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que la extructura sean cerdos y alrededor las toirres
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'removeChild')' in or related to this line: 'birds[0].parent.removeChild(birds[0]);' Line Number: 267
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pon un boton en la esquina que aya una flecha para arriba que si le das se reinicie ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que sean grandes los puercos
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arriba
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que los cerdos esten arriba de las torres y alrededor
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y que desaparezca el pajaro
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que los pajaros exploten y dejen una textura al principio como d eplumas rojas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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que sean mas grande los pajaros
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pon muchas ma storres y que encima ayan cerdos
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'removeChild')' in or related to this line: 'self.parent.removeChild(self);' Line Number: 121
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que dispare mas largo
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que cuando toque el suelo rebote
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que la catapulta este ams alante
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que tengan ams fuerza
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pero que solo gane si derribo todas ls torres
Code edit (1 edits merged)
Please save this source code
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Slingshot Birds
Initial prompt
un juego estilo angry birds
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bird = Container.expand(function () {
var self = Container.call(this);
var birdGraphics = self.attachAsset('bird', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.isLaunched = false;
self.isActive = true;
self.gravity = 0.5;
self.hasUsedAbility = false;
self.update = function () {
if (self.isLaunched && self.isActive) {
self.velocityY += self.gravity;
self.x += self.velocityX;
self.y += self.velocityY;
// Check ground collision
if (self.y >= groundY - 30) {
self.y = groundY - 30;
self.velocityX *= 0.5;
self.velocityY = -self.velocityY * 0.6; // Bounce with 60% of velocity
if (Math.abs(self.velocityX) < 0.5 && Math.abs(self.velocityY) < 0.5) {
self.isActive = false;
checkLevelComplete();
}
}
// Check screen boundaries
if (self.x > 2048 + 100) {
self.isActive = false;
checkLevelComplete();
}
}
};
self.launch = function (velX, velY) {
self.velocityX = velX;
self.velocityY = velY;
self.isLaunched = true;
LK.getSound('launch').play();
};
self.useAbility = function () {
if (!self.hasUsedAbility && self.isLaunched) {
self.hasUsedAbility = true;
// Simple ability: speed boost
self.velocityX *= 2.5;
self.velocityY *= 2.5;
}
};
return self;
});
var Block = Container.expand(function (type) {
var self = Container.call(this);
var blockGraphics = self.attachAsset(type === 'wood' ? 'woodBlock' : 'stoneBlock', {
anchorX: 0.5,
anchorY: 0.5
});
self.type = type;
self.health = type === 'wood' ? 1 : 2;
self.velocityX = 0;
self.velocityY = 0;
self.isActive = false;
self.gravity = 0.3;
self.update = function () {
if (self.isActive) {
self.velocityY += self.gravity;
self.x += self.velocityX;
self.y += self.velocityY;
// Ground collision
if (self.y >= groundY - 50) {
self.y = groundY - 50;
self.velocityX *= 0.3;
self.velocityY = 0;
if (Math.abs(self.velocityX) < 0.2) {
self.isActive = false;
}
}
}
};
