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The crowd keeps throwing popcorn in the ring
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Reset high score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Prevent chicken from leaving ring
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Slow down movement
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Make chicken turn around when it hits ropes
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Free launch every million points
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Prevent player getting stuck in all ropes allowing chicken to bounce freely around the arena
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Please fix the bug: 'TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(10, 500); // Shake intensity and duration' Line Number: 423
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Make bounces stronger when hitting ropes at higher speeds - Consider adding a brief screen shake effect on powerful impacts - Create more dramatic visual and audio feedback for high-speed bounces - Consider adding rope vibration effects after a bounce ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Reduce the random angle variation (currently ±0.2) to create more predictable trajectories - Add a brief "sticking" moment where the chicken slows down upon impact before being flung back - Make the bounce force depend more on incoming velocity to simulate momentum conservation - Add a slight rotation burst on bounce to show the impact force
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Prevent bottom ropes from moving down
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Add more dramatic "snap back" effect using tween.elasticOut with higher elasticity ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Extend the stretch animation duration from 100ms to 150-200ms - Add more dramatic "snap back" effect using tween.elasticOut with higher elasticity - Consider slightly moving the rope position temporarily to simulate real rope give ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Add a slight delay between the chicken hitting the rope and the bounce-back to simulate rope stretching
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Implement a more realistic "spring" physics model that stores and releases energy
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Thanks
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Thanks
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According to the code Why is chicken getting stuck in the ropes and not bouncing between all the ropes can you please help me?
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Why is chicken getting stuck in the ropes instead of bouncing back and forth across the arena
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Make chicken actually bounce off the ropes back and forth up down left right
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Create new bounce dynamics where chicken bounces all around arena off of the ropes without being caught up in the corners
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Add hiscorebackdrop asset as background for high score tally
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Remove ropes in the middle
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Remove diagonal ropes
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Adjust ricochet so chicken can bounce of the ropes zigzagging across the arena ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * 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 = 0.5; 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 self.lastBouncePosition = { x: 0, y: 0 }; // Track last bounce position to prevent getting stuck // 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; // Keep chicken within arena boundaries if (self.x < bounds.left) { self.x = bounds.left; self.vx = -self.vx * self.bounceDecay; // Flip chicken when hitting arena boundary var chickenGraphics = self.getChildAt(0); chickenGraphics.scaleX = 1; } else if (self.x > bounds.right) { self.x = bounds.right; self.vx = -self.vx * self.bounceDecay; // Flip chicken when hitting arena