User prompt
At 12:50 the cat will move from camera one to camera two
User prompt
The cat should move for the first time at 12:50 am
User prompt
Make each camera screen different from each other
User prompt
Make the cat move from camera one to camera two after one minute has passed
User prompt
Make the cat Make his first move after one minute
User prompt
Make the cat start moving after about a minute and a few seconds
User prompt
Hide the doors when the cameras are up
User prompt
If the player dies Start them back at night one
User prompt
When the cat appears at the hallway the player has 5 seconds to close the door or the cat will jumpscare the player if the door is closed in time the cat will reset back to camera one after 3 seconds
User prompt
The office is still too small make it bigger
User prompt
Make the doors and lights line up with the doorway of the office sprite
User prompt
Make the office spite take up more of the screen
User prompt
Make the hallway light just a yellow rectangle
User prompt
When the cat jumpscares you game over ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'outQuad')' in or related to this line: 'tween(jumpscare, {' Line Number: 704
User prompt
What the cat leaves camera 5 he should appears in the corridor and should be illumated by the corridor lights
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'return;' Line Number: 736
User prompt
Make the cat slowly approach the player to attack them when the cat approaches Make him appear in the different cameras
User prompt
The doors should be open at the beginning of each night
User prompt
Make the cat animatroic go to the different cameras in oder the cat should move to the next camera after a minute and a half ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The clock should start at 12:00 am and stop at 6:00 am when the clock hits 6:00 am you win
User prompt
Make the lights light yellow
User prompt
Make the corridor lights bright yellow instead of dark yellow
User prompt
The corridor lights should be yellow not black
User prompt
Make the cameras use up power too
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentNight: 1, highestNight: 1 }); /**** * Classes ****/ var AnimatronicCorridor = Container.expand(function (side) { var self = Container.call(this); self.side = side; // "left" or "right" // Create the animatronic for the corridor var animatronic = self.attachAsset('animatronic', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.setVisible = function (visible) { self.visible = visible; if (visible) { // Animation for appearing in corridor animatronic.alpha = 0; tween(animatronic, { alpha: 1 }, { duration: 500 }); // Add a creepy movement animation tween(animatronic, { y: animatronic.y + 30 }, { duration: 2000, yoyo: true, repeat: -1 }); } }; // Initially hidden self.visible = false; return self; }); var CameraButton = Container.expand(function (id, x, y) { var self = Container.call(this); self.roomId = id; var button = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); var text = new Text2('CAM ' + id, { size: 60, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); self.addChild(text); self.x = x; self.y = y; self.interactive = true; self.down = function () { tween(button, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); LK.getSound('camera').play(); }; self.up = function () { tween(button, { scaleX: 1, scaleY: 1 }, { duration: 100 }); if (currentCamera !== self.roomId) { currentCamera = self.roomId; showCamera(self.roomId); } }; return self; }); var DoorButton = Container.expand(function (side) { var self = Container.call(this); self.side = side; // "left" or "right" self.isOpen = true; var button = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 150 }); var text = new Text2('DOOR', { size: 40, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); self.addChild(text); self.interactive = true; self.down = function () { tween(button, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); }; self.up = function () { tween(button, { scaleX: 1, scaleY: 1 }, { duration: 