User prompt
Move X5 to middle of the screen
User prompt
Show X5 bonus asset when bonus is achieved
User prompt
Move launches text down 120
User prompt
If you successfully collect all popcorn and superpopcorn on the screen you get X5 bonus which multiplies your total score X5 and the X5 asset animation appears next to the score ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add more popcorn to numbers
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Make number pattern twice it's size by adding more popcorn
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Add collect sounds when popcorn is collected
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Make number pattern double the current size
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Make the numbers fill up the arena
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Remove high score background on title screen
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Create title screen with titlescreen asset as backdrop and add start button and high score button to titlescreen ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Remove high score tally from screen during gameplay
User prompt
Leave high score screen up and add a start button and reset scores button
User prompt
Add high score tally with top 10 scores at beginning and end of the game ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Decrease popcorn size to original size
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Make popcorn numbers bigger and centred in the arena
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Make popcorn numbers bigger and stay on screen longer
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Make popcorn appear in number patterns from 1 to 9
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If chicken moves in a figure 8 award player 1000000 points
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If chicken jockey moves in a figure 8 award player 1000000 points
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Award 1000000 points of the player draws an 8
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Remove the X5 bonus
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Reset the flag every time it has been awarded
User prompt
When arena has no popcorn left on screen award X5 bonus
User prompt
Make popcorn move randomly around arena
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var ChickenJockey = Container.expand(function () { var self = Container.call(this); // Create and attach chicken asset var chickenGraphics = self.attachAsset('chicken', { anchorX: 0.5, anchorY: 0.5 }); // Physics properties self.vx = 0; self.vy = 0; self.gravity = 0; // No gravity self.bounceDecay = 0.8; // Reduced energy loss per bounce self.friction = 0.99; // Reduced friction to maintain horizontal momentum self.launched = false; self.bounceCount = 0; self.maxBounces = 10; // Rotation properties self.rotationSpeed = 0; self.path = []; self.currentPathIndex = 0; self.pathSpeed = 15; // Speed at which chicken follows the path self.launch = function (power, angle, path) { // Store the path for later use self.path = path || []; self.currentPathIndex = 0; // Reset values self.vx = 0; self.vy = 0; self.rotationSpeed = power / 50; self.launched = true; self.bounceCount = 0; // Play launch sound LK.getSound('launch').play(); }; self.reset = function () { self.vx = 0; self.vy = 0; self.rotation = 0; self.rotationSpeed = 0; self.launched = false; self.bounceCount = 0; }; self.update = function () { if (!self.launched) { return; } // Follow path if we have one if (self.path.length > 0 && self.currentPathIndex < self.path.length) { // Get target point var targetPoint = self.path[self.currentPathIndex]; // Calculate direction to target var dx = targetPoint.x - self.x; var dy = targetPoint.