User prompt
Move chicken on title screen down 500
User prompt
Remove title text from title screen
User prompt
Remove WrestleMania word from title screen
User prompt
Remove title text from title screen
User prompt
Add title screen before game starts
User prompt
Make centre circle image it's actual asset size
User prompt
Make centre circle image full size
User prompt
Show centre circle image every 10 launches
User prompt
Only add another popcorn once player returns to the centre of the screen
User prompt
Why is it letting player. go through the popcorn without collecting it
User prompt
Is you miss the popcorn it's game over
User prompt
Place titlescreen asset as first scene when game starts touch the titlescreen to move to the game
User prompt
Add titlescreen before high score arena scene
User prompt
Make chicken face whatever way the swipe
User prompt
Move centre circle right 50
User prompt
Prevent game over untill player is back in centre of arena
User prompt
Make sure the game registers when player hits the popcorn
User prompt
Make popcorn bigger
User prompt
Increase popcorn size
User prompt
If you don't get popcorn it's game over
User prompt
Add 1 popcorn at a time
User prompt
Reset high score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Change launch text so it just shows how many launches with no limit
User prompt
Remove popcorn
User prompt
Have infinite launches
/**** * 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; self.bounceDecay = 0.7; // Reduced bounce decay for more sustained bounces self.friction = 0.998; // Increased horizontal friction for less horizontal drift self.launched = false; self.bounceCount = 0; self.maxBounces = 5; // Allow 5 bounces per swipe // Rotation properties self.rotationSpeed = 0; self.launch = function (power, angle) { // Convert angle to radians var radians = angle * Math.PI / 180; // Set initial velocity based on power and angle self.vx = Math.cos(radians) * power; self.vy = Math.sin(radians) * power; // Set rotation speed based on velocity self.rotationSpeed = power / 50; self.launched = true; self.bounceCount = 0; // Play launch sound LK.getSound('launch').play(); }; self.reset = function () { self.vx = 0; self.vy = 0; self.rotation = 0; self.rotationSpeed = 0; self.launched = false; self.bounceCount = 0; self.maxBounces = 300; // Set the max bounces here too }; self.update = function () { if (!self.launched) { return; } // Apply physics with speed limiting self.vy += self.gravity; // Cap maximum velocity to prevent freezing var maxSpeed = 30; self.vx = Math.max(-maxSpeed, Math.min(maxSpeed, self.vx)); self.vy = Math.max(-maxSpeed, Math.min(maxSpeed, self.vy)); self.x += self.vx; self.y += self.vy; self.vx *= self.friction; // Apply rotation with speed limiting self.rotationSpeed = Math.max(-0.2, Math.min(0.2, self.rotationSpeed)); self.rotation += self.rotationSpeed; // Check if stopped if (Math.abs(self.vx) < 0.5 && Math.abs(self.vy) < 0.5 && self.bounceCount > 0) { self.launched = false; // Notify game that chicken jockey has stopped if (typeof game.onChickenJockeyStop === 'function') { game.onChickenJockeyStop(); } } // Track last intersecting state for popcorn collision if (typeof self.lastIntersectsPopcorn === 'undefined') { self.lastIntersectsPopcorn = false; } // Check for collision with popcorn if (popcorn !== null) { var currentIntersects = self.intersects(popcorn); if (currentIntersects) { // Collect popcorn popcorn.collect(); // Set to null (will be recreated on stop) popcorn = null; } self.lastIntersectsPopcorn = currentIntersects; } // Track previous positions before bounce var prevX = self.x; var prevY = self.y; // Track previous positions for more accurate collision detection var prevX = self.x; var prevY = self.y; // Improved boundary bounce handling with minimum velocity thresholds // Horizontal boundaries with more dramatic bounce effect if (self.x <= bounds.left) { self.x = bounds.left; if (self.vx < 0 && Math.abs(self.vx) > 1) { // Enhance bounce effect with slightly more force self.vx = -self.vx * (self.bounceDecay + 0.1); self.bounceCount++; LK.getSound('bounce').play(); game.addScore(2000); // Add slight vertical boost for more interesting motion self.vy -= 2 * Math.random(); } } else if (self.x >= bounds.right) { self.x = bounds.right; if (self.vx > 0 && Math.abs(self.vx) > 1) { // Enhance bounce effect with slightly more force self.vx = -self.vx * (self.bounceDecay + 0.1); self.bounceCount++; LK.getSound('bounce').play(); game.addScore(2000); // Add slight vertical boost for more interesting motion self.vy -= 2 * Math.random(); } } // Vertical boundary bounce handling with more dramatic effect if (self.y <= bounds.top) { self.y = bounds.top; if (self.vy < 0 && Math.abs(self.vy) > 1) { // Enhance bounce effect with slightly more force self.vy = -self.vy * (self.bounceDecay + 0.1); self.bounceCount++; LK.getSound('bounce').play(); game.addScore(2000); // Add slight horizontal boost for more interesting motion self.vx += (Math.random() - 0.5) * 4; } } else if (self.y >= bounds.bottom) { self.y = bounds.bottom; if (self.vy > 0 && Math.abs(self.vy) > 1) { // Enhance bounce effect with slightly more force self.vy = -self.vy * (self.bounceDecay + 0.1); self.bounceCount++; LK.getSound('bounce').play(); game.addScore(2000); // Add slight horizontal boost for more interesting motion self.vx += (Math.random() - 0.5) * 4; } } // 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 HighScoreTally = Container.expand(function () { var self = Container.call(this); // Background container var background = self.attachAsset('Hiscorebackdrop', { anchorX: 0.5, anchorY: 0.5 }); background.width = 1400; background.height = 1200; background.alpha = 0.8; // Title text var titleText = new Text2("HIGH SCORES", { size: 100, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0); titleText.y = -background.height / 2 + 100; self.addChild(titleText); // Score entries container var scoreEntries = []; self.updateScores = function (highScores) { // Clear existing entries for (var i = 0; i < scoreEntries.length; i++) { if (scoreEntries[i].parent) { scoreEntries[i].parent.removeChild(scoreEntries[i]); } } scoreEntries = []; // Create new entries var startY = -background.height / 2 + 250; var padding = 80; for (var i = 0; i < highScores.length && i < 5; i++) { var entry = new Container(); // Rank var rankText = new Text2(i + 1 + ".", { size: 70, fill: 0xFFFFFF }); rankText.anchor.set(0, 0.5); rankText.x = -background.width / 2 + 200; entry.addChild(rankText); // Score var scoreText = new Text2(highScores[i] ? highScores[i].toLocaleString() : "0", { size: 70, fill: 0xFFD700 }); scoreText.anchor.set(1, 0.5); scoreText.x = background.width / 2 - 200; entry.addChild(scoreText); // Position entry entry.y = startY + i * padding; self.addChild(entry); scoreEntries.push(entry); } // If no scores available if (highScores.length === 0) { var noScoreText = new Text2("No scores yet!", { size: 70, fill: 0xFFFFFF }); noScoreText.anchor.set(0.5, 0.5); noScoreText.y = 0; self.addChild(noScoreText); scoreEntries.push(noScoreText); } }; // Start button var startButton = new Container(); var buttonBg = startButton.attachAsset('rope', { anchorX: 0.5, anchorY: 0.5 }); buttonBg.width = 600; buttonBg.height = 150; buttonBg.tint = 0x00AA00; var buttonText = new Text2("PLAY GAME", { size: 70, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); startButton.addChild(buttonText); startButton.y = background.height / 2 - 200; self.addChild(startButton); startButton.interactive = true; startButton.down = function () { buttonBg.tint = 0x007700; }; startButton.up = function () { buttonBg.tint = 0x00AA00; if (typeof self.onStart === 'function') { self.onStart(); } }; // Reset high scores button var resetButton = new Container(); var resetBg = resetButton.attachAsset('rope', { anchorX: 0.5, anchorY: 0.5 }); resetBg.width = 600; resetBg.height = 150; resetBg.tint = 0xAA0000; var resetText = new Text2("RESET SCORES", { size: 70, fill: 0xFFFFFF }); resetText.anchor.set(0.5, 0.5); resetButton.addChild(resetText); resetButton.y = background.height / 2 - 400; self.addChild(resetButton); resetButton.interactive = true; resetButton.down = function () { resetBg.tint = 0x770000; }; resetButton.up = function () { resetBg.tint = 0xAA0000; if (typeof self.onResetScores === 'function') { self.onResetScores(); } }; // Make container position in center of screen self.x = 2048 / 2; self.y = 2732 / 2; return self; }); var PathTracer = Container.expand(function () { var self = Container.call(this); self.points = []; self.maxPoints = 50; self.lineWidth = 5; self.lineColor = 0xFFFFFF; self.active = false; // Create visual representation of the path var pathGraphics = self.attachAsset('rope', { anchorX: 0.5, anchorY: 0.5 }); // Initialize path graphics pathGraphics.alpha = 0.5; pathGraphics.width = 0; pathGraphics.height = 0; self.startTracing = function (x, y) { self.points = [{ x: x, y: y }]; self.active = true; }; self.addPoint = function (x, y) { if (!self.active) { return; } // Only add point if it's significantly different from last point var lastPoint = self.points[self.points.length - 1]; var dx = x - lastPoint.x; var dy = y - lastPoint.