User prompt
hâlâ 6:00 A.M gösteriyor yukarıda
User prompt
sol üst kısımda 6:00 A.M yazan kısımda 12:00A.M her 9 dakikada 1 saat artsın yani: 12 A.M den 1 A.M ye geçmek için 9 dakika beklemek lazım 6:00 A.M bittiğinde oyun kazanılır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
saat'i de ayarla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Testo Taylan "Right door" dan gelmesine rağmen "Left Door"un kapısı kapalı olduğunda gidiyor "Right door"un kapası kapandığında ofise giremesin
User prompt
Testo Taylan karakteri bozuk kapı kapalı olmasına rağmen ofise girip jumpscare yapıyor
User prompt
saat 12 am yi göstersin sonra her 4 dakikada bir saat artsın en son saat 6 am olunca oyunu kazanalım ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Testo Taylan harekete geçtiğinde bir ses çalmaya başlasın jumpscare yaptığında veya yerine geri döndüğünde bitsin tekrar harekete geçince bida çalsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
bir tane saat ekle saat"12 A.M" den "6 A.M" ye kadar sürsün ve her saat arası 5 dakika olsun saat "6 A.M" olduğunda oyun kazanılsın. Saat ekranın sol üst köşesinde görünsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
4 tane karakter daha ekle bu karakterler "Freddy Krueger,Testo Taylan,jeff the killer ve smile dog"
User prompt
eğer karakterler kapı kapalı ise belli bi süre (3-4 saniye) beklesin sonra ilk başladıkları yere geri dönsün ve yerine döndükten sonra bi 6-7saniye sonra tekrar harekete geçsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
eğer karakterler kapı kapalı ise belli bi süre (3-4 saniye) beklesin sonra ilk başladıkları yere geri dönsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
foxy karakteri ilk hareket etmeye başlamadan önce bir ses çıkarsın ve ondan sonra harekete başlasın
User prompt
"Left Light" ve "Right Light" ışıkları basılınca eğer kapıda bir karekter varsa bir ışık butonunun rengi kırmızı olsun eğer basılınca kimse yoksa yeşil yansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bir harita oluştur kamera açılınca harita açılsın ve karakterler o haritada hareket etsin böylece oyuncu daha kolay anlar karakterlerin nerede olduğunu ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
okları ve derece sayısını küçültüp karekterelerin yanına koy
User prompt
chuck e cheese karakterinin değerini yükselttiğimde sadece yeşil bir kare texturesi çıkıyor onu düzelt
User prompt
yine düzelmedi hala chuck_e_cheese_head texturesi gözükmüyor chuck e cheese'i arttırırken
User prompt
chuck e cheese in taxturesi olmuyor başka bir texture gözüküyor ama kendi texturesi var "chuck_e_cheese_head" bu textureyi ayarla
User prompt
4 tane karakter daha ekle onların da ayrı texturesi olsun ama bu karakterler "Baldi,Herobrine,mc donalds palyaçosu ve chuck e cheese" olsun
User prompt
eğer karakterin değer "0" ise oyuna başladığımızda kameralarda görünmesin sadece değer verdiğimiz karakterler kamerada görünür olsun
User prompt
yeni dört tane karakter ekle onların da textureleri farklı olsun alt alta yap "Start Night" butonunu "costum Night" yazısının yanına al
User prompt
kapıları "Office-bg"a uygun bir şekilde büyük ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
"CAM" tuşuna basıp kamerayı açtıktak sonra "CAM" butonunu gizle "Close" butonuna basınca tekrar "CAM" butonunu görünür yap
User prompt
jumpscare yaptıklarında karakterlere bir jumpscare sesi ekle hepsinin ses efekti aynı olsun
User prompt
kapıların kapalı olduğunu belirtmek için "Left Door" ve "Right Door" Butonlarının arka plan rengini krımızı yap kapıyı açtığımızda eski rengine dönüştür ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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 ****/ // --- GLOBALS --- // Animatronic heads (simple colored ellipses for each animatronic) // Door buttons // Door panels // Camera button // Office background // Camera view background // Aggression slider bar // Start button 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 camCloseTxt = 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]; // Store heads array to set visibility after sliders are created var heads = []; 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); heads.push(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, headRef) { sliderRef.onChange = function (val) { valueTxtRef.setText(val); headRef.visible = val > 0; }; 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, heads[i]); } // Set initial head visibility now that sliders exist for (var i = 0; i < heads.length; i++) { heads[i].visible = aggroSliders[i].value > 0; } // 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 + 1; // Prevent instant win by offsetting start tick 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; // Change button color based on door state if (leftDoorClosed) { tween(leftDoorBtn, { tint: 0xff0000 }, { duration: 200 }); } else { tween(leftDoorBtn, { tint: 0xffffff }, { duration: 200 }); } }; rightDoorBtn.down = function (x, y, obj) { rightDoorClosed = !rightDoorClosed; rightDoorPanel.visible = rightDoorClosed; // Change button color based on door state if (rightDoorClosed) { tween(rightDoorBtn, { tint: 0xff0000 }, { duration: 200 }); } else { tween(rightDoorBtn, { tint: 0xffffff }, { duration: 200 }); } }; 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); 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(); camBg = null; } if (camCloseBtn) { camCloseBtn.down = null; camCloseBtn.destroy(); camCloseBtn = null; } if (camCloseTxt) { camCloseTxt.down = null; camCloseTxt.destroy(); camCloseTxt = null; } // Destroy all camera-related elements 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; // Play jumpscare sound LK.getSound('jumpscare').play(); // 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 (requires 6 hours * 6 minutes * 360 ticks = 12960 ticks minimum) // Prevent instant win by requiring proper game duration if (hour >= 6 && !jumpscareActive && ticksSinceStart >= 12960) { 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
@@ -622,8 +622,10 @@
function triggerJumpscare(animatronicIdx) {
jumpscareActive = true;
jumpscareAnimatronic = animatronicIdx;
jumpscareTick = LK.ticks;
+ // Play jumpscare sound
+ LK.getSound('jumpscare').play();
// Show animatronic head in center, scale up
var headId = animatronics[animatronicIdx].name.toLowerCase() + '_head';
jumpscareAnim = LK.getAsset(headId, {
anchorX: 0.5,
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