User prompt
"Close" butonu yine çalışmıyor kamera açılıyor ama geri kapanmıyor
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'value')' in or related to this line: 'head.visible = aggroSliders[i].value > 0;' Line Number: 249
User prompt
eğer karakterin değeri "0" ise karakteri gösterme
User prompt
yine kapanmadı kamera close butonuna basınca
User prompt
kamerayı açtıktan sınra close butonuna basınca kamera kapanmıyor
User prompt
karakterlerin seviyelerini ayarlayıp "Start Night" butonuna basınca oyunu oynatmıyor direkt kazandınız yazıyor
User prompt
hâlâ aynı hata oluyor oyun başlayınca hemen kazandınız diyor
User prompt
start night butonuna basınca hemen kazandınız çıkıyor ve oyun bitiyor bu hatayı düzelt
User prompt
kaydırmalı olan ayarı sil sadece butonlar kalsın
User prompt
karakterlerin seviyesnini ayarlamak için yukarı ve aşağı butonu yap yukarı basınca karakterin seviyesi artsın alt butonuna basınca azalsın
Code edit (1 edits merged)
Please save this source code
User prompt
Custom Night: Freddy's Shift
Initial prompt
five night at freddy oyununun custom night bölümünü yap şimdilik 4 karakter olsun. karakterlerin 0 ve 10 arasında değerler verelim bu değerler gelme sıklıkları olsun 0 hiç gelmemem 10 sürekli gelme gibi seviyelerini belirleyip start butonuna basınca oyun başlasın... Oyun bildiğimiz five night at freddy oyununun mekaniklerine sahip olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // AggroSlider class removed (no longer needed) // Animatronic class var Animatronic = Container.expand(function () { var self = Container.call(this); // Properties self.name = ''; self.aggression = 0; // 0-10 self.position = 0; // 0: stage, 1: hall, 2: door self.active = false; self.lastMoveTick = 0; self.moveInterval = 0; // How often to try to move (in ticks) self.headAsset = null; // Set animatronic type self.setType = function (type) { self.name = type; if (type === 'Freddy') { self.headAsset = self.attachAsset('freddy_head', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'Bonnie') { self.headAsset = self.attachAsset('bonnie_head', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'Chica') { self.headAsset = self.attachAsset('chica_head', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === 'Foxy') { self.headAsset = self.attachAsset('foxy_head', { anchorX: 0.5, anchorY: 0.5 }); } }; // Set aggression (0-10) self.setAggression = function (level) { self.aggression = level; // Lower interval = more aggressive self.moveInterval = 180 - level * 15; // 180 ticks (3s) at 0, 30 ticks (0.5s) at 10 if (self.moveInterval < 30) self.moveInterval = 30; }; // Reset animatronic to start self.reset = function () { self.position = 0; self.active = self.aggression > 0; self.lastMoveTick = LK.ticks; }; // Try to move forward self.tryMove = function () { if (!self.active) return; if (LK.ticks - self.lastMoveTick < self.moveInterval) return; // Random chance based on aggression var chance = self.aggression / 10; if (Math.random() < chance) { self.position++; if (self.position > 2) self.position = 2; } self.lastMoveTick = LK.ticks; }; // For camera view: get current room name self.getRoom = function () { if (self.position === 0) return 'Stage'; if (self.position === 1) return self.name === 'Bonnie' || self.name === 'Foxy' ? 'Left Hall' : 'Right Hall'; if (self.position === 2) return self.name === 'Bonnie' || self.name === 'Foxy' ? 