User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'btn.buttonGraphic.alpha = 1;' Line Number: 691
User prompt
add a mode that is named ucn and you get to pick who you want to survive.
User prompt
make it were you win at 6 am
User prompt
make it were you win at 1 am
User prompt
Make the in-game hours go much faster by reducing
User prompt
make the am really fast
User prompt
add 5 nights
User prompt
make the am go faster
User prompt
make the am go faster
User prompt
add a light sound when light button is clicked
User prompt
when light button is clicked play fnaf_light_sound.mp3.
User prompt
when light button is clicked play lightsound.
User prompt
make it if you look at spinny cam for too long he will jumpscare.
User prompt
make it were you win at 6 AM pls.
User prompt
make spinny just like dobby.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var nextLocation = possibleMoves[Math.floor(Math.random() * possibleMoves.length)];' Line Number: 115
User prompt
make spinny in the middle of the office
User prompt
make spinny show in office
User prompt
spinny will be in your office he will wait 5 seconds then he will be gone click the bug spray to bring him back in your office and he will show but if you dont click the bug spray when he is gone he will jumpscare you and you will die
User prompt
make spinny show in your office if he gone click the bug spray button to bring him back to the office if you don't spinny will wait 3 seconds then jumpscare and you die.
User prompt
actually make the bug spray play that bugspray sound when clicked
User prompt
make the bugspray button PLAY A SOUND!
User prompt
make the bug spray button play a noise while also taking 5 power.
User prompt
make the bug spray button play a noise while also taking 5 power.
User prompt
make the radar sound stop once you click the BUG SPRAY button.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
currentNight: 1,
highestNight: 1
});
/****
* Classes
****/
var Animatronic = Container.expand(function (id, name, difficulty, startLocation) {
var self = Container.call(this);
self.id = id;
self.name = name;
self.difficulty = difficulty;
self.currentLocation = startLocation;
self.lastLocation = startLocation;
self.atDoor = false;
self.doorSide = null;
self.moveTimer = null;
self.viewX = Math.random() * 400 - 200; // Random position in camera view
self.viewY = Math.random() * 300 - 150;
// Set movement pattern (different for each animatronic)
self.setMovementPattern = function () {
// Movement paths from cameras to door
if (self.id === 'dobby') {
self.movementPath = {
1: [2, 3],
2: [1, 3],
3: [2, 4, 'leftDoor'],
4: [3, 'rightDoor'],
'leftDoor': ['jumpscare', 3],
'rightDoor': ['jumpscare', 4]
};
} else if (self.id === 'bon') {
self.movementPath = {
1: [3, 'leftDoor', 'rightDoor'],
3: [1, 'rightDoor', 'leftDoor'],
5: [1, 'leftDoor', 'rightDoor'],
'leftDoor': ['jumpscare', 5],
'rightDoor': ['jumpscare', 3]
};
} else if (self.id === 'spinny') {
// Make Spinny's movement pattern identical to Dobby
self.movementPath = {
1: [2, 3],
2: [1, 3],
3: [2, 4, 'leftDoor'],
4: [3, 'rightDoor'],
'leftDoor': ['jumpscare', 3],
'rightDoor': ['jumpscare', 4]
};
}
};
// Make movement decisions
self.move = function () {
self.lastLocation = self.currentLocation;
// Check activity level (based on difficulty and night)
var activityLevel = self.difficulty + (game.currentNight - 1) * 2;
// Make Bon move much faster
if (self.id === 'bon') {
activityLevel = activityLevel * 2.5; // Significantly increase Bon's activity
}
var willMove = Math.random() * 20 < activityLevel;
if (!willMove) return;
// If at a door and door is open, enter and trigger jumpscare