boundary var chickenGraphics = self.getChildAt(0); chickenGraphics.scaleX = -1; } if (self.y < bounds.top) { self.y = bounds.top; self.vy = -self.vy * self.bounceDecay; } else if (self.y > bounds.bottom) { self.y = bounds.bottom; self.vy = -self.vy * self.bounceDecay; } // 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(); } } // Bounce from side to side if (self.x <= bounds.left || self.x >= bounds.right) { self.vx = -self.vx * self.bounceDecay; self.bounceCount++; LK.getSound('bounce').play(); game.addScore(2000); } // 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); } }; // Play Game 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 Score button var resetButton = new Container(); var resetButtonBg = resetButton.attachAsset('rope', { anchorX: 0.5, anchorY: 0.5 }); resetButtonBg.width = 400; resetButtonBg.height = 100; resetButtonBg.tint = 0xAA0000; var resetButtonText = new Text2("RESET SCORES", { size: 50, fill: 0xFFFFFF }); resetButtonText.anchor.set(0.5, 0.5); resetButton.addChild(resetButtonText); resetButton.y = background.height / 2 - 80; self.addChild(resetButton); resetButton.interactive = true; resetButton.down = function () { resetButtonBg.tint = 0x770000; }; resetButton.up = function () { resetButtonBg.tint = 0xAA0000; // Clear high scores and update the display 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 var popcornGraphics = self.attachAsset('popcorn', { anchorX: 0.5, anchorY: 0.5 }); // Add slight animation self.animationOffset = Math.random() * Math.PI * 2; self.animationSpeed = 0.03 + Math.random() * 0.02; self.baseY = 0; self.collect = function () { // Play collect sound LK.getSound('collect').play(); // Flash effect LK.effects.flashObject(self, 0xFFFFFF, 200); // Animate collection (flying up) tween(self, { y: self.y - 100, alpha: 0 }, { duration: 500, 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.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 5; }; return self; }); // Initialize the game (commented out because we're showing high scores first) // initGame(); var CrowdPopcorn = Popcorn.expand(function () { var self = Popcorn.call(this); // Crowd popcorn has different behavior self.vx = 0; self.vy = 0; self.gravity = 0.2; self.friction = 0.99; self.bounces = 0; self.maxBounces = 3; self.flying = true; // Override the update function self.update = function () { if (self.flying) { // Apply physics self.vy += self.gravity; self.x += self.vx; self.y += self.vy; self.vx *= self.friction; // Bounce off arena edges if (self.x < bounds.left) { self.x = bounds.left; self.vx = -self.vx * 0.7; self.bounces++; } else if (self.x > bounds.right) { self.x = bounds.right; self.vx = -self.vx * 0.7; self.bounces++; } if (self.y < bounds.top) { self.y = bounds.top; self.vy = -self.vy * 0.7; self.bounces++; } else if (self.y > bounds.bottom) { self.y = bounds.bottom; self.vy = -self.vy * 0.7; self.bounces++; } // Add rotation as it flies self.rotation += 0.05; // Stop after max bounces if (self.bounces >= self.maxBounces) { self.flying = false; self.rotation = 0; // Small settling animation tween(self, { y: self.y + 5 }, { duration: 300, easing: tween.easeInOut }); } } else { // Call parent's update for hover animation Popcorn.prototype.update.call(this); } }; 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) { // Check if we've already bounced in the same place to prevent getting stuck var distFromLastBounce = Math.sqrt(Math.pow(chickenJockey.x - chickenJockey.lastBouncePosition.x, 2) + Math.pow(chickenJockey.y - chickenJockey.lastBouncePosition.y, 2)); // If too close to last bounce position, give an extra boost to escape if (distFromLastBounce < 50) { // Extra velocity away from the rope var awayX = chickenJockey.x - self.x; var awayY = chickenJockey.y - self.y; var awayDist = Math.sqrt(awayX * awayX + awayY * awayY); if (awayDist > 0) { chickenJockey.vx += awayX / awayDist * 10; chickenJockey.vy += awayY / awayDist * 10; } } // Store current position as last bounce position chickenJockey.lastBouncePosition.x = chickenJockey.x; chickenJockey.lastBouncePosition.y = chickenJockey.y; // 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); // Flip the chicken based on horizontal velocity