = y - self.startY;
// Calculate angle in degrees (0 is right, 90 is up)
self.angle = Math.atan2(dy, dx) * 180 / Math.PI;
// Calculate power based on path length
var distance = Math.sqrt(dx * dx + dy * dy);
self.power = Math.min(distance / 10, self.maxPower);
// Update launcher rotation
self.rotation = self.angle * Math.PI / 180;
}
};
self.endAim = function () {
self.aiming = false;
self.drawingPath = false;
// Hide trajectory path
if (self.trajectoryPath.parent) {
self.trajectoryPath.hide();
}
// Keep a copy of the path points
var pathPoints = self.points.slice();
// Clear the path visualization after a delay
LK.setTimeout(function () {
// Remove all path point graphics
while (self.pathGraphics.children.length > 0) {
self.pathGraphics.removeChild(self.pathGraphics.children[0]);
}
}, 500);
// Calculate final launch parameters
var finalAngle = self.angle + 180; // Reverse direction
// Return launch parameters
return {
angle: finalAngle,
power: self.power
};
};
return self;
});
var NumberPattern = Container.expand(function () {
var self = Container.call(this);
// Patterns for numbers 1-9, each represented as a 5x5 grid
// 1 = popcorn, 0 = empty space
self.patterns = {
1: [[0, 0, 1, 0, 0], [0, 1, 1, 0, 0], [0, 0, 1, 0, 0], [0, 0, 1, 0, 0], [0, 1, 1, 1, 0]],
2: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 0, 1, 1, 0], [0, 1, 0, 0, 0], [1, 1, 1, 1, 1]],
3: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 0, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0]],
4: [[0, 0, 1, 1, 0], [0, 1, 0, 1, 0], [1, 0, 0, 1, 0], [1, 1, 1, 1, 1], [0, 0, 0, 1, 0]],
5: [[1, 1, 1, 1, 1], [1, 0, 0, 0, 0], [1, 1, 1, 1, 0], [0, 0, 0, 0, 1], [1, 1, 1, 1, 0]],
6: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 0], [1, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0]],
7: [[1, 1, 1, 1, 1], [0, 0, 0, 0, 1], [0, 0, 0, 1, 0], [0, 0, 1, 0, 0], [0, 1, 0, 0, 0]],
8: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0]],
9: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 1], [0, 0, 0, 0, 1], [0, 1, 1, 1, 0]]
};
// Create popcorn in a number pattern
self.createPattern = function (number, centerX, centerY, spacing) {
if (number < 1 || number > 9 || !self.patterns[number]) {
return [];
}
var pattern = self.patterns[number];
var patternHeight = pattern.length;
var patternWidth = pattern[0].length;
var createdPopcorns = [];
// Calculate starting position to center the pattern
var startX = centerX - patternWidth * spacing / 2;
var startY = centerY - patternHeight * spacing / 2;
// Create popcorn for each position in the pattern
for (var row = 0; row < patternHeight; row++) {
for (var col = 0; col < patternWidth; col++) {
if (pattern[row][col] === 1) {
// Create multiple popcorn in each position to make pattern denser
var numPopcornPerSpot = 4; // Add 4 popcorn per pattern spot
var offset = spacing / 5; // Small offset to spread them out
for (var p = 0; p < numPopcornPerSpot; p++) {
var popcorn = new Popcorn();
// Add small random offset for each popcorn to create a cluster
var offsetX = p % 2 * offset - offset / 2;
var offsetY = Math.floor(p / 2) * offset - offset / 2;
popcorn.x = startX + col * spacing + offsetX;
popcorn.y = startY + row * spacing + offsetY;
createdPopcorns.push(popcorn);
}
}
}
}
return createdPopcorns;
};
return self;
});
var Popcorn = Container.expand(function () {
var self = Container.call(this);
// Create and attach popcorn asset
var popcornGraphics = self.attachAsset('popcorn', {
anchorX: 0.5,
anchorY: 0.5
});
// Add slight animation
self.animationOffset = Math.random() * Math.PI * 2;
self.animationSpeed = 0.03 + Math.random() * 0.02;
self.baseY = 0;
self.collect = function () {
// Play collect sound
LK.getSound('pop').play();
// Flash effect
LK.effects.flashObject(self, 0xFFFFFF, 200);
// Animate collection with spinning and scaling
tween(self, {
y: self.y - 100,
rotation: Math.PI * 4,
// Spin multiple times
scaleX: 1.5,
// Grow while spinning
scaleY: 1.5,
// Grow while spinning
alpha: 0
}, {
duration: 800,
// Longer duration for more visible animation
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove from parent
if (self.parent) {
self.parent.removeChild(self);
}
}
});
};
self.update = function () {
// Hover animation
if (self.baseY === 0) {
self.baseY = self.y;
self.targetX = self.x;
self.targetY = self.y;
self.moveTimer = 0;
self.moveDuration = 180 + Math.random() * 120; // 3-5 seconds at 60fps
}
// Smooth hovering
self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 5;
// Random movement