'Left Door' : 'Right Door'; return ''; }; // For office jumpscare self.isAtDoor = function () { return self.position === 2; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111111 }); /**** * Game Code ****/ // Start button // Aggression slider bar // Camera view background // Office background // Camera button // Door panels // Door buttons // Animatronic heads (simple colored ellipses for each animatronic) // --- GLOBALS --- var animatronics = []; var aggroSliders = []; var aggroLabels = []; var aggroValueTexts = []; var startBtn = null; var nightStarted = false; var nightStartTick = 0; var timeTxt = null; var hour = 12; var minute = 0; var leftDoorClosed = false; var rightDoorClosed = false; var leftLightOn = false; var rightLightOn = false; var camOpen = false; var camBtn = null; var leftDoorBtn = null; var rightDoorBtn = null; var leftLightBtn = null; var rightLightBtn = null; var officeBg = null; var camBg = null; var camAnimatronicHeads = []; var jumpscareActive = false; var jumpscareAnim = null; var jumpscareAnimatronic = null; var jumpscareTick = 0; var officeAnimatronicHeads = []; var leftDoorPanel = null; var rightDoorPanel = null; var camRoomTxt = null; var camCloseBtn = null; var camAnimatronicRoomTxts = []; var camAnimatronicRoomHeads = []; var camAnimatronicRoomNames = []; var camAnimatronicRoomHeadObjs = []; var camAnimatronicRoomTxtObjs = []; var camAnimatronicRoomY = 300; var camAnimatronicRoomSpacing = 300; var camAnimatronicRoomStartX = 400; var camAnimatronicRoomStartY = 300; var camAnimatronicRoomHeadSize = 120; var camAnimatronicRoomTxtSize = 60; var camAnimatronicRoomTxtColor = "#ffffff"; var camAnimatronicRoomHeadAnchor = 0.5; var camAnimatronicRoomTxtAnchor = 0.5; var camAnimatronicRoomTxtYOffset = 100; var camAnimatronicRoomHeadYOffset = 0; var camAnimatronicRoomTxtObjs = []; var camAnimatronicRoomHeadObjs = []; var camAnimatronicRoomNames = []; var camAnimatronicRoomHeads = []; var camAnimatronicRoomTxts = []; var camAnimatronicRoomX = 400; var camAnimatronicRoomY = 300; var camAnimatronicRoomSpacing = 400; var camAnimatronicRoomHeadSize = 120; var camAnimatronicRoomTxtSize = 60; var camAnimatronicRoomTxtColor = "#ffffff"; var camAnimatronicRoomHeadAnchor = 0.5; var camAnimatronicRoomTxtAnchor = 0.5; var camAnimatronicRoomTxtYOffset = 100; var camAnimatronicRoomHeadYOffset = 0; var camAnimatronicRoomTxtObjs = []; var camAnimatronicRoomHeadObjs = []; var camAnimatronicRoomNames = []; var camAnimatronicRoomHeads = []; var camAnimatronicRoomTxts = []; var camAnimatronicRoomX = 400; var camAnimatronicRoomY = 300; var camAnimatronicRoomSpacing = 400; var camAnimatronicRoomHeadSize = 120; var camAnimatronicRoomTxtSize = 60; var camAnimatronicRoomTxtColor = "#ffffff"; var camAnimatronicRoomHeadAnchor = 0.5; var camAnimatronicRoomTxtAnchor = 0.5; var camAnimatronicRoomTxtYOffset = 100; var camAnimatronicRoomHeadYOffset = 0; // --- SETUP: Custom Night Menu --- function setupCustomNightMenu() { // Clear game children while (game.children.length > 0) { game.children[0].destroy(); } nightStarted = false; jumpscareActive = false; animatronics = []; aggroSliders = []; aggroLabels = []; aggroValueTexts = []; officeAnimatronicHeads = []; // Title var titleTxt = new Text2('Custom Night', { size: 140, fill: "#fff" }); titleTxt.anchor.set(0.5, 0); titleTxt.x = 2048 / 2; titleTxt.y = 120; game.addChild(titleTxt); // Animatronic names var names = ['Freddy', 'Bonnie', 'Chica', 'Foxy']; var colors = [0x8B5C2A, 0x4B5B9E, 0xE6D13A, 0xB13A2A]; for (var i = 0; i < 4; i++) { // Head icon var headId = names[i].toLowerCase() + '_head'; var head = LK.getAsset(headId, { anchorX: 0.5, anchorY: 0.5, x: 400 + i * 400, y: 400 }); game.addChild(head); // Name label var label = new Text2(names[i], { size: 70, fill: "#fff" }); label.anchor.set(0.5, 0); label.x = 400 + i * 400; label.y = 540; game.addChild(label); aggroLabels.push(label); // Aggression value (no slider, just value) var slider = { value: 0, setValue: function setValue(val) { if (val < 0) val = 0; if (val > 10) val = 10; this.value = val; } }; aggroSliders.push(slider); // Up button var upBtn = LK.getAsset('cam_btn', { anchorX: 0.5, anchorY: 0.5, x: 400 + i * 400, y: 600 }); game.addChild(upBtn); var upTxt = new Text2('▲', { size: 50, fill: "#fff" }); upTxt.anchor.set(0.5, 0.5); upTxt.x = 400 + i * 400; upTxt.y = 600; game.addChild(upTxt); // Down button var downBtn = LK.getAsset('cam_btn', { anchorX: 0.5, anchorY: 0.5, x: 400 + i * 400, y: 780 }); game.addChild(downBtn); var downTxt = new Text2('▼', { size: 50, fill: "#fff" }); downTxt.anchor.set(0.5, 0.5); downTxt.x = 400 + i * 400; downTxt.y = 780; game.addChild(downTxt); // Value text var valueTxt = new Text2('0', { size: 60, fill: "#fff" }); valueTxt.anchor.set(0.5, 0.5); valueTxt.x = 400 + i * 400; valueTxt.y = 720; game.addChild(valueTxt); aggroValueTexts.push(valueTxt); // Slider change event (function (idx, sliderRef, valueTxtRef) { sliderRef.onChange = function (val) { valueTxtRef.setText(val); }; upBtn.down = function (x, y, obj) { sliderRef.setValue(sliderRef.value + 1); if (sliderRef.onChange) sliderRef.onChange(sliderRef.value); }; upTxt.down = upBtn.down; downBtn.down = function (x, y, obj) { sliderRef.setValue(sliderRef.value - 1); if (sliderRef.onChange) sliderRef.onChange(sliderRef.value); }; downTxt.down = downBtn.down; })(i, slider, valueTxt); } // Start button startBtn = LK.getAsset('start_btn', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1000 }); game.addChild(startBtn); var startTxt = new Text2('Start Night', { size: 70, fill: "#fff" }); startTxt.anchor.set(0.5, 0.5); startTxt.x = 2048 / 2; startTxt.y = 1000; game.addChild(startTxt); // Start button event startBtn.down = function (x, y, obj) { startNight(); }; startTxt.down = function (x, y, obj) { startNight(); }; } // --- START NIGHT --- function startNight() { // Remove menu elements while (game.children.length > 0) { game.children[0].destroy(); } nightStarted = true; jumpscareActive = false; hour = 12; minute = 0; nightStartTick = LK.ticks; leftDoorClosed = false; rightDoorClosed = false; leftLightOn = false; rightLightOn = false; camOpen = false; officeAnimatronicHeads = []; camAnimatronicHeads = []; camAnimatronicRoomTxtObjs = []; camAnimatronicRoomHeadObjs = []; camAnimatronicRoomNames = []; camAnimatronicRoomHeads = []; camAnimatronicRoomTxts = []; // Create animatronics var names = ['Freddy', 'Bonnie', 'Chica', 'Foxy']; animatronics = []; for (var i = 0; i < 4; i++) { var a = new Animatronic(); a.setType(names[i]); a.setAggression(aggroSliders[i].value); a.reset(); animatronics.push(a); } // Office background officeBg = LK.getAsset('office_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(officeBg); // Door panels leftDoorPanel = LK.getAsset('left_door', { anchorX: 0, anchorY: 0, x: 0, y: 300 }); rightDoorPanel = LK.getAsset('right_door', { anchorX: 1, anchorY: 0, x: 2048, y: 300 }); leftDoorPanel.visible = false; rightDoorPanel.visible = false; game.addChild(leftDoorPanel); game.addChild(rightDoorPanel); // Door buttons leftDoorBtn = LK.getAsset('door_btn', { anchorX: 0, anchorY: 0, x: 