User prompt
Add a bug spray button, if spinny starts playing their radar noise, you have 10 seconds to click the Bug Spray button or else you die to Spinny.
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: 113
User prompt
MAKE SPINNY GO THROUGH THE CAMERAS WITH A PATH EXACTLY LIKE DOBBY!!!!!!!!!!!!!!!!!!!!!1111
User prompt
make you able to see Spinny if your on their camera.
User prompt
make spinny also have a movement path from cameras to your door 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: 127
User prompt
add a button that says "Bug Spray". You have to press this button if Spinny's at the door to repel him. If you try to close the door on spinny he jumpscares you. Also if you dont click the button in time he jumpscares you.
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: 113
User prompt
spinny like dobby but when when spinny at the door click the bug spray to keep him away or he will jumpscare you and kill you.
User prompt
when spinny is showing show in office.
User prompt
at 1 AM wait 5 seconds than show in office wait 10 seconds then jumpscare but if bug spray is click go away.
User prompt
add a bug spray button so when spinny enters your office you can click that to keep him away if you don't he will jump scare you and you will die.
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: 113
User prompt
when bon or dobby are at your door and you light them they will show on the light
User prompt
make bon's jumpscare not kill, but take 10 power instead. When he jumpscares he leaves and will no longer appear at the door. If you run out of power, he waits 10 seconds before jumpscaring you and really killing you.
User prompt
make bon work just like Dobby except he is way faster, does not appear on cameras, and is way faster.
User prompt
make you see bon in camera 4
User prompt
make bon stay in cam 4
User prompt
make bon always appear on a random camera and every 5-10 seconds he switches camera.
User prompt
Make bon only appear on cameras and if you look at him for too long (somewhere from 2.5-4 seconds) he jumpscares you but does not kill you, instead he steals 10 power and goes to a different camera.
User prompt
Make sure bon appears in the office every 6.7-10 seconds
User prompt
make you see bon when he appears
User prompt
make bons timer 3X faster
User prompt
make bon appear occasionally
User prompt
make Bon appear in your office every 20-30 seconds, also make Bon show in the office if he's in the office if you are not on cams
/**** * 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.inOffice = false; self.previousLocation = null; 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, 5], 3: [1, 'rightDoor'], 5: [1, 'leftDoor'], 'leftDoor': ['jumpscare', 5], 'rightDoor': ['jumpscare', 3] }; } else if (self.id === 'spinny') { self.movementPath = { 2: [1, 4], 1: [2, 'leftDoor'], 4: [2, 'rightDoor'], 'leftDoor': ['jumpscare', 1], '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; var willMove = Math.random() * 20 < activityLevel; if (!willMove) return; // Special behavior for Bon to appear directly in office if (self.id === 'bon' && !self.inOffice && Math.random() < 0.15) { // 15% chance for Bon to appear in office self.appearInOffice(); 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]; 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); } } } }; // Track if the animatronic is currently in the office special position self.inOffice = false; self.officeImage = null; self.stealPowerTimer = null; // Update Bon's visibility in office based on camera status self.updateOfficeVisibility = function () { if (self.id !== 'bon' || !self.inOffice || !self.officeImage) return; // Show Bon in office only when cameras are closed if (game.cameraSystem && game.cameraSystem.isOpen) { self.officeImage.alpha = 0; // Hide when on camera } else { self.officeImage.alpha = 1; // Show when not on camera } }; // Function for Bon to appear in office self.appearInOffice = function () { // Only Bon can appear in office directly if (self.id !== 'bon') return; // Store previous location for return self.previousLocation = self.currentLocation; self.inOffice = true; // Create office image for Bon self.officeImage = new Container(); var bonGraphic = self.officeImage.attachAsset('bon', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Position at random location in office self.officeImage.x = Math.random() * 1200 + 400; // Between 400 and 1600 self.officeImage.y = Math.random() * 600 + 600; // Between 600 and 1200 // Make clickable self.officeImage.down = function () { if (game.cameraSystem.isOpen) return; // Can't click if cameras are open self.leaveOffice(); }; // Add to office container if (game.office) { game.office.addChild(self.officeImage); // Initially hide/show based on camera status self.updateOfficeVisibility(); // Set timer to steal power if not clicked self.stealPowerTimer = LK.setTimeout(function () { if (self.inOffice) { self.stealPower(); } }, 5000); // 5 seconds to click } }; // Function for Bon to steal power self.stealPower = function () { if (!self.inOffice) return; // Mini jumpscare animation var tempJumpscare = new Container(); var jumpscareGraphic = tempJumpscare.attachAsset('jumpscare', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); var animatronicImage = tempJumpscare.attachAsset(self.id, { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); // Position at center of screen tempJumpscare.x = 2048 / 2; tempJumpscare.y = 2732 / 2; // Add to game game.addChild(tempJumpscare); // Play jumpscare