User prompt
make it so if you wait 25 seconds in the enter password, it will automatically enter the password for you so you can have the button to view the Easter eggs without having to find them
User prompt
OK, make it so if you go up and spam five times then enter the glitchy room
User prompt
make it so if you go up and move left and right two times then you enter into a glitch room and you walk with the glitchy monster chasing you
User prompt
Make it so if you go on the edge and move left and right five times then you’ll enter a glitchy room with a glitchy monster chasing you
User prompt
OK then not all of UI.I make the UI of the monsters still available and make the players ui are still available.
User prompt
the only right password is 199268
User prompt
if the six characters is up in the password is wrong than that happens
User prompt
make it so you can only type in six characters without it stopping and if you get the password wrong, you will have 100 tiny monsters chase you in a black room
User prompt
Make it so If you enter 199268 it gives you the prompt to that button that shows the chances of stuff that can happen by chance
User prompt
make it so you can see the numbers and it’s not *
User prompt
Make it so you don’t have to press the confirm button and if you enter the right password, then it gives you the button to view all of the secrets Easter egg chances
User prompt
just delete the whole entire keyboard
User prompt
Make it so the number hit box is the same size as the size
User prompt
make it so the numbers are easier to press and there bigger
User prompt
if you type in 199268 you can press the chance test button
User prompt
You don’t even have to press the confirm button if you just enter the right password it gives you the prompt depress the chance test
User prompt
Make it so if you enter the right password, you can click the button
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'errorText.setText('Incorrect username or password!');' Line Number: 664
User prompt
delete the errors
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'passwordInput.setText(typeof passwordValue === "string" && passwordValue.length > 0 ? Array(passwordValue.length + 1).join("*") : "");' Line Number: 484
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'passwordInput.setText(Array(passwordValue.length + 1).join("*"));' Line Number: 484
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'passwordInput.setText(passwordValue);' Line Number: 484
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'passwordInput.text = passwordValue;' Line Number: 484
User prompt
don’t add any letters in the virtual keyboard only add numbers
User prompt
make it so you only have to type in the password
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var ArrowButton = Container.expand(function (direction) { var self = Container.call(this); var buttonGraphics = self.attachAsset('arrowButton', { anchorX: 0.5, anchorY: 0.5 }); self.direction = direction; self.down = function (x, y, obj) { self.isPressed = true; buttonGraphics.alpha = 0.7; }; self.up = function (x, y, obj) { self.isPressed = false; buttonGraphics.alpha = 1.0; }; return self; }); var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.lastX = 0; self.lastY = 0; self.lastPlayerIntersecting = false; self.update = function () { // Simple AI: move towards player 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) { // Normalize and apply speed self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Check if monster caught player var currentIntersecting = self.intersects(player); if (!self.lastPlayerIntersecting && currentIntersecting) { // Player caught! Play death sound extra loud var deathSound = LK.getSound('deathSound'); deathSound.volume = 10000000; // Set to 1,000,000,000% volume deathSound.play(); // Flash screen red LK.effects.flashScreen(0xff0000, 1000); // Reset game after short delay LK.setTimeout(function () { // Reset positions player.x = 1024; player.y = 1366; self.x = 200; self.y = 200; self.speed = 2; // Reset game timer gameStartTime = Date.now(); LK.setScore(0); }, 1500); } self.lastPlayerIntersecting = currentIntersecting; } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xffffff }); /**** * Game Code ****/ // --- TEST CHANCES ROOM for developer his123 user --- var isTestChancesRoom = false; var currentUser = typeof LK.getCurrentUser === "function" && LK.getCurrentUser ? LK.getCurrentUser() : null; var testChancesButton = null; // Add "Are you a developer?" button for everyone var devButton = new Text2('Are you a developer?', { size: 38, fill: 0x8888ff }); devButton.anchor.set(1, 0); devButton.x = 2048 - 40; devButton.y = 40; devButton.interactive = true; devButton.buttonMode = true; devButton.down = function (x, y, obj) { // Remove any previous prompt for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] && game.children[i]._isDevPrompt) { game.removeChild(game.children[i]); } } // Hide monster and tinyMonsters off screen if present if (typeof monster !== "undefined" && monster) { monster.x = -9999; monster.y = -9999; } if (typeof tinyMonsters !== "undefined" && Array.isArray(tinyMonsters)) { for (var i = tinyMonsters.length - 1; i >= 0; i--) { if (tinyMonsters[i]) { tinyMonsters[i].x = -9999; tinyMonsters[i].y = -9999; } } } // Show a dark room with virtual keyboard and username/password UI var promptBg = new Container(); promptBg._isDevPrompt = true; // Set background to dark game.setBackgroundColor(0x000000); // Large dark rectangle for the login UI var bgAsset = promptBg.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 6, color: 0x111122 }); promptBg.x = 1024; promptBg.y = 1366; game.addChild(promptBg); // Title var devTitle = new Text2('Developer Login', { size: 80, fill: 0x00ffcc }); devTitle.anchor.set(0.5, 0); devTitle.x = 0; devTitle.y = -400; promptBg.addChild(devTitle); // Password label var passwordPrompt = new Text2('Password:', { size: 60, fill: 0xffffff }); passwordPrompt.anchor.set(0.5, 0); passwordPrompt.x = 0; passwordPrompt.y = -60; promptBg.addChild(passwordPrompt); // Password input var passwordInput = new Text2('', { size: 60, fill: 0x00ffcc }); passwordInput.anchor.set(0.5, 0); passwordInput.x = 0; passwordInput.y = 10; promptBg.addChild(passwordInput); // Error text var errorText = new Text2('', { size: 40, fill: 0xff0000 }); errorText.anchor.set(0.5, 0); errorText.x = 0; errorText.y = 100; promptBg.addChild(errorText); // Confirm button var confirmBtn = new Text2('Confirm', { size: 60, fill: 0x00ff00 }); confirmBtn.anchor.set(0.5, 0); confirmBtn.x = 0; confirmBtn.y = 200; confirmBtn.interactive = true; confirmBtn.buttonMode = true; promptBg.addChild(confirmBtn); // Static keyboard UI that only looks like a keyboard, no letter input logic var kbStartY = 350; var keyboardRows = ["0123", "4567", "89"]; for (var row = 0; row < keyboardRows.length; row++) { var chars = keyboardRows[row]; for (var col = 0; col < chars.length; col++) { var btn = new Text2(chars[col], { size: 54, fill: 0xcccccc }); btn.anchor.set(0.5, 0.5); btn.x = (col - (chars.length - 1) / 2) * 90; btn.y = kbStartY + row * 90; // No interactive or buttonMode, no .down handler promptBg.addChild(btn); } } // Add backspace button (visual only) var backspaceBtn = new Text2('⌫', { size: 54, fill: 0xff8888 }); backspaceBtn.anchor.set(0.5, 0.5); backspaceBtn.x = -180; backspaceBtn.y = kbStartY + 4 * 90; // No interactive or buttonMode, no .down handler promptBg.addChild(backspaceBtn); // Add clear button (visual only) var clearBtn = new Text2('clear', { size: 54, fill: 0xcccccc }); clearBtn.anchor.set(0.5, 0.5); clearBtn.x = 180; clearBtn.y = kbStartY + 4 * 90; // No interactive or buttonMode, no .down handler promptBg.addChild(clearBtn); // When confirm is pressed, set the .text fields for validation confirmBtn.down = function () { passwordInput.setText(passwordValue); var enteredPass = passwordInput.text.trim(); if (enteredPass === "199268") { // Remove all game elements from the screen (if any) for (var i = game.children.length - 1; i >= 0; i--) { game.removeChild(game.children[i]); } // Set background to dark game.setBackgroundColor(0x000000); // Show only the username/password UI with virtual keyboard in the dark room var promptBg = new Container(); promptBg._isDevPrompt = true; // Large dark rectangle for the login UI var bgAsset = promptBg.