User prompt
que la extructura sean cerdos y alrededor las toirres
User prompt
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
User prompt
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
User prompt
que sean grandes los puercos
User prompt
arriba
User prompt
que los cerdos esten arriba de las torres y alrededor
User prompt
y que desaparezca el pajaro
User prompt
que los pajaros exploten y dejen una textura al principio como d eplumas rojas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
que sean mas grande los pajaros
User prompt
pon muchas ma storres y que encima ayan cerdos
User prompt
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
User prompt
que dispare mas largo
User prompt
que cuando toque el suelo rebote
User prompt
que la catapulta este ams alante
User prompt
que tengan ams fuerza
User prompt
pero que solo gane si derribo todas ls torres
Code edit (1 edits merged)
Please save this source code
User prompt
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 - 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);
}
}
});
}
// Make the bird disappear
if (self.parent) {
self.parent.removeChild(self);
}
};
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 top of towers and around structures
// Pig on top of tower (highest point)
var pigTop = new Pig();
pigTop.x = structureX + 60;
pigTop.y = structureY - 500;
pigs.push(pigTop);
game.addChild(pigTop);
// Pig on third level
var pigThird = new Pig();
pigThird.x = structureX + 60;
pigThird.y = structureY - 400;
pigs.push(pigThird);
game.addChild(pigThird);
// Pig on second level
var pigSecond = new Pig();
pigSecond.x = structureX + 60;
pigSecond.y = structureY - 300;
pigs.push(pigSecond);
game.addChild(pigSecond);
// Pigs around the base of the tower
var pigLeft = new Pig();
pigLeft.x = structureX - 30;
pigLeft.y = structureY - 125;
pigs.push(pigLeft);
game.addChild(pigLeft);
var pigRight = new Pig();
pigRight.x = structureX + 150;
pigRight.y = structureY - 125;
pigs.push(pigRight);
game.addChild(pigRight);
// Pigs on first level blocks
var pigFirst1 = new Pig();
pigFirst1.x = structureX + 30;
pigFirst1.y = structureY - 200;
pigs.push(pigFirst1);
game.addChild(pigFirst1);
var pigFirst2 = new Pig();
pigFirst2.x = structureX + 90;
pigFirst2.y = structureY - 200;
pigs.push(pigFirst2);
game.addChild(pigFirst2);
}
// 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