100 }); self.toggleDoor(); LK.getSound('door').play(); }; self.toggleDoor = function () { self.isOpen = !self.isOpen; if (self.isOpen) { text.setText("DOOR"); button.tint = 0x333333; powerDrain -= 5; // Reduce power drain when door is opened if (doors[self.side]) { tween(doors[self.side], { y: 2732 - doors[self.side].height / 2, tint: 0x000000 }, { duration: 300 }); } } else { text.setText("OPEN"); button.tint = 0x555555; powerDrain += 5; // Increase power drain when door is closed if (doors[self.side]) { tween(doors[self.side], { y: 2732 - doors[self.side].height, tint: 0xFFFFFF }, { duration: 300 }); } } }; return self; }); var LightButton = Container.expand(function (side) { var self = Container.call(this); self.side = side; // "left" or "right" self.isOn = false; var button = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 150, height: 150 }); var text = new Text2('LIGHT', { size: 40, fill: 0xFFFFFF }); text.anchor.set(0.5, 0.5); self.addChild(text); self.interactive = true; self.down = function () { tween(button, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); if (!self.isOn) { self.isOn = true; text.setText("OFF"); powerDrain += 1; if (warnings[self.side]) { warnings[self.side].visible = animatronicAtDoor === self.side; if (animatronicAtDoor === self.side) { LK.getSound('warning').play(); } } // Make corridor visible when light is on if (corridorLights[self.side]) { corridorLights[self.side].visible = true; } } }; self.up = function () { tween(button, { scaleX: 1, scaleY: 1 }, { duration: 100 }); if (self.isOn) { self.isOn = false; text.setText("LIGHT"); powerDrain -= 1; if (warnings[self.side]) { warnings[self.side].visible = false; } // Hide corridor when light is off if (corridorLights[self.side]) { corridorLights[self.side].visible = false; } } }; return self; }); var Room = Container.expand(function (roomId, hasAnimatronic) { var self = Container.call(this); self.roomId = roomId; self.hasAnimatronic = hasAnimatronic || false; var background = self.attachAsset('cameraBg', { anchorX: 0.5, anchorY: 0.5 }); var roomText = new Text2('Room ' + roomId, { size: 80, fill: 0xFFFFFF }); roomText.anchor.set(0.5, 0); roomText.y = -background.height / 2 + 50; self.addChild(roomText); // Always create animatronic, but set visibility based on hasAnimatronic var animatronic = self.attachAsset('animatronic', { anchorX: 0.5, anchorY: 1, y: background.height / 2 - 100 }); self.animatronic = animatronic; animatronic.visible = hasAnimatronic; // Add method to update animatronic self.setAnimatronic = function (visible) { self.hasAnimatronic = visible; if (self.animatronic) { self.animatronic.visible = visible; if (visible) { // Add a slight animation when appearing in a room tween(self.animatronic, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200, onComplete: function onComplete() { tween(self.animatronic, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game constants var AnimatronicController = function AnimatronicController() { var moveTime = 0; var initialDelay = 68000; // ~68 seconds (a minute and a few seconds) initial delay before first movement var gameStartTime = 0; var hasStartedMoving = false; var moveDuration = 90000; // 1.5 minutes per camera move var currentRoomIndex = 0; // Start at room 1 var movementPath = [0, 1, 2, 3, 4]; // Room indices (0-based) var atDoorProbability = 0.3; // Probability to go to door when at rooms 3 or 4 var inCorridor = false; var corridorSide = null; function moveAnimatronic() { // Hide animatronic from current room if (rooms[currentRoomIndex]) { rooms[currentRoomIndex].hasAnimatronic = false; if (rooms[currentRoomIndex].animatronic) { rooms[currentRoomIndex].animatronic.visible = false; } } // If the animatronic was in camera 5 (index 4), it should appear in corridor if (currentRoomIndex === 4) { // Coming from camera 5 - show in corridor before going to door inCorridor = true; corridorSide = Math.random() < 0.5 ? "left" : "right"; // Show the animatronic in the corridor if (corridorAnimatronics[corridorSide]) { corridorAnimatronics[corridorSide].setVisible(true); } // Turn