if (self.currentLocation === 'leftDoor' || self.currentLocation === 'rightDoor') {
// Check if door is open (accessible from animatronic's door side)
var door = self.currentLocation === 'leftDoor' ? game.office.leftDoor : game.office.rightDoor;
if (door.isOpen) {
self.triggerJumpscare();
return;
} else {
// Door is closed, retreat
var possibleMoves = self.movementPath[self.currentLocation];
for (var i = 1; i < possibleMoves.length; i++) {
self.currentLocation = possibleMoves[i];
break;
}
self.atDoor = false;
door.setAnimatronic(null);
}
} else {
// Choose a random valid location to move to
var possibleMoves = self.movementPath[self.currentLocation];
if (!possibleMoves || !possibleMoves.length) {
// No valid moves, stay in place
return;
}
var nextLocation = possibleMoves[Math.floor(Math.random() * possibleMoves.length)];
self.currentLocation = nextLocation;
// If moved to a door, update door status
if (nextLocation === 'leftDoor') {
self.atDoor = true;
self.doorSide = 'left';
game.office.leftDoor.setAnimatronic(self);
} else if (nextLocation === 'rightDoor') {
self.atDoor = true;
self.doorSide = 'right';
game.office.rightDoor.setAnimatronic(self);
} else {
self.atDoor = false;
// Clear from doors if moved away
if (self.lastLocation === 'leftDoor') {
game.office.leftDoor.setAnimatronic(null);
} else if (self.lastLocation === 'rightDoor') {
game.office.rightDoor.setAnimatronic(null);
}
}
}
};
// Trigger jumpscare sequence
self.triggerJumpscare = function () {
// Special handling for Bon - he takes power instead of game over
if (self.id === 'bon' && game.powerRemaining > 0) {
// Play jumpscare sound
LK.getSound('jumpscare').play();
// Create jumpscare animation
var jumpscare = new Container();
var jumpscareGraphic = jumpscare.attachAsset('jumpscare', {
anchorX: 0.5,
anchorY: 0.5
});
var animatronicImage = jumpscare.attachAsset(self.id, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
// Position at center of screen
jumpscare.x = 2048 / 2;
jumpscare.y = 2732 / 2;
// Add to game
game.addChild(jumpscare);
// Animate jumpscare
tween(animatronicImage, {
scaleX: 5,
scaleY: 5
}, {
duration: 500,
onFinish: function onFinish() {
// Remove Bon from game for this night
self.currentLocation = 0; // Set to invalid location
// Remove from doors if present
if (self.doorSide === 'left') {
game.office.leftDoor.setAnimatronic(null);
} else if (self.doorSide === 'right') {
game.office.rightDoor.setAnimatronic(null);
}
self.atDoor = false;
// Take power instead of game over
game.powerRemaining -= 10;
if (game.powerRemaining < 0) game.powerRemaining = 0;
game.powerSystem.updateDisplay(game.powerRemaining, game.powerConsumption);
// Remove jumpscare after a moment
LK.setTimeout(function () {
jumpscare.destroy();
}, 500);
}
});
} else {
// Regular jumpscare behavior for other animatronics
// Set game state
game.isGameOver = true;
// Play jumpscare sound
LK.getSound('jumpscare').play();
// Create jumpscare animation
var jumpscare = new Container();
var jumpscareGraphic = jumpscare.attachAsset('jumpscare', {
anchorX: 0.5,
anchorY: 0.5
});
var animatronicImage = jumpscare.attachAsset(self.id, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
// Position at center of screen
jumpscare.x = 2048 / 2;
jumpscare.y = 2732 / 2;
// Add to game
game.addChild(jumpscare);
// Animate jumpscare
tween(animatronicImage, {
scaleX: 5,
scaleY: 5
}, {
duration: 500,
onFinish: function onFinish() {
// Game over
LK.setTimeout(function () {
LK.showGameOver();
}, 500);
}
});
}
};
// Initialize movement pattern
self.setMovementPattern();
return self;
});
var Button = Container.expand(function (label, callback) {
