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Please fix the bug: 'Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'btn.buttonGraphic.alpha = 1;' Line Number: 691
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add a mode that is named ucn and you get to pick who you want to survive.
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make it were you win at 6 am
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make it were you win at 1 am
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Make the in-game hours go much faster by reducing
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make the am really fast
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add 5 nights
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make the am go faster
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make the am go faster
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add a light sound when light button is clicked
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when light button is clicked play fnaf_light_sound.mp3.
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when light button is clicked play lightsound.
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make it if you look at spinny cam for too long he will jumpscare.
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make it were you win at 6 AM pls.
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make spinny just like dobby.
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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
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make spinny in the middle of the office
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make spinny show in office
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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
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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.
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actually make the bug spray play that bugspray sound when clicked
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make the bugspray button PLAY A SOUND!
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make the bug spray button play a noise while also taking 5 power.
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make the bug spray button play a noise while also taking 5 power.
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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