/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var Exit = Container.expand(function () {
	var self = Container.call(this);
	var exitGraphics = self.attachAsset('exit', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Pulsing effect
	self.pulseDirection = 1;
	self.update = function () {
		exitGraphics.alpha += self.pulseDirection * 0.02;
		if (exitGraphics.alpha >= 1) {
			self.pulseDirection = -1;
		} else if (exitGraphics.alpha <= 0.3) {
			self.pulseDirection = 1;
		}
	};
	return self;
});
var Floor = Container.expand(function () {
	var self = Container.call(this);
	var floorGraphics = self.attachAsset('floor', {
		anchorX: 0,
		anchorY: 0
	});
	return self;
});
var Player = Container.expand(function () {
	var self = Container.call(this);
	self.speed = 5;
	self.targetX = 0;
	self.targetY = 0;
	self.isMoving = false;
	self.setTarget = function (x, y) {
		self.targetX = x;
		self.targetY = y;
		self.isMoving = true;
	};
	self.update = function () {
		if (self.isMoving) {
			var dx = self.targetX - self.x;
			var dy = self.targetY - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > self.speed) {
				var moveX = dx / distance * self.speed;
				var moveY = dy / distance * self.speed;
				var newX = self.x + moveX;
				var newY = self.y + moveY;
				// Calculate maze boundaries with padding for player size
				var mazeLeft = offsetX + 20;
				var mazeRight = offsetX + mazeLayout[0].length * cellSize - 20;
				var mazeTop = offsetY + 20;
				var mazeBottom = offsetY + mazeLayout.length * cellSize - 20;
				// Check boundaries and wall collisions for X movement
				if (newX >= mazeLeft && newX <= mazeRight && !checkWallCollision(newX, self.y)) {
					self.x = newX;
				}
				// Check boundaries and wall collisions for Y movement
				if (newY >= mazeTop && newY <= mazeBottom && !checkWallCollision(self.x, newY)) {
					self.y = newY;
				}
				// Play footstep sound occasionally while moving
				if (Math.random() < 0.05) {
					LK.getSound('footstep').play();
				}
			} else {
				self.isMoving = false;
			}
		}
	};
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	return self;
});
var Skeleton = Container.expand(function () {
	var self = Container.call(this);
	self.update = function () {
		if (player) {
			var dx = player.x - self.x;
			var dy = player.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > 0) {
				var speed = 0.8;
				var moveX = dx / distance * speed;
				var moveY = dy / distance * speed;
				self.x += moveX;
				self.y += moveY;
			}
			// Random roar sound
			if (Math.random() < 0.002) {
				LK.getSound('skeleton_roar').play();
			}
		}
	};
	var skeletonGraphics = self.attachAsset('skeleton', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	return self;
});
var VictoryScreen = Container.expand(function () {
	var self = Container.call(this);
	// Create victory background
	var victoryGraphics = self.attachAsset('victory_screen', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Center the victory screen
	self.x = 2048 / 2;
	self.y = 2732 / 2;
	// Start hidden and fade in
	victoryGraphics.alpha = 0;
	self.show = function () {
		// Fade in the victory screen
		tween(victoryGraphics, {
			alpha: 1
		}, {
			duration: 1000,
			easing: tween.easeInOut
		});
		// After showing victory screen, trigger actual win after delay
		LK.setTimeout(function () {
			LK.showYouWin();
		}, 3000);
	};
	return self;
});
var Wall = Container.expand(function () {
	var self = Container.call(this);
	var wallGraphics = self.attachAsset('wall', {
		anchorX: 0,
		anchorY: 0
	});
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x1a1a1a
});
/**** 
* Game Code
****/ 
// Game variables
var player;
var skeleton;
var walls = [];
var floors = [];
var exit;
var gameStarted = false;
var lastPlayerX = 0;
var lastPlayerY = 0;
var lastSkeletonDistance = Infinity;
var mazeLayout;
var possibleExitPositions = [];
var victoryScreen;
// Generate random maze layout
function generateRandomMaze() {
	var width = 20;
	var height = 15;
	var maze = [];
	// Initialize maze with all walls
	for (var row = 0; row < height; row++) {
		maze[row] = [];
		for (var col = 0; col < width; col++) {
			maze[row][col] = 1;
		}
	}
	// Create paths using recursive backtracking
	var stack = [];
	var startX = 1;
	var startY = 1;
	maze[startY][startX] = 0;
	stack.push({
		x: startX,
		y: startY
	});
	possibleExitPositions = [];
	while (stack.length > 0) {
		var current = stack[stack.length - 1];
		var neighbors = [];
		// Check all four directions
		var directions = [{
			x: 0,
			y: -2
		},
		// Up
		{
			x: 2,
			y: 0
		},
		// Right
		{
			x: 0,
			y: 2
		},
		// Down
		{
			x: -2,
			y: 0
		} // Left
		];
		for (var i = 0; i < directions.length; i++) {
			var newX = current.x + directions[i].x;
			var newY = current.y + directions[i].y;
			if (newX > 0 && newX < width - 1 && newY > 0 && newY < height - 1 && maze[newY][newX] === 1) {
				neighbors.push({
					x: newX,
					y: newY,
					wallX: current.x + directions[i].x / 2,
					wallY: current.y + directions[i].y / 2
				});
			}
		}
		if (neighbors.length > 0) {
			var randomNeighbor = neighbors[Math.floor(Math.random() * neighbors.length)];
			maze[randomNeighbor.y][randomNeighbor.x] = 0;
			maze[randomNeighbor.wallY][randomNeighbor.wallX] = 0;
			// Create wider paths by clearing additional adjacent cells
			var wideningDirections = [{
				x: 1,
				y: 0
			}, {
				x: -1,
				y: 0
			}, {
				x: 0,
				y: 1
			}, {
				x: 0,
				y: -1
			}];
			for (var w = 0; w < wideningDirections.length; w++) {
				var wideX = randomNeighbor.x + wideningDirections[w].x;
				var wideY = randomNeighbor.y + wideningDirections[w].y;
				if (wideX > 0 && wideX < width - 1 && wideY > 0 && wideY < height - 1) {
					maze[wideY][wideX] = 0;
				}
			}
			// Add to possible exit positions if it's near the edge
			if (randomNeighbor.x >= width - 3 || randomNeighbor.y <= 2) {
				possibleExitPositions.push({
					x: randomNeighbor.x,
					y: randomNeighbor.y
				});
			}
			stack.push({
				x: randomNeighbor.x,
				y: randomNeighbor.y
			});
		} else {
			stack.pop();
		}
	}
	// Ensure borders are walls
	for (var row = 0; row < height; row++) {
		maze[row][0] = 1;
		maze[row][width - 1] = 1;
	}
	for (var col = 0; col < width; col++) {
		maze[0][col] = 1;
		maze[height - 1][col] = 1;
	}
	return maze;
}
// Generate initial maze layout
mazeLayout = generateRandomMaze();
var cellSize = 60;
var offsetX = (2048 - mazeLayout[0].length * cellSize) / 2;
var offsetY = 200;
// Function to create maze from layout
function createMaze() {
	// Clear existing maze elements
	for (var i = 0; i < walls.length; i++) {
		walls[i].destroy();
	}
	for (var i = 0; i < floors.length; i++) {
		floors[i].destroy();
	}
	walls = [];
	floors = [];
	// Create maze - ensure all cells are processed
	for (var row = 0; row < mazeLayout.length; row++) {
		for (var col = 0; col < mazeLayout[row].length; col++) {
			var x = offsetX + col * cellSize;
			var y = offsetY + row * cellSize;
			if (mazeLayout[row][col] === 1) {
				// Create wall
				var wall = new Wall();
				wall.x = x;
				wall.y = y;
				walls.push(wall);
				game.addChild(wall);
			} else {
				// Create floor for open spaces
				var floor = new Floor();
				floor.x = x;
				floor.y = y;
				floors.push(floor);
				game.addChild(floor);
			}
		}
	}
	// LK engine handles rendering automatically
}
// Create initial maze
createMaze();
// Create player at starting position
player = new Player();
player.x = offsetX + 1.5 * cellSize;
player.y = offsetY + 1.5 * cellSize;
lastPlayerX = player.x;
lastPlayerY = player.y;
game.addChild(player);
console.log("Player created at position:", player.x, player.y);
console.log("Player dimensions:", player.width, player.height);
// Create skeleton at bottom of maze
skeleton = new Skeleton();
skeleton.x = offsetX + (mazeLayout[0].length - 2.5) * cellSize;
skeleton.y = offsetY + (mazeLayout.length - 2.5) * cellSize;
game.addChild(skeleton);
// Function to position exit randomly
function positionExit() {
	if (exit) {
		exit.destroy();
	}
	exit = new Exit();
	// Choose random exit position from possible locations
	if (possibleExitPositions.length > 0) {
		var randomExitIndex = Math.floor(Math.random() * possibleExitPositions.length);
		var exitPos = possibleExitPositions[randomExitIndex];
		exit.x = offsetX + (exitPos.x + 0.5) * cellSize;
		exit.y = offsetY + (exitPos.y + 0.5) * cellSize;
	} else {
		// Fallback to top right if no positions found
		exit.x = offsetX + 18.5 * cellSize;
		exit.y = offsetY + 1.5 * cellSize;
	}
	game.addChild(exit);
}
// Create initial exit
positionExit();
// Create victory screen (hidden initially)
victoryScreen = new VictoryScreen();
game.addChild(victoryScreen);
// UI elements
var instructionText = new Text2('Click to move. Escape the mine!', {
	size: 60,
	fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
LK.gui.top.addChild(instructionText);
instructionText.y = 100;
var distanceText = new Text2('', {
	size: 50,
	fill: 0xFF4444
});
distanceText.anchor.set(0.5, 0);
LK.gui.top.addChild(distanceText);
distanceText.y = 180;
function checkWallCollision(x, y) {
	var col = Math.floor((x - offsetX) / cellSize);
	var row = Math.floor((y - offsetY) / cellSize);
	if (row < 0 || row >= mazeLayout.length || col < 0 || col >= mazeLayout[0].length) {
		return true;
	}
	return mazeLayout[row][col] === 1;
}
// Function to reset game with new maze
function resetGameWithNewMaze() {
	// Generate new maze layout
	mazeLayout = generateRandomMaze();
	// Recalculate positioning offsets for new maze
	offsetX = (2048 - mazeLayout[0].length * cellSize) / 2;
	offsetY = 200;
	// Recreate maze
	createMaze();
	// Destroy and recreate player to ensure clean state
	if (player) {
		player.destroy();
	}
	player = new Player();
	player.x = offsetX + 1.5 * cellSize;
	player.y = offsetY + 1.5 * cellSize;
	player.isMoving = false;
	lastPlayerX = player.x;
	lastPlayerY = player.y;
	game.addChild(player);
	// Destroy and recreate skeleton to ensure clean state
	if (skeleton) {
		skeleton.destroy();
	}
	skeleton = new Skeleton();
	skeleton.x = offsetX + (mazeLayout[0].length - 2.5) * cellSize;
	skeleton.y = offsetY + (mazeLayout.length - 2.5) * cellSize;
	game.addChild(skeleton);
	// Position new exit
	positionExit();
	// Reset distance tracking
	lastSkeletonDistance = Infinity;
	// Recreate victory screen
	if (victoryScreen) {
		victoryScreen.destroy();
	}
	victoryScreen = new VictoryScreen();
	game.addChild(victoryScreen);
}
game.update = function () {
	// Ensure player is always visible and in the game
	if (!player || !game.children.includes(player)) {
		console.log("Player missing, recreating...");
		// Ensure we have current positioning offsets
		offsetX = (2048 - mazeLayout[0].length * cellSize) / 2;
		offsetY = 200;
		// Destroy existing player if it exists but is not in children
		if (player && !game.children.includes(player)) {
			player.destroy();
		}
		player = new Player();
		player.x = offsetX + 1.5 * cellSize;
		player.y = offsetY + 1.5 * cellSize;
		lastPlayerX = player.x;
		lastPlayerY = player.y;
		game.addChild(player);
		console.log("Player recreated at position:", player.x, player.y);
	}
	// Ensure maze is always visible - recreate if walls/floors are missing
	if (walls.length === 0 || floors.length === 0) {
		// Recalculate positioning offsets
		offsetX = (2048 - mazeLayout[0].length * cellSize) / 2;
		offsetY = 200;
		createMaze();
	}
	// Check if player reached exit
	if (player.intersects(exit)) {
		LK.getSound('escape').play();
		// Show custom victory screen
		if (victoryScreen) {
			victoryScreen.show();