sound LK.getSound('jumpscare').play(); // Animate jumpscare tween(animatronicImage, { scaleX: 4, scaleY: 4 }, { duration: 300, onFinish: function onFinish() { // Remove jumpscare LK.setTimeout(function () { game.removeChild(tempJumpscare); // Steal power game.powerRemaining = Math.max(0, game.powerRemaining - 10); game.powerSystem.updateDisplay(game.powerRemaining, game.powerConsumption); // Leave office self.leaveOffice(); // Handle power out if needed if (game.powerRemaining <= 0) { game.powerOut(); } }, 300); } }); }; // Function for Bon to leave the office self.leaveOffice = function () { if (!self.inOffice) return; // Clear steal power timer if (self.stealPowerTimer) { LK.clearTimeout(self.stealPowerTimer); self.stealPowerTimer = null; } // Remove office image if (self.officeImage && game.office) { game.office.removeChild(self.officeImage); self.officeImage = null; } // Return to previous location self.currentLocation = self.previousLocation || 1; self.inOffice = false; }; // Trigger jumpscare sequence self.triggerJumpscare = function () { // 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); var 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) { buttonGraphic.alpha = 0.7; if (callback) callback(); }; self.up = function (x, y, obj) { 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 Bon's visibility in office for (var i = 0; i < game.animatronics.length; i++) { if (game.animatronics[i].id === 'bon') { game.animatronics[i].updateOfficeVisibility(); break; } } }; // 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 in camera if he's in the office if (animatronic.id === 'bon' && animatronic.inOffice) { continue; } if (animatronic.currentLocation === self.currentCam) { 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; // Toggle the light self.lightOn = !self.lightOn; if (self.lightOn) { LK.getSound('lightSound').play(); 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, scaleY: 1 }); 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, { size: 60, fill: 0xFFFFFF }); nightText.anchor.set(0.5, 0.5); nightText.y = 100; self.addChild(nightText); // Start button var startBtn = self.addChild(new Button("START NIGHT", function () { game.startNight(); })); startBtn.y = 300; // 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 = 420; // 7 minutes (420 seconds) per night 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; // 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 2 if (game.currentNight >= 2) { game.animatronics.push(new Animatronic('bon', 'Bon', 1 + game.currentNight, 1)); // Set a timer for Bon to randomly appear in office every 20-30 seconds game.bonOfficeTimer = LK.setInterval(function () { if (!game.isPlaying || game.isGameOver) return; // Find Bon in the animatronics array for (var i = 0; i < game.animatronics.length; i++) { if (game.animatronics[i].id === 'bon' && !game.animatronics[i].inOffice) { game.animatronics[i].appearInOffice(); break; } } }, Math.floor(Math.random() * 10000) + 20000); // Random between 20-30 seconds } // Spinny - active from night 3 if (game.currentNight >= 3) { 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 a bit, then let Dobby jumpscare LK.setTimeout(function () { for (var i = 0; i < game.animatronics.length; i++) { if (game.animatronics[i].id === 'dobby') { game.animatronics[i].triggerJumpscare(); break; } } }, 5000); }; // Win the night game.winNight = function () { // Stop gameplay game.isPlaying = false; // Clear Bon's office timer if it exists if (game.bonOfficeTimer) { LK.clearInterval(game.bonOfficeTimer); } // Update night progress storage.currentNight = Math.min(game.currentNight + 1, 5); // Update highest night if needed if (storage.currentNight > storage.highestNight) { storage.highestNight = storage.currentNight; } // Show win screen LK.showYouWin(); }; // 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.gameTime >= game.maxGameTime) { game.winNight(); return; } // 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
/****
* 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.inOffice = false;
self.previousLocation = null;
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, 5],
3: [1, 'rightDoor'],
5: [1, 'leftDoor'],
'leftDoor': ['jumpscare', 5],
'rightDoor': ['jumpscare', 3]
};
} else if (self.id === 'spinny') {
self.movementPath = {
2: [1, 4],
1: [2, 'leftDoor'],
4: [2, 'rightDoor'],
'leftDoor': ['jumpscare', 1],
'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;
var willMove = Math.random() * 20 < activityLevel;
if (!willMove) return;
// Special behavior for Bon to appear directly in office
if (self.id === 'bon' && !self.inOffice && Math.random() < 0.15) {
// 15% chance for Bon to appear in office
self.appearInOffice();
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];
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);
}
}
}
};
// Track if the animatronic is currently in the office special position
self.inOffice = false;
self.officeImage = null;
self.stealPowerTimer = null;
// Update Bon's visibility in office based on camera status
self.updateOfficeVisibility = function () {
if (self.id !== 'bon' || !self.inOffice || !self.officeImage) return;
// Show Bon in office only when cameras are closed
if (game.cameraSystem && game.cameraSystem.isOpen) {
self.officeImage.alpha = 0; // Hide when on camera
} else {
self.officeImage.alpha = 1; // Show when not on camera
}
};
// Function for Bon to appear in office
self.appearInOffice = function () {
// Only Bon can appear in office directly
if (self.id !== 'bon') return;
