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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
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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 - 60) { self.y = groundY - 60; 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.explode(); self.isActive = false; checkLevelComplete(); } } // Check screen boundaries if (self.x > 2048 + 100) { self.explode(); 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; } }; self.explode = function () { // Create red feather particles for (var i = 0; i < 8; i++) { var feather = game.addChild(LK.getAsset('feather', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, rotation: Math.random() * Math.PI * 2 })); // Random velocity for each feather var angle = Math.PI * 2 * i / 8 + Math.random() * 0.5; var speed = 100 + Math.random() * 100; var targetX = self.x + Math.cos(angle) * speed; var targetY = self.y + Math.sin(angle) * speed; // Animate feather flying out and fading tween(feather, { x: targetX, y: targetY, alpha: 0, rotation: feather.rotation + Math.PI * 2, scaleX: 0.1, scaleY: 0.1 }, { duration: 1000 + Math.random() * 500, easing: tween.easeOut, onFinish: function onFinish() { if (feather.parent) { feather.parent.removeChild(feather); } } }); } }; 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() { if (self.parent) { self.parent.removeChild(self); } var blockIndex = blocks.indexOf(self); if (blockIndex !== -1) { blocks.splice(blockIndex, 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() { if (self.parent) { self.parent.removeChild(self); } var pigIndex = pigs.indexOf(self); if (pigIndex !== -1) { pigs.splice(pigIndex, 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 - 60; birds.push(bird); game.addChild(bird); } // Create multiple tower structures with pigs on top var towerPositions = [1200, 1500, 1800]; var structureY = groundY; for (var towerIndex = 0; towerIndex < towerPositions.length; towerIndex++) { var structureX = towerPositions[towerIndex]; // Create base level blocks (3 blocks wide) 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 second level blocks (2 blocks wide) 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 third level blocks (1 block wide) var block = new Block('wood'); block.x = structureX + 60; block.y = structureY - 250; blocks.push(block); game.addChild(block); // Create fourth level blocks (1 block wide) var block = new Block('wood'); block.x = structureX + 60; block.y = structureY - 350; blocks.push(block); game.addChild(block); // Create pigs on different levels of each tower 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); // Pig on second level var pig3 = new Pig(); pig3.x = structureX + 60; pig3.y = structureY - 200; pigs.push(pig3); game.addChild(pig3); // Pig on top of tower var pig4 = new Pig(); pig4.x = structureX + 60; pig4.y = structureY - 400; pigs.push(pig4); game.addChild(pig4); } // Set current bird currentBird = birds[0]; currentBird.x = slingshotX; currentBird.y = slingshotY - 60; 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 * 0.2; var velocityY = -deltaY * 0.2; for (var i = 0; i < trajectoryDots.length; i++) { var t = i * 3; var x = slingshotX + velocityX * t; var y = slingshotY - 60 + 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.explode(); 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.explode(); 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 - 60; 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 - 60 + 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 - 60); var velocityX = -deltaX * 0.2; var velocityY = -deltaY * 0.2; if (Math.abs(velocityX) > 1 || Math.abs(velocityY) > 1) { currentBird.launch(velocityX, velocityY); gameState = 'flying'; hideTrajectory(); } else { currentBird.x = slingshotX; currentBird.y = slingshotY - 60; 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
@@ -28,14 +28,16 @@
self.y = groundY - 60;
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.explode();
self.isActive = false;
checkLevelComplete();
}
}
// Check screen boundaries
if (self.x > 2048 + 100) {
+ self.explode();
self.isActive = false;
checkLevelComplete();
}
}
@@ -53,8 +55,42 @@
self.velocityX *= 2.5;
self.velocityY *= 2.5;
}
};
+ self.explode = function () {
+ // Create red feather particles
+ for (var i = 0; i < 8; i++) {
+ var feather = game.addChild(LK.getAsset('feather', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: self.x,
+ y: self.y,
+ rotation: Math.random() * Math.PI * 2
+ }));
+ // Random velocity for each feather
+ var angle = Math.PI * 2 * i / 8 + Math.random() * 0.5;
+ var speed = 100 + Math.random() * 100;
+ var targetX = self.x + Math.cos(angle) * speed;
+ var targetY = self.y + Math.sin(angle) * speed;
+ // Animate feather flying out and fading
+ tween(feather, {
+ x: targetX,
+ y: targetY,
+ alpha: 0,
+ rotation: feather.rotation + Math.PI * 2,
+ scaleX: 0.1,
+ scaleY: 0.1
+ }, {
+ duration: 1000 + Math.random() * 500,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ if (feather.parent) {
+ feather.parent.removeChild(feather);
+ }
+ }
+ });
+ }
+ };
return self;
});
var Block = Container.expand(function (type) {
var self = Container.call(this);
@@ -320,8 +356,9 @@
for (var i = 0; i < pigs.length; i++) {
var pig = pigs[i];
if (!pig.isDestroyed && currentBird.intersects(pig)) {
pig.takeDamage(1);
+ currentBird.explode();
currentBird.isActive = false;
checkLevelComplete();
return;
}
@@ -330,8 +367,9 @@
for (var i = 0; i < blocks.length; i++) {
var block = blocks[i];
if (currentBird.intersects(block)) {
block.takeDamage(1, currentBird.x, currentBird.y);
+ currentBird.explode();
currentBird.isActive = false;
checkLevelComplete();
return;
}