		} else {
			LK.showYouWin();
		}
		return;
	}
	// Check if skeleton caught player
	var skeletonDistance = Math.sqrt(Math.pow(player.x - skeleton.x, 2) + Math.pow(player.y - skeleton.y, 2));
	if (!lastSkeletonDistance) lastSkeletonDistance = skeletonDistance;
	// Play gregor sound when skeleton gets close (transition from far to close)
	if (lastSkeletonDistance > 100 && skeletonDistance <= 100) {
		LK.getSound('gregor').play();
	}
	// Continue playing gregor sound while skeleton is close with increasing intensity
	if (skeletonDistance <= 100) {
		// Calculate intensity based on distance (closer = more intense)
		var intensity = (100 - skeletonDistance) / 100;
		// Play gregor sound more frequently as skeleton gets closer
		var playChance = intensity * 0.15; // Up to 15% chance per frame when very close
		if (Math.random() < playChance) {
			LK.getSound('gregor').play();
		}
	}
	if (lastSkeletonDistance > 50 && skeletonDistance <= 50) {
		// Play creepy jump-scare sound
		LK.getSound('skeleton_roar').play();
		LK.getSound('gregor').play();
		// Monster comes up to face - move skeleton to center of screen and scale dramatically
		var centerX = 2048 / 2;
		var centerY = 2732 / 2;
		// First: Move skeleton to player's face (center of screen)
		tween(skeleton, {
			x: centerX,
			y: centerY,
			scaleX: 8,
			scaleY: 8
		}, {
			duration: 300,
			easing: tween.easeOut
		});
		// Make skeleton shake violently
		tween(skeleton, {
			x: centerX + 30
		}, {
			duration: 80,
			easing: tween.easeInOut,
			onFinish: function onFinish() {
				tween(skeleton, {
					x: centerX - 60
				}, {
					duration: 80,
					easing: tween.easeInOut,
					onFinish: function onFinish() {
						tween(skeleton, {
							x: centerX + 60
						}, {
							duration: 80,
							easing: tween.easeInOut,
							onFinish: function onFinish() {
								tween(skeleton, {
									x: centerX - 30
								}, {
									duration: 80,
									easing: tween.easeInOut,
									onFinish: function onFinish() {
										tween(skeleton, {
											x: centerX
										}, {
											duration: 80,
											easing: tween.easeInOut
										});
									}
								});
							}
						});
					}
				});
			}
		});
		// Flash screen red multiple times for intense jump-scare
		LK.effects.flashScreen(0xff0000, 400);
		LK.setTimeout(function () {
			LK.effects.flashScreen(0xff0000, 300);
		}, 200);
		LK.setTimeout(function () {
			LK.effects.flashScreen(0xff0000, 200);
		}, 400);
		// After jump-scare animation, restart the game completely
		LK.setTimeout(function () {
			// Reset skeleton scale and position back to normal
			tween(skeleton, {
				scaleX: 1,
				scaleY: 1,
				x: offsetX + 18.5 * cellSize,
				y: offsetY + 13.5 * cellSize
			}, {
				duration: 100
			});
			// Reset with new maze layout and restart game
			resetGameWithNewMaze();
			// Force maze recreation to ensure full visibility
			createMaze();
		}, 1200);
		return;
	}
	lastSkeletonDistance = skeletonDistance;
	// Update distance display
	var distanceToExit = Math.sqrt(Math.pow(player.x - exit.x, 2) + Math.pow(player.y - exit.y, 2));
	distanceText.setText('Skeleton Distance: ' + Math.floor(skeletonDistance));
	// Create tension effect when skeleton is close
	if (skeletonDistance < 120) {
		var intensity = (120 - skeletonDistance) / 120;
		game.setBackgroundColor(Math.floor(0x1a * (1 + intensity)) << 16 | Math.floor(0x1a * (1 - intensity * 0.5)) << 8 | Math.floor(0x1a * (1 - intensity * 0.5)));
	} else {
		game.setBackgroundColor(0x1a1a1a);
	}
};
// Click to move handler
game.down = function (x, y, obj) {
	if (player) {
		player.setTarget(x, y);
	}
};
// Start ambient music
LK.playMusic('horror_ambient');
; /**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
var Exit = Container.expand(function () {
	var self = Container.call(this);
	var exitGraphics = self.attachAsset('exit', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Pulsing effect
	self.pulseDirection = 1;
	self.update = function () {
		exitGraphics.alpha += self.pulseDirection * 0.02;
		if (exitGraphics.alpha >= 1) {
			self.pulseDirection = -1;
		} else if (exitGraphics.alpha <= 0.3) {
			self.pulseDirection = 1;
		}
	};
	return self;
});
var Floor = Container.expand(function () {
	var self = Container.call(this);
	var floorGraphics = self.attachAsset('floor', {
		anchorX: 0,
		anchorY: 0
	});
	return self;
});
var Player = Container.expand(function () {
	var self = Container.call(this);
	self.speed = 5;
	self.targetX = 0;
	self.targetY = 0;
	self.isMoving = false;
	self.setTarget = function (x, y) {
		self.targetX = x;
		self.targetY = y;
		self.isMoving = true;
	};
	self.update = function () {
		if (self.isMoving) {
			var dx = self.targetX - self.x;
			var dy = self.targetY - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > self.speed) {
				var moveX = dx / distance * self.speed;
				var moveY = dy / distance * self.speed;
				var newX = self.x + moveX;
				var newY = self.y + moveY;
				// Calculate maze boundaries with padding for player size
				var mazeLeft = offsetX + 20;
				var mazeRight = offsetX + mazeLayout[0].length * cellSize - 20;
				var mazeTop = offsetY + 20;
				var mazeBottom = offsetY + mazeLayout.length * cellSize - 20;
				// Check boundaries and wall collisions for X movement
				if (newX >= mazeLeft && newX <= mazeRight && !checkWallCollision(newX, self.y)) {
					self.x = newX;
				}
				// Check boundaries and wall collisions for Y movement
				if (newY >= mazeTop && newY <= mazeBottom && !checkWallCollision(self.x, newY)) {
					self.y = newY;
				}
				// Play footstep sound occasionally while moving
				if (Math.random() < 0.05) {
					LK.getSound('footstep').play();
				}
			} else {
				self.isMoving = false;
			}
		}
	};
	var playerGraphics = self.attachAsset('player', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	return self;
});
var Skeleton = Container.expand(function () {
	var self = Container.call(this);
	self.update = function () {
		if (player) {
			var dx = player.x - self.x;
			var dy = player.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > 0) {
				var speed = 0.8;
				var moveX = dx / distance * speed;
				var moveY = dy / distance * speed;
				self.x += moveX;
				self.y += moveY;
			}
			// Random roar sound
			if (Math.random() < 0.002) {
				LK.getSound('skeleton_roar').play();
			}
		}
	};
	var skeletonGraphics = self.attachAsset('skeleton', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	return self;
});
var VictoryScreen = Container.expand(function () {
	var self = Container.call(this);
	// Create victory background
	var victoryGraphics = self.attachAsset('victory_screen', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	// Center the victory screen
	self.x = 2048 / 2;
	self.y = 2732 / 2;
	// Start hidden and fade in
	victoryGraphics.alpha = 0;
	self.show = function () {
		// Fade in the victory screen
		tween(victoryGraphics, {
			alpha: 1
		}, {
			duration: 1000,
			easing: tween.easeInOut
		});
		// After showing victory screen, trigger actual win after delay
		LK.setTimeout(function () {
			LK.showYouWin();
		}, 3000);
	};
	return self;
});
var Wall = Container.expand(function () {
	var self = Container.call(this);
	var wallGraphics = self.attachAsset('wall', {
		anchorX: 0,
		anchorY: 0
	});
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x1a1a1a
});
/**** 
* Game Code
****/ 
// Game variables
var player;
var skeleton;
var walls = [];
var floors = [];
var exit;
var gameStarted = false;
var lastPlayerX = 0;
var lastPlayerY = 0;
var lastSkeletonDistance = Infinity;
var mazeLayout;
var possibleExitPositions = [];
var victoryScreen;
// Generate random maze layout
function generateRandomMaze() {
	var width = 20;
	var height = 15;
	var maze = [];
	// Initialize maze with all walls
	for (var row = 0; row < height; row++) {
		maze[row] = [];
		for (var col = 0; col < width; col++) {
			maze[row][col] = 1;
		}
	}
	// Create paths using recursive backtracking
	var stack = [];
	var startX = 1;
	var startY = 1;
	maze[startY][startX] = 0;
	stack.push({
		x: startX,
		y: startY
	});
	possibleExitPositions = [];
	while (stack.length > 0) {
		var current = stack[stack.length - 1];
		var neighbors = [];
		// Check all four directions
		var directions = [{
			x: 0,
			y: -2
		},
		// Up
		{
			x: 2,
			y: 0
		},
		// Right
		{
			x: 0,
			y: 2
		},
		// Down
		{
			x: -2,
			y: 0
		} // Left
		];
		for (var i = 0; i < directions.length; i++) {
			var newX = current.x + directions[i].x;
			var newY = current.y + directions[i].y;
			if (newX > 0 && newX < width - 1 && newY > 0 && newY < height - 1 && maze[newY][newX] === 1) {
				neighbors.push({
					x: newX,
					y: newY,
					wallX: current.x + directions[i].x / 2,
					wallY: current.y + directions[i].y / 2
				});
			}
		}
		if (neighbors.length > 0) {
			var randomNeighbor = neighbors[Math.floor(Math.random() * neighbors.length)];
			maze[randomNeighbor.y][randomNeighbor.x] = 0;
			maze[randomNeighbor.wallY][randomNeighbor.wallX] = 0;
			// Create wider paths by clearing additional adjacent cells
			var wideningDirections = [{
				x: 1,
				y: 0
			}, {
				x: -1,
				y: 0
			}, {
				x: 0,
				y: 1
			}, {
				x: 0,
				y: -1
			}];
			for (var w = 0; w < wideningDirections.length; w++) {
				var wideX = randomNeighbor.x + wideningDirections[w].x;
				var wideY = randomNeighbor.y + wideningDirections[w].y;
				if (wideX > 0 && wideX < width - 1 && wideY > 0 && wideY < height - 1) {
					maze[wideY][wideX] = 0;
				}
			}
			// Add to possible exit positions if it's near the edge
			if (randomNeighbor.x >= width - 3 || randomNeighbor.y <= 2) {
				possibleExitPositions.push({
					x: randomNeighbor.x,
					y: randomNeighbor.y
				});
			}
			stack.push({
				x: randomNeighbor.x,
				y: randomNeighbor.y
			});
		} else {
			stack.pop();
		}
	}
	// Ensure borders are walls
	for (var row = 0; row < height; row++) {
		maze[row][0] = 1;
		maze[row][width - 1] = 1;
	}
	for (var col = 0; col < width; col++) {
		maze[0][col] = 1;
		maze[height - 1][col] = 1;
	}
	return maze;
}
// Generate initial maze layout
mazeLayout = generateRandomMaze();
var cellSize = 60;
var offsetX = (2048 - mazeLayout[0].length * cellSize) / 2;
var offsetY = 200;
// Function to create maze from layout
function createMaze() {
	// Clear existing maze elements
	for (var i = 0; i < walls.length; i++) {
		walls[i].destroy();
	}
	for (var i = 0; i < floors.length; i++) {
		floors[i].destroy();
	}
	walls = [];
	floors = [];
	// Create maze - ensure all cells are processed
	for (var row = 0; row < mazeLayout.length; row++) {
		for (var col = 0; col < mazeLayout[row].length; col++) {
			var x = offsetX + col * cellSize;
			var y = offsetY + row * cellSize;
			if (mazeLayout[row][col] === 1) {
				// Create wall
				var wall = new Wall();
				wall.x = x;
				wall.y = y;
				walls.push(wall);
				game.addChild(wall);
			} else {
				// Create floor for open spaces
				var floor = new Floor();
				floor.x = x;
				floor.y = y;
				floors.push(floor);
				game.addChild(floor);
			}
		}
	}
	// LK engine handles rendering automatically
}
// Create initial maze
createMaze();
// Create player at starting position
player = new Player();
player.x = offsetX + 1.5 * cellSize;
player.y = offsetY + 1.5 * cellSize;
lastPlayerX = player.x;
lastPlayerY = player.y;
game.addChild(player);
console.log("Player created at position:", player.x, player.y);
console.log("Player dimensions:", player.width, player.height);
// Create skeleton at bottom of maze
skeleton = new Skeleton();
skeleton.x = offsetX + (mazeLayout[0].length - 2.5) * cellSize;
skeleton.y = offsetY + (mazeLayout.length - 2.5) * cellSize;
game.addChild(skeleton);
// Function to position exit randomly
function positionExit() {
	if (exit) {
		exit.destroy();
	}
	exit = new Exit();
	// Choose random exit position from possible locations
	if (possibleExitPositions.length > 0) {
		var randomExitIndex = Math.floor(Math.random() * possibleExitPositions.length);
		var exitPos = possibleExitPositions[randomExitIndex];
		exit.x = offsetX + (exitPos.x + 0.5) * cellSize;
		exit.y = offsetY + (exitPos.y + 0.5) * cellSize;
	} else {
		// Fallback to top right if no positions found
		exit.x = offsetX + 18.5 * cellSize;
		exit.y = offsetY + 1.5 * cellSize;
	}
	game.addChild(exit);
}
// Create initial exit
positionExit();
// Create victory screen (hidden initially)
victoryScreen = new VictoryScreen();
game.addChild(victoryScreen);
// UI elements
var instructionText = new Text2('Click to move. Escape the mine!', {
	size: 60,
	fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
LK.gui.top.addChild(instructionText);
instructionText.y = 100;
var distanceText = new Text2('', {
	size: 50,
	fill: 0xFF4444
});
distanceText.anchor.set(0.5, 0);
LK.gui.top.addChild(distanceText);
distanceText.y = 180;
function checkWallCollision(x, y) {
	var col = Math.floor((x - offsetX) / cellSize);
	var row = Math.floor((y - offsetY) / cellSize);
	if (row < 0 || row >= mazeLayout.length || col < 0 || col >= mazeLayout[0].length) {
		return true;
	}
	return mazeLayout[row][col] === 1;
}
// Function to reset game with new maze
function resetGameWithNewMaze() {
	// Generate new maze layout
	mazeLayout = generateRandomMaze();
	// Recalculate positioning offsets for new maze
	offsetX = (2048 - mazeLayout[0].length * cellSize) / 2;
	offsetY = 200;
	// Recreate maze
	createMaze();
	// Destroy and recreate player to ensure clean state
	if (player) {
		player.destroy();
	}
	player = new Player();
	player.x = offsetX + 1.5 * cellSize;
	player.y = offsetY + 1.5 * cellSize;
	player.isMoving = false;
	lastPlayerX = player.x;
	lastPlayerY = player.y;
	game.addChild(player);
	// Destroy and recreate skeleton to ensure clean state
	if (skeleton) {
		skeleton.destroy();
	}
	skeleton = new Skeleton();
	skeleton.x = offsetX + (mazeLayout[0].length - 2.5) * cellSize;
	skeleton.y = offsetY + (mazeLayout.length - 2.5) * cellSize;
	game.addChild(skeleton);
	// Position new exit
	positionExit();
	// Reset distance tracking
	lastSkeletonDistance = Infinity;
	// Recreate victory screen
	if (victoryScreen) {
		victoryScreen.destroy();
	}
	victoryScreen = new VictoryScreen();
	game.addChild(victoryScreen);
}
game.update = function () {
	// Ensure player is always visible and in the game
	if (!player || !game.children.includes(player)) {
		console.log("Player missing, recreating...");
		// Ensure we have current positioning offsets
		offsetX = (2048 - mazeLayout[0].length * cellSize) / 2;
		offsetY = 200;
		// Destroy existing player if it exists but is not in children
		if (player && !game.children.includes(player)) {
			player.destroy();
		}
		player = new Player();
		player.x = offsetX + 1.5 * cellSize;
		player.y = offsetY + 1.5 * cellSize;
		lastPlayerX = player.x;
		lastPlayerY = player.y;
		game.addChild(player);
		console.log("Player recreated at position:", player.x, player.y);
	}
	// Ensure maze is always visible - recreate if walls/floors are missing
	if (walls.length === 0 || floors.length === 0) {
		// Recalculate positioning offsets
		offsetX = (2048 - mazeLayout[0].length * cellSize) / 2;
		offsetY = 200;
		createMaze();
	}
	// Check if player reached exit
	if (player.intersects(exit)) {
		LK.getSound('escape').play();
		// Show custom victory screen
		if (victoryScreen) {
			victoryScreen.show();
		} else {
			LK.showYouWin();
		}
		return;
	}
	// Check if skeleton caught player
	var skeletonDistance = Math.sqrt(Math.pow(player.x - skeleton.x, 2) + Math.pow(player.y - skeleton.y, 2));
	if (!lastSkeletonDistance) lastSkeletonDistance = skeletonDistance;
	// Play gregor sound when skeleton gets close (transition from far to close)
	if (lastSkeletonDistance > 100 && skeletonDistance <= 100) {
		LK.getSound('gregor').play();
	}
	// Continue playing gregor sound while skeleton is close with increasing intensity
	if (skeletonDistance <= 100) {
		// Calculate intensity based on distance (closer = more intense)
		var intensity = (100 - skeletonDistance) / 100;
		// Play gregor sound more frequently as skeleton gets closer
		var playChance = intensity * 0.15; // Up to 15% chance per frame when very close
		if (Math.random() < playChance) {
			LK.getSound('gregor').play();
		}
	}
	if (lastSkeletonDistance > 50 && skeletonDistance <= 50) {
		// Play creepy jump-scare sound
		LK.getSound('skeleton_roar').play();
		LK.getSound('gregor').play();
		// Monster comes up to face - move skeleton to center of screen and scale dramatically
		var centerX = 2048 / 2;
		var centerY = 2732 / 2;
		// First: Move skeleton to player's face (center of screen)
		tween(skeleton, {
			x: centerX,
			y: centerY,
			scaleX: 8,
			scaleY: 8
		}, {
			duration: 300,
			easing: tween.easeOut
		});
		// Make skeleton shake violently
		tween(skeleton, {
			x: centerX + 30
		}, {
			duration: 80,
			easing: tween.easeInOut,
			onFinish: function onFinish() {
				tween(skeleton, {
					x: centerX - 60
				}, {
					duration: 80,
					easing: tween.easeInOut,
					onFinish: function onFinish() {
						tween(skeleton, {
							x: centerX + 60
						}, {
							duration: 80,
							easing: tween.easeInOut,
							onFinish: function onFinish() {
								tween(skeleton, {
									x: centerX - 30
								}, {
									duration: 80,
									easing: tween.easeInOut,
									onFinish: function onFinish() {
										tween(skeleton, {
											x: centerX
										}, {
											duration: 80,
											easing: tween.easeInOut
										});
									}
								});
							}
						});
					}
				});
			}
		});
		// Flash screen red multiple times for intense jump-scare
		LK.effects.flashScreen(0xff0000, 400);
		LK.setTimeout(function () {
			LK.effects.flashScreen(0xff0000, 300);
		}, 200);
		LK.setTimeout(function () {
			LK.effects.flashScreen(0xff0000, 200);
		}, 400);
		// After jump-scare animation, restart the game completely
		LK.setTimeout(function () {
			// Reset skeleton scale and position back to normal
			tween(skeleton, {
				scaleX: 1,
				scaleY: 1,
				x: offsetX + 18.5 * cellSize,
				y: offsetY + 13.5 * cellSize
			}, {
				duration: 100
			});
			// Reset with new maze layout and restart game
			resetGameWithNewMaze();
			// Force maze recreation to ensure full visibility
			createMaze();
		}, 1200);
		return;
	}
	lastSkeletonDistance = skeletonDistance;
	// Update distance display
	var distanceToExit = Math.sqrt(Math.pow(player.x - exit.x, 2) + Math.pow(player.y - exit.y, 2));
	distanceText.setText('Skeleton Distance: ' + Math.floor(skeletonDistance));
	// Create tension effect when skeleton is close
	if (skeletonDistance < 120) {
		var intensity = (120 - skeletonDistance) / 120;
		game.setBackgroundColor(Math.floor(0x1a * (1 + intensity)) << 16 | Math.floor(0x1a * (1 - intensity * 0.5)) << 8 | Math.floor(0x1a * (1 - intensity * 0.5)));
	} else {
		game.setBackgroundColor(0x1a1a1a);
	}
};
// Click to move handler
game.down = function (x, y, obj) {
	if (player) {
		player.setTarget(x, y);
	}
};
// Start ambient music
LK.playMusic('horror_ambient');
;
 A guy with a bag over his head with a cross on it. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
 The player with a torch in his hand and the monster skeleton dead on the floor with a knife in his head and blood everywhere. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat