User prompt
Make all sprites including buttons, kepad numbers (unused sprite), entity eyes and mouths appear instead of just colors
User prompt
Make the text longer and a little slower and after he's done talking he'll say "o-oh n-n-n-nOOOOOOOOOOOOO!!!" and then dissapear, and then white eyes will show up all around the edge of the screen and in the middle of the screen that says "Trapped ending"
User prompt
Add a ??? button on the title screen in the bottom corner that if you press, everything on screen will fade and the figure will glitch into screes and his eyes and mouth will be flipping around on screen and random sprites will pop up and start glitching and then dissapear the figure will say "w-why d-d-diiiid y-y-you do that,? you will be t-t-tr-tr-trapped here f-for eternity" make that dialouge longer and sadder and creepier
User prompt
make dialouge for when you escape with a man running away sprite
User prompt
make hell mode button timing random between beeps, add longer things and if you hover over a button, your screen will shake violently (in hell mode) (Also, dont make it unbeatable.) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: hellButton is not defined' in or related to this line: 'if (gameState === STATE_INTRO && hellButton && hellButton.alpha < 1) {' Line Number: 172
User prompt
give the figure dialouge before hell mode like "Why would you do this, this isn't worth it. I do want to see you suffer; however, G O O D L U C K!" make that longer and more creepy
User prompt
move it down more
User prompt
move hell mode button down a bit so it's not overlapping start game
User prompt
Dont add hell mode after 35 points just add it to the title screen, and also when you get to the point of choosing to escape or continue, remove all level texts and buttons, and glitch efffects
User prompt
Add a hell mode where everything get glitchier faster and faster patterns (Not too fast)
User prompt
the main menu keeps poppping up during the game, can you fix that?
User prompt
not level 35 score 35
User prompt
make it so the higher score you get, the more glitchy the game becomes ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make it so you can win after 35 or you could choose to continue
User prompt
remove all level text during dialouge
User prompt
romove all text during dialouge and title screen
User prompt
now, turn the touch to start into a title screen
User prompt
try again
User prompt
Please fix the bug: 'TypeError: LK.showTitle is not a function' in or related to this line: 'LK.showTitle();' Line Number: 225
User prompt
Please fix the bug: 'TypeError: LK.gotoTitleScreen is not a function' in or related to this line: 'LK.gotoTitleScreen();' Line Number: 225
User prompt
after his dialouge it sends you to the title screen
User prompt
Please fix the bug: 'window.addEventListener is not a function' in or related to this line: 'window.addEventListener('keydown', function (event) {' Line Number: 871
User prompt
change of plans:make it so you can just type the code
User prompt
Make the enter hitbox smaller and the clear button hitbox smaller
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var ShadowFigure = Container.expand(function () { var self = Container.call(this); // Dark shadow shape var shadowShape = self.attachAsset('simonButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 5, scaleY: 10, alpha: 0.8 }); // Face elements similar to entity but with different positions/scales var face = self.attachAsset('entityFace', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.7 }); // Eyes var leftEye = self.attachAsset('entityEye', { anchorX: 0.5, anchorY: 0.5, x: -65, y: -55, scaleX: 1.2, scaleY: 1.2, alpha: 0.9 }); var rightEye = self.attachAsset('entityEye', { anchorX: 0.5, anchorY: 0.5, x: 65, y: -55, scaleX: 1.2, scaleY: 1.2, alpha: 0.9 }); // Mouth var mouth = self.attachAsset('entityMouth', { anchorX: 0.5, anchorY: 0.5, y: 100, scaleX: 1.4, scaleY: 1.2, alpha: 0.9 }); // Dialogue box var dialogueBox = new Container(); dialogueBox.y = 350; var dialogueBackground = dialogueBox.attachAsset('simonButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 4.5, scaleY: 1.5, alpha: 0.7 }); // Dialogue text var dialogueText = new Text2('', { size: 60, fill: 0xFFFFFF, font: "'Creepster', 'Chiller', 'Times New Roman'" }); dialogueText.anchor.set(0.5, 0.5); dialogueBox.addChild(dialogueText); // Car crash image var carCrashImage = new Container(); carCrashImage.y = -150; carCrashImage.visible = false; var crashBackground = carCrashImage.attachAsset('carCrashImage', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, alpha: 0.7 }); // Skip button var skipButton = new Container(); var skipButtonBg = skipButton.attachAsset('simonButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 0.5, alpha: 0.7 }); var skipText = new Text2('', { size: 60, fill: 0xFFFFFF, font: "'Creepster', 'Chiller', 'Times New Roman'" }); skipText.anchor.set(0.5, 0.5); skipButton.addChild(skipText); skipButton.x = 800; skipButton.y = 500; // Add touch handler for skip button skipButton.down = function (x, y, obj) { self.endDialogue(); }; // Add everything to self self.addChild(dialogueBox); self.addChild(carCrashImage); self.addChild(skipButton); // Ensure car crash image is in front by setting its zIndex carCrashImage.zIndex = 100; // Starting state self.alpha = 0; // Method to start dialogue sequence self.startDialogue = function () { self.alpha = 0; // Fade in sequence tween(self, { alpha: 1 }, { duration: 2000, easing: tween.easeIn, onFinish: function onFinish() { self.playDialogueSequence(); } }); }; // Play the dialogue sequence self.playDialogueSequence = function () { var dialogues = ["Hello...", "Do you remember where you were before the incident?", "*shows blurry image of a person's perspective of driving a car*", "And now, you're here.", "I've been watching you for some time...", "Your thoughts, your fears, your regrets...", "They're all so... delicious.", "This place exists between reality and nightmare.", "A realm where I control everything.", "Your memories are fractured, aren't they?", "The crash wasn't your fault... or was it?", "The guilt you carry is what brought you to me.", "You must complete 35 levels of Simon Says to leave this place.", "With each level, a piece of your soul will return.", "Fail, and you'll remain here... forever.", "Others have tried before you. None have succeeded.", "Their echoes still linger in these walls.", "Can you hear them whispering?", "Follow the patterns. Don't make mistakes.", "Your sanity depends on it.", "Good luck.", "You'll need it.", "*shows devious smile before game starts*"]; var currentDialogue = 0; function showNextDialogue() { if (currentDialogue < dialogues.length) { var dialogue = dialogues[currentDialogue]; // Special cases if (dialogue.includes("*shows blurry image")) { // Show car crash image carCrashImage.visible = true; tween(carCrashImage, { alpha: 0.9 }, { duration: 500 }); // No text display } else if (dialogue.includes("*shows devious smile")) { // Show evil smile tween(mouth, { scaleX: 2.5, scaleY: 1.0 }, { duration: 800 }); // No text display } else { // Hide car crash image if visible if (carCrashImage.visible) { tween(carCrashImage, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { carCrashImage.visible = false; } }); } // Normal dialogue - no text display } currentDialogue++; // Calculate delay - longer for showing images or evil smile var delay = 3500; // Increased from 2000 to make dialogue slower if (dialogue.includes("*")) { delay = 5000; // Increased from 3000 for special scenes } // Schedule next dialogue LK.setTimeout(showNextDialogue, delay); } else { // End of dialogue sequence self.endDialogue(); } } // Start the dialogue sequence showNextDialogue(); }; // End dialogue and transition to title screen self.endDialogue = function () { tween(self, { alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { // Show title screen instead of starting game var titleScreen = game.addChild(new TitleScreen()); titleScreen.x = 2048 / 2; titleScreen.y = 2732 / 2; statusText.setText(""); self.destroy(); } }); }; return self; }); var SimonButton = Container.expand(function (color, sound, id) { var self = Container.call(this); self.id = id; self.isActive = false; self.sound = sound; var buttonGraphics = self.attachAsset('simonButton', { anchorX: 0.5, anchorY: 0.5 }); var activeButtonAsset = 'simonButton' + color; var activeButtonGraphics = self.attachAsset(activeButtonAsset, { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.activate = function () { if (self.isActive) { return; } self.isActive = true; tween(activeButtonGraphics, { alpha: 1 }, { duration: 300, onFinish: function onFinish() { LK.getSound(self.sound).play(); tween(activeButtonGraphics, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.isActive = false; } }); } }); }; self.down = function (x, y, obj) { if (gameState === STATE_PLAYER_TURN && !self.isActive && !waitingForInput) { self.activate(); playerSequence.push(self.id); checkPlayerInput(); } }; return self; }); var SinisterEntity = Container.expand(function () { var self = Container.call(this); // Face base var face = self.attachAsset('entityFace', { anchorX: 0.5, anchorY: 0.5 }); // Left eye var leftEye = self.attachAsset('entityEye', { anchorX: 0.5, anchorY: 0.5, x: -75, y: -50 }); // Right eye var rightEye = self.attachAsset('entityEye', { anchorX: 0.5, anchorY: 0.5, x: 75, y: -50 }); // Mouth var mouth = self.attachAsset('entityMouth', { anchorX: 0.5, anchorY: 0.5, y: 80 }); self.alpha = 0; self.appear = function (intensity) { self.alpha = 0; // Scale intensity from 0-10 to meaningful values var duration = Math.max(1000 - intensity * 80, 200); var scaleFactor = 1 + intensity * 0.1; tween(self, { alpha: 1 }, { duration: duration, easing: tween.easeIn, onFinish: function onFinish() { // Make eyes look at player tween(leftEye, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut }); tween(rightEye, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.easeOut }); // Make mouth grow wider tween(mouth, { scaleX: 1.8, scaleY: 0.8 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { if (intensity > 5) { LK.getSound('creepyLaugh').play(); } LK.setTimeout(function () { self.disappear(); }, 1000); } }); } }); }; self.disappear = function () { tween(leftEye, { scaleX: 1, scaleY: 1 }, { duration: 300 }); tween(rightEye, { scaleX: 1, scaleY: 1 }, { duration: 300 }); tween(mouth, { scaleX: 1, scaleY: 1 }, { duration: 300 }); tween(self, { alpha: 0 }, { duration: 500, easing: tween.easeOut }); }; self.jumpscare = function () { self.alpha = 0; self.scale.set(0.1); tween(self, { alpha: 1, scaleX: 3, scaleY: 3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { LK.setTimeout(function () { tween(self, { alpha: 0 }, { duration: 400, easing: tween.easeIn }); }, 200); } }); }; return self; }); var TitleScreen = Container.expand(function () { var self = Container.call(this); // Title text var titleText = new Text2('', { size: 150, fill: 0xFF0000, font: "'Creepster', 'Chiller', 'Times New Roman'" }); titleText.anchor.set(0.5, 0.5); titleText.y = -400; self.addChild(titleText); // Subtitle text var subtitleText = new Text2('', { size: 70, fill: 0xFF0000, font: "'Creepster', 'Chiller', 'Times New Roman'" }); subtitleText.anchor.set(0.5, 0.5); subtitleText.y = -280; self.addChild(subtitleText); // Start button var startButton = new Container(); var startButtonBg = startButton.attachAsset('simonButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 1, alpha: 0.7 }); var startText = new Text2('', { size: 80, fill: 0xFFFFFF, font: "'Creepster', 'Chiller', 'Times New Roman'" }); startText.anchor.set(0.5, 0.5); startButton.addChild(startText); startButton.y = 200; self.addChild(startButton); // Add touch handler for start button startButton.down = function (x, y, obj) { self.startGame(); }; // Method to start the game self.startGame = function () { tween(self, { alpha: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { startGame(); self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Constants var STATE_INTRO_DIALOGUE = 0; var STATE_INTRO = 1; var STATE_SIMON_TURN = 2; var STATE_PLAYER_TURN = 3; var STATE_GAME_OVER = 4; var COLOR_RED = 'Red'; var COLOR_GREEN = 'Green'; var COLOR_BLUE = 'Blue'; var COLOR_YELLOW = 'Yellow'; // Game variables var gameState = STATE_INTRO_DIALOGUE; var level = 1; var sequence = []; var playerSequence = []; var sequenceIndex = 0; var waitingForInput = false; var horrorIntensity = 0; var highScore = storage.highScore || 0; // Overlay for horror effects var overlay = game.addChild(LK.getAsset('backgroundOverlay', { anchorX: 0, anchorY: 0, alpha: 0 })); // Create Simon buttons var buttonSize = 400; var spacing = 50; var totalWidth = buttonSize * 2 + spacing; var totalHeight = buttonSize * 2 + spacing; var startX = (2048 - totalWidth) / 2 + buttonSize / 2; var startY = (2732 - totalHeight) / 2 + buttonSize / 2; var buttons = []; var buttonRed = game.addChild(new SimonButton(COLOR_RED, 'buttonSound1', 0)); buttonRed.x = startX; buttonRed.y = startY; buttons.push(buttonRed); var buttonGreen = game.addChild(new SimonButton(COLOR_GREEN, 'buttonSound2', 1)); buttonGreen.x = startX + buttonSize + spacing; buttonGreen.y = startY; buttons.push(buttonGreen); var buttonBlue = game.addChild(new SimonButton(COLOR_BLUE, 'buttonSound3', 2)); buttonBlue.x = startX; buttonBlue.y = startY + buttonSize + spacing; buttons.push(buttonBlue); var buttonYellow = game.addChild(new SimonButton(COLOR_YELLOW, 'buttonSound4', 3)); buttonYellow.x = startX + buttonSize + spacing; buttonYellow.y = startY + buttonSize + spacing; buttons.push(buttonYellow); // Create the sinister entity var entity = game.addChild(new SinisterEntity()); entity.x = 2048 / 2; entity.y = 2732 / 2; // Level text var levelText = new Text2('Level: 1', { size: 80, fill: 0xFF0000, font: "'Creepster', 'Chiller', 'Times New Roman'" }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); levelText.y = 100; // Score text var scoreText = new Text2('Score: 0', { size: 80, fill: 0xFF0000, font: "'Creepster', 'Chiller', 'Times New Roman'" }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.y = 200; // High score text var highScoreText = new Text2('High Score: ' + highScore, { size: 80, fill: 0xFF0000, font: "'Creepster', 'Chiller', 'Times New Roman'" }); highScoreText.anchor.set(0.5, 0); LK.gui.top.addChild(highScoreText); highScoreText.y = 300; // Instructions text var instructionsText = new Text2('Watch the pattern, then repeat it', { size: 60, fill: 0xFF0000, font: "'Creepster', 'Chiller', 'Times New Roman'" }); instructionsText.anchor.set(0.5, 0); LK.gui.bottom.addChild(instructionsText); instructionsText.y = -150; // Status text var statusText = new Text2('Get ready...', { size: 85, fill: 0xFF0000, font: "'Creepster', 'Chiller', 'Times New Roman'" }); statusText.anchor.set(0.5, 0); LK.gui.center.addChild(statusText); statusText.y = -400; // Game functions function startGame() { LK.playMusic('horrorAmbience', { fade: { start: 0, end: 0.4, duration: 1000 } }); gameState = STATE_SIMON_TURN; level = 1; sequence = []; horrorIntensity = 0; // Show game elements buttons.forEach(function (button) { button.visible = true; }); entity.visible = true; updateLevel(); LK.setScore(0); updateScore(); generateSequence(); // Start the first round LK.setTimeout(function () { playSequence(); }, 1500); } function updateLevel() { levelText.setText('Level: ' + level); } function updateScore() { scoreText.setText('Score: ' + LK.getScore()); if (LK.getScore() > highScore) { highScore = LK.getScore(); storage.highScore = highScore; highScoreText.setText('High Score: ' + highScore); } } function generateSequence() { // Add a new step to the sequence sequence.push(Math.floor(Math.random() * 4)); playerSequence = []; sequenceIndex = 0; } function playSequence() { statusText.setText("Watch carefully..."); // Flash the entity briefly before showing the sequence // Intensity increases with level horrorIntensity = Math.min(level - 1, 10); entity.appear(horrorIntensity); // Start showing sequence after entity appears sequenceIndex = 0; waitingForInput = true; LK.setTimeout(function () { playNextInSequence(); }, 2000); } function playNextInSequence() { if (sequenceIndex < sequence.length) { buttons[sequence[sequenceIndex]].activate(); // Sequence timing gets faster as level increases var delay = Math.max(1000 - level * 50, 400); LK.setTimeout(function () { sequenceIndex++; playNextInSequence(); }, delay); } else { // Done showing sequence, player's turn LK.setTimeout(function () { waitingForInput = false; gameState = STATE_PLAYER_TURN; statusText.setText("Your turn!"); playerSequence = []; sequenceIndex = 0; }, 500); } } function checkPlayerInput() { var currentIndex = playerSequence.length - 1; if (playerSequence[currentIndex] !