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Move towards target point if (distance > self.pathSpeed) { self.vx = dx / distance * self.pathSpeed; self.vy = dy / distance * self.pathSpeed; } else { // Reached current target point, move to next self.currentPathIndex++; if (self.currentPathIndex >= self.path.length) { // End of path self.vx = 0; self.vy = 0; } } } else { // Apply friction when not following path self.vx *= self.friction; self.vy *= self.friction; } // Update position self.x += self.vx; self.y += self.vy; // Apply rotation based on movement direction if (Math.abs(self.vx) > 0.1 || Math.abs(self.vy) > 0.1) { var targetRotation = Math.atan2(self.vy, self.vx); // Gradually rotate towards movement direction var rotDiff = targetRotation - self.rotation; // Normalize angle while (rotDiff > Math.PI) { rotDiff -= Math.PI * 2; } while (rotDiff < -Math.PI) { rotDiff += Math.PI * 2; } // Apply rotation self.rotation += rotDiff * 0.1; } // Check if stopped if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5 && (self.bounceCount > 0 || self.currentPathIndex >= self.path.length)) { self.launched = false; // Notify game that chicken jockey has stopped if (typeof game.onChickenJockeyStop === 'function') { game.onChickenJockeyStop(); } } // Check if max bounces reached if (self.bounceCount >= self.maxBounces) { self.launched = false; // Notify game that max bounces reached if (typeof game.onMaxBouncesReached === 'function') { game.onMaxBouncesReached(); } } }; return self; }); var Launcher = Container.expand(function () { var self = Container.call(this); // Create and attach launcher asset with alpha 0 to make it invisible var launcherGraphics = self.attachAsset('launcher', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); // Create aim line (initially invisible) var aimLine = self.attachAsset('aimLine', { anchorX: 0, anchorY: 0.5, alpha: 0 }); // Launcher properties self.angle = -45; // Starting angle in degrees self.power = 20; // Increased starting power self.maxPower = 40; // Increased maximum power self.aiming = false; self.drawingPath = false; self.points = []; self.startX = 0; self.startY = 0; self.currentX = 0; self.currentY = 0; self.lastPointTime = 0; self.pathStep = 0; // Create trajectory path visualization self.trajectoryPath = new TrajectoryPath(); // Start aim by drawing a path self.startAim = function (x, y) { self.aiming = true; self.drawingPath = true; self.startX = x; self.startY = y; self.currentX = x; self.currentY = y; self.points = [{ x: x, y: y }]; self.lastPointTime = LK.ticks; // Show the trajectory path if (self.trajectoryPath.parent) { self.trajectoryPath.show(); } }; // Store for drawing path self.pathGraphics = new Container(); self.addChild(self.pathGraphics); self.updateAim = function (x, y) { if (!self.aiming) { return; } if (self.drawingPath) { // Update current position self.currentX = x; self.currentY = y; // Add a point every few frames to avoid too many points if (LK.ticks - self.lastPointTime > 2) { self.points.push({ x: x, y: y }); // Visualize the path point var pathPoint = LK.getAsset('aimLine', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: 0.3, scaleY: 0.3, alpha: 0.7 }); self.pathGraphics.addChild(pathPoint); self.lastPointTime = LK.ticks; // Update trajectory path to show the actual path if (self.trajectoryPath.parent && self.points.length > 1) { self.trajectoryPath.updatePathFromPoints(self.points); } } // Calculate direction vector from start to current position var dx = x - self.startX; var dy = y - self.startY; // Calculate angle in degrees (0 is right, 90 is up) self.angle = Math.atan2(dy, dx) * 180 / Math.PI; // Calculate power based on path length var distance = Math.sqrt(dx * dx + dy * dy); self.power = Math.min(distance / 10, self.maxPower); // Update launcher rotation self.rotation = self.angle * Math.PI / 180; } }; self.endAim = function () { self.aiming = false; self.drawingPath = false; // Hide trajectory path if (self.trajectoryPath.parent) { self.trajectoryPath.hide(); } // Keep a copy of the path points var pathPoints = self.points.slice(); // Clear the path visualization after a delay LK.setTimeout(function () { // Remove all path point graphics while (self.pathGraphics.children.length > 0) { self.pathGraphics.removeChild(self.pathGraphics.children[0]); } }, 500); // Calculate final launch parameters var finalAngle = self.angle + 180; // Reverse direction // Return launch parameters return { angle: finalAngle, power: self.power }; }; return self; }); var NumberPattern = Container.expand(function () { var self = Container.call(this); // Patterns for numbers 1-9, each represented as a 5x5 grid // 1 = popcorn, 0 = empty space self.patterns = { 1: [[0, 0, 1, 0, 0], [0, 1, 1, 0, 0], [0, 0, 1, 0, 0], [0, 0, 1, 0, 0], [0, 1, 1, 1, 0]], 2: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 0, 1, 1, 0], [0, 1, 0, 0, 0], [1, 1, 1, 1, 1]], 3: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 0, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0]], 4: [[0, 0, 1, 1, 0], [0, 1, 0, 1, 0], [1, 0, 0, 1, 0], [1, 1, 1, 1, 1], [0, 0, 0, 1, 0]], 5: [[1, 1, 1, 1, 1], [1, 0, 0, 0, 0], [1, 1, 1, 1, 0], [0, 0, 0, 0, 1], [1, 1, 1, 1, 0]], 6: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 0], [1, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0]], 7: [[1, 1, 1, 1, 1], [0, 0, 0, 0, 1], [0, 0, 0, 1, 0], [0, 0, 1, 0, 0], [0, 1, 0, 0, 0]], 8: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 0]], 9: [[0, 1, 1, 1, 0], [1, 0, 0, 0, 1], [0, 1, 1, 1, 1], [0, 0, 0, 0, 1], [0, 1, 1, 1, 0]] }; // Create popcorn in a number pattern self.createPattern = function (number, centerX, centerY, spacing) { if (number < 1 || number > 9 || !self.patterns[number]) { return []; } var pattern = self.patterns[number]; var patternHeight = pattern.length; var patternWidth = pattern[0].length; var createdPopcorns = []; // Calculate starting position to center the pattern var startX = centerX - patternWidth * spacing / 2; var startY = centerY - patternHeight * spacing / 2; // Create popcorn for each position in the pattern for (var row = 0; row < patternHeight; row++) { for (var col = 0; col < patternWidth; col++) { if (pattern[row][col] === 1) { // Create multiple popcorn in each position to make pattern denser var numPopcornPerSpot = 4; // Add 4 popcorn per pattern spot var offset = spacing / 5; // Small offset to spread them out for (var p = 0; p < numPopcornPerSpot; p++) { var popcorn = new Popcorn(); // Add small random offset for each popcorn to create a cluster var offsetX = p % 2 * offset - offset / 2; var offsetY = Math.floor(p / 2) * offset - offset / 2; popcorn.x = startX + col * spacing + offsetX; popcorn.y = startY + row * spacing + offsetY; createdPopcorns.push(popcorn); } } } } return createdPopcorns; }; return self; }); var Popcorn = Container.expand(function () { var self = Container.call(this); // Create and attach popcorn asset var popcornGraphics = self.attachAsset('popcorn', { anchorX: 0.5, anchorY: 0.5 }); // Add slight animation self.animationOffset = Math.random() * Math.PI * 2; self.animationSpeed = 0.03 + Math.random() * 0.02; self.baseY = 0; self.collect = function () { // Play collect sound LK.getSound('pop').play(); // Flash effect LK.effects.flashObject(self, 0xFFFFFF, 200); // Animate collection with spinning and scaling tween(self, { y: self.y - 100, rotation: Math.PI * 4, // Spin multiple times scaleX: 1.5, // Grow while spinning scaleY: 1.5, // Grow while spinning alpha: 0 }, { duration: 800, // Longer duration for more visible animation easing: tween.easeOut, onFinish: function onFinish() { // Remove from parent if (self.parent) { self.parent.removeChild(self); } } }); }; self.update = function () { // Hover animation if (self.baseY === 0) { self.baseY = self.y; self.targetX = self.x; self.targetY = self.y; self.moveTimer = 0; self.moveDuration = 180 + Math.random() * 120; // 3-5 seconds at 60fps } // Smooth hovering self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 5; // Random movement self.moveTimer++; if (self.moveTimer >= self.moveDuration) { // Set new random target within arena bounds (with padding) var padding = 200; var newX = bounds.left + padding + Math.random() * (arena.width - padding * 2); var newY = bounds.top + padding + Math.random() * (arena.height - padding * 2); // Check distance from ropes var validPosition = true; for (var j = 0; j < ropes.length; j++) { var dx = newX - ropes[j].x; var dy = newY - ropes[j].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 200) { validPosition = false; break; } } if (validPosition) { self.targetX = newX; self.targetY = newY; self.baseY = newY; self.moveTimer = 0; } } // Move toward target with easing if (self.targetX !== self.x || self.targetY !