on corridor light automatically to show the threat if (corridorLights[corridorSide]) { corridorLights[corridorSide].visible = true; } // Play a warning sound to alert player LK.getSound('warning').play({ volume: 0.7 }); // Start a 5-second door timer var doorTimer = LK.setTimeout(function () { // Check if the door is closed var doorObj = corridorSide === "left" ? doorLeft : doorRight; if (doorObj.isOpen) { // Door still open after 5 seconds - trigger jumpscare triggerJumpscare(); } else { // Door was closed in time // Hide from corridor if (corridorAnimatronics[corridorSide]) { corridorAnimatronics[corridorSide].setVisible(false); } // Turn off corridor light if (corridorLights[corridorSide]) { corridorLights[corridorSide].visible = false; } // Reset animatronic back to camera 1 after 3 seconds LK.setTimeout(function () { inCorridor = false; currentRoomIndex = 0; // Camera 1 animatronicRoom = 1; animatronicAtDoor = null; // Show in camera 1 if (rooms[0]) { rooms[0].hasAnimatronic = true; if (rooms[0].animatronic) { rooms[0].animatronic.visible = true; } } // Play movement sound LK.getSound('footstep').play({ volume: 0.7 }); // Reset timer for next move moveTime = 0; }, 3000); // Reset back to camera 1 after 3 seconds } }, 5000); // Player has 5 seconds to close the door return; // Early return to handle special corridor case } // Decide next location based on current room var nextIndex = getNextRoom(); currentRoomIndex = nextIndex; // Check if animatronic should go to a door if (currentRoomIndex === -1) { // Animatronic is at door animatronicRoom = -1; animatronicAtDoor = Math.random() < 0.5 ? "left" : "right"; // Play door approach sound (louder to indicate danger) LK.getSound('footstep').play({ volume: 0.7 }); } else { // Normal room movement animatronicRoom = currentRoomIndex + 1; // Show animatronic in new room if (rooms[currentRoomIndex]) { rooms[currentRoomIndex].hasAnimatronic = true; if (rooms[currentRoomIndex].animatronic) { rooms[currentRoomIndex].animatronic.visible = true; } } // Play movement sound LK.getSound('footstep').play(); } // Reset timer moveTime = 0; } function getNextRoom() { // Special logic when at door if (currentRoomIndex === -1) { // If at door, check if door is closed var doorObj = animatronicAtDoor === "left" ? doorLeft : doorRight; if (!doorObj.isOpen) { // Door closed, retreat to room 3 or 4 return Math.random() < 0.5 ? 2 : 3; // Room 3 or 4 (0-based) } else { // Door open, stay at door (will trigger jumpscare in main game code) return -1; } } // Special case for rooms 3 and 4 - might go to door if (currentRoomIndex === 2 || currentRoomIndex === 3) { if (Math.random() < atDoorProbability) { return -1; // Go to door } } // Normal sequential movement return (currentRoomIndex + 1) % ROOM_COUNT; } this.update = function (dt) { if (!gameStarted || gameOver) { return; } // Set game start time when not initialized if (gameStartTime === 0) { gameStartTime = LK.ticks; } // Check if we should start animatronic movement if (!hasStartedMoving) { // Only start moving after the initial delay has passed if (LK.ticks - gameStartTime >= initialDelay) { hasStartedMoving = true; // Play a warning sound to signal the animatronic is starting to move LK.getSound('warning').play({ volume: 0.7 }); console.log("Animatronic has started moving!"); // Immediately move from camera 1 to camera 2 after one minute moveAnimatronic(); } else { return; // Don't update movement time until initial delay has passed } } moveTime += dt; if (moveTime >= moveDuration) { moveAnimatronic(); } }; return this; }; var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var MAX_POWER = 100; var POWER_DRAIN_RATE = 0.003; // Reduced base drain rate var GAME_DURATION = 360000; // 6 minutes (6 game hours) var ROOM_COUNT = 5; // Game state variables var currentNight = storage.currentNight || 1; var power = MAX_POWER; var powerDrain = 1; // Base power drain var gameTime = 0; var currentCamera = 1; var isCameraActive = false; var gameStarted = false; var gameOver = false; var animatronicRoom = 1; var animatronicMoveProbability = 0.05 * currentNight; var animatronicAtDoor = null; // "left", "right", or null var lastAnimatronicMove = 0; var doorLeftOpen = true; var doorRightOpen = true; var animatronicController = new AnimatronicController(); var rooms = []; var cameraButtons = []; var doors = { left: null, right: null }; var warnings = { left: null, right: null }; var corridorLights = { left: null, right: null }; var corridorAnimatronics = { left: null, right: null }; // Initialize the office view var office = game.addChild(LK.getAsset('office', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH / 2, y: GAME_HEIGHT / 2, scaleX: 10, scaleY: 10 })); // Setup camera view var cameraView = new Container(); cameraView.x = GAME_WIDTH / 2; cameraView.y = GAME_HEIGHT / 2; cameraView.visible = false; game.addChild(cameraView); var cameraScreen = cameraView.addChild(LK.getAsset('cameraScreen', { anchorX: 0.5, anchorY: 0.5 })); // Create rooms for the camera system for (var i = 1; i <= ROOM_COUNT; i++) { var room = new Room(i, i === animatronicRoom); room.x = 0; room.y = 0; room.visible = false; cameraView.addChild(room); rooms.push(room); } // Make the first room visible initially rooms[0].visible = true; // Create camera buttons panel var cameraPanel = new Container(); cameraPanel.x = GAME_WIDTH / 2; cameraPanel.y = GAME_HEIGHT - 300; cameraPanel.visible = false; game.addChild(cameraPanel); for (var i = 1; i <= ROOM_COUNT; i++) { var col = (i - 1) % 3; var row = Math.floor((i - 1) / 3); var button = new CameraButton(i, (col - 1) * 350, row * 220); cameraPanel.addChild(button); cameraButtons.push(button); } // Create camera toggle button var toggleCameraBtn = game.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH / 2, y: GAME_HEIGHT - 150 })); var cameraText = new Text2('CAMERAS', { size: 60, fill: 0xFFFFFF }); cameraText.anchor.set(0.5, 0.5); cameraText.x = toggleCameraBtn.x; cameraText.y = toggleCameraBtn.y; game.addChild(cameraText); // Create power indicator var powerBarBg = game.addChild(LK.getAsset('powerBar', { anchorX: 0, anchorY: 0.5, x: 150, y: 150, tint: 0x555555 })); var powerBarFg = game.addChild(LK.getAsset('powerBar', { anchorX: 0, anchorY: 0.5, x: 150, y: 150 })); var powerText = new Text2('Power: 100%', { size: 40, fill: 0xFFFFFF }); powerText.anchor.set(0, 0.5); powerText.x = 150; powerText.y = 200; game.addChild(powerText); // Create clock var clockBg = game.addChild(LK.getAsset('clockBg', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH - 200, y: 100 })); var clockText = new Text2('12:00 AM', { size: 50, fill: 0xFFFFFF }); clockText.anchor.set(0.5, 0.5); clockText.x = clockBg.x; clockText.y = clockBg.y; game.addChild(clockText); // Create night indicator var nightText = new Text2('Night ' + currentNight, { size: 70, fill: 0xFFFFFF }); nightText.anchor.set(0.5, 0.5); nightText.x = GAME_WIDTH / 2; nightText.y = 100; game.addChild(nightText); // Create door controls var doorLeft = new DoorButton("left"); doorLeft.x = 150; doorLeft.y = GAME_HEIGHT / 2; game.addChild(doorLeft); var doorRight = new DoorButton("right"); doorRight.x = GAME_WIDTH - 150; doorRight.y = GAME_HEIGHT / 2; game.addChild(doorRight); // Create light controls var lightLeft = new LightButton("left"); lightLeft.x = 150; lightLeft.y = GAME_HEIGHT / 2 + 200; game.addChild(lightLeft); var lightRight = new LightButton("right"); lightRight.x = GAME_WIDTH - 150; lightRight.y = GAME_HEIGHT / 2 + 200; game.addChild(lightRight); // Create door visuals var leftDoor = game.addChild(LK.getAsset('door', { anchorX: 0.5, anchorY: 0, x: 550, y: GAME_HEIGHT - 800 / 2 })); doors.left = leftDoor; var rightDoor = game.addChild(LK.getAsset('door', { anchorX: 0.5, anchorY: 0, x: GAME_WIDTH - 550, y: GAME_HEIGHT - 800 / 2 })); doors.right = rightDoor; // Create warning lights var warningLeft = game.addChild(LK.getAsset('warningLight', { anchorX: 0.5, anchorY: 0.5, x: 550, y: GAME_HEIGHT / 2 })); warningLeft.visible = false; warnings.left = warningLeft; var warningRight = game.addChild(LK.getAsset('warningLight', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH - 550, y: GAME_HEIGHT / 2 })); warningRight.visible = false; warnings.right = warningRight; // Create corridor light visuals as simple yellow rectangles var corridorLightLeft = game.