== sequence[currentIndex]) { // Wrong input gameOver(); return; } // If the player has completed the current sequence if (playerSequence.length === sequence.length) { // Level completed waitingForInput = true; LK.setScore(LK.getScore() + sequence.length); updateScore(); level++; updateLevel(); // Check if player has completed all 35 levels if (level > 35) { statusText.setText("You have escaped..."); LK.setTimeout(function () { LK.showYouWin(); }, 3000); return; } gameState = STATE_SIMON_TURN; // Horror effect between levels tween(overlay, { alpha: 0.7 }, { duration: 500, onFinish: function onFinish() { LK.getSound('levelUpSound').play(); LK.setTimeout(function () { tween(overlay, { alpha: 0 }, { duration: 500 }); }, 500); } }); statusText.setText("Level " + level + "!"); // Start next level after a delay LK.setTimeout(function () { generateSequence(); playSequence(); }, 2000); } } function gameOver() { gameState = STATE_GAME_OVER; // Jumpscare effect entity.jumpscare(); LK.getSound('errorSound').play(); // Flash screen red LK.effects.flashScreen(0xff0000, 800); statusText.setText("Game Over!"); LK.setTimeout(function () { LK.showGameOver(); }, 1500); } // Create shadow figure for intro var shadowFigure = game.addChild(new ShadowFigure()); shadowFigure.x = 2048 / 2; shadowFigure.y = 2732 / 2; // Hide game elements initially buttons.forEach(function (button) { button.visible = false; }); entity.visible = false; // Start intro dialogue when loaded LK.setTimeout(function () { shadowFigure.startDialogue(); }, 1000); // Game update function game.update = function () { // Add subtle horror effects as the game progresses if (gameState !== STATE_GAME_OVER && level > 3) { // Random subtle screen flicker if (Math.random() < 0.005 * horrorIntensity) { tween(overlay, { alpha: 0.2 }, { duration: 100, onFinish: function onFinish() { tween(overlay, { alpha: 0 }, { duration: 100 }); } }); } // Random entity flicker at higher levels if (level > 5 && Math.random() < 0.002 * horrorIntensity && entity.alpha < 0.1) { tween(entity, { alpha: 0.3 }, { duration: 50, onFinish: function onFinish() { tween(entity, { alpha: 0 }, { duration: 50 }); } }); } } }; // Event handlers game.down = function (x, y, obj) { // No need for intro handling, title screen has its own button };
===================================================================
--- original.js
+++ change.js
@@ -90,9 +90,9 @@
scaleX: 1.2,
scaleY: 0.5,
alpha: 0.7
});
- var skipText = new Text2('SKIP', {
+ var skipText = new Text2('', {
size: 60,
fill: 0xFFFFFF,
font: "'Creepster', 'Chiller', 'Times New Roman'"
});
@@ -141,18 +141,18 @@
alpha: 0.9
}, {
duration: 500
});
- dialogueText.setText("");
+ // No text display
} else if (dialogue.includes("*shows devious smile")) {
// Show evil smile
tween(mouth, {
scaleX: 2.5,
scaleY: 1.0
}, {
duration: 800
});
- dialogueText.setText("");
+ // No text display
} else {
// Hide car crash image if visible
if (carCrashImage.visible) {
tween(carCrashImage, {
@@ -163,10 +163,9 @@
carCrashImage.visible = false;
}
});
}
- // Normal dialogue
- dialogueText.setText(dialogue);
+ // Normal dialogue - no text display
}
currentDialogue++;
// Calculate delay - longer for showing images or evil smile
var delay = 3500; // Increased from 2000 to make dialogue slower
@@ -373,18 +372,18 @@
});
var TitleScreen = Container.expand(function () {
var self = Container.call(this);
// Title text
- var titleText = new Text2('Shadow Simon', {
+ var titleText = new Text2('', {
size: 150,
fill: 0xFF0000,
font: "'Creepster', 'Chiller', 'Times New Roman'"
});
titleText.anchor.set(0.5, 0.5);
titleText.y = -400;
self.addChild(titleText);
// Subtitle text
- var subtitleText = new Text2('A game of memory and fear', {
+ var subtitleText = new Text2('', {
size: 70,
fill: 0xFF0000,
font: "'Creepster', 'Chiller', 'Times New Roman'"
});
@@ -399,9 +398,9 @@
scaleX: 3,
scaleY: 1,
alpha: 0.7
});
- var startText = new Text2('START GAME', {
+ var startText = new Text2('', {
size: 80,
fill: 0xFFFFFF,
font: "'Creepster', 'Chiller', 'Times New Roman'"
});
creepy realistic eye. In-Game asset. 2d. High contrast. No shadows
realistic face with no eyes or mouth. In-Game asset. 2d. High contrast. No shadows
realistic mouth. In-Game asset. 2d. High contrast. No shadows
blurry realistic image of a car crash with backround. In-Game asset. 2d. High contrast. No shadows
number 0. In-Game asset. 2d. High contrast. No shadows
the number 1. In-Game asset. 2d. High contrast. No shadows