var self = Container.call(this);
self.buttonGraphic = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
var labelText = new Text2(label, {
size: 40,
fill: 0xFFFFFF
});
labelText.anchor.set(0.5, 0.5);
self.addChild(labelText);
self.down = function (x, y, obj) {
self.buttonGraphic.alpha = 0.7;
if (callback) callback();
};
self.up = function (x, y, obj) {
self.buttonGraphic.alpha = 1;
};
return self;
});
var CameraSystem = Container.expand(function () {
var self = Container.call(this);
self.isOpen = false;
self.currentCam = 1;
// Camera view background
var cameraBackground = self.attachAsset('camera', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
// Camera label
self.camLabel = new Text2("CAM 1", {
size: 60,
fill: 0xFFFFFF
});
self.camLabel.anchor.set(0.5, 0);
self.camLabel.y = -600;
self.addChild(self.camLabel);
// Static overlay
self["static"] = self.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
self["static"].alpha = 0.3;
// Camera buttons
self.camButtons = [];
for (var i = 1; i <= 5; i++) {
var btn = self.addChild(new Button("CAM " + i, function (camNum) {
return function () {
self.switchCam(camNum);
};
}(i)));
btn.x = -800 + (i - 1) * 400;
btn.y = 600;
self.camButtons.push(btn);
}
// Animatronics in view
self.animatronicsInView = self.addChild(new Container());
// Switch to a different camera
self.switchCam = function (camNum) {
if (camNum === self.currentCam) return;
LK.getSound('cameraSound').play();
self.currentCam = camNum;
self.camLabel.setText("CAM " + camNum);
// Show static effect when switching
self["static"].alpha = 0.8;
tween(self["static"], {
alpha: 0.3
}, {
duration: 300
});
// Update which animatronics are visible
self.updateAnimatronicsView();
};
// Toggle camera system
self.toggle = function () {
// Only allow toggling if power is on
if (game.powerRemaining <= 0) return;
self.isOpen = !self.isOpen;
if (self.isOpen) {
LK.getSound('cameraSound').play();
LK.getSound('static').play();
self.alpha = 1;
game.powerConsumption += 1;
self.updateAnimatronicsView();
} else {
LK.getSound('static').stop();
self.alpha = 0;
game.powerConsumption -= 1;
}
};
// Update which animatronics are shown based on current camera
self.updateAnimatronicsView = function () {
self.animatronicsInView.removeChildren();
for (var i = 0; i < game.animatronics.length; i++) {
var animatronic = game.animatronics[i];
// Don't show Bon on cameras - he's too fast to be seen
if (animatronic.currentLocation === self.currentCam && animatronic.id !== 'bon') {
var graphic = self.animatronicsInView.attachAsset(animatronic.id, {
anchorX: 0.5,
anchorY: 0.5,
x: animatronic.viewX,
y: animatronic.viewY,
scaleX: 1.5,
scaleY: 1.5
});
}
}
};
// Initially hide camera system
self.alpha = 0;
return self;
});
var ClockDisplay = Container.expand(function () {
var self = Container.call(this);
// Current in-game time (12 AM to 6 AM)
self.hour = 12;
self.am = true;
// Time text
self.timeText = new Text2("12 AM", {
size: 60,
fill: 0xFFFFFF
});
self.timeText.anchor.set(0.5, 0.5);
self.addChild(self.timeText);
// Night text
self.nightText = new Text2("Night 1", {
size: 40,
fill: 0xFFFFFF
});
self.nightText.anchor.set(0.5, 0.5);
self.nightText.y = 50;
self.addChild(self.nightText);
// Update the clock display
self.updateTime = function (night, gameTime) {
// Calculate hour based on game time (7 hours for 420 seconds - 12AM to 6AM)
var hourValue = Math.floor(gameTime / 60) + 12;
if (hourValue > 12) hourValue -= 12;
self.hour = hourValue;
self.am = true;
// Update display
self.timeText.setText(self.hour + " AM");
self.nightText.setText("Night " + night);
};
return self;
});
var Door = Container.expand(function (side) {
var self = Container.call(this);
self.side = side;
self.isOpen = true;
self.lightOn = false;
self.animatronicPresent = false;
// Door visuals
self.doorGraphic = self.attachAsset('door', {
anchorX: 0.5,
anchorY: 0.5
});
self.doorGraphic.alpha = 0; // Hidden when open
// Light area
self.lightGraphic = self.attachAsset('doorLight', {
anchorX: 0.5,
anchorY: 0.5
});
self.lightGraphic.alpha = 0; // Light is off by default
// Door button
self.doorBtn = self.addChild(new Button('DOOR', function () {
self.toggleDoor();
}));
self.doorBtn.y = -400;
self.doorBtn.x = self.side === 'left' ? 150 : -150;
// Light button
self.lightBtn = self.addChild(new Button('LIGHT', function () {
self.toggleLight();
}));
self.lightBtn.y = -300;
self.lightBtn.x = self.side === 'left' ? 150 : -150;
// Animatronic that might be at the door
self.animatronic = self.addChild(new Container());
if (self.side === 'left') {
self.animatronic.x = -200;
} else {
self.animatronic.x = 200;
}
self.animatronic.y = 0;
self.animatronic.alpha = 0;
// Toggle door open/closed
self.toggleDoor = function () {
// Only allow toggling if power is on
if (game.powerRemaining <= 0) return;
LK.getSound('doorSound').play();
self.isOpen = !self.isOpen;
// Update visuals and power consumption
if (self.isOpen) {
self.doorGraphic.alpha = 0;
game.powerConsumption -= 1;
} else {
self.doorGraphic.alpha = 1;
game.powerConsumption += 1;
}
};
// Toggle light on/off
self.toggleLight = function () {
// Only allow toggling if power is on
if (game.powerRemaining <= 0) return;
// Play light sound when button is clicked
LK.getSound('fnaf_light_soundmp3').play();
// Toggle the light
self.lightOn = !self.lightOn;
if (self.lightOn) {
self.lightGraphic.alpha = 0.5;
// Show animatronic if present
if (self.animatronicPresent) {
self.showAnimatronic();
}
// Light uses power while on
game.powerConsumption += 1;
// Auto turn off light after 2 seconds
LK.setTimeout(function () {
if (self.lightOn) {
self.toggleLight();
}
}, 2000);
} else {
self.lightGraphic.alpha = 0;
self.animatronic.alpha = 0;
game.powerConsumption -= 1;
}
};
// Show the animatronic at the door
self.showAnimatronic = function () {
if (!self.animatronicData) return;
// Clear existing animatronic
self.animatronic.removeChildren();
// Create new animatronic based on which one is at the door
var animatronicGraphic = self.animatronic.attachAsset(self.animatronicData.id, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.animatronic.alpha = 1;
};
// Set which animatronic is at the door
self.setAnimatronic = function (animatronicData) {
self.animatronicData = animatronicData;
self.animatronicPresent = !!animatronicData;
// Show animatronic if light is on
if (self.lightOn && self.animatronicPresent) {
self.showAnimatronic();
} else {
self.animatronic.alpha = 0;
}
};
return self;
});
var Office = Container.expand(function () {
var self = Container.call(this);
var officeBackground = self.attachAsset('office', {
anchorX: 0.5,
anchorY: 0.5
});
// Add left door and light
self.leftDoor = self.addChild(new Door('left'));
self.leftDoor.x = 400;
self.leftDoor.y = 1366 / 2;
// Add right door and light
self.rightDoor = self.addChild(new Door('right'));
self.rightDoor.x = 2048 - 400;
self.rightDoor.y = 1366 / 2;
return self;
});
var PowerSystem = Container.expand(function () {
var self = Container.call(this);
// Power background
var powerBg = self.attachAsset('powerBg', {
anchorX: 0,
anchorY: 0.5
});
// Power meter
self.powerMeter = self.attachAsset('powerMeter', {
anchorX: 0,
anchorY: 0.5,
x: 10,
y: 0
});
// Power text
self.powerText = new Text2("Power: 100%", {