after bounce var chickenGraphics = chickenJockey.getChildAt(0); if (chickenJockey.vx > 0) { chickenGraphics.scaleX = -1; // Facing right } else { chickenGraphics.scaleX = 1; // Facing left } // 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(1.0, speed / 20)); // Further adjusted to depend more on incoming velocity // Ensure minimum bounce force to prevent getting stuck bounceForce = Math.max(bounceForce, 5); // Add screen shake effect on powerful impacts if (speed > 20) { // Custom screen shake effect using tween var originalPosition = { x: game.x, y: game.y }; tween(game, { x: originalPosition.x + (Math.random() - 0.5) * 20, y: originalPosition.y + (Math.random() - 0.5) * 20 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { x: originalPosition.x, y: originalPosition.y }, { duration: 100, easing: tween.easeInOut }); } }); } // Reduce random angle variation for more predictable wrestling-style bounces var angleVariation = (Math.random() - 0.5) * 0.05; // Further reduced random angle adjustment for predictability bounceAngle += angleVariation; // Apply immediate minimum velocity to prevent sticking var minVelocity = 3.0; chickenJockey.vx = Math.cos(bounceAngle) * Math.max(bounceForce * 0.3, minVelocity) * chickenJockey.bounceDecay; chickenJockey.vy = Math.sin(bounceAngle) * Math.max(bounceForce * 0.3, minVelocity) * chickenJockey.bounceDecay; // Brief pause to simulate rope stretching and chicken "sticking" to rope momentarily // Store original velocities but don't slow down as much to prevent sticking var originalVX = chickenJockey.vx; var originalVY = chickenJockey.vy; // Momentarily slow down the chicken but not enough to get stuck chickenJockey.vx *= 0.3; chickenJockey.vy *= 0.3; // Add a slight delay before applying the bounce-back force LK.setTimeout(function () { // Now apply the full bounce force with enhanced velocity chickenJockey.vx = Math.cos(bounceAngle) * bounceForce * chickenJockey.bounceDecay; chickenJockey.vy = Math.sin(bounceAngle) * bounceForce * chickenJockey.bounceDecay; // Add a burst of rotation to simulate impact force chickenJockey.rotationSpeed = (Math.random() - 0.5) * 0.2; // Increased rotation burst for more dramatic impact }, 30); // Create enhanced bounce visual effect with more dramatic rope "give" tween(self, { scaleY: 1.8, // More dramatic stretch alpha: 0.7, // Add slight displacement in direction of impact x: originalX + Math.cos(incomingAngle) * 10, y: originalY + Math.sin(incomingAngle) * 10 }, { duration: 200, // Extended stretch duration easing: tween.easeOut, onFinish: function onFinish() { // After brief delay, apply the full bounce force // We're not setting additional velocity here to prevent doubling the effect LK.setTimeout(function () { // Ensure the chicken is still moving away from the rope if (Math.abs(chickenJockey.vx) < minVelocity && Math.abs(chickenJockey.vy) < minVelocity) { chickenJockey.vx = Math.cos(bounceAngle) * bounceForce * chickenJockey.bounceDecay; chickenJockey.vy = Math.sin(bounceAngle) * bounceForce * chickenJockey.bounceDecay; } // Add a burst of rotation to simulate impact force chickenJockey.rotationSpeed = (Math.random() - 0.5) * 0.15; }, 30); // Snap the rope back with more dramatic effect tween(self, { scaleY: 1.0, alpha: 1.0, x: originalX, y: originalY }, { duration: 500, // Longer snap-back for more visual impact easing: tween.elasticOut, onFinish: function onFinish() { // Add rope vibration effect after snap-back tween(self, { x: originalX + Math.sin(LK.ticks * 0.1) * 5, y: originalY + Math.cos(LK.ticks * 0.1) * 5 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { // Reset position after vibration self.x = originalX; self.y = originalY; } }); } }); } }); // Increment bounce count chickenJockey.bounceCount++; // Play bounce sound with increased volume for high-speed bounces var bounceSound = LK.getSound('bounce'); bounceSound.volume = Math.min(1, speed / 30); // Increase volume based on speed bounceSound.play(); // Flash rope to indicate bounce with more intensity for high-speed bounces var flashIntensity = Math.min(0xFFFFFF, 0xFFFFFF * (speed / 30)); LK.effects.flashObject(self, flashIntensity, 200); // Add points for bouncing if (typeof