40, y: 1300 }); rightDoorBtn = LK.getAsset('door_btn', { anchorX: 0, anchorY: 0, x: 2048 - 220, y: 1300 }); game.addChild(leftDoorBtn); game.addChild(rightDoorBtn); var leftDoorTxt = new Text2('Left Door', { size: 40, fill: "#fff" }); leftDoorTxt.anchor.set(0.5, 0.5); leftDoorTxt.x = 40 + 90; leftDoorTxt.y = 1300 + 45; game.addChild(leftDoorTxt); var rightDoorTxt = new Text2('Right Door', { size: 40, fill: "#fff" }); rightDoorTxt.anchor.set(0.5, 0.5); rightDoorTxt.x = 2048 - 220 + 90; rightDoorTxt.y = 1300 + 45; game.addChild(rightDoorTxt); // Light buttons leftLightBtn = LK.getAsset('light_btn', { anchorX: 0, anchorY: 0, x: 40, y: 1420 }); rightLightBtn = LK.getAsset('light_btn', { anchorX: 0, anchorY: 0, x: 2048 - 220, y: 1420 }); game.addChild(leftLightBtn); game.addChild(rightLightBtn); var leftLightTxt = new Text2('Left Light', { size: 40, fill: "#222" }); leftLightTxt.anchor.set(0.5, 0.5); leftLightTxt.x = 40 + 90; leftLightTxt.y = 1420 + 45; game.addChild(leftLightTxt); var rightLightTxt = new Text2('Right Light', { size: 40, fill: "#222" }); rightLightTxt.anchor.set(0.5, 0.5); rightLightTxt.x = 2048 - 220 + 90; rightLightTxt.y = 1420 + 45; game.addChild(rightLightTxt); // Camera button camBtn = LK.getAsset('cam_btn', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 1300 }); game.addChild(camBtn); var camBtnTxt = new Text2('CAM', { size: 50, fill: "#fff" }); camBtnTxt.anchor.set(0.5, 0.5); camBtnTxt.x = 2048 / 2; camBtnTxt.y = 1300 + 45; game.addChild(camBtnTxt); // Time text timeTxt = new Text2('12:00 AM', { size: 90, fill: "#fff" }); timeTxt.anchor.set(0.5, 0); timeTxt.x = 2048 / 2; timeTxt.y = 80; LK.gui.top.addChild(timeTxt); // Office animatronic heads (hidden unless at door) for (var i = 0; i < 4; i++) { var headId = animatronics[i].name.toLowerCase() + '_head'; var head = LK.getAsset(headId, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); head.visible = false; officeAnimatronicHeads.push(head); game.addChild(head); } // Button events leftDoorBtn.down = function (x, y, obj) { leftDoorClosed = !leftDoorClosed; leftDoorPanel.visible = leftDoorClosed; }; rightDoorBtn.down = function (x, y, obj) { rightDoorClosed = !rightDoorClosed; rightDoorPanel.visible = rightDoorClosed; }; leftLightBtn.down = function (x, y, obj) { leftLightOn = !leftLightOn; }; rightLightBtn.down = function (x, y, obj) { rightLightOn = !rightLightOn; }; camBtn.down = function (x, y, obj) { openCamera(); }; } // --- CAMERA VIEW --- function openCamera() { camOpen = true; // Overlay camera background camBg = LK.getAsset('cam_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(camBg); // Show animatronic locations camAnimatronicRoomTxtObjs = []; camAnimatronicRoomHeadObjs = []; var roomNames = []; var roomHeads = []; for (var i = 0; i < 4; i++) { var a = animatronics[i]; var room = a.getRoom(); var headId = a.name.toLowerCase() + '_head'; var x = 400 + i * 400; var y = 600; var head = LK.getAsset(headId, { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); var txt = new Text2(a.name + ': ' + room, { size: 60, fill: "#fff" }); txt.anchor.set(0.5, 0.5); txt.x = x; txt.y = y + 120; camAnimatronicRoomHeadObjs.push(head); camAnimatronicRoomTxtObjs.push(txt); game.addChild(head); game.addChild(txt); } // Close camera button camCloseBtn = LK.getAsset('cam_btn', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 1500 }); game.addChild(camCloseBtn); var camCloseTxt = new Text2('CLOSE', { size: 50, fill: "#fff" }); camCloseTxt.anchor.set(0.5, 