== self.y) { self.x += (self.targetX - self.x) * 0.01; self.y += (self.targetY - self.y) * 0.01; } }; return self; }); var Rope = Container.expand(function () { var self = Container.call(this); // Create and attach rope asset var ropeGraphics = self.attachAsset('rope', { anchorX: 0.5, anchorY: 0.5 }); // Rope properties self.tension = 0; // No tension for no bounce effect self.bounce = function (chickenJockey) { // No velocity change - completely removed bounce effect // Set velocity to zero in the direction of the rope if (self.rotation === 0 || self.rotation === Math.PI) { // Horizontal rope (top or bottom) chickenJockey.vy = 0; } else { // Vertical rope (left or right) chickenJockey.vx = 0; } // Still increment bounce count for tracking chickenJockey.bounceCount++; // Play bounce sound LK.getSound('bounce').play(); // Flash rope to indicate contact LK.effects.flashObject(self, 0xFFFFFF, 200); }; self.intersectsWithPoint = function (x, y) { var halfWidth = ropeGraphics.width / 2; var halfHeight = ropeGraphics.height / 2; // Check if point is within the rope's bounding box return x >= self.x - halfWidth && x <= self.x + halfWidth && y >= self.y - halfHeight && y <= self.y + halfHeight; }; return self; }); var Superpopcorn = Container.expand(function () { var self = Container.call(this); // Create and attach Superpopcorn asset var superPopcornGraphics = self.attachAsset('Superpopcorn', { anchorX: 0.5, anchorY: 0.5 }); // Add slight animation self.animationOffset = Math.random() * Math.PI * 2; self.animationSpeed = 0.03 + Math.random() * 0.02; self.baseY = 0; self.collect = function () { // Play collect sound LK.getSound('pop').play(); LK.getSound('collect').play(); // Flash effect LK.effects.flashObject(self, 0xFFFFFF, 200); // Animate collection with spinning and scaling tween(self, { y: self.y - 150, // Fly higher for superpopcorn rotation: Math.PI * 6, // Spin more times for superpopcorn scaleX: 2.0, // Grow larger while spinning scaleY: 2.0, // Grow larger while spinning alpha: 0 }, { duration: 1000, // Longer duration for more visible animation easing: tween.easeOut, onFinish: function onFinish() { // Remove from parent if (self.parent) { self.parent.removeChild(self); } } }); }; self.update = function () { // Hover animation if (self.baseY === 0) { self.baseY = self.y; self.targetX = self.x; self.targetY = self.y; self.moveTimer = 0; self.moveDuration = 120 + Math.random() * 60; // 2-3 seconds at 60fps (faster than regular popcorn) } // Smooth hovering with larger amplitude for superpopcorn self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 8; // Random movement self.moveTimer++; if (self.moveTimer >= self.moveDuration) { // Set new random target within arena bounds (with padding) var padding = 200; var newX = bounds.left + padding + Math.random() * (arena.width - padding * 2); var newY = bounds.top + padding + Math.random() * (arena.height - padding * 2); // Check distance from ropes var validPosition = true; for (var j = 0; j < ropes.length; j++) { var dx = newX - ropes[j].x; var dy = newY - ropes[j].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 200) { validPosition = false; break; } } if (validPosition) { self.targetX = newX; self.targetY = newY; self.baseY = newY; self.moveTimer = 0; } } // Move toward target with easing (slightly faster than regular popcorn) if (self.targetX !== self.x || self.targetY !== self.y) { self.x += (self.targetX - self.x) * 0.015; self.y += (self.targetY - self.y) * 0.015; } }; return self; }); var TrajectoryPath = Container.expand(function () { var self = Container.call(this); // Properties self.points = []; self.maxPoints = 40; // Increased number of trajectory points for better visualization self.visible = false; // Create path line graphics self.pathLine = new Container(); self.addChild(self.pathLine); // Create trajectory points self.createPoints = function () { // Clear existing points for (var i = 0; i < self.points.length; i++) { self.removeChild(self.points[i]); } self.points = []; // Create new points for (var i = 0; i < self.maxPoints; i++) { var point = new TrajectoryPoint(); point.alpha = 1 - i / self.maxPoints; self.addChild(point); self.points.push(point); } }; // Update trajectory path based on path points self.updatePathFromPoints = function (pathPoints) { if (!self.visible || !pathPoints || pathPoints.length < 2) { return; } // Clear existing path visualization while (self.pathLine.children.length > 0) { self.pathLine.removeChild(self.pathLine.children[0]); } // Draw path line segments for (var i = 0; i < pathPoints.length - 1; i++) { self.drawPathSegment(pathPoints[i], pathPoints[i + 1], i, pathPoints.length); } // Update trajectory points along the path for (var i = 0; i < self.points.length; i++) { var pointIndex = Math.floor(i * (pathPoints.length - 1) / self.points.length); if (pointIndex < pathPoints.length - 1) { var percent = i * (pathPoints.length - 1) / self.points.length - pointIndex; var p1 = pathPoints[pointIndex]; var p2 = pathPoints[pointIndex + 1]; self.points[i].x = p1.x + (p2.x - p1.x) * percent; self.points[i].y = p1.y + (p2.y - p1.y) * percent; self.points[i].alpha = 0.7 * (1 - i / self.points.length); } } }; // Draw a segment of the path between two points self.drawPathSegment = function (p1, p2, index, total) { var segment = LK.getAsset('aimLine', { anchorX: 0, anchorY: 0.5, alpha: 0.6 * (1 - index / total), scaleX: 0.5, scaleY: 0.3 }); // Position at start point segment.x = p1.x; segment.y = p1.y; // Calculate segment length and angle var dx = p2.x - p1.x; var dy = p2.y - p1.y; var distance = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx); // Set length and rotation segment.width = distance; segment.rotation = angle; self.pathLine.addChild(segment); }; // Update trajectory path based on launch parameters self.updatePath = function (startX, startY, angle, power) { if (!self.visible) { return; } // Convert angle to radians var radians = angle * Math.PI / 180; // Calculate initial velocity var vx = Math.cos(radians) * power; var vy = Math.sin(radians) * power; // Simulate trajectory for each point var x = startX; var y = startY; var tempVX = vx; var tempVY = vy; for (var i = 0; i < self.points.length; i++) { // Update position based on velocity x += tempVX; y += tempVY; // Apply only friction (no gravity) tempVX *= 0.99; // friction // Position the trajectory point self.points[i].x = x; self.points[i].y = y; } }; // Show trajectory self.show = function () { self.visible = true; self.pathLine.alpha = 1; for (var i = 0; i < self.points.length; i++) { self.points[i].alpha = 1 - i / self.maxPoints; } }; // Hide trajectory self.hide = function () { self.visible = false; self.pathLine.alpha = 0; for (var i = 0; i < self.points.length; i++) { self.points[i].alpha = 0; } }; // Initialize points on creation self.createPoints(); return self; }); var TrajectoryPoint = Container.expand(function () { var self = Container.call(this); // Create and attach point asset var pointGraphics = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.2, scaleY: 0.2, alpha: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game state var gameState = "ready"; // ready, aiming, launched, gameOver var score = 0; var launches = 0; var maxLaunches = 50; var popcorns = []; var superPopcorns = []; var ropes = []; var bonusApplied = false; var bonusAnimation = null; // 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 = "ready"; bonusApplied = false; // Remove bonus animation if it exists if (bonusAnimation && bonusAnimation.parent) { bonusAnimation.parent.removeChild(bonusAnimation); bonusAnimation = null; } // Update UI scoreText.setText("Score: " + score); launchesText.setText("Launches: " + launches + "/" + maxLaunches); // Reset chicken jockey resetChickenJockey(); // Update instruction text to show current pattern number var currentNumber = launches % 9 + 1; instructionText.setText("Collect number " + currentNumber + " pattern!"); // Clear existing popcorn and ropes clearPopcornsAndRopes(); // Create ropes around the arena createRopes(); // Create popcorn scattered around the arena createPopcorn(15); // Add trajectory path to game game.addChild(launcher.trajectoryPath); // Play background music LK.playMusic('gameMusic'); // Add Steve to the top left corner of the arena var steve = game.addChild(LK.getAsset('Steve', { anchorX: 0.5, anchorY: 0.5, x: bounds.left + 625, y: bounds.top + 325 })); // Play gamestart sound LK.getSound('Gamestart').play(); // Remove Steve after 2 seconds LK.setTimeout(function () { if (steve && steve.parent) { steve.parent.removeChild(steve); } }, 2000); } function resetChickenJockey() { chickenJockey.reset(); // Position chicken in the center of the arena chickenJockey.x = arena.x; chickenJockey.y = arena.y; // Position launcher at the same position launcher.x = chickenJockey.x; launcher.y = chickenJockey.y; launcher.rotation = -Math.PI / 4; // 45 degrees upward // Reset instruction text when chicken is reset instructionText.setText("Draw a path to launch the chicken!"); } function clearPopcornsAndRopes() { // Remove all popcorn for (var i = 0; i < popcorns.length; i++) { if (popcorns[i].parent) { popcorns[i].parent.removeChild(popcorns[i]); } } popcorns = []; // Remove all superpopcorn for (var i = 0; i < superPopcorns.length; i++) { if (superPopcorns[i].parent) { superPopcorns[i].parent.removeChild(superPopcorns[i]); } } superPopcorns = []; // Remove all ropes for (var i = 0; i < ropes.length; i++) { if (ropes[i].parent) { ropes[i].parent.removeChild(ropes[i]); } } ropes = []; } function createRopes() { // Create top rope var topRope = new Rope(); topRope.x = arena.x; topRope.y = bounds.top + 100; game.addChild(topRope); ropes.push(topRope); // Create right rope var rightRope = new Rope(); rightRope.x = bounds.right - 100; rightRope.y = arena.y; rightRope.rotation = Math.PI / 2; // Rotate 90 degrees game.addChild(rightRope); ropes.push(rightRope); // Create bottom rope var bottomRope = new Rope(); bottomRope.x = arena.x; bottomRope.y = bounds.bottom - 100; game.addChild(bottomRope); ropes.push(bottomRope); // Create left rope var leftRope = new Rope(); leftRope.x = bounds.left + 100; leftRope.y = arena.y; leftRope.rotation = Math.PI / 2; // Rotate 90 degrees game.addChild(leftRope); ropes.push(leftRope); } function createPopcorn(count) { // Create a number pattern generator var patternGenerator = new NumberPattern(); // Calculate spacing based on the arena size var spacing = 280; // Double the spacing to make the pattern larger // Determine which number to display (1-9) var currentNumber = launches % 9 + 1; // Create popcorn in the number pattern var newPopcorns = patternGenerator.createPattern(currentNumber, arena.x, // Center X position arena.y, // Center Y position spacing // Spacing between popcorn ); // Add all created popcorn to the game for (var i = 0; i < newPopcorns.length; i++) { var popcorn = newPopcorns[i]; // Verify position is valid (not too close to ropes) var validPosition = true; for (var j = 0; j < ropes.length; j++) { var dx = popcorn.x - ropes[j].x; var dy = popcorn.y - ropes[j].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100) { validPosition = false; break; } } // Only add if position is valid if (validPosition) { game.addChild(popcorn); popcorns.push(popcorn); } } // If we need more popcorn to reach the count, add some randomly if (popcorns.length < count) { for (var i = popcorns.length; i < count; i++) { var popcorn = new Popcorn(); // Random position within arena bounds var validPosition = false; var attempts = 0; var maxAttempts = 50; // Keep trying until we find a valid position while (!validPosition && attempts < maxAttempts) { // Generate random position within arena bounds popcorn.x = bounds.left + 200 + Math.random() * (arena.width - 400); popcorn.y = bounds.top + 200 + Math.random() * (arena.height - 400); // Check distance from each rope validPosition = true; for (var j = 0; j < ropes.length; j++) { var dx = popcorn.x - ropes[j].x; var dy = popcorn.y - ropes[j].y; var distance = Math.sqrt(dx * dx + dy * dy); // If too close to a rope, try again if (distance < 200) { validPosition = false; break; } } attempts++; } // Add to game game.addChild(popcorn); popcorns.push(popcorn); } } } function createSuperPopcorn(count) { for (var i = 0; i < count; i++) { var superPopcorn = new Superpopcorn(); // Random position within arena bounds var validPosition = false; var attempts = 0; var maxAttempts = 50; // Keep trying until we find a valid position while (!validPosition && attempts < maxAttempts) { // Generate random position within arena bounds superPopcorn.x = bounds.left + 200 + Math.random() * (arena.width - 400); superPopcorn.y = bounds.top + 200 + Math.random() * (arena.height - 400); // Check distance from each rope validPosition = true; for (var j = 0; j < ropes.length; j++) { var dx = superPopcorn.x - ropes[j].x; var dy = superPopcorn.y - ropes[j].y; var distance = Math.sqrt(dx * dx + dy * dy); // If too close to a rope, try again if (distance < 200) { validPosition = false; break; } } attempts++; } // Add to game game.addChild(superPopcorn); superPopcorns.push(superPopcorn); } } // Game events game.onChickenJockeyStop = function () { gameState = "ready"; // 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"; // Show game over after a short delay LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else { // Reset for next launch resetChickenJockey(); // Update the instruction text to show the current number pattern var currentNumber = launches % 9 + 1; instructionText.setText("Collect number " + currentNumber + " pattern!"); } }; game.onMaxBouncesReached = function () { // Same as onChickenJockeyStop for now game.onChickenJockeyStop(); }; // Input