// Store previous location for return
self.previousLocation = self.currentLocation;
self.inOffice = true;
// Create office image for Bon
self.officeImage = new Container();
var bonGraphic = self.officeImage.attachAsset('bon', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
// Position at random location in office
self.officeImage.x = Math.random() * 1200 + 400; // Between 400 and 1600
self.officeImage.y = Math.random() * 600 + 600; // Between 600 and 1200
// Make clickable
self.officeImage.down = function () {
if (game.cameraSystem.isOpen) return; // Can't click if cameras are open
self.leaveOffice();
};
// Add to office container
if (game.office) {
game.office.addChild(self.officeImage);
// Initially hide/show based on camera status
self.updateOfficeVisibility();
// Set timer to steal power if not clicked
self.stealPowerTimer = LK.setTimeout(function () {
if (self.inOffice) {
self.stealPower();
}
}, 5000); // 5 seconds to click
}
};
// Function for Bon to steal power
self.stealPower = function () {
if (!self.inOffice) return;
// Mini jumpscare animation
var tempJumpscare = new Container();
var jumpscareGraphic = tempJumpscare.attachAsset('jumpscare', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.7
});
var animatronicImage = tempJumpscare.attachAsset(self.id, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 3
});
// Position at center of screen
tempJumpscare.x = 2048 / 2;
tempJumpscare.y = 2732 / 2;
// Add to game
game.addChild(tempJumpscare);
// Play jumpscare sound
LK.getSound('jumpscare').play();
// Animate jumpscare
tween(animatronicImage, {
scaleX: 4,
scaleY: 4
}, {
duration: 300,
onFinish: function onFinish() {
// Remove jumpscare
LK.setTimeout(function () {
game.removeChild(tempJumpscare);
// Steal power
game.powerRemaining = Math.max(0, game.powerRemaining - 10);
game.powerSystem.updateDisplay(game.powerRemaining, game.powerConsumption);
// Leave office
self.leaveOffice();
// Handle power out if needed
if (game.powerRemaining <= 0) {
game.powerOut();
}
}, 300);
}
});
};
// Function for Bon to leave the office
self.leaveOffice = function () {
if (!self.inOffice) return;
// Clear steal power timer
if (self.stealPowerTimer) {
LK.clearTimeout(self.stealPowerTimer);
self.stealPowerTimer = null;
}
// Remove office image
if (self.officeImage && game.office) {
game.office.removeChild(self.officeImage);
self.officeImage = null;
}
// Return to previous location
self.currentLocation = self.previousLocation || 1;
self.inOffice = false;
};
// Trigger jumpscare sequence
self.triggerJumpscare = function () {
// 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);
var 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) {
buttonGraphic.alpha = 0.7;
if (callback) callback();
};
self.up = function (x, y, obj) {
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 Bon's visibility in office
for (var i = 0; i < game.animatronics.length; i++) {
if (game.animatronics[i].id === 'bon') {
game.animatronics[i].updateOfficeVisibility();
break;
}
}
};
// 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 in camera if he's in the office
if (animatronic.id === 'bon' && animatronic.inOffice) {
continue;
}
if (animatronic.currentLocation === self.currentCam) {
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;
// Toggle the light
self.lightOn = !self.lightOn;
if (self.lightOn) {
LK.getSound('lightSound').play();
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,
scaleY: 1
});
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, {
size: 60,
fill: 0xFFFFFF
});
nightText.anchor.set(0.5, 0.5);
nightText.y = 100;
self.addChild(nightText);
// Start button
var startBtn = self.addChild(new Button("START NIGHT", function () {
game.startNight();
}));
startBtn.y = 300;
// 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 = 420; // 7 minutes (420 seconds) per night
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;
// 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 2
if (game.currentNight >= 2) {
game.animatronics.push(new Animatronic('bon', 'Bon', 1 + game.currentNight, 1));
// Set a timer for Bon to randomly appear in office every 20-30 seconds
game.bonOfficeTimer = LK.setInterval(function () {
if (!game.isPlaying || game.isGameOver) return;
// Find Bon in the animatronics array
for (var i = 0; i < game.animatronics.length; i++) {
if (game.animatronics[i].id === 'bon' && !game.animatronics[i].inOffice) {
game.animatronics[i].appearInOffice();
break;
}
}
}, Math.floor(Math.random() * 10000) + 20000); // Random between 20-30 seconds
}
// Spinny - active from night 3
if (game.currentNight >= 3) {
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 a bit, then let Dobby jumpscare
LK.setTimeout(function () {
for (var i = 0; i < game.animatronics.length; i++) {
if (game.animatronics[i].id === 'dobby') {
game.animatronics[i].triggerJumpscare();
break;
}
}
}, 5000);
};
// Win the night
game.winNight = function () {
// Stop gameplay
game.isPlaying = false;
// Clear Bon's office timer if it exists
if (game.bonOfficeTimer) {
LK.clearInterval(game.bonOfficeTimer);
}
// Update night progress
storage.currentNight = Math.min(game.currentNight + 1, 5);
// Update highest night if needed
if (storage.currentNight > storage.highestNight) {
storage.highestNight = storage.currentNight;
}
// Show win screen
LK.showYouWin();
};
// 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.gameTime >= game.maxGameTime) {
game.winNight();
return;
}
// 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
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