game.addScore === 'function') { game.addScore(5000); } // Occasionally spawn popcorn on rope bounce if (Math.random() < 0.3 && typeof game.createPopcornAt === 'function') { game.createPopcornAt(chickenJockey.x, chickenJockey.y, 3); } }; 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; }); /**** * 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 popcorns = []; var ropes = []; var powerUps = []; 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 + "/" + maxLaunches); 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 popcorn scattered around the arena createPopcorn(40); // Create a few power-ups for (var i = 0; i < 3; i++) { createPowerUp(); } // 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 popcorn for (var i = 0; i < popcorns.length; i++) { if (popcorns[i].parent) { popcorns[i].parent.removeChild(popcorns[i]); } } popcorns = []; // 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; bottomRope.bounce = function (chickenJockey) { // Prevent the bottom rope from moving down with stronger upward bounce var speed = Math.sqrt(chickenJockey.vx * chickenJockey.vx + chickenJockey.vy * chickenJockey.vy); var upwardForce = Math.max(10, speed * 0.8); // Apply minimum upward velocity to prevent sticking chickenJockey.vy = -upwardForce * chickenJockey.bounceDecay; // Move chicken slightly up to avoid rope overlap chickenJockey.y -= 20; chickenJockey.bounceCount++; LK.getSound('bounce').play(); game.addScore(2000); }; 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 createPopcorn(count) { for (var i = 0; i < count; i++) { var popcorn = new Popcorn(); // Random position within arena bounds popcorn.x = bounds.left + 100 + Math.random() * (arena.width - 200); popcorn.y = bounds.top + 100 + Math.random() * (arena.height - 200); // Add to game game.addChild(popcorn); popcorns.push(popcorn); } } 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); } // Game events game.onChickenJockeyStop = function () { gameState = "ready"; // Add more popcorn when chicken jockey stops if (popcorns.length < 20) { createPopcorn(15); } // Occasionally add a power-up when chicken stops if (Math.random() < 0.3 && powerUps.length < 5) { createPowerUp(); } // 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 () { // Play game start sound again as game over sound LK.getSound('Gamestart').play(); LK.showGameOver(); }, 2000); } else { // Reset for next launch resetChickenJockey(); instructionText.setText("Drag to aim and launch the chicken!"); } }; 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 + "/" + maxLaunches); 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); } } }); } }; // Helper method to create popcorn at specific location game.createPopcornAt = function (x, y, count) { count = count || 1; for (var i = 0; i < count; i++) { var popcorn = new Popcorn(); // Position near the specified location with some random offset var offsetX = (Math.random() - 0.5) * 200; var offsetY = (Math.random() - 0.5) * 200; popcorn.x = Math.max(bounds.left + 50, Math.min(bounds.right - 50, x + offsetX)); popcorn.y = Math.max(bounds.top + 50, Math.min(bounds.bottom - 50, y + offsetY)); // Add to game game.addChild(popcorn); popcorns.push(popcorn); } }; // 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 + "/" + maxLaunches); // 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); } }; // Function to throw popcorn from crowd into the ring function throwCrowdPopcorn() { // Create between 1-3 popcorn pieces var count = 1 + Math.floor(Math.random() * 3); for (var i = 0; i < count; i++) { var popcorn = new CrowdPopcorn(); // Choose a random edge to throw from var edge = Math.floor(Math.random() * 4); var position = { x: 0, y: 0 }; var targetX = bounds.left + 200 + Math.random() * (arena.width - 400); var targetY = bounds.top + 200 + Math.random() * (arena.height - 400); // Set starting position outside the ring switch (edge) { case 0: // Top position.x = bounds.left + Math.random() * arena.width; position.y = bounds.top - 100; break; case 1: // Right position.x = bounds.right + 100; position.y = bounds.top + Math.random() * arena.height; break; case 2: // Bottom position.x = bounds.left + Math.random() * arena.width; position.y = bounds.bottom + 100; break; case 3: // Left position.x = bounds.left - 100; position.y = bounds.top + Math.random() * arena.height; break; } // Set position popcorn.x = position.x; popcorn.y = position.y; // Calculate velocity to roughly target center of ring var dx = targetX - position.x; var dy = targetY - position.y; var distance = Math.sqrt(dx * dx + dy * dy); var speed = 5 + Math.random() * 8; popcorn.vx = dx / distance * speed; popcorn.vy = dy / distance * speed; // Add to game game.addChild(popcorn); popcorns.push(popcorn); } } // 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(); // Arena boundary collisions now handled in ChickenJockey update // Track last rope collision to prevent multiple bounces with same rope if (chickenJockey.lastRopeCollision === undefined) { chickenJockey.lastRopeCollision = null; } // Check for collisions with ropes for (var i = 0; i < ropes.length; i++) { // Only bounce if we weren't already intersecting this rope if (chickenJockey.intersects(ropes[i]) && chickenJockey.lastRopeCollision !== ropes[i]) { // Calculate direction vectors for bounce var dx = chickenJockey.x - ropes[i].x; var dy = chickenJockey.y - ropes[i].y; var dist = Math.sqrt(dx * dx + dy * dy); // Push chicken away from rope slightly to prevent sticking if (dist > 0) { chickenJockey.x += dx / dist * 10; chickenJockey.y += dy / dist * 10; } ropes[i].bounce(chickenJockey); chickenJockey.lastRopeCollision = ropes[i]; // Clear last rope collision after a shorter delay to allow for new collisions LK.setTimeout(function () { chickenJockey.lastRopeCollision = null; }, 150); // Only bounce on one rope per frame to prevent chaotic behavior break; } } // 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 game.addScore(10000); scoreText.setText("Score: " + score); // Save score to LK LK.setScore(score); // No longer reset launches when score reaches 1000 } } // 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); } } } // Update popcorn animations for (var i = 0; i < popcorns.length; i++) { popcorns[i].update(); } // Update power-up animations for (var i = 0; i < powerUps.length; i++) { powerUps[i].update(); } // Randomly spawn new power-ups (rare) if (gameState === "launched" && Math.random() < 0.001 && powerUps.length < 5) { createPowerUp(); } // Periodically throw popcorn from the crowd if (gameState === "launched" && Math.random() < 0.03) { throwCrowdPopcorn(); } // 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) { // Calculate current million mark var currentMillionMark = Math.floor(score / 1000000); // Check if we crossed a new million point threshold if (!game.lastMillionMark || currentMillionMark > game.lastMillionMark) { // Award free launch maxLaunches++; // Optionally refund a launch for immediate use launches = Math.max(0, launches - 1); showMessage("FREE LAUNCH FOR " + currentMillionMark + " MILLION POINTS!", 0xFFFF00); launchesText.setText("Launches: " + launches + "/" + maxLaunches); game.lastMillionMark = currentMillionMark; // 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); // Play special sound for the free launch LK.getSound('Gamestart').play(); // Flash the screen for dramatic effect LK.effects.flashScreen(0xFFFF00, 300); // 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(); }; highScoreTally.onResetScores = function () { // Clear high scores from storage storage[highScoresKey] = []; // Update the display highScoreTally.updateScores([]); // Show confirmation message var confirmText = new Text2("High Scores Reset!", { size: 60, fill: 0xFF5555 }); confirmText.anchor.set(0.5, 0.5); confirmText.y = 100; highScoreTally.addChild(confirmText); // Fade out confirmation message tween(confirmText, { alpha: 0, y: confirmText.y - 50 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { if (confirmText.parent) { confirmText.parent.removeChild(confirmText); } } }); }; // Show high scores at start game.addChild(highScoreTally); highScoreTally.updateScores(getHighScores()); // 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 start LK.onGameOver = function () { // Show high score tally after game over game.addChild(highScoreTally); highScoreTally.updateScores(getHighScores()); };