self.takeDamage = function (damage, impactX, impactY) {
self.health -= damage * 2;
LK.getSound('hit').play();
if (self.health <= 0) {
self.destroy();
} else {
// Add some physics impact
self.velocityX = (impactX - self.x) * 0.15;
self.velocityY = (impactY - self.y) * 0.15;
self.isActive = true;
}
};
self.destroy = function () {
LK.effects.flashObject(self, 0xffff00, 300);
tween(self, {
alpha: 0,
rotation: Math.PI
}, {
duration: 1000,
onFinish: function onFinish() {
self.parent.removeChild(self);
blocks.splice(blocks.indexOf(self), 1);
}
});
};
return self;
});
var Pig = Container.expand(function () {
var self = Container.call(this);
var pigGraphics = self.attachAsset('pig', {
anchorX: 0.5,
anchorY: 0.5
});
self.isDestroyed = false;
self.health = 1;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.destroy();
}
};
self.destroy = function () {
if (!self.isDestroyed) {
self.isDestroyed = true;
LK.effects.flashObject(self, 0xff0000, 500);
LK.getSound('destroy').play();
tween(self, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 500,
onFinish: function onFinish() {
self.parent.removeChild(self);
pigs.splice(pigs.indexOf(self), 1);
checkLevelComplete();
}
});
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
var groundY = 2732 - 100;
var slingshotX = 400;
var slingshotY = groundY - 150;
var birds = [];
var pigs = [];
var blocks = [];
var currentBird = null;
var trajectoryDots = [];
var isDragging = false;
var dragStartX = 0;
var dragStartY = 0;
var gameState = 'aiming'; // 'aiming', 'flying', 'waiting'
var levelComplete = false;
// Create ground
var ground = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 0,
x: 0,
y: groundY
}));
// Create slingshot
var slingshot = game.addChild(LK.getAsset('slingshot', {
anchorX: 0.5,
anchorY: 1,
x: slingshotX,
y: slingshotY
}));
// Create trajectory dots
for (var i = 0; i < 20; i++) {
var dot = game.addChild(LK.getAsset('trajectory', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}));
trajectoryDots.push(dot);
}
// Create level structure
function createLevel() {
// Clear existing level
while (birds.length > 0) {
birds[0].parent.removeChild(birds[0]);
birds.splice(0, 1);
}
while (pigs.length > 0) {
pigs[0].parent.removeChild(pigs[0]);
pigs.splice(0, 1);
}
while (blocks.length > 0) {
blocks[0].parent.removeChild(blocks[0]);
blocks.splice(0, 1);
}
// Create birds
for (var i = 0; i < 3; i++) {
var bird = new Bird();
bird.x = slingshotX - 100 - i * 80;
bird.y = slingshotY - 30;
birds.push(bird);
game.addChild(bird);
}
// Create structure with blocks and pigs
var structureX = 1600;
var structureY = groundY;
// Create blocks
for (var i = 0; i < 3; i++) {
var block = new Block('wood');
block.x = structureX + i * 60;
block.y = structureY - 50;
blocks.push(block);
game.addChild(block);
}
// Create upper level blocks
for (var i = 0; i < 2; i++) {
var block = new Block('wood');
block.x = structureX + 30 + i * 60;
block.y = structureY - 150;
blocks.push(block);
game.addChild(block);
}
// Create pigs
var pig1 = new Pig();
pig1.x = structureX + 30;
pig1.y = structureY - 100;
pigs.push(pig1);
game.addChild(pig1);
var pig2 = new Pig();
pig2.x = structureX + 90;
pig2.y = structureY - 100;
pigs.push(pig2);
game.addChild(pig2);
// Set current bird
currentBird = birds[0];
currentBird.x = slingshotX;
currentBird.y = slingshotY - 30;
gameState = 'aiming';
levelComplete = false;
}
function updateTrajectory(mouseX, mouseY) {
var deltaX = mouseX - slingshotX;
var deltaY = mouseY - slingshotY;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance > 150) {
deltaX = deltaX / distance * 150;
deltaY = deltaY / distance * 150;
}
var velocityX = -deltaX * 0.12;
var velocityY = -deltaY * 0.12;
for (var i = 0; i < trajectoryDots.length; i++) {
var t = i * 3;
var x = slingshotX + velocityX * t;
var y = slingshotY - 30 + velocityY * t + 0.5 * 0.5 * t * t;
trajectoryDots[i].x = x;
trajectoryDots[i].y = y;
trajectoryDots[i].alpha = Math.max(0, 1 - i * 0.05);
}
}
function hideTrajectory() {
for (var i = 0; i < trajectoryDots.length; i++) {
trajectoryDots[i].alpha = 0;
}
}
function checkCollisions() {
if (!currentBird || !currentBird.isLaunched) return;
// Check bird-pig collisions
for (var i = 0; i < pigs.length; i++) {
var pig = pigs[i];
if (!pig.isDestroyed && currentBird.intersects(pig)) {
pig.takeDamage(1);
currentBird.isActive = false;
checkLevelComplete();
return;
}
}
// Check bird-block collisions
for (var i = 0; i < blocks.length; i++) {
var block = blocks[i];
if (currentBird.intersects(block)) {
block.takeDamage(1, currentBird.x, currentBird.y);
currentBird.isActive = false;
checkLevelComplete();
return;
}
}
}
function checkLevelComplete() {
if (levelComplete) return;
// Check if all blocks are destroyed
var activeBlocks = 0;
for (var i = 0; i < blocks.length; i++) {
activeBlocks++;
}
if (activeBlocks === 0) {
levelComplete = true;
LK.setTimeout(function () {
LK.showYouWin();
}, 1000);
return;
}
// Check if current bird is inactive and we need next bird
if (currentBird && !currentBird.isActive && gameState === 'flying') {
gameState = 'waiting';
hideTrajectory();
LK.setTimeout(function () {
// Find next bird
var nextBirdIndex = birds.indexOf(currentBird) + 1;
if (nextBirdIndex < birds.length) {
currentBird = birds[nextBirdIndex];
currentBird.x = slingshotX;
currentBird.y = slingshotY - 30;
gameState = 'aiming';
} else {
// No more birds, game over
LK.showGameOver();
}
}, 1000);
}
}
// Game event handlers
game.down = function (x, y, obj) {
if (gameState === 'aiming' && currentBird) {
isDragging = true;
dragStartX = x;
dragStartY = y;
updateTrajectory(x, y);
}
};
game.move = function (x, y, obj) {
if (isDragging && gameState === 'aiming' && currentBird) {
var deltaX = x - slingshotX;
var deltaY = y - slingshotY;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance > 150) {
deltaX = deltaX / distance * 150;
deltaY = deltaY / distance * 150;
}
currentBird.x = slingshotX + deltaX;
currentBird.y = slingshotY - 30 + deltaY;
updateTrajectory(x, y);
}
};
game.up = function (x, y, obj) {
if (isDragging && gameState === 'aiming' && currentBird) {
isDragging = false;
var deltaX = currentBird.x - slingshotX;
var deltaY = currentBird.y - (slingshotY - 30);
var velocityX = -deltaX * 0.12;
var velocityY = -deltaY * 0.12;
if (Math.abs(velocityX) > 1 || Math.abs(velocityY) > 1) {
currentBird.launch(velocityX, velocityY);
gameState = 'flying';
hideTrajectory();
} else {
currentBird.x = slingshotX;
currentBird.y = slingshotY - 30;
hideTrajectory();
}
} else if (gameState === 'flying' && currentBird) {
// Use bird ability
currentBird.useAbility();
}
};
game.update = function () {
checkCollisions();
// Update blocks physics
for (var i = 0; i < blocks.length; i++) {
var block = blocks[i];
// Check block-pig collisions
for (var j = 0; j < pigs.length; j++) {
var pig = pigs[j];
if (!pig.isDestroyed && block.intersects(pig)) {
pig.takeDamage(1);
}
}
}
};
// Initialize level
createLevel(); ===================================================================
--- original.js
+++ change.js
@@ -26,10 +26,10 @@
// Check ground collision
if (self.y >= groundY - 30) {
self.y = groundY - 30;
self.velocityX *= 0.5;
- self.velocityY = 0;
- if (Math.abs(self.velocityX) < 0.5) {
+ self.velocityY = -self.velocityY * 0.6; // Bounce with 60% of velocity
+ if (Math.abs(self.velocityX) < 0.5 && Math.abs(self.velocityY) < 0.5) {
self.isActive = false;
checkLevelComplete();
}
}