0.5); camCloseTxt.x = 2048 / 2; camCloseTxt.y = 1500 + 45; game.addChild(camCloseTxt); camCloseBtn.down = function (x, y, obj) { closeCamera(); }; camCloseTxt.down = function (x, y, obj) { closeCamera(); }; } function closeCamera() { camOpen = false; if (camBg) camBg.destroy(); if (camCloseBtn) camCloseBtn.destroy(); for (var i = 0; i < camAnimatronicRoomHeadObjs.length; i++) { camAnimatronicRoomHeadObjs[i].destroy(); camAnimatronicRoomTxtObjs[i].destroy(); } camAnimatronicRoomHeadObjs = []; camAnimatronicRoomTxtObjs = []; } // --- JUMPSCARE --- function triggerJumpscare(animatronicIdx) { jumpscareActive = true; jumpscareAnimatronic = animatronicIdx; jumpscareTick = LK.ticks; // Show animatronic head in center, scale up var headId = animatronics[animatronicIdx].name.toLowerCase() + '_head'; jumpscareAnim = LK.getAsset(headId, { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 900 / 2 + 300, scaleX: 1, scaleY: 1 }); game.addChild(jumpscareAnim); tween(jumpscareAnim, { scaleX: 3, scaleY: 3 }, { duration: 800, easing: tween.cubicOut }); // Flash screen red LK.effects.flashScreen(0xff0000, 800); // After 1s, show game over LK.setTimeout(function () { if (jumpscareAnim) jumpscareAnim.destroy(); LK.showGameOver(); }, 1000); } // --- UPDATE LOOP --- game.update = function () { if (!nightStarted) return; // Time progression: 1 minute = 6 seconds (360 ticks) var ticksSinceStart = LK.ticks - nightStartTick; var totalMinutes = Math.floor(ticksSinceStart / 360); var newHour = 12 + Math.floor(totalMinutes / 6); var newMinute = totalMinutes % 6 * 10; if (newHour > 6) newHour = 6; if (newHour !== hour || newMinute !== minute) { hour = newHour; minute = newMinute; var ampm = hour < 12 ? 'AM' : 'AM'; var hourStr = hour === 0 ? '12' : hour.toString(); var minStr = minute < 10 ? '0' + minute : minute.toString(); timeTxt.setText(hourStr + ':' + minStr + ' ' + ampm); } // Win condition: 6 AM if (hour >= 6 && !jumpscareActive) { LK.showYouWin(); return; } // Animatronic AI for (var i = 0; i < animatronics.length; i++) { var a = animatronics[i]; a.tryMove(); } // Office animatronic heads (show if at door and light/door open) for (var i = 0; i < 4; i++) { var a = animatronics[i]; var head = officeAnimatronicHeads[i]; if (!head) continue; if (a.isAtDoor()) { if ((i === 1 || i === 3) && leftLightOn && !leftDoorClosed) { // Bonnie/Foxy left head.x = 180; head.y = 900; head.visible = true; } else if ((i === 2 || i === 0) && rightLightOn && !rightDoorClosed) { // Chica/Freddy right head.x = 2048 - 180; head.y = 900; head.visible = true; } else { head.visible = false; } } else { head.visible = false; } } // Jumpscare check if (!jumpscareActive) { for (var i = 0; i < animatronics.length; i++) { var a = animatronics[i]; if (a.isAtDoor()) { if ((i === 1 || i === 3) && !leftDoorClosed) { // Bonnie/Foxy left triggerJumpscare(i); return; } else if ((i === 2 || i === 0) && !rightDoorClosed) { // Chica/Freddy right triggerJumpscare(i); return; } } } } // Camera view update if (camOpen) { for (var i = 0; i < 4; i++) { var a = animatronics[i]; var txt = camAnimatronicRoomTxtObjs[i]; if (txt) txt.setText(a.name + ': ' + a.getRoom()); } } }; // --- TOUCH HANDLING --- game.move = function (x, y, obj) { // No slider move handling needed }; game.down = function (x, y, obj) { // No slider down handling needed }; game.up = function (x, y, obj) { // No slider up handling needed }; // --- INIT --- setupCustomNightMenu();
===================================================================