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 20) { self.points.push({ x: x, y: y }); // Limit number of points if (self.points.length > self.maxPoints) { self.points.shift(); } } }; self.stopTracing = function () { self.active = false; return self.points.length >= 2 ? self.points : null; }; self.clear = function () { self.points = []; self.active = false; }; self.update = function () { // Update path visualization based on current points if (self.points.length < 2) { pathGraphics.alpha = 0; return; } pathGraphics.alpha = 0.5; // Calculate path visual representation var firstPoint = self.points[0]; var lastPoint = self.points[self.points.length - 1]; // Position at midpoint of path self.x = (firstPoint.x + lastPoint.x) / 2; self.y = (firstPoint.y + lastPoint.y) / 2; // Calculate path length and angle var dx = lastPoint.x - firstPoint.x; var dy = lastPoint.y - firstPoint.y; var length = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx); // Update path graphics pathGraphics.width = length; pathGraphics.height = self.lineWidth; pathGraphics.rotation = angle; }; return self; }); var Popcorn = Container.expand(function () { var self = Container.call(this); // Create and attach popcorn asset with increased size var popcornGraphics = self.attachAsset('popcorn', { anchorX: 0.5, anchorY: 0.5, scaleX: 3.0, scaleY: 3.0 }); // Popcorn properties self.collected = false; self.baseY = 0; self.animationOffset = Math.random() * Math.PI * 2; self.animationSpeed = 0.05 + Math.random() * 0.03; self.collect = function () { // Play collect sound LK.getSound('collect').play(); // Flash effect LK.effects.flashObject(self, 0xFFFFFF, 300); // Animate collection tween(self, { y: self.y - 150, alpha: 0, scaleX: 4.5, scaleY: 4.5 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Remove from parent if (self.parent) { self.parent.removeChild(self); } } }); // Add points if (typeof game.addScore === 'function') { game.addScore(5000); } self.collected = true; }; self.update = function () { // Hover animation if (self.baseY === 0) { self.baseY = self.y; } // Vertical hover self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 8; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); // Create and attach power-up asset (using popcorn as base) var powerUpGraphics = self.attachAsset('popcorn', { anchorX: 0.5, anchorY: 0.5 }); // Make it visually distinct powerUpGraphics.tint = 0x00FFFF; // PowerUp properties self.type = "multiplier"; // Default type self.value = 2; // Default multiplier value self.duration = 10000; // 10 seconds self.active = false; // Animation properties self.animationOffset = Math.random() * Math.PI * 2; self.animationSpeed = 0.05 + Math.random() * 0.03; self.baseY = 0; self.scale = 1.5; // Make power-ups slightly larger // Pulse animation self.pulseDirection = 1; self.pulseSpeed = 0.02; self.minScale = 1.3; self.maxScale = 1.7; self.collect = function () { // Play collect sound with higher pitch var sound = LK.getSound('collect'); sound.play(); // Flash effect LK.effects.flashObject(self, 0xFFFFFF, 300); // Animate collection (flying up) tween(self, { y: self.y - 150, alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { // Remove from parent if (self.parent) { self.parent.removeChild(self); } } }); // Activate the powerup effect if (typeof game.activatePowerUp === 'function') { game.activatePowerUp(self.type, self.value, self.duration); } }; self.update = function () { // Hover animation if (self.baseY === 0) { self.baseY = self.y; } // Vertical hover self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 8; // Pulsing animation var currentScale = self.scale; currentScale += self.pulseDirection * self.pulseSpeed; if (currentScale > self.maxScale) { currentScale = self.maxScale; self.pulseDirection = -1; } else if (currentScale < self.minScale) { currentScale = self.minScale; self.pulseDirection = 1; } self.scale = currentScale; self.scaleX = self.scale; self.scaleY = self.scale; }; 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 = 0.8; // Increased tension for more springy, elastic bounces self.bounce = function (chickenJockey) { // Store original position for rope displacement effect var originalX = self.x; var originalY = self.y; // Calculate normal angle (perpendicular to rope) var normalAngle = Math.atan2(chickenJockey.y - self.y, chickenJockey.x - self.x); // Account for rope rotation when calculating normal normalAngle += self.rotation + Math.PI / 2; // Calculate velocity components var speed = Math.sqrt(chickenJockey.vx * chickenJockey.vx + chickenJockey.vy * chickenJockey.vy); var incomingAngle = Math.atan2(chickenJockey.vy, chickenJockey.vx); // Calculate angle of reflection var bounceAngle = 2 * normalAngle - incomingAngle; // Calculate new velocity with enhanced force based on incoming speed // Higher incoming speed = stronger bounce back effect var bounceForce = speed * self.tension * (1 + Math.min(0.5, speed / 40)); // Reduce random angle variation for more predictable wrestling-style bounces var angleVariation = (Math.random() - 0.5) * 0.1; // Smaller random angle adjustment bounceAngle += angleVariation; // Better two-phase bounce: complete stop, then dramatic spring-off // First phase: completely stop the chicken to simulate "sticking" to rope chickenJockey.vx = 0; chickenJockey.vy = 0; // Add a slightly longer delay for more dramatic pause before the spring-off LK.setTimeout(function () { // Second phase: apply a much stronger bounce force with enhanced velocity var enhancedForce = bounceForce * 1.5; // Significantly increase spring force chickenJockey.vx = Math.cos(bounceAngle) * enhancedForce * chickenJockey.bounceDecay; chickenJockey.vy = Math.sin(bounceAngle) * enhancedForce * chickenJockey.bounceDecay; // Add a more dramatic burst of rotation to simulate impact force chickenJockey.rotationSpeed = (Math.random() - 0.5) * 0.25; // Play a sound to enhance the spring effect LK.getSound('bounce').play(); }, 200); // Slightly longer delay for more dramatic effect // Create much more dramatic bounce visual effect with exaggerated rope "give" tween(self, { scaleY: 2.2, // More extreme stretch alpha: 0.7, // Add more significant displacement in direction of impact x: originalX + Math.cos(incomingAngle) * 20, y: originalY + Math.sin(incomingAngle) * 20 }, { duration: 300, // Longer stretch duration for more dramatic effect easing: tween.easeOut, onFinish: function onFinish() { // Snap the rope back with way more dramatic effect tween(self, { scaleY: 1.0, alpha: 1.0, x: originalX, y: originalY }, { duration: 800, //{3l} // Much longer snap-back for even more visual impact easing: tween.elasticOut, amplitude: 2.0 // Higher amplitude for more dramatic snap back }); } }); // Increment bounce count chickenJockey.bounceCount++; // Create a more dramatic visual and audio experience // Play bounce sound with slightly randomized pitch for variety var bounceSound = LK.getSound('bounce'); bounceSound.play(); // More dramatic flash effect on the rope LK.effects.flashObject(self, 0xFFFFFF, 300); // Add more points for bouncing to reward this gameplay if (typeof game.addScore === 'function') { game.addScore(8000); // Increased points for bouncing } // Create a "pow" text effect at collision point var powText = new Text2("BOUNCE!", { size: 60, fill: 0xFFFF00 }); powText.anchor.set(0.5, 0.5); powText.x = chickenJockey.x; powText.y = chickenJockey.y - 80; game.addChild(powText); // Animate the text tween(powText, { y: powText.y - 100, alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { if (powText.parent) { powText.parent.removeChild(powText); } } }); }; 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 TitleScreen = Container.expand(function () { var self = Container.call(this); // Create and attach title screen background var titleGraphics = self.attachAsset('Titlescreen', { anchorX: 0.5, anchorY: 0.5 }); // Start button var startButton = new Container(); var buttonBg = startButton.attachAsset('rope', { anchorX: 0.5, anchorY: 0.5 }); buttonBg.width = 600; buttonBg.height = 150; buttonBg.tint = 0x00AA00; var buttonText = new Text2("START GAME", { size: 70, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); startButton.addChild(buttonText); startButton.y = 200; self.addChild(startButton); // Make button interactive startButton.interactive = true; startButton.down = function () { buttonBg.tint = 0x007700; }; startButton.up = function () { buttonBg.tint = 0x00AA00; // Call start game function if defined if (typeof self.onStart === 'function') { self.onStart(); } }; // High scores button var scoresButton = new Container(); var scoresBg = scoresButton.attachAsset('rope', { anchorX: 0.5, anchorY: 0.5 }); scoresBg.width = 600; scoresBg.height = 150; scoresBg.tint = 0x0000AA; var scoresText = new Text2("HIGH SCORES", { size: 70, fill: 0xFFFFFF }); scoresText.anchor.set(0.5, 0.5); scoresButton.addChild(scoresText); scoresButton.y = 400; self.addChild(scoresButton); // Make button interactive scoresButton.interactive = true; scoresButton.down = function () { scoresBg.tint = 0x000077; }; scoresButton.up = function () { scoresBg.tint = 0x0000AA; // Call show high scores function if defined if (typeof self.onHighScores === 'function') { self.onHighScores(); } }; // Position in center of screen self.x = 2048 / 2; self.y = 2732 / 2; // Create chicken animation var chicken = self.attachAsset('chicken', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 500 }); // Animate chicken function animateChicken() { tween(chicken, { rotation: Math.PI * 2, y: chicken.y - 50 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(chicken, { rotation: 0, y: chicken.y + 50 }, { duration: 1000, easing: tween.elasticOut, onFinish: animateChicken }); } }); } // Start animation animateChicken(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background }); /**** * Game Code ****/ // Game state var gameState = "ready"; // ready, aiming, launched, gameOver var score = 0; var launches = 0; var maxLaunches = 5; var ropes = []; var powerUps = []; var popcorn = null; // Track the active popcorn var scoreMultiplier = 1; var multiplierEndTime = 0; var highScoresKey = 'chickenJockeyHighScores'; var pathTracer = game.addChild(new PathTracer()); // Add backdrop first 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()); // Game boundaries var bounds = { left: arena.x - arena.width / 2, right: arena.x + arena.width / 2, top: arena.y - arena.height / 2, bottom: arena.y + arena.height / 2 }; // Create GUI elements var scoreText = new Text2("Score: 0", { size: 70, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var launchesText = new Text2("Launches: 0/" + maxLaunches, { size: 50, fill: 0xFFFFFF }); launchesText.anchor.set(0, 0); launchesText.x = 120; // Avoid top-left corner launchesText.y = 20; LK.gui.topLeft.addChild(launchesText); var instructionText = new Text2("Drag to aim and 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; maxLaunches = 5; scoreMultiplier = 1; multiplierEndTime = 0; gameState = "ready"; // Update UI scoreText.setText("Score: " + score); launchesText.setText("Launches: " + launches); instructionText.setText("Swipe and flick the chicken to collect as much popcorn as possible!"); // Reset chicken jockey resetChickenJockey(); // Clear existing popcorn and ropes clearPopcornsAndRopes(); // Create ropes around the arena createRopes(); // Create a few power-ups for (var i = 0; i < 3; i++) { createPowerUp(); } // Create the initial popcorn createPopcorn(); // Play game start sound LK.getSound('Gamestart').play(); // Play background music after a short delay to ensure it starts after the game start sound LK.setTimeout(function () { LK.playMusic('gameMusic', { loop: true }); }, 1000); // Delay of 1000ms (1 second) } function resetChickenJockey() { chickenJockey.reset(); // Position chicken in the center of the arena chickenJockey.x = arena.x; chickenJockey.y = arena.y; } function clearPopcornsAndRopes() { // Remove all ropes for (var i = 0; i < ropes.length; i++) { if (ropes[i].parent) { ropes[i].parent.removeChild(ropes[i]); } } ropes = []; // Remove all power-ups for (var i = 0; i < powerUps.length; i++) { if (powerUps[i].parent) { powerUps[i].parent.removeChild(powerUps[i]); } } powerUps = []; } 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); // Center horizontal rope removed } function createPowerUp() { var powerUp = new PowerUp(); // Random position within arena bounds powerUp.x = bounds.left + 150 + Math.random() * (arena.width - 300); powerUp.y = bounds.top + 150 + Math.random() * (arena.height - 300); // Random power-up type var types = ["multiplier", "extraLaunch", "superBounce"]; var randomType = types[Math.floor(Math.random() * types.length)]; powerUp.type = randomType; // Configure based on type if (randomType === "multiplier") { powerUp.tint = 0x00FFFF; // Cyan powerUp.value = 2 + Math.floor(Math.random() * 3); // 2x to 4x multiplier } else if (randomType === "extraLaunch") { powerUp.tint = 0xFF00FF; // Purple powerUp.value = 1; // Extra launch } else if (randomType === "superBounce") { powerUp.tint = 0xFFFF00; // Yellow powerUp.value = 2; // Double bounce points } // Add to game game.addChild(powerUp); powerUps.push(powerUp); } function createPopcorn() { // Only create if no popcorn exists if (popcorn === null) { var newPopcorn = new Popcorn(); // Random position within arena bounds newPopcorn.x = bounds.left + 150 + Math.random() * (arena.width - 300); newPopcorn.y = bounds.top + 150 + Math.random() * (arena.height - 300); // Add to game game.addChild(newPopcorn); popcorn = newPopcorn; } } // Game events game.onChickenJockeyStop = function () { // If popcorn exists when the chicken stops, it's game over if (popcorn !== null) { gameState = "gameOver"; instructionText.setText("Game Over! You missed the popcorn!"); // Show game over screen LK.showGameOver(); return; } else { gameState = "ready"; // Occasionally add a power-up when chicken stops if (Math.random() < 0.3 && powerUps.length < 5) { createPowerUp(); } // Check if chicken is close to the center of the arena var centerX = arena.x; var centerY = arena.y; var distanceToCenter = Math.sqrt(Math.pow(chickenJockey.x - centerX, 2) + Math.pow(chickenJockey.y - centerY, 2)); var centerThreshold = 200; // Threshold distance to consider "at center" if (distanceToCenter <= centerThreshold) { // Create a new popcorn only when player is near the center createPopcorn(); instructionText.setText("New popcorn appeared! Drag to aim and launch the chicken!"); } else { instructionText.setText("Return to the center of the ring to make popcorn appear!"); } // Instead of checking if out of launches, increase max launches maxLaunches++; // Increase max launches with each launch // Reset for next launch resetChickenJockey(); } }; game.onMaxBouncesReached = function () { // Same as onChickenJockeyStop for now game.onChickenJockeyStop(); }; // Input handling var dragStartX = 0; var dragStartY = 0; var dragEndX = 0; var dragEndY = 0; game.down = function (x, y, obj) { if (gameState === "ready") { gameState = "aiming"; dragStartX = x; dragStartY = y; pathTracer.startTracing(x, y); instructionText.setText("Draw a path for the chicken!"); } }; game.move = function (x, y, obj) { if (gameState === "aiming") { pathTracer.addPoint(x, y); } }; game.up = function (x, y, obj) { if (gameState === "aiming") { // Get the path from the path tracer var path = pathTracer.stopTracing(); // Only launch if we have a valid path if (path && path.length >= 2) { // Record drag end position dragEndX = x; dragEndY = y; // Calculate direction from the path var firstPoint = path[0]; var lastPoint = path[path.length - 1]; var dx = lastPoint.x - firstPoint.x; var dy = lastPoint.y - firstPoint.y; var distance = Math.sqrt(dx * dx + dy * dy); // Calculate power based on path length (with a more controlled range) var power = Math.min(distance, 200) * 0.2; // Calculate angle based on path direction var angle = Math.atan2(dy, dx) * 180 / Math.PI; chickenJockey.launch(power, angle); // Update game state gameState = "launched"; launches++; launchesText.setText("Launches: " + launches); instructionText.setText("Watch the chicken bounce!"); } else { // Cancel the launch if the path was too short gameState = "ready"; } // Clear the path tracer regardless pathTracer.clear(); } }; // Add helper to update score game.addScore = function (points) { // Apply multiplier if active var finalPoints = points; if (Date.now() < multiplierEndTime) { finalPoints = Math.floor(points * scoreMultiplier); } score += finalPoints; scoreText.setText("Score: " + score); LK.setScore(score); // Visual feedback for big point gains if (finalPoints >= 5000) { var pointText = new Text2("+" + finalPoints, { size: 50, fill: 0xFFFF00 }); pointText.anchor.set(0.5, 0.5); pointText.x = chickenJockey.x; pointText.y = chickenJockey.y - 100; game.addChild(pointText); tween(pointText, { y: pointText.y - 150, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (pointText.parent) { pointText.parent.removeChild(pointText); } } }); } }; // Power-up activation function game.activatePowerUp = function (type, value, duration) { // Visual feedback for power-up activation LK.effects.flashScreen(0x00FFFF, 500); if (type === "multiplier") { // Set score multiplier scoreMultiplier = value; // Display message showMessage("Score x" + value + " for " + duration / 1000 + "s!", 0x00FFFF); // Set timer to end effect multiplierEndTime = Date.now() + duration; } else if (type === "extraLaunch") { // Add extra launches maxLaunches += value; launches = Math.max(0, launches - value); // Refund a launch launchesText.setText("Launches: " + launches); // Display message showMessage("+" + value + " Extra Launch!", 0xFF00FF); } else if (type === "superBounce") { // Temporarily increase bounce values var oldBounceDecay = chickenJockey.bounceDecay; chickenJockey.bounceDecay = Math.min(1.0, chickenJockey.bounceDecay * 1.3); // Display message showMessage("Super Bounce for " + duration / 1000 + "s!", 0xFFFF00); // Set timer to end effect LK.setTimeout(function () { chickenJockey.bounceDecay = oldBounceDecay; }, duration); } }; // Helper function to show temporary messages function showMessage(text, color) { var message = new Text2(text, { size: 60, fill: color || 0xFFFFFF }); message.anchor.set(0.5, 0.5); message.x = 2048 / 2; message.y = 400; LK.gui.center.addChild(message); // Animate in message.alpha = 0; message.scaleX = 0.5; message.scaleY = 0.5; tween(message, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); // Animate out after delay LK.setTimeout(function () { tween(message, { alpha: 0, y: message.y - 100 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { if (message.parent) { message.parent.removeChild(message); } } }); }, 2000); } // Main game loop game.update = function () { // Update all game objects if (gameState === "launched") { chickenJockey.update(); // Check for collisions with arena boundaries - only detect boundaries // Horizontal boundaries are handled in ChickenJockey class if (chickenJockey.x < bounds.left) { chickenJockey.x = bounds.left; } else if (chickenJockey.x > bounds.right) { chickenJockey.x = bounds.right; } // Check vertical boundaries - only detect boundaries // Vertical boundaries are handled in ChickenJockey class if (chickenJockey.y < bounds.top) { chickenJockey.y = bounds.top; } else if (chickenJockey.y > bounds.bottom) { chickenJockey.y = bounds.bottom; } // Track last collision time for all ropes to prevent multiple bounces if (!chickenJockey.lastCollisionTime) { chickenJockey.lastCollisionTime = 0; } // Improved collision detection for ropes with proper cooldown var currentTime = Date.now(); var collisionCooldown = 1000; // 1 second cooldown between any rope bounces var canBounce = currentTime - chickenJockey.lastCollisionTime > collisionCooldown; // Only check for rope collisions if cooldown period has passed if (canBounce && chickenJockey.launched && Math.abs(chickenJockey.vx) + Math.abs(chickenJockey.vy) > 1) { for (var i = 0; i < ropes.length; i++) { if (chickenJockey.intersects(ropes[i])) { // Perform the bounce ropes[i].bounce(chickenJockey); // Record collision time chickenJockey.lastCollisionTime = currentTime; // Flash screen slightly to emphasize impact LK.effects.flashScreen(0xFFFFFF, 100, 0.3); // Only bounce on one rope per cooldown period break; } } } // Check for collisions with power-ups for (var i = powerUps.length - 1; i >= 0; i--) { if (chickenJockey.intersects(powerUps[i])) { // Collect power-up powerUps[i].collect(); // Remove from array powerUps.splice(i, 1); } } // Create a new popcorn after a delay if popcorn is null if (popcorn === null && gameState === "launched") { LK.setTimeout(function () { createPopcorn(); }, 1000); // 1 second delay before creating new popcorn } } // Update power-up animations for (var i = 0; i < powerUps.length; i++) { powerUps[i].update(); } // Update popcorn animation if (popcorn !== null) { popcorn.update(); } // Randomly spawn new power-ups (rare) if (gameState === "launched" && Math.random() < 0.001 && powerUps.length < 5) { createPowerUp(); } // Update path tracer pathTracer.update(); // Update score multiplier UI if active if (Date.now() < multiplierEndTime && scoreMultiplier > 1) { // Update multiplier display in score text var remainingSecs = Math.ceil((multiplierEndTime - Date.now()) / 1000); scoreText.setText("Score: " + score + " (x" + scoreMultiplier + " for " + remainingSecs + "s)"); } // Award extra launch for every million points if (score >= 1000000 && score % 1000000 < 10000) { // Only award once when crossing each million point threshold if (!game.lastMillionMark || Math.floor(score / 1000000) > Math.floor(game.lastMillionMark / 1000000)) { maxLaunches++; showMessage("Extra Launch for 1,000,000 points!", 0xFFFF00); launchesText.setText("Launches: " + launches); game.lastMillionMark = score; // Create animated free launch text var freeText = new Text2("FREE LAUNCH!", { size: 100, fill: 0xFFFF00 }); freeText.anchor.set(0.5, 0.5); freeText.x = 2048 / 2; freeText.y = 2732 / 2; freeText.alpha = 0; freeText.scaleX = 0.5; freeText.scaleY = 0.5; LK.gui.center.addChild(freeText); // Animate in with bounce effect tween(freeText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.elasticOut, onFinish: function onFinish() { // Pulse animation tween(freeText, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { // Animate out with upward movement tween(freeText, { alpha: 0, y: freeText.y - 200 }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { if (freeText.parent) { freeText.parent.removeChild(freeText); } } }); } }); } }); } } }; // High score management functions function getHighScores() { return storage[highScoresKey] || []; } function saveHighScore(score) { var highScores = getHighScores(); 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); } // Save to storage storage[highScoresKey] = highScores; } // Create high score tally var highScoreTally = new HighScoreTally(); highScoreTally.visible = true; highScoreTally.onStart = function () { game.removeChild(highScoreTally); initGame(); }; // Add reset scores functionality highScoreTally.onResetScores = function () { // Clear high scores from storage storage[highScoresKey] = []; // Update display with empty scores highScoreTally.updateScores([]); // Show confirmation message var confirmText = new Text2("High scores reset!", { size: 60, fill: 0xFF0000 }); confirmText.anchor.set(0.5, 0.5); confirmText.x = 2048 / 2; confirmText.y = 2732 / 2 + 200; LK.gui.center.addChild(confirmText); // Animate and remove after delay tween(confirmText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { LK.setTimeout(function () { tween(confirmText, { alpha: 0, y: confirmText.y - 100 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { if (confirmText.parent) { confirmText.parent.removeChild(confirmText); } } }); }, 1500); } }); }; // Create and show title screen at start var titleScreen = new TitleScreen(); game.addChild(titleScreen); // Set up title screen event handlers titleScreen.onStart = function () { // Hide title screen and start game game.removeChild(titleScreen); initGame(); // Play start sound LK.getSound('Gamestart').play(); }; titleScreen.onHighScores = function () { // Hide title screen and show high scores game.removeChild(titleScreen); game.addChild(highScoreTally); highScoreTally.updateScores(getHighScores()); }; // Add a way to return to title screen from high scores var originalOnStart = highScoreTally.onStart; highScoreTally.onStart = function () { game.removeChild(highScoreTally); game.addChild(titleScreen); }; // Modified game over handling var originalOnChickenJockeyStop = game.onChickenJockeyStop; game.onChickenJockeyStop = function () { // Call original function first originalOnChickenJockeyStop(); // If game over, save score if (gameState === "gameOver") { saveHighScore(score); // We'll show high scores after game over in LK.showGameOver callback } }; // Handle game over LK.onGameOver = function () { // Save high score saveHighScore(score); // Show high score tally after game over game.addChild(highScoreTally); highScoreTally.updateScores(getHighScores()); // Back button to return to title screen highScoreTally.onStart = function () { game.removeChild(highScoreTally); game.addChild(titleScreen); }; };
===================================================================
--- original.js
+++ change.js
@@ -599,17 +599,8 @@
var titleGraphics = self.attachAsset('Titlescreen', {
anchorX: 0.5,
anchorY: 0.5
});
- // Title text removed
- // Subtitle text
- var subtitleText = new Text2("WRESTLEMANIA", {
- size: 80,
- fill: 0xFFD700
- });
- subtitleText.anchor.set(0.5, 0.5);
- subtitleText.y = -400;
- self.addChild(subtitleText);
// Start button
var startButton = new Container();
var buttonBg = startButton.attachAsset('rope', {
anchorX: 0.5,
@@ -674,9 +665,9 @@
var chicken = self.attachAsset('chicken', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
- y: -100
+ y: 500
});
// Animate chicken
function animateChicken() {
tween(chicken, {
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