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: 550, y: GAME_HEIGHT / 2, width: 400, height: 800, tint: 0xffff00 })); corridorLightLeft.visible = false; corridorLights.left = corridorLightLeft; var corridorLightRight = game.addChild(LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH - 550, y: GAME_HEIGHT / 2, width: 400, height: 800, tint: 0xffff00 })); corridorLightRight.visible = false; corridorLights.right = corridorLightRight; // Initialize corridor animatronics var corridorAnimatronicLeft = new AnimatronicCorridor("left"); corridorAnimatronicLeft.x = 550; corridorAnimatronicLeft.y = GAME_HEIGHT / 2; game.addChild(corridorAnimatronicLeft); corridorAnimatronics.left = corridorAnimatronicLeft; var corridorAnimatronicRight = new AnimatronicCorridor("right"); corridorAnimatronicRight.x = GAME_WIDTH - 550; corridorAnimatronicRight.y = GAME_HEIGHT / 2; game.addChild(corridorAnimatronicRight); corridorAnimatronics.right = corridorAnimatronicRight; // Create start game instructions var instructionText = new Text2("Click to start Night " + currentNight, { size: 80, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0.5); instructionText.x = GAME_WIDTH / 2; instructionText.y = GAME_HEIGHT / 2; game.addChild(instructionText); // Helper function to show camera function showCamera(roomId) { // Hide all rooms for (var i = 0; i < rooms.length; i++) { rooms[i].visible = false; } // Show the selected room if (roomId >= 1 && roomId <= rooms.length) { rooms[roomId - 1].visible = true; } } // Helper function to toggle camera view function toggleCamera() { isCameraActive = !isCameraActive; cameraView.visible = isCameraActive; cameraPanel.visible = isCameraActive; if (isCameraActive) { LK.getSound('camera').play(); cameraText.setText("CLOSE"); showCamera(currentCamera); powerDrain += 2; // Increased power drain for cameras // Hide doors when camera view is active if (doors.left) { doors.left.visible = false; } if (doors.right) { doors.right.visible = false; } } else { cameraText.setText("CAMERAS"); powerDrain -= 2; // Decreased by same amount when turning off // Show doors when returning to office view if (doors.left) { doors.left.visible = true; } if (doors.right) { doors.right.visible = true; } } } // Update animatronic location function has been replaced by the AnimatronicController // Trigger jumpscare function triggerJumpscare() { if (gameOver) { return; } gameOver = true; LK.getSound('jumpscare').play(); // Create jumpscare animation var jumpscare = game.addChild(LK.getAsset('animatronic', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH / 2, y: GAME_HEIGHT / 2, scaleX: 3, scaleY: 3 })); // Add jumpscare animation tween(jumpscare, { scaleX: 4.5, scaleY: 4.5, x: GAME_WIDTH / 2 + Math.random() * 100 - 50, // Random movement y: GAME_HEIGHT / 2 + Math.random() * 100 - 50 // Random movement }, { duration: 300, easing: tween.outQuad }); LK.effects.flashScreen(0xff0000, 500); LK.setTimeout(function () { // Reset night to 1 when player dies storage.currentNight = 1; LK.showGameOver(); }, 1500); } // Handle winning the night function winNight() { if (gameOver) { return; } gameOver = true; // Save progress if (currentNight >= storage.highestNight) { storage.highestNight = currentNight + 1; } storage.currentNight = currentNight + 1; // Display winning message var winText = new Text2("You survived until 6:00 AM! Night " + currentNight + " complete!", { size: 80, fill: 0xFFFFFF }); winText.anchor.set(0.5, 0.5); winText.x = GAME_WIDTH / 2; winText.y = GAME_HEIGHT / 2; game.addChild(winText); LK.setTimeout(function () { LK.showYouWin(); }, 3000); } // Event handlers game.down = function (x, y, obj) { if (!gameStarted) { // Start game when clicked gameStarted = true; instructionText.visible = false; LK.getSound('ambience').play(); LK.playMusic('backgroundMusic'); // Open doors when first night starts if (doors.left) { tween(doors.left, { y: 2732 - doors.left.height / 2, tint: 0x000000 }, { duration: 300 }); doorLeft.isOpen = true; } if (doors.right) { tween(doors.right, { y: 2732 - doors.right.height / 2, tint: 0x000000 }, { duration: 300 }); doorRight.isOpen = true; } return; } // Handle camera toggle button if (x >= toggleCameraBtn.x - toggleCameraBtn.width / 2 && x <= toggleCameraBtn.x + toggleCameraBtn.width / 2 && y >= toggleCameraBtn.y - toggleCameraBtn.height / 2 && y <= toggleCameraBtn.y + toggleCameraBtn.height / 2) { toggleCamera(); } }; // Game update loop game.update = function () { if (!gameStarted || gameOver) { return; } // Update game time gameTime += 16.67; // Approximate milliseconds per frame at 60fps // Update clock (6 hours from 12AM to 6AM in game duration) var gameProgress = Math.min(gameTime / GAME_DURATION, 1); var hour = Math.floor(gameProgress * 6); if (hour === 0) { hour = 12; // 12 AM } else { hour = hour % 12; if (hour === 0) { hour = 6; } // Cap at 6 AM } var minute = Math.floor(gameProgress * 6 % 1 * 60); var ampm = "AM"; // Always AM between 12 AM and 6 AM clockText.setText(hour + ":" + (minute < 10 ? "0" + minute : minute) + " " + ampm); // Win condition - survive until 6AM if (hour === 6 && minute === 0) { winNight(); return; } // Update power var closedDoorMultiplier = 1; // Check if doors are closed and increase power drain if (!doorLeft.isOpen && !doorRight.isOpen) { closedDoorMultiplier = 2; // Both doors closed - double drain } else if (!doorLeft.isOpen || !doorRight.isOpen) { closedDoorMultiplier = 1.5; // One door closed - 50% more drain } // Check if lights are on and adjust power drain accordingly var lightMultiplier = 1; if (lightLeft.isOn && lightRight.isOn) { lightMultiplier = 1.5; // Both lights on - 50% more drain } else if (lightLeft.isOn || lightRight.isOn) { lightMultiplier = 1.2; // One light on - 20% more drain } // Add camera multiplier var cameraMultiplier = isCameraActive ? 1.3 : 1; // Camera uses 30% more power when active power -= POWER_DRAIN_RATE * powerDrain * closedDoorMultiplier * lightMultiplier * cameraMultiplier; power = Math.max(0, power); var powerPercent = Math.floor(power); powerText.setText("Power: " + powerPercent + "%"); powerBarFg.width = power / MAX_POWER * powerBarBg.width; // Game over if power runs out if (power <= 0) { triggerJumpscare(); return; } // Update animatronic controller animatronicController.update(16.67); // Update warning lights visibility based on light button state if (animatronicAtDoor === "left" && lightLeft.isOn) { warningLeft.visible = true; // Play warning sound occasionally when animatronic is spotted if (LK.ticks % 120 === 0) { // Approximately every 2 seconds LK.getSound('warning').play({ volume: 0.5 }); } } else { warningLeft.visible = false; } if (animatronicAtDoor === "right" && lightRight.isOn) { warningRight.visible = true; // Play warning sound occasionally when animatronic is spotted if (LK.ticks % 120 === 0) { // Approximately every 2 seconds LK.getSound('warning').play({ volume: 0.5 }); } } else { warningRight.visible = false; } // Visual cue when animatronic is moving between cameras if (LK.ticks % 900 === 0 && isCameraActive) { // Every 15 seconds during camera view // Brief static effect LK.effects.flashScreen(0xFFFFFF, 100); } };
===================================================================
--- original.js
+++ change.js
@@ -415,8 +415,10 @@
LK.getSound('warning').play({
volume: 0.7
});
console.log("Animatronic has started moving!");
+ // Immediately move from camera 1 to camera 2 after one minute
+ moveAnimatronic();
} else {
return; // Don't update movement time until initial delay has passed
}
}
An anthropomorphic blue and green cat animatronic wearing rockstar attire. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Metal door. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Two doorways. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Pet store. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows