/**** * 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