self.moveTimer++;
if (self.moveTimer >= self.moveDuration) {
// Set new random target within arena bounds (with padding)
var padding = 200;
var newX = bounds.left + padding + Math.random() * (arena.width - padding * 2);
var newY = bounds.top + padding + Math.random() * (arena.height - padding * 2);
// Check distance from ropes
var validPosition = true;
for (var j = 0; j < ropes.length; j++) {
var dx = newX - ropes[j].x;
var dy = newY - ropes[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
validPosition = false;
break;
}
}
if (validPosition) {
self.targetX = newX;
self.targetY = newY;
self.baseY = newY;
self.moveTimer = 0;
}
}
// Move toward target with easing
if (self.targetX !== self.x || self.targetY !== self.y) {
self.x += (self.targetX - self.x) * 0.01;
self.y += (self.targetY - self.y) * 0.01;
}
};
return self;
});
var Rope = Container.expand(function () {
var self = Container.call(this);
// Create and attach rope asset
var ropeGraphics = self.attachAsset('rope', {
anchorX: 0.5,
anchorY: 0.5
});
// Rope properties
self.tension = 0; // No tension for no bounce effect
self.bounce = function (chickenJockey) {
// No velocity change - completely removed bounce effect
// Set velocity to zero in the direction of the rope
if (self.rotation === 0 || self.rotation === Math.PI) {
// Horizontal rope (top or bottom)
chickenJockey.vy = 0;
} else {
// Vertical rope (left or right)
chickenJockey.vx = 0;
}
// Still increment bounce count for tracking
chickenJockey.bounceCount++;
// Play bounce sound
LK.getSound('bounce').play();
// Flash rope to indicate contact
LK.effects.flashObject(self, 0xFFFFFF, 200);
};
self.intersectsWithPoint = function (x, y) {
var halfWidth = ropeGraphics.width / 2;
var halfHeight = ropeGraphics.height / 2;
// Check if point is within the rope's bounding box
return x >= self.x - halfWidth && x <= self.x + halfWidth && y >= self.y - halfHeight && y <= self.y + halfHeight;
};
return self;
});
var Superpopcorn = Container.expand(function () {
var self = Container.call(this);
// Create and attach Superpopcorn asset
var superPopcornGraphics = self.attachAsset('Superpopcorn', {
anchorX: 0.5,
anchorY: 0.5
});
// Add slight animation
self.animationOffset = Math.random() * Math.PI * 2;
self.animationSpeed = 0.03 + Math.random() * 0.02;
self.baseY = 0;
self.collect = function () {
// Play collect sound
LK.getSound('pop').play();
LK.getSound('collect').play();
// Flash effect
LK.effects.flashObject(self, 0xFFFFFF, 200);
// Animate collection with spinning and scaling
tween(self, {
y: self.y - 150,
// Fly higher for superpopcorn
rotation: Math.PI * 6,
// Spin more times for superpopcorn
scaleX: 2.0,
// Grow larger while spinning
scaleY: 2.0,
// Grow larger while spinning
alpha: 0
}, {
duration: 1000,
// Longer duration for more visible animation
easing: tween.easeOut,
onFinish: function onFinish() {
// Remove from parent
if (self.parent) {
self.parent.removeChild(self);
}
}
});
};
self.update = function () {
// Hover animation
if (self.baseY === 0) {
self.baseY = self.y;
self.targetX = self.x;
self.targetY = self.y;
self.moveTimer = 0;
self.moveDuration = 120 + Math.random() * 60; // 2-3 seconds at 60fps (faster than regular popcorn)
}
// Smooth hovering with larger amplitude for superpopcorn
self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 8;
// Random movement
self.moveTimer++;
if (self.moveTimer >= self.moveDuration) {
// Set new random target within arena bounds (with padding)
var padding = 200;
var newX = bounds.left + padding + Math.random() * (arena.width - padding * 2);
var newY = bounds.top + padding + Math.random() * (arena.height - padding * 2);
// Check distance from ropes
var validPosition = true;
for (var j = 0; j < ropes.length; j++) {
var dx = newX - ropes[j].x;
var dy = newY - ropes[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 200) {
validPosition = false;
break;
}
}
if (validPosition) {
self.targetX = newX;
self.targetY = newY;
self.baseY = newY;
self.moveTimer = 0;
}
}
// Move toward target with easing (slightly faster than regular popcorn)
if (self.targetX !== self.x || self.targetY !== self.y) {
self.x += (self.targetX - self.x) * 0.015;
self.y += (self.targetY - self.y) * 0.015;
}
};
return self;
});
var 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
});
// Create start button
self.startButton = new Container();
self.startButton.x = 1024;
self.startButton.y = 1700;
// Button background
var buttonBackground = self.startButton.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 2,
alpha: 0.8,
tint: 0x00FF00 // Green color
});
// Start text
var startText = new Text2("START", {
size: 80,
fill: 0xFFFFFF
});
startText.anchor.set(0.5, 0.5);
self.startButton.addChild(startText);
// Create high scores button (positioned below start button)
self.highScoresButton = new Container();
self.highScoresButton.x = 1024;
self.highScoresButton.y = 1900;
// Button background
var hsButtonBackground = self.highScoresButton.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 5,
scaleY: 2,
alpha: 0.8
});
// High Scores text
var hsText = new Text2("HIGH SCORES", {
size: 70,
fill: 0xFFFFFF
});
hsText.anchor.set(0.5, 0.5);
self.highScoresButton.addChild(hsText);
// 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) {
// 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) {
// 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, characterSelect, ready, aiming, launched, gameOver, highScores
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 characterSelectPage = null;
var selectedCharacter = "chicken"; // Default character
// 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 arena = game.addChild(LK.getAsset('arena', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Create chicken jockey
var chickenJockey = game.addChild(new ChickenJockey());
var launcher = game.addChild(new Launcher());
// Game boundaries
var bounds = {
left: arena.x - arena.width / 2,
right: arena.x + arena.width / 2,
top: arena.y - arena.height / 2,
bottom: arena.y + arena.height / 2
};
// Create GUI elements
var scoreText = new Text2("Score: 0", {
size: 70,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
var launchesText = new Text2("Launches: 0/" + maxLaunches, {
size: 50,
fill: 0xFFFFFF
});
launchesText.anchor.set(0, 0);
launchesText.x = 120; // Avoid top-left corner
launchesText.y = 140; // Moved down by 120 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.y = 100;
LK.gui.top.addChild(instructionText);
// Initialize game
function initGame() {
// Reset variables
score = 0;
launches = 0;
gameState = "title";
bonusApplied = 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: " + score);
scoreText.alpha = 0;
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
launchesText.alpha = 0;
instructionText.setText("Draw a path to launch the chicken!");
instructionText.alpha = 0;
// Hide game elements initially
arena.alpha = 0;
backdrop.alpha = 0;
chickenJockey.alpha = 0;
// 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 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 () {
// Hide title page
tween(titlePage, {
alpha: 0
}, {
duration: 500,
onFinish: function onFinish() {
if (titlePage.parent) {
titlePage.parent.removeChild(titlePage);
}
// Show character select page
game.addChild(characterSelectPage);
characterSelectPage.alpha = 0;
tween(characterSelectPage, {
alpha: 1
}, {
duration: 500
});
// Set game state
gameState = "characterSelect";
}
});
};
// 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 character selected handler
game.onCharacterSelected = function (characterAsset) {
// Store selected character
selectedCharacter = characterAsset;
// Update chicken jockey with selected character
chickenJockey.updateCharacterAsset(selectedCharacter);
// Play Pignoise sound if Piglin is selected
if (selectedCharacter === "piglinjockey") {
LK.getSound('Pignoise').play();
}
// 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;
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;
instructionText.setText("Collect number " + currentNumber + " pattern!");
// Clear existing popcorn and ropes
clearPopcornsAndRopes();
// Create ropes around the arena
createRopes();
// Create popcorn scattered around the arena
createPopcorn(15);
// Add trajectory path to game
game.addChild(launcher.trajectoryPath);
// Play background music
LK.playMusic('gameMusic');
// Add Steve to the top left corner of the arena
var steve = game.addChild(LK.getAsset('Steve', {
anchorX: 0.5,
anchorY: 0.5,
x: bounds.left + 625,
y: bounds.top + 325
}));
// Play gamestart sound when Steve appears
LK.getSound('Gamestart').play();
// Remove Steve after 2 seconds
LK.setTimeout(function () {
if (steve && steve.parent) {
steve.parent.removeChild(steve);
}
}, 2000);
}
function resetChickenJockey() {
chickenJockey.reset();
// Make sure the right character is displayed
chickenJockey.updateCharacterAsset(selectedCharacter);
// Position character in the center of the arena
chickenJockey.x = arena.x;
chickenJockey.y = arena.y;
// Position launcher at the same position
launcher.x = chickenJockey.x;
launcher.y = chickenJockey.y;
launcher.rotation = -Math.PI / 4; // 45 degrees upward
// Reset instruction text when 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() {
// Create top rope
var topRope = new Rope();
topRope.x = arena.x;
topRope.y = bounds.top + 100;
game.addChild(topRope);
ropes.push(topRope);
// Create right rope
var rightRope = new Rope();
rightRope.x = bounds.right - 100;
rightRope.y = arena.y;
rightRope.rotation = Math.PI / 2; // Rotate 90 degrees
game.addChild(rightRope);
ropes.push(rightRope);
// Create bottom rope
var bottomRope = new Rope();
bottomRope.x = arena.x;
bottomRope.y = bounds.bottom - 100;
game.addChild(bottomRope);
ropes.push(bottomRope);
// Create left rope
var leftRope = new Rope();
leftRope.x = bounds.left + 100;
leftRope.y = arena.y;
leftRope.rotation = Math.PI / 2; // Rotate 90 degrees
game.addChild(leftRope);
ropes.push(leftRope);
}
function createPopcorn(count) {
// Create a number pattern generator
var patternGenerator = new NumberPattern();
// Calculate spacing based on the arena size
var spacing = 280; // Double the spacing to make the pattern larger
// Determine which number to display (1-9)
var currentNumber = launches % 9 + 1;
// Create popcorn in the number pattern
var newPopcorns = patternGenerator.createPattern(currentNumber, arena.x,
// Center X position
arena.y,
// Center Y position
spacing // Spacing between popcorn
);
// Add all created popcorn to the game
for (var i = 0; i < newPopcorns.length; i++) {
var popcorn = newPopcorns[i];
// Verify position is valid (not too close to ropes)
var validPosition = true;
for (var j = 0; j < ropes.length; j++) {
var dx = popcorn.x - ropes[j].x;
var dy = popcorn.y - ropes[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 100) {
validPosition = false;
break;
}
}
// Only add if position is valid
if (validPosition) {
game.addChild(popcorn);
popcorns.push(popcorn);
}
}
// If we need more popcorn to reach the count, add some randomly
if (popcorns.length < count) {
for (var i = popcorns.length; i < count; i++) {
var popcorn = new Popcorn();
// Random position within arena bounds
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
// Keep trying until we find a valid position
while (!validPosition && attempts < maxAttempts) {
// Generate random position within arena bounds
popcorn.x = bounds.left + 200 + Math.random() * (arena.width - 400);
popcorn.y = bounds.top + 200 + Math.random() * (arena.height - 400);
// Check distance from each rope
validPosition = true;
for (var j = 0; j < ropes.length; j++) {
var dx = popcorn.x - ropes[j].x;
var dy = popcorn.y - ropes[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If too close to a rope, try again
if (distance < 200) {
validPosition = false;
break;
}
}
attempts++;
}
// Add to game
game.addChild(popcorn);
popcorns.push(popcorn);
}
}
}
function createSuperPopcorn(count) {
for (var i = 0; i < count; i++) {
var superPopcorn = new Superpopcorn();
// Random position within arena bounds
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
// Keep trying until we find a valid position
while (!validPosition && attempts < maxAttempts) {
// Generate random position within arena bounds
superPopcorn.x = bounds.left + 200 + Math.random() * (arena.width - 400);
superPopcorn.y = bounds.top + 200 + Math.random() * (arena.height - 400);
// Check distance from each rope
validPosition = true;
for (var j = 0; j < ropes.length; j++) {
var dx = superPopcorn.x - ropes[j].x;
var dy = superPopcorn.y - ropes[j].y;
var distance = Math.sqrt(dx * dx + dy * dy);
// If too close to a rope, try again
if (distance < 200) {
validPosition = false;
break;
}
}
attempts++;
}
// Add to game
game.addChild(superPopcorn);
superPopcorns.push(superPopcorn);
}
}
// Game events
game.onChickenJockeyStop = function () {
gameState = "ready";
// Reset bonus status for next round if all popcorn is collected
if (popcorns.length === 0 && superPopcorns.length === 0) {
bonusApplied = false;
}
// 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 number " + currentNumber + " pattern!");
}
};
game.onMaxBouncesReached = function () {
// Same as onChickenJockeyStop for now
game.onChickenJockeyStop();
};
// Input handling
var dragStartX = 0;
var dragStartY = 0;
game.down = function (x, y, obj) {
if (gameState === "title" || gameState === "highScores" || gameState === "characterSelect") {
// Title page, high scores and character select interactions are handled by their respective classes
return;
}
if (gameState === "ready") {
gameState = "aiming";
dragStartX = x;
dragStartY = y;
launcher.startAim(x, y);
}
};
game.move = function (x, y, obj) {
if (gameState === "title" || gameState === "highScores" || gameState === "characterSelect") {
// Title page, high scores and character select interactions are handled by their respective classes
return;
}
if (gameState === "aiming") {
launcher.updateAim(x, y);
}
};
game.up = function (x, y, obj) {
if (gameState === "title" || gameState === "highScores" || gameState === "characterSelect") {
// Title page, high scores and character select interactions are handled by their respective classes
return;
}
if (gameState === "aiming") {
// Make sure we have enough points to create a valid path
if (launcher.points.length < 2) {
// Not enough points, cancel launch
launcher.endAim();
gameState = "ready";
instructionText.setText("Draw a longer path to launch!");
return;
}
// Get launch parameters
var launchParams = launcher.endAim();
// Create a smoothed path if needed
var pathToDraw = launcher.points;
if (pathToDraw.length > 20) {
// Take fewer points if path is very long
var smoothedPath = [];
for (var i = 0; i < pathToDraw.length; i += Math.ceil(pathToDraw.length / 20)) {
smoothedPath.push(pathToDraw[i]);
}
// Make sure we include the last point
if (smoothedPath[smoothedPath.length - 1] !== pathToDraw[pathToDraw.length - 1]) {
smoothedPath.push(pathToDraw[pathToDraw.length - 1]);
}
pathToDraw = smoothedPath;
}
// Launch the chicken jockey with the drawn path
chickenJockey.launch(launchParams.power, launchParams.angle, pathToDraw);
// Update game state
gameState = "launched";
launches++;
launchesText.setText("Launches: " + launches + "/" + maxLaunches);
instructionText.setText("Watch the chicken follow your path!");
// Add 3 superpopcorn after each launch
createSuperPopcorn(3);
}
};
// Main game loop
game.update = function () {
// Update all game objects
if (gameState === "launched") {
chickenJockey.update();
// Check for collisions with arena boundaries
if (chickenJockey.x < bounds.left) {
chickenJockey.x = bounds.left;
chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay;
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
} else if (chickenJockey.x > bounds.right) {
chickenJockey.x = bounds.right;
chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay;
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
}
if (chickenJockey.y < bounds.top) {
chickenJockey.y = bounds.top;
chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay;
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
} else if (chickenJockey.y > bounds.bottom) {
chickenJockey.y = bounds.bottom;
chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay;
chickenJockey.bounceCount++;
LK.getSound('bounce').play();
}
// Check for collisions with ropes
for (var i = 0; i < ropes.length; i++) {
if (chickenJockey.intersects(ropes[i])) {
ropes[i].bounce(chickenJockey);
}
}
// Check for collisions with popcorn
for (var i = popcorns.length - 1; i >= 0; i--) {
if (chickenJockey.intersects(popcorns[i])) {
// Collect popcorn
popcorns[i].collect();
// Remove from array
popcorns.splice(i, 1);
// Increase score
score += 10;
scoreText.setText("Score: " + score);
// Save score to LK
LK.setScore(score);
// Check if all popcorn has been collected
if (popcorns.length === 0 && superPopcorns.length === 0 && !bonusApplied) {
// Apply X5 bonus
bonusApplied = true;
score *= 5;
scoreText.setText("Score: " + 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 Pignoise sound if Piglin is selected and X5 bonus is applied
if (selectedCharacter === "piglinjockey") {
LK.getSound('Pignoise').play();
} else {
// Play Bogerk sound first
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 moment then fade out
LK.setTimeout(function () {
tween(bonusAnimation, {
alpha: 0,
scaleX: 3.0,
scaleY: 3.0
}, {
duration: 1500,
easing: tween.easeOut
});
}, 2000);
}
});
// 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: " + 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
@@ -79,10 +79,10 @@
// Add character image
var charImg = button.attachAsset(character.asset, {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 0.4,
- scaleY: 0.4
+ scaleX: character.asset === "vilagerjockey" ? 0.2 : 0.4,
+ scaleY: character.asset === "vilagerjockey" ? 0.2 : 0.4
});
// Add character name below
var nameText = new Text2(character.name, {
size: 40,
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