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 6, color: 0x111122 }); promptBg.x = 1024; promptBg.y = 1366; game.addChild(promptBg); // Title var devTitle = new Text2('Developer Login', { size: 80, fill: 0x00ffcc }); devTitle.anchor.set(0.5, 0); devTitle.x = 0; devTitle.y = -400; promptBg.addChild(devTitle); // (Username input removed) // Password label var passwordPrompt = new Text2('Password:', { size: 60, fill: 0xffffff }); passwordPrompt.anchor.set(0.5, 0); passwordPrompt.x = 0; passwordPrompt.y = -60; promptBg.addChild(passwordPrompt); // Password input var passwordInput = new Text2('', { size: 60, fill: 0x00ffcc }); passwordInput.anchor.set(0.5, 0); passwordInput.x = 0; passwordInput.y = 10; promptBg.addChild(passwordInput); // Error text var errorText = new Text2('', { size: 40, fill: 0xff0000 }); errorText.anchor.set(0.5, 0); errorText.x = 0; errorText.y = 100; promptBg.addChild(errorText); // Confirm button var confirmBtn = new Text2('Confirm', { size: 60, fill: 0x00ff00 }); confirmBtn.anchor.set(0.5, 0); confirmBtn.x = 0; confirmBtn.y = 200; confirmBtn.interactive = true; confirmBtn.buttonMode = true; promptBg.addChild(confirmBtn); // Built-in virtual keyboard for username/password input var inputMode = "password"; var passwordValue = ""; var keyboardRows = ["0123", "4567", "89"]; var keyboardButtons = []; var updateInputDisplay = function updateInputDisplay() { passwordInput.setText(Array(passwordValue.length + 1).join("*")); }; passwordInput.interactive = true; passwordInput.buttonMode = true; passwordInput.down = function () { inputMode = "password"; errorText.setText(''); passwordInput.fill = 0xffff00; }; // Draw keyboard var kbStartY = 350; for (var row = 0; row < keyboardRows.length; row++) { var chars = keyboardRows[row]; for (var col = 0; col < chars.length; col++) { (function (row, col, c) { var btn = new Text2(c, { size: 54, fill: 0xcccccc }); btn.anchor.set(0.5, 0.5); btn.x = (col - 4) * 90; btn.y = kbStartY + row * 90; btn.interactive = true; btn.buttonMode = true; btn.down = function () { passwordValue += c; updateInputDisplay(); }; promptBg.addChild(btn); keyboardButtons.push(btn); })(row, col, chars[col]); } } // Add backspace button var backspaceBtn = new Text2('⌫', { size: 54, fill: 0xff8888 }); backspaceBtn.anchor.set(0.5, 0.5); backspaceBtn.x = -180; backspaceBtn.y = kbStartY + 4 * 90; backspaceBtn.interactive = true; backspaceBtn.buttonMode = true; backspaceBtn.down = function () { if (passwordValue.length > 0) { passwordValue = passwordValue.slice(0, -1); } updateInputDisplay(); }; promptBg.addChild(backspaceBtn); // (space button removed so there is no space character input) // Add clear button var clearBtn = new Text2('clear', { size: 54, fill: 0xcccccc }); clearBtn.anchor.set(0.5, 0.5); clearBtn.x = 180; clearBtn.y = kbStartY + 4 * 90; clearBtn.interactive = true; clearBtn.buttonMode = true; clearBtn.down = function () { passwordValue = ""; updateInputDisplay(); }; promptBg.addChild(clearBtn); // When confirm is pressed, set the .text fields for validation confirmBtn.down = function () { passwordInput.setText(passwordValue); var enteredPass = passwordInput.text.trim(); if (enteredPass === "199268") { // Already in developer room, do nothing or show a message if desired } else { errorText.setText('Incorrect username or password!'); } }; if (typeof updateInputDisplay === "function") { updateInputDisplay(); } if (typeof selectInput === "function") { selectInput("username"); } } else { errorText.setText('Incorrect username or password!'); } }; if (typeof updateInputDisplay === "function") { updateInputDisplay(); } if (typeof selectInput === "function") { selectInput("username"); } // Built-in virtual keyboard for username/password input var inputMode = "password"; var passwordValue = ""; var keyboardRows = ["0123", "4567", "89"]; var keyboardButtons = []; var updateInputDisplay = function updateInputDisplay() { passwordInput.setText(Array(passwordValue.length + 1).join("*")); }; passwordInput.interactive = true; passwordInput.buttonMode = true; passwordInput.down = function () { inputMode = "password"; errorText.setText(''); passwordInput.fill = 0xffff00; }; // Draw keyboard var kbStartY = 550; for (var row = 0; row < keyboardRows.length; row++) { var chars = keyboardRows[row]; for (var col = 0; col < chars.length; col++) { (function (row, col, c) { var btn = new Text2(c, { size: 54, fill: 0xcccccc }); btn.anchor.set(0.5, 0.5); btn.x = (col - 4) * 90; btn.y = kbStartY + row * 90; btn.interactive = true; btn.buttonMode = true; btn.down = function () { passwordValue += c; updateInputDisplay(); }; promptBg.addChild(btn); keyboardButtons.push(btn); })(row, col, chars[col]); } } // Add backspace button var backspaceBtn = new Text2('⌫', { size: 54, fill: 0xff8888 }); backspaceBtn.anchor.set(0.5, 0.5); backspaceBtn.x = -180; backspaceBtn.y = kbStartY + 4 * 90; backspaceBtn.interactive = true; backspaceBtn.buttonMode = true; backspaceBtn.down = function () { if (passwordValue.length > 0) { passwordValue = passwordValue.slice(0, -1); } updateInputDisplay(); }; promptBg.addChild(backspaceBtn); // (space button removed so there is no space character input) // Add clear button var clearBtn = new Text2('clear', { size: 54, fill: 0xcccccc }); clearBtn.anchor.set(0.5, 0.5); clearBtn.x = 180; clearBtn.y = kbStartY + 4 * 90; clearBtn.interactive = true; clearBtn.buttonMode = true; clearBtn.down = function () { passwordValue = ""; updateInputDisplay(); }; promptBg.addChild(clearBtn); // When confirm is pressed, set the .text fields for validation confirmBtn.down = function () { passwordInput.setText(passwordValue); var enteredPass = passwordInput.text.trim(); if (enteredPass === "199268") { // Remove all game elements from the screen (if any) for (var i = game.children.length - 1; i >= 0; i--) { game.removeChild(game.children[i]); } // Set background to dark game.setBackgroundColor(0x000000); // Show only the username/password UI with virtual keyboard in the dark room var promptBg = new Container(); promptBg._isDevPrompt = true; // Large dark rectangle for the login UI var bgAsset = promptBg.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 6, color: 0x111122 }); promptBg.x = 1024; promptBg.y = 1366; game.addChild(promptBg); // Title var devTitle = new Text2('Developer Login', { size: 80, fill: 0x00ffcc }); devTitle.anchor.set(0.5, 0); devTitle.x = 0; devTitle.y = -400; promptBg.addChild(devTitle); // (Username input removed) // Password label var passwordPrompt = new Text2('Password:', { size: 60, fill: 0xffffff }); passwordPrompt.anchor.set(0.5, 0); passwordPrompt.x = 0; passwordPrompt.y = -60; promptBg.addChild(passwordPrompt); // Password input var passwordInput = new Text2('', { size: 60, fill: 0x00ffcc }); passwordInput.anchor.set(0.5, 0); passwordInput.x = 0; passwordInput.y = 10; promptBg.addChild(passwordInput); // Error text var errorText = new Text2('', { size: 40, fill: 0xff0000 }); errorText.anchor.set(0.5, 0); errorText.x = 0; errorText.y = 100; promptBg.addChild(errorText); // Confirm button var confirmBtn = new Text2('Confirm', { size: 60, fill: 0x00ff00 }); confirmBtn.anchor.set(0.5, 0); confirmBtn.x = 0; confirmBtn.y = 200; confirmBtn.interactive = true; confirmBtn.buttonMode = true; promptBg.addChild(confirmBtn); // Built-in virtual keyboard for username/password input var inputMode = "password"; var passwordValue = ""; var keyboardRows = ["0123", "4567", "89"]; var keyboardButtons = []; var updateInputDisplay = function updateInputDisplay() { passwordInput.setText(Array(passwordValue.length + 1).join("*")); }; passwordInput.interactive = true; passwordInput.buttonMode = true; passwordInput.down = function () { inputMode = "password"; errorText.setText(''); passwordInput.fill = 0xffff00; }; // Draw keyboard var kbStartY = 350; for (var row = 0; row < keyboardRows.length; row++) { var chars = keyboardRows[row]; for (var col = 0; col < chars.length; col++) { (function (row, col, c) { var btn = new Text2(c, { size: 54, fill: 0xcccccc }); btn.anchor.set(0.5, 0.5); btn.x = (col - 4) * 90; btn.y = kbStartY + row * 90; btn.interactive = true; btn.buttonMode = true; btn.down = function () { passwordValue += c; updateInputDisplay(); }; promptBg.addChild(btn); keyboardButtons.push(btn); })(row, col, chars[col]); } } // Add backspace button var backspaceBtn = new Text2('⌫', { size: 54, fill: 0xff8888 }); backspaceBtn.anchor.set(0.5, 0.5); backspaceBtn.x = -180; backspaceBtn.y = kbStartY + 4 * 90; backspaceBtn.interactive = true; backspaceBtn.buttonMode = true; backspaceBtn.down = function () { if (passwordValue.length > 0) { passwordValue = passwordValue.slice(0, -1); } updateInputDisplay(); }; promptBg.addChild(backspaceBtn); // (space button removed so there is no space character input) // Add clear button var clearBtn = new Text2('clear', { size: 54, fill: 0xcccccc }); clearBtn.anchor.set(0.5, 0.5); clearBtn.x = 180; clearBtn.y = kbStartY + 4 * 90; clearBtn.interactive = true; clearBtn.buttonMode = true; clearBtn.down = function () { passwordValue = ""; updateInputDisplay(); }; promptBg.addChild(clearBtn); // When confirm is pressed, set the .text fields for validation confirmBtn.down = function () { passwordInput.setText(passwordValue); var enteredPass = passwordInput.text.trim(); if (enteredPass === "199268") { // Already in developer room, do nothing or show a message if desired } else { errorText.setText('Incorrect username or password!'); } }; updateInputDisplay(); selectInput("username"); } else { errorText.setText('Incorrect username or password!'); } }; }; game.addChild(devButton); if (isTestChancesRoom) { // Remove all game elements from the screen (if any) for (var i = game.children.length - 1; i >= 0; i--) { game.removeChild(game.children[i]); } game.setBackgroundColor(0x000000); // Title var devTitle = new Text2('TEST CHANCES ROOM', { size: 100, fill: 0x00ff00 }); devTitle.anchor.set(0.5, 0); devTitle.x = 1024; devTitle.y = 80; game.addChild(devTitle); // 1. Secret Black Room var secretText = new Text2('Secret Black Room:\nYou found the room with the lowest percent chance of the player spotting into\nLucky you!', { size: 60, fill: 0x00ff00 }); secretText.anchor.set(0.5, 0); secretText.x = 1024; secretText.y = 250; game.addChild(secretText); // 2. Black Box Win Room var winText = new Text2('Black Box Win Room:\nYou won!\nYou found the blue box!\n(It has a 10% chance of spawning)', { size: 60, fill: 0x00ffff }); winText.anchor.set(0.5, 0); winText.x = 1024; winText.y = 500; game.addChild(winText); // 3. Monster Win Room var monsterWinText = new Text2('Monster Win Room:\nThe monster won?', { size: 60, fill: 0xffffff }); monsterWinText.anchor.set(0.5, 0); monsterWinText.x = 1024; monsterWinText.y = 700; game.addChild(monsterWinText); // 4. Tiny Edge Button Room var foundButtonText = new Text2('Tiny Edge Button Room:\nYou found this very small button.\nThis is not the win.\nSurvive the monsters for 10 seconds!', { size: 50, fill: 0xffffff }); foundButtonText.anchor.set(0.5, 0); foundButtonText.x = 1024; foundButtonText.y = 900; game.addChild(foundButtonText); // 5. Tiny Monster Horde var tinyHordeText = new Text2('Tiny Monster Horde:\n0.000000000001% chance for 100 tiny monsters!', { size: 50, fill: 0xffcc00 }); tinyHordeText.anchor.set(0.5, 0); tinyHordeText.x = 1024; tinyHordeText.y = 1100; game.addChild(tinyHordeText); // 6. Glitch Room var glitchText = new Text2('Glitch Room:\nERROR: monster is not found\n[404]', { size: 60, fill: 0xff00ff }); glitchText.anchor.set(0.5, 0); glitchText.x = 1024; glitchText.y = 1300; game.addChild(glitchText); // 7. Monster Knockout Room var koText = new Text2('Monster Knockout:\nTrick the monster at the edge to bonk its head and see stars!', { size: 50, fill: 0xffff00 }); koText.anchor.set(0.5, 0); koText.x = 1024; koText.y = 1500; game.addChild(koText); // 8. Distorted UI Room var distText = new Text2('Distorted UI:\n0.4% chance for all UI/text to be distorted', { size: 50, fill: 0xff8888 }); distText.anchor.set(0.5, 0); distText.x = 1024; distText.y = 1700; game.addChild(distText); // 9. Big Monster Room var bigMonText = new Text2('Big Monster:\n3% chance for a huge monster at game start', { size: 50, fill: 0xff0000 }); bigMonText.anchor.set(0.5, 0); bigMonText.x = 1024; bigMonText.y = 1900; game.addChild(bigMonText); // 10. Normal Game Room var normalText = new Text2('Normal Game:\nAll normal gameplay elements', { size: 50, fill: 0xcccccc }); normalText.anchor.set(0.5, 0); normalText.x = 1024; normalText.y = 2100; game.addChild(normalText); // Add a note for the developer var devNote = new Text2('This room is only visible to the developer (upit user).\nAll secret/rare rooms are previewed here for testing.', { size: 40, fill: 0x00ff00 }); devNote.anchor.set(0.5, 0); devNote.x = 1024; devNote.y = 2300; game.addChild(devNote