handling var dragStartX = 0; var dragStartY = 0; game.down = function (x, y, obj) { if (gameState === "ready") { gameState = "aiming"; dragStartX = x; dragStartY = y; launcher.startAim(x, y); } }; game.move = function (x, y, obj) { if (gameState === "aiming") { launcher.updateAim(x, y); } }; game.up = function (x, y, obj) { if (gameState === "aiming") { // Make sure we have enough points to create a valid path if (launcher.points.length < 2) { // Not enough points, cancel launch launcher.endAim(); gameState = "ready"; instructionText.setText("Draw a longer path to launch!"); return; } // Get launch parameters var launchParams = launcher.endAim(); // Create a smoothed path if needed var pathToDraw = launcher.points; if (pathToDraw.length > 20) { // Take fewer points if path is very long var smoothedPath = []; for (var i = 0; i < pathToDraw.length; i += Math.ceil(pathToDraw.length / 20)) { smoothedPath.push(pathToDraw[i]); } // Make sure we include the last point if (smoothedPath[smoothedPath.length - 1] !== pathToDraw[pathToDraw.length - 1]) { smoothedPath.push(pathToDraw[pathToDraw.length - 1]); } pathToDraw = smoothedPath; } // Launch the chicken jockey with the drawn path chickenJockey.launch(launchParams.power, launchParams.angle, pathToDraw); // Update game state gameState = "launched"; launches++; launchesText.setText("Launches: " + launches + "/" + maxLaunches); instructionText.setText("Watch the chicken follow your path!"); // Add 3 superpopcorn after each launch createSuperPopcorn(3); } }; // Main game loop game.update = function () { // Update all game objects if (gameState === "launched") { chickenJockey.update(); // Check for collisions with arena boundaries if (chickenJockey.x < bounds.left) { chickenJockey.x = bounds.left; chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay; chickenJockey.bounceCount++; LK.getSound('bounce').play(); } else if (chickenJockey.x > bounds.right) { chickenJockey.x = bounds.right; chickenJockey.vx = -chickenJockey.vx * chickenJockey.bounceDecay; chickenJockey.bounceCount++; LK.getSound('bounce').play(); } if (chickenJockey.y < bounds.top) { chickenJockey.y = bounds.top; chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay; chickenJockey.bounceCount++; LK.getSound('bounce').play(); } else if (chickenJockey.y > bounds.bottom) { chickenJockey.y = bounds.bottom; chickenJockey.vy = -chickenJockey.vy * chickenJockey.bounceDecay; chickenJockey.bounceCount++; LK.getSound('bounce').play(); } // Check for collisions with ropes for (var i = 0; i < ropes.length; i++) { if (chickenJockey.intersects(ropes[i])) { ropes[i].bounce(chickenJockey); } } // Check for collisions with popcorn for (var i = popcorns.length - 1; i >= 0; i--) { if (chickenJockey.intersects(popcorns[i])) { // Collect popcorn popcorns[i].collect(); // Remove from array popcorns.splice(i, 1); // Increase score score += 10; scoreText.setText("Score: " + score); // Save score to LK LK.setScore(score); // Check if all popcorn has been collected if (popcorns.length === 0 && superPopcorns.length === 0 && !bonusApplied) { // Apply X5 bonus bonusApplied = true; score *= 5; scoreText.setText("Score: " + score); LK.setScore(score); // Create X5 bonus asset animation if (bonusAnimation && bonusAnimation.parent) { bonusAnimation.parent.removeChild(bonusAnimation); } bonusAnimation = LK.getAsset('X5', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0, scale: 0.5 }); LK.gui.top.addChild(bonusAnimation); // Animate the X5 bonus with bounce effect tween(bonusAnimation, { alpha: 1, scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.bounceOut, onFinish: function onFinish() { // Add rotation animation tween(bonusAnimation, { rotation: Math.PI * 2 }, { duration: 1000, easing: tween.easeInOut }); // Hold for a moment then fade out with upward movement LK.setTimeout(function () { tween(bonusAnimation, { alpha: 0, y: bonusAnimation.y - 100 }, { duration: 1000, easing: tween.easeOut }); }, 1500); } }); // Play collect sound for 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
@@ -1026,10 +1026,10 @@
}
bonusAnimation = LK.getAsset('X5', {
anchorX: 0.5,
anchorY: 0.5,
- x: scoreText.x + 170,
- y: scoreText.y + 50,
+ x: 2048 / 2,
+ y: 2732 / 2,
alpha: 0,
scale: 0.5
});
LK.gui.top.addChild(bonusAnimation);
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
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