User prompt
bon appears in your office instead of the usual route and if you're on the camera system you cant see him in your office! If he's in your office click on him to send him away, if you dont click him in time he jumpscares you but doesn't kill you. Instead he steals 10 power and leaves.
User prompt
Generate the first version of the source code of my game: Five Scary Nights with Dobby. ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Five Scary Nights with Dobby
Initial prompt
Make a game similar to fnaf 1 with doors and 4 unique characters that can be seen at the doors when the light is on. There is only 3 animatronics, the three have their own picture and are called: Dobby, Bon, and Spinny. They also all have jumpscares when they catch you. Add a title screen and the main animatronic is Dobby. There is only 5 cameras that these animatronics traverse through. And dont forget about the power meter! Dobby is an animatronic lollypop, Bon is just a red balloon with a drawn smile and eyes, and lastly Spinny is an radar spider animatronic. DOBBY IS THE MAIN CHARACTER!
/****
* 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;
// 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);
// 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 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));
}
// 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;
// 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
@@ -17,8 +17,10 @@
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;
@@ -58,8 +60,14 @@
// 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;
@@ -100,8 +108,109 @@
}
}
}
};
+ // Track if the animatronic is currently in the office special position
+ self.inOffice = false;
+ self.officeImage = null;
+ self.stealPowerTimer = null;
+ // 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);
+ // 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;
@@ -241,8 +350,12 @@
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,
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