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
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MAKE SPINNY GO THROUGH THE CAMERAS WITH A PATH EXACTLY LIKE DOBBY!!!!!!!!!!!!!!!!!!!!!1111
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make you able to see Spinny if your on their camera.
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make spinny also have a movement path from cameras to your door 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: 127
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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
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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.
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when spinny is showing show in office.
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at 1 AM wait 5 seconds than show in office wait 10 seconds then jumpscare but if bug spray is click go away.
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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.
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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: 113
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when bon or dobby are at your door and you light them they will show on the light
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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.
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make bon work just like Dobby except he is way faster, does not appear on cameras, and is way faster.
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make you see bon in camera 4
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make bon stay in cam 4
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make bon always appear on a random camera and every 5-10 seconds he switches camera.
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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.
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Make sure bon appears in the office every 6.7-10 seconds
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make you see bon when he appears
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make bons timer 3X faster
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make bon appear occasionally
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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 } // 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 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; } // 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 // Set a timer for Bon to randomly appear in office every 6.7-10 seconds (3X faster) 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() * 3333) + 6667); // Random between 6.7-10 seconds (3X faster) } // 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); } // 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
===================================================================
--- original.js
+++ change.js
@@ -774,9 +774,9 @@
break;
}
}
}, Math.floor(Math.random() * 10000) + 20000); // Random between 20-30 seconds
- // Set a timer for Bon to randomly appear in office every 20-30 seconds
+ // Set a timer for Bon to randomly appear in office every 6.7-10 seconds (3X faster)
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++) {
@@ -784,9 +784,9 @@
game.animatronics[i].appearInOffice();
break;
}
}
- }, Math.floor(Math.random() * 10000) + 20000); // Random between 20-30 seconds
+ }, Math.floor(Math.random() * 3333) + 6667); // Random between 6.7-10 seconds (3X faster)
}
// Spinny - active from night 3
if (game.currentNight >= 3) {
game.animatronics.push(new Animatronic('spinny', 'Spinny', game.currentNight, 2));
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