size: 40,
fill: 0xFFFFFF
});
self.powerText.anchor.set(0, 0.5);
self.powerText.x = 430;
self.addChild(self.powerText);
// Power usage indicator
self.usageText = new Text2("Usage: •", {
size: 40,
fill: 0xFFFFFF
});
self.usageText.anchor.set(0, 0.5);
self.usageText.x = 430;
self.usageText.y = 50;
self.addChild(self.usageText);
// Update power display
self.updateDisplay = function (power, usage) {
// Update power percentage text
var percent = Math.floor(power / game.maxPower * 100);
self.powerText.setText("Power: " + percent + "%");
// Update power meter width
var meterWidth = 400 * (power / game.maxPower);
self.powerMeter.width = Math.max(meterWidth, 0);
// Update power usage indicators
var usageIndicator = "";
for (var i = 0; i < usage; i++) {
usageIndicator += "•";
}
self.usageText.setText("Usage: " + usageIndicator);
// Change power meter color based on remaining power
if (percent <= 10) {
self.powerMeter.tint = 0xff0000; // Red when low
} else if (percent <= 30) {
self.powerMeter.tint = 0xffff00; // Yellow when medium
} else {
self.powerMeter.tint = 0x00ff00; // Green when high
}
};
return self;
});
var TitleScreen = Container.expand(function () {
var self = Container.call(this);
// Title background
var titleBg = self.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
// Main character display
var dobbyDisplay = self.attachAsset('dobby', {
anchorX: 0.5,
anchorY: 0.5,
y: -300,
scaleX: 2,
scaleY: 2
});
// Title text
var titleText = new Text2("FIVE SCARY NIGHTS", {
size: 100,
fill: 0xFF0000
});
titleText.anchor.set(0.5, 0.5);
titleText.y = -600;
self.addChild(titleText);
var subtitleText = new Text2("with Dobby", {
size: 80,
fill: 0xFFFFFF
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.y = -500;
self.addChild(subtitleText);
// Night display
var nightText = new Text2("Night " + (storage.currentNight > 5 ? 5 : storage.currentNight), {
size: 60,
fill: 0xFFFFFF
});
nightText.anchor.set(0.5, 0.5);
nightText.y = 100;
self.addChild(nightText);
// UCN mode state
self.ucnMode = false;
self.ucnAnimatronics = {
dobby: true,
bon: true,
spinny: true
};
// UCN mode button
var ucnBtn = self.addChild(new Button("UCN MODE", function () {
self.ucnMode = !self.ucnMode;
if (self.ucnMode) {
ucnBtnText.setText("UCN MODE: ON");
startBtn.alpha = 0.5;
ucnStartBtn.alpha = 1;
ucnPanel.alpha = 1;
} else {
ucnBtnText.setText("UCN MODE: OFF");
startBtn.alpha = 1;
ucnStartBtn.alpha = 0.5;
ucnPanel.alpha = 0;
}
}));
ucnBtn.y = 450;
var ucnBtnText = new Text2("UCN MODE: OFF", {
size: 40,
fill: 0xFFFF00
});
ucnBtnText.anchor.set(0.5, 0.5);
ucnBtn.addChild(ucnBtnText);
// UCN animatronic selection panel
var ucnPanel = self.addChild(new Container());
ucnPanel.y = 650;
ucnPanel.alpha = 0;
var ucnTitle = new Text2("Pick who you want to survive:", {
size: 40,
fill: 0xFFFFFF
});
ucnTitle.anchor.set(0.5, 0.5);
ucnPanel.addChild(ucnTitle);
ucnTitle.y = 0;
var ucnAnimBtns = [];
var animList = [{
id: "dobby",
name: "Dobby",
x: -400
}, {
id: "bon",
name: "Bon",
x: 0
}, {
id: "spinny",
name: "Spinny",
x: 400
}];
for (var i = 0; i < animList.length; i++) {
(function (i) {
var anim = animList[i];
var btn = ucnPanel.addChild(new Button(anim.name, function () {
self.ucnAnimatronics[anim.id] = !self.ucnAnimatronics[anim.id];
btnText.setText(anim.name + ": " + (self.ucnAnimatronics[anim.id] ? "ON" : "OFF"));
btn.buttonGraphic.alpha = self.ucnAnimatronics[anim.id] ? 1 : 0.4;
}));
btn.x = anim.x;
btn.y = 80;
var btnText = new Text2(anim.name + ": ON", {
size: 32,
fill: 0xFFFFFF
});
btnText.anchor.set(0.5, 0.5);
btn.addChild(btnText);
btn.buttonGraphic.alpha = 1;
ucnAnimBtns.push(btn);
})(i);
}
// Update night text when shown
self.updateNightText = function () {
nightText.setText("Night " + (storage.currentNight > 5 ? 5 : storage.currentNight));
};
self.updateNightText();
// Start button (normal mode)
var startBtn = self.addChild(new Button("START NIGHT", function () {
if (!self.ucnMode) {
game.startNight();
}
}));
startBtn.y = 300;
// UCN start button
var ucnStartBtn = self.addChild(new Button("START UCN", function () {
if (self.ucnMode) {
game.startNightUCN(self.ucnAnimatronics);
}
}));
ucnStartBtn.y = 300;
ucnStartBtn.x = 400;
ucnStartBtn.alpha = 0.5;
// Animate Dobby
function animateDobby() {
tween(dobbyDisplay, {
rotation: 0.1
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(dobbyDisplay, {
rotation: -0.1
}, {
duration: 2000,
easing: tween.easeInOut,
onFinish: animateDobby
});
}
});
}
// Start animation
animateDobby();
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game state variables
game.isPlaying = false;
game.isGameOver = false;
game.titleScreen = null;
game.office = null;
game.cameraSystem = null;
game.powerSystem = null;
game.clockDisplay = null;
game.animatronics = [];
game.currentNight = storage.currentNight || 1;
game.gameTime = 0;
game.maxGameTime = 60; // 1 minute per night, makes AM go REALLY fast
game.maxPower = 100;
game.powerRemaining = 100;
game.powerConsumption = 1; // Basic power consumption
game.powerDrainTimer = null;
// Initialize the game
game.initialize = function () {
// Create title screen
game.titleScreen = game.addChild(new TitleScreen());
game.titleScreen.x = 2048 / 2;
game.titleScreen.y = 2732 / 2;
// Set current night
game.currentNight = storage.currentNight || 1;
if (game.currentNight > 5) game.currentNight = 5;
// Play ambient sound
LK.getSound('ambience').play();
};
// Start a night
game.startNight = function () {
// Hide title screen
game.titleScreen.alpha = 0;
// Reset game state
game.isPlaying = true;
game.isGameOver = false;
game.gameTime = 0;
game.powerRemaining = game.maxPower;
game.powerConsumption = 1;
// Create office
game.office = game.addChild(new Office());
game.office.x = 2048 / 2;
game.office.y = 2732 / 2;
// Create camera system
game.cameraSystem = game.addChild(new CameraSystem());
game.cameraSystem.x = 2048 / 2;
game.cameraSystem.y = 2732 / 2;
// Create power system
game.powerSystem = game.addChild(new PowerSystem());
game.powerSystem.x = 150;
game.powerSystem.y = 100;
// Create clock display
game.clockDisplay = game.addChild(new ClockDisplay());
game.clockDisplay.x = 2048 - 150;
game.clockDisplay.y = 100;
// Camera button
game.cameraBtn = game.addChild(new Button("CAMERA", function () {
game.cameraSystem.toggle();
}));
game.cameraBtn.x = 2048 / 2;
game.cameraBtn.y = 2732 - 150;
// Create animatronics - starting positions and difficulties vary by night
game.animatronics = [];
// Dobby - main animatronic, active from night 1
game.animatronics.push(new Animatronic('dobby', 'Dobby', 2 + game.currentNight, 1));
// Bon - active from night 1 (modified to always be active)
game.animatronics.push(new Animatronic('bon', 'Bon', 3 + game.currentNight, 1));
// Spinny - active from night 1 (just like Dobby)
game.animatronics.push(new Animatronic('spinny', 'Spinny', game.currentNight, 2));
// Start power drain
game.startPowerDrain();
// Play night music
LK.playMusic('nightMusic');
};
// UCN mode: start a night with selected animatronics
game.startNightUCN = function (ucnAnimatronics) {
// Hide title screen
game.titleScreen.alpha = 0;
// Reset game state
game.isPlaying = true;
game.isGameOver = false;
game.gameTime = 0;
game.powerRemaining = game.maxPower;
game.powerConsumption = 1;
// Create office
game.office = game.addChild(new Office());
game.office.x = 2048 / 2;
game.office.y = 2732 / 2;
// Create camera system
game.cameraSystem = game.addChild(new CameraSystem());
game.cameraSystem.x = 2048 / 2;
game.cameraSystem.y = 2732 / 2;
// Create power system
game.powerSystem = game.addChild(new PowerSystem());
game.powerSystem.x = 150;
game.powerSystem.y = 100;
// Create clock display
game.clockDisplay = game.addChild(new ClockDisplay());
game.clockDisplay.x = 2048 - 150;
game.clockDisplay.y = 100;
// Camera button
game.cameraBtn = game.addChild(new Button("CAMERA", function () {
game.cameraSystem.toggle();
}));
game.cameraBtn.x = 2048 / 2;
game.cameraBtn.y = 2732 - 150;
// Create animatronics based on UCN selection
game.animatronics = [];
if (ucnAnimatronics.dobby) {
game.animatronics.push(new Animatronic('dobby', 'Dobby', 2 + game.currentNight, 1));
}
if (ucnAnimatronics.bon) {
game.animatronics.push(new Animatronic('bon', 'Bon', 3 + game.currentNight, 1));
}
if (ucnAnimatronics.spinny) {
game.animatronics.push(new Animatronic('spinny', 'Spinny', game.currentNight, 2));
}
// Start power drain
game.startPowerDrain();
// Play night music
LK.playMusic('nightMusic');
};
// Start power drainage
game.startPowerDrain = function () {
// Clear existing timer if any
if (game.powerDrainTimer) {
LK.clearInterval(game.powerDrainTimer);
}
// Start draining power based on consumption
game.powerDrainTimer = LK.setInterval(function () {
if (!game.isPlaying || game.isGameOver) return;
// Drain power based on current consumption
var drainAmount = 0.1 * game.powerConsumption;
game.powerRemaining -= drainAmount;
// Handle power out
if (game.powerRemaining <= 0) {
game.powerRemaining = 0;
game.powerOut();
}
// Update power display
game.powerSystem.updateDisplay(game.powerRemaining, game.powerConsumption);
}, 1000);
};
// Handle power outage
game.powerOut = function () {
// Stop power drain
LK.clearInterval(game.powerDrainTimer);
// Play power down sound
LK.getSound('powerDown').play();
// Close camera if open
if (game.cameraSystem.isOpen) {
game.cameraSystem.toggle();
}
// Turn off all lights
if (game.office.leftDoor.lightOn) {
game.office.leftDoor.toggleLight();
}
if (game.office.rightDoor.lightOn) {
game.office.rightDoor.toggleLight();
}
// Open all doors
if (!game.office.leftDoor.isOpen) {
game.office.leftDoor.doorGraphic.alpha = 0;
game.office.leftDoor.isOpen = true;
}
if (!game.office.rightDoor.isOpen) {
game.office.rightDoor.doorGraphic.alpha = 0;
game.office.rightDoor.isOpen = true;
}
// Wait 10 seconds, then let Bon jumpscare (rather than Dobby)
LK.setTimeout(function () {
for (var i = 0; i < game.animatronics.length; i++) {
if (game.animatronics[i].id === 'bon') {
// Override Bon's normal behavior for power outage - he will cause game over
var bonAnimatronic = game.animatronics[i];
// Create jumpscare animation with game over
game.isGameOver = true;
LK.getSound('jumpscare').play();
var jumpscare = new Container();
var jumpscareGraphic = jumpscare.attachAsset('jumpscare', {
anchorX: 0.5,
anchorY: 0.5
});
var animatronicImage = jumpscare.attachAsset('bon', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
jumpscare.x = 2048 / 2;
jumpscare.y = 2732 / 2;
game.addChild(jumpscare);
tween(animatronicImage, {
scaleX: 5,
scaleY: 5
}, {
duration: 500,
onFinish: function onFinish() {
LK.setTimeout(function () {
LK.showGameOver();
}, 500);
}
});
break;
}
}
}, 10000); // 10 seconds instead of 5
};
// Win the night
game.winNight = function () {
// Stop gameplay
game.isPlaying = false;
// If already on night 5, do not increment further
if (game.currentNight < 5) {
storage.currentNight = game.currentNight + 1;
} else {
storage.currentNight = 5;
}
// Update highest night if needed
if (storage.currentNight > storage.highestNight) {
storage.highestNight = storage.currentNight;
}
// Show win screen
LK.showYouWin();
};
// Spinny stare jumpscare variables
game.spinnyStareTime = 0; // How long player has stared at Spinny on cam
game.spinnyStareThreshold = 4; // Seconds to trigger jumpscare
game.spinnyLastSeen = false;
// Update game state
game.update = function () {
if (!game.isPlaying || game.isGameOver) return;
// Update game time
game.gameTime += 1 / 60; // Add 1/60th of a second (assuming 60 FPS)
// Update clock
if (game.clockDisplay) {
game.clockDisplay.updateTime(game.currentNight, game.gameTime);
}
// Check for win condition
if (game.clockDisplay && game.clockDisplay.hour === 6 && game.clockDisplay.am) {
// 6 AM reached, player wins the night
game.winNight();
return;
}
// --- Spinny stare jumpscare logic ---
var spinny = null;
for (var i = 0; i < game.animatronics.length; i++) {
if (game.animatronics[i].id === 'spinny') {
spinny = game.animatronics[i];
break;
}
}
var spinnyOnCam = false;
if (game.cameraSystem && game.cameraSystem.isOpen && spinny && spinny.currentLocation === game.cameraSystem.currentCam) {
spinnyOnCam = true;
}
if (spinnyOnCam) {
game.spinnyStareTime += 1 / 60;
// Only trigger jumpscare if not already game over
if (game.spinnyStareTime >= game.spinnyStareThreshold && !game.isGameOver) {
// Trigger Spinny jumpscare
game.isGameOver = true;
LK.getSound('jumpscare').play();
var jumpscare = new Container();
var jumpscareGraphic = jumpscare.attachAsset('jumpscare', {
anchorX: 0.5,
anchorY: 0.5
});
var animatronicImage = jumpscare.attachAsset('spinny', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
jumpscare.x = 2048 / 2;
jumpscare.y = 2732 / 2;
game.addChild(jumpscare);
tween(animatronicImage, {
scaleX: 5,
scaleY: 5
}, {
duration: 500,
onFinish: function onFinish() {
LK.setTimeout(function () {
LK.showGameOver();
}, 500);
}
});
}
} else {
game.spinnyStareTime = 0;
}
// Move animatronics (time-based probability)
if (LK.ticks % 150 === 0) {
// Every 2.5 seconds approximately
for (var i = 0; i < game.animatronics.length; i++) {
game.animatronics[i].move();
}
// Update camera view if open
if (game.cameraSystem && game.cameraSystem.isOpen) {
game.cameraSystem.updateAnimatronicsView();
}
}
};
// Initialize the game
game.initialize();
// Import tween for animations
// Import storage for saving game progress
// Initialize assets
// Sound effects
// Background music ===================================================================
--- original.js
+++ change.js
@@ -203,9 +203,9 @@
return self;
});
var Button = Container.expand(function (label, callback) {
var self = Container.call(this);
- var buttonGraphic = self.attachAsset('button', {
+ self.buttonGraphic = self.attachAsset('button', {
anchorX: 0.5,
anchorY: 0.5
});
var labelText = new Text2(label, {
@@ -214,13 +214,13 @@
});
labelText.anchor.set(0.5, 0.5);
self.addChild(labelText);
self.down = function (x, y, obj) {
- buttonGraphic.alpha = 0.7;
+ self.buttonGraphic.alpha = 0.7;
if (callback) callback();
};
self.up = function (x, y, obj) {
- buttonGraphic.alpha = 1;
+ self.buttonGraphic.alpha = 1;
};
return self;
});
var CameraSystem = Container.expand(function () {
animatronic lollypop scary. In-Game asset. 2d. High contrast. No shadows
a creepy balloon with a drawn smile and eyes. In-Game asset. 2d. High contrast. No shadows
creepy animatronic spider. In-Game asset. 2d. High contrast. No shadows
a creepy office. In-Game asset. 2d. High contrast. No shadows
door shut. In-Game asset. 2d. High contrast. No shadows