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.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') { self.movementPath = { 2: [1, 4], 1: [2, 'leftDoor'], 4: [2, 'rightDoor'], 'leftDoor': ['jumpscare', 1], 'rightDoor': ['jumpscare', 4] }; } }; 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]; // Check if possibleMoves exists before accessing its length if (!possibleMoves) { // Handle case where there are no valid moves from current location console.log("No valid moves found for " + self.name + " at location " + self.currentLocation); 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 BugSpray = Container.expand(function () { var self = Container.call(this); // Bug spray button var buttonGraphic = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ff00 // Green button for bug spray }); // Label for button var labelText = new Text2("BUG SPRAY", { size: 30, fill: 0xFFFFFF }); labelText.anchor.set(0.5, 0.5); self.addChild(labelText); // Charges available (one-time use per night) self.charges = 1; // Charge indicator self.chargeText = new Text2("x" + self.charges, { size: 30, fill: 0xFFFFFF }); self.chargeText.anchor.set(0, 0.5); self.chargeText.x = 70; self.addChild(self.chargeText); // Interaction handler self.down = function (x, y, obj) { // Only work if we have charges and Spinny is in the office if (self.charges > 0 && game.spinnyInOffice) { // Use a charge self.charges--; self.chargeText.setText("x" + self.charges); // Make button appear disabled when out of charges if (self.charges <= 0) { buttonGraphic.alpha = 0.5; } // Make Spinny flee game.repelSpinny(); } }; // Reset for new night self.reset = function () { self.charges = 1; self.chargeText.setText("x" + self.charges); buttonGraphic.alpha = 1; }; 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 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; // 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: 1.5, 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, { 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.bugSpray = null; game.spinnyInOffice = false; game.spinnyTriggeredAt1AM = false; 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; game.spinnyTriggeredAt1AM = false; // 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; // Create bug spray button (for fighting Spinny) game.bugSpray = game.addChild(new BugSpray()); game.bugSpray.x = 2048 - 150; game.bugSpray.y = 200; game.bugSpray.reset(); // Reset charges game.spinnyInOffice = false; // Reset Spinny tracker // 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 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 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 }; // Repel Spinny with bug spray game.repelSpinny = function () { // Clear the jumpscare timer if (game.spinnyJumpscareTimer) { LK.clearTimeout(game.spinnyJumpscareTimer); } // Reset Spinny's state game.spinnyInOffice = false; // Remove Spinny's display if it exists if (game.spinnyDisplay) { game.spinnyDisplay.destroy(); game.spinnyDisplay = null; } // Find Spinny and move him to a safe location for (var i = 0; i < game.animatronics.length; i++) { if (game.animatronics[i].id === 'spinny') { // Move Spinny back to his starting camera game.animatronics[i].currentLocation = 2; break; } } // Show Spinny in the office var showSpinnyInOffice = function showSpinnyInOffice() { if (game.spinnyInOffice) { // Check if we already have a Spinny display if (!game.spinnyDisplay) { game.spinnyDisplay = new Container(); var spinnyGraphic = game.spinnyDisplay.attachAsset('spinny', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 2.5 }); game.spinnyDisplay.x = 2048 / 2; game.spinnyDisplay.y = 2732 / 2; game.addChild(game.spinnyDisplay); } } else if (game.spinnyDisplay) { // Remove Spinny display when not in office game.spinnyDisplay.destroy(); game.spinnyDisplay = null; } }; // Visual effect to show Spinny being repelled var repelEffect = new Container(); var effectGraphic = repelEffect.attachAsset('jumpscare', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ff00 // Green flash for repel effect }); repelEffect.x = 2048 / 2; repelEffect.y = 2732 / 2; game.addChild(repelEffect); // Animate the effect tween(effectGraphic, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { repelEffect.destroy(); } }); }; // Win the night game.winNight = function () { // Stop gameplay game.isPlaying = false; // 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; } // Check for Spinny in office or 1 AM trigger if (game.currentNight >= 3) { // Check if clock has just reached 1 AM if (game.clockDisplay && game.clockDisplay.hour === 1 && !game.spinnyTriggeredAt1AM && !game.spinnyInOffice) { // Set flag to prevent repeated triggering game.spinnyTriggeredAt1AM = true; // Wait 5 seconds then show Spinny in office LK.setTimeout(function () { game.spinnyInOffice = true; // Wait 10 seconds before jumpscare game.spinnyJumpscareTimer = LK.setTimeout(function () { // If player doesn't use bug spray in time, Spinny will jumpscare if (game.spinnyInOffice) { for (var j = 0; j < game.animatronics.length; j++) { if (game.animatronics[j].id === 'spinny') { game.animatronics[j].triggerJumpscare(); break; } } } }, 10000); // 10 seconds to react }, 5000); // 5 seconds delay before appearing } // Show or hide Spinny in the office showSpinnyInOffice(); // Check if Spinny has entered the office randomly for (var i = 0; i < game.animatronics.length; i++) { var animatronic = game.animatronics[i]; if (animatronic.id === 'spinny' && !game.spinnyInOffice) { // Random chance for Spinny to enter the office directly (every 5 seconds) if (LK.ticks % 300 === 0 && Math.random() < 0.2) { // Logic to detect if Spinny has entered the office if (animatronic.currentLocation === 'leftDoor' && game.office.leftDoor.isOpen || animatronic.currentLocation === 'rightDoor' && game.office.rightDoor.isOpen) { game.spinnyInOffice = true; game.spinnyJumpscareTimer = LK.setTimeout(function () { // If player doesn't use bug spray in time, Spinny will jumpscare if (game.spinnyInOffice) { for (var j = 0; j < game.animatronics.length; j++) { if (game.animatronics[j].id === 'spinny') { game.animatronics[j].triggerJumpscare(); break; } } } }, 4000); // Player has 4 seconds to react } } } } } // 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
@@ -834,16 +834,43 @@
LK.clearTimeout(game.spinnyJumpscareTimer);
}
// Reset Spinny's state
game.spinnyInOffice = false;
+ // Remove Spinny's display if it exists
+ if (game.spinnyDisplay) {
+ game.spinnyDisplay.destroy();
+ game.spinnyDisplay = null;
+ }
// Find Spinny and move him to a safe location
for (var i = 0; i < game.animatronics.length; i++) {
if (game.animatronics[i].id === 'spinny') {
// Move Spinny back to his starting camera
game.animatronics[i].currentLocation = 2;
break;
}
}
+ // Show Spinny in the office
+ var showSpinnyInOffice = function showSpinnyInOffice() {
+ if (game.spinnyInOffice) {
+ // Check if we already have a Spinny display
+ if (!game.spinnyDisplay) {
+ game.spinnyDisplay = new Container();
+ var spinnyGraphic = game.spinnyDisplay.attachAsset('spinny', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2.5,
+ scaleY: 2.5
+ });
+ game.spinnyDisplay.x = 2048 / 2;
+ game.spinnyDisplay.y = 2732 / 2;
+ game.addChild(game.spinnyDisplay);
+ }
+ } else if (game.spinnyDisplay) {
+ // Remove Spinny display when not in office
+ game.spinnyDisplay.destroy();
+ game.spinnyDisplay = null;
+ }
+ };
// Visual effect to show Spinny being repelled
var repelEffect = new Container();
var effectGraphic = repelEffect.attachAsset('jumpscare', {
anchorX: 0.5,
@@ -912,8 +939,10 @@
}
}, 10000); // 10 seconds to react
}, 5000); // 5 seconds delay before appearing
}
+ // Show or hide Spinny in the office
+ showSpinnyInOffice();
// Check if Spinny has entered the office randomly
for (var i = 0; i < game.animatronics.length; i++) {
var animatronic = game.animatronics[i];
if (animatronic.id === 'spinny' && !game.spinnyInOffice) {
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