===================================================================
--- original.js
+++ change.js
@@ -355,8 +355,68 @@
self.y = self.baseY + Math.sin(LK.ticks * self.animationSpeed + self.animationOffset) * 5;
};
return self;
});
+// Initialize the game (commented out because we're showing high scores first)
+// initGame();
+var CrowdPopcorn = Popcorn.expand(function () {
+ var self = Popcorn.call(this);
+ // Crowd popcorn has different behavior
+ self.vx = 0;
+ self.vy = 0;
+ self.gravity = 0.2;
+ self.friction = 0.99;
+ self.bounces = 0;
+ self.maxBounces = 3;
+ self.flying = true;
+ // Override the update function
+ self.update = function () {
+ if (self.flying) {
+ // Apply physics
+ self.vy += self.gravity;
+ self.x += self.vx;
+ self.y += self.vy;
+ self.vx *= self.friction;
+ // Bounce off arena edges
+ if (self.x < bounds.left) {
+ self.x = bounds.left;
+ self.vx = -self.vx * 0.7;
+ self.bounces++;
+ } else if (self.x > bounds.right) {
+ self.x = bounds.right;
+ self.vx = -self.vx * 0.7;
+ self.bounces++;
+ }
+ if (self.y < bounds.top) {
+ self.y = bounds.top;
+ self.vy = -self.vy * 0.7;
+ self.bounces++;
+ } else if (self.y > bounds.bottom) {
+ self.y = bounds.bottom;
+ self.vy = -self.vy * 0.7;
+ self.bounces++;
+ }
+ // Add rotation as it flies
+ self.rotation += 0.05;
+ // Stop after max bounces
+ if (self.bounces >= self.maxBounces) {
+ self.flying = false;
+ self.rotation = 0;
+ // Small settling animation
+ tween(self, {
+ y: self.y + 5
+ }, {
+ duration: 300,
+ easing: tween.easeInOut
+ });
+ }
+ } else {
+ // Call parent's update for hover animation
+ Popcorn.prototype.update.call(this);
+ }
+ };
+ 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', {
@@ -973,8 +1033,60 @@
chickenJockey.bounceDecay = oldBounceDecay;
}, duration);
}
};
+// Function to throw popcorn from crowd into the ring
+function throwCrowdPopcorn() {
+ // Create between 1-3 popcorn pieces
+ var count = 1 + Math.floor(Math.random() * 3);
+ for (var i = 0; i < count; i++) {
+ var popcorn = new CrowdPopcorn();
+ // Choose a random edge to throw from
+ var edge = Math.floor(Math.random() * 4);
+ var position = {
+ x: 0,
+ y: 0
+ };
+ var targetX = bounds.left + 200 + Math.random() * (arena.width - 400);
+ var targetY = bounds.top + 200 + Math.random() * (arena.height - 400);
+ // Set starting position outside the ring
+ switch (edge) {
+ case 0:
+ // Top
+ position.x = bounds.left + Math.random() * arena.width;
+ position.y = bounds.top - 100;
+ break;
+ case 1:
+ // Right
+ position.x = bounds.right + 100;
+ position.y = bounds.top + Math.random() * arena.height;
+ break;
+ case 2:
+ // Bottom
+ position.x = bounds.left + Math.random() * arena.width;
+ position.y = bounds.bottom + 100;
+ break;
+ case 3:
+ // Left
+ position.x = bounds.left - 100;
+ position.y = bounds.top + Math.random() * arena.height;
+ break;
+ }
+ // Set position
+ popcorn.x = position.x;
+ popcorn.y = position.y;
+ // Calculate velocity to roughly target center of ring
+ var dx = targetX - position.x;
+ var dy = targetY - position.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ var speed = 5 + Math.random() * 8;
+ popcorn.vx = dx / distance * speed;
+ popcorn.vy = dy / distance * speed;
+ // Add to game
+ game.addChild(popcorn);
+ popcorns.push(popcorn);
+ }
+}
// Helper function to show temporary messages
function showMessage(text, color) {
var message = new Text2(text, {
size: 60,
@@ -1081,8 +1193,12 @@
// Randomly spawn new power-ups (rare)
if (gameState === "launched" && Math.random() < 0.001 && powerUps.length < 5) {
createPowerUp();
}
+ // Periodically throw popcorn from the crowd
+ if (gameState === "launched" && Math.random() < 0.03) {
+ throwCrowdPopcorn();
+ }
// Update path tracer
pathTracer.update();
// Update score multiplier UI if active
if (Date.now() < multiplierEndTime && scoreMultiplier > 1) {
@@ -1226,7 +1342,5 @@
LK.onGameOver = function () {
// Show high score tally after game over
game.addChild(highScoreTally);
highScoreTally.updateScores(getHighScores());
-};
-// Initialize the game (commented out because we're showing high scores first)
-// initGame();
\ No newline at end of file
+};
\ No newline at end of file
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