--- original.js
+++ change.js
@@ -5,50 +5,9 @@
/****
* Classes
****/
-// Slider for aggression
-var AggroSlider = Container.expand(function () {
- var self = Container.call(this);
- self.value = 0; // 0-10
- self.dragging = false;
- self.bar = self.attachAsset('slider_bar', {
- anchorX: 0,
- anchorY: 0.5
- });
- self.knob = self.attachAsset('slider_knob', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 0,
- y: 0
- });
- self.bar.x = 0;
- self.bar.y = 0;
- self.knob.x = 0;
- self.knob.y = 0;
- self.setValue = function (val) {
- if (val < 0) val = 0;
- if (val > 10) val = 10;
- self.value = val;
- self.knob.x = val / 10 * 400;
- };
- // Touch events
- self.down = function (x, y, obj) {
- self.dragging = true;
- self.move(x, y, obj);
- };
- self.up = function (x, y, obj) {
- self.dragging = false;
- };
- self.move = function (x, y, obj) {
- if (!self.dragging) return;
- var localX = x - self.x;
- var v = Math.round(localX / 400 * 10);
- self.setValue(v);
- if (self.onChange) self.onChange(self.value);
- };
- return self;
-});
+// AggroSlider class removed (no longer needed)
// Animatronic class
var Animatronic = Container.expand(function () {
var self = Container.call(this);
// Properties
@@ -264,14 +223,17 @@
label.x = 400 + i * 400;
label.y = 540;
game.addChild(label);
aggroLabels.push(label);
- // Aggression slider
- var slider = new AggroSlider();
- slider.x = 200 + i * 400;
- slider.y = 650;
- slider.setValue(0);
- game.addChild(slider);
+ // Aggression value (no slider, just value)
+ var slider = {
+ value: 0,
+ setValue: function setValue(val) {
+ if (val < 0) val = 0;
+ if (val > 10) val = 10;
+ this.value = val;
+ }
+ };
aggroSliders.push(slider);
// Up button
var upBtn = LK.getAsset('cam_btn', {
anchorX: 0.5,
@@ -714,29 +676,14 @@
}
};
// --- TOUCH HANDLING ---
game.move = function (x, y, obj) {
- // Sliders
- if (!nightStarted) {
- for (var i = 0; i < aggroSliders.length; i++) {
- aggroSliders[i].move(x, y, obj);
- }
- }
+ // No slider move handling needed
};
game.down = function (x, y, obj) {
- // Sliders
- if (!nightStarted) {
- for (var i = 0; i < aggroSliders.length; i++) {
- aggroSliders[i].down(x, y, obj);
- }
- }
+ // No slider down handling needed
};
game.up = function (x, y, obj) {
- // Sliders
- if (!nightStarted) {
- for (var i = 0; i < aggroSliders.length; i++) {
- aggroSliders[i].up(x, y, obj);
- }
- }
+ // No slider up handling needed
};
// --- INIT ---
setupCustomNightMenu();
\ No newline at end of file
Bonnie head. In-Game asset. 2d. High contrast. No shadows
scary chica head. In-Game asset. 2d. High contrast. No shadows
foxy head. In-Game asset. 2d. High contrast. No shadows
freddy head. In-Game asset. 2d. High contrast. No shadows
balloon boy head. In-Game asset. 2d. High contrast. No shadows
golden freddy head. In-Game asset. 2d. High contrast. No shadows
mangle head. In-Game asset. 2d. High contrast. No shadows
puppet FNAF head. In-Game asset. 2d. High contrast. No shadows
chuck e cheese head. In-Game asset. 2d. High contrast. No shadows
herobrine_head. In-Game asset. 2d. High contrast. No shadows
scary baldi face. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
mcdonalds clown scary head. In-Game asset. 2d. High contrast. No shadows
freddy krueger scary head. In-Game asset. 2d. High contrast. No shadows
jeff the killer scary head. In-Game asset. 2d. High contrast. No shadows
The image displays a highly disturbing and unsettling close-up of what appears to be a dog's head, heavily distorted and manipulated to create a horrific effect. The most striking feature is the dog's mouth, stretched into an impossibly wide and menacing grin that reveals numerous sharp, human-like teeth. Its eyes are wide open, round, and blank white or glowing, contributing to an overall vacant and soulless stare. The fur around its face and head is colored in aggressive shades of red and dark brown, giving it a bloodied or demonic appearance. The overall impression is that of a creature from a horror story, designed to evoke fear and discomfort. The background is completely black, isolating the terrifying subject and intensifying its impact.. In-Game asset. 2d. High contrast. No shadows
The image depicts a strange, humanoid creature with an unusual and unsettling appearance. It has a small, elongated head with a pointed nose and large, dark eyes that seem to bulge slightly. The creature has sparse, dark hair on its head, which appears messy and uneven. Its body is thin and frail, covered with patchy, coarse hair across its back and sides. The creature is crouched on all fours, with long, thin arms and legs that bend awkwardly. Its skin looks pale and wrinkled, and it has a hunched posture, as if it is crawling or moving slowly.. In-Game asset. 2d. High contrast. No shadows
momo head. In-Game asset. 2d. High contrast. No shadows
chucky head. In-Game asset. 2d. High contrast. No shadows
pennywise head. In-Game asset. 2d. High contrast. No shadows
Red Balloon. In-Game asset. 2d. High contrast. No shadows
It has a purple ribbon and ribbons on a blue gift box. In-Game asset. 2d. High contrast. No shadows
The red color in the game Among us creates the character in an extremely scary way, the glass of the astronaut suit is broken, his eyes are white, his mouth is so long that it touches his ears when he smiles, and he has a bloody knife in his hand.. In-Game asset. 2d. High contrast. No shadows
one scary porcelain doll. It is clear from the whiteness of his skin that he has been standing there for years, one eye is completely closed and one eye is open but he has no eyes (jet black). She has suffered blows for years, fractures and burns on her head, and her beautiful dress is covered with cobwebs.. In-Game asset. 2d. High contrast. No shadows
the scary cartoon cat. In-Game asset. 2d. High contrast. No shadows
scary stickman. In-Game asset. 2d. High contrast. No shadows
scream (horror movie) face. In-Game asset. 2d. High contrast. No shadows
old phone. In-Game asset. 2d. High contrast. No shadows
a madman wearing a purple security suit. He looks frightening, you can tell he's crazy by the glazed look in his eyes. he's just smiling with a knife in his hand, but in the glazed look in his eyes there's a little cry for help. In-Game asset. 2d. High contrast. No shadows
saw( movie charakter). In-Game asset. 2d. High contrast. No shadows
scp 096 head. In-Game asset. 2d. High contrast. No shadows
scp 173 head. In-Game asset. 2d. High contrast. No shadows
siren head. In-Game asset. 2d. High contrast. No shadows
scary sponge bob. In-Game asset. 2d. High contrast. No shadows
jumpscare
Sound effect
foxy_move
Sound effect
testo_taylan_music
Sound effect
freddy_nose_honk
Sound effect
music_box
Sound effect
door_sound
Sound effect
light_sound
Sound effect
light_character_sound
Sound effect
camera_sound
Sound effect
phone_sound
Sound effect
ambient_hum
Sound effect
power_down
Sound effect
footstep
Sound effect
night_ambience
Music
breathing
Sound effect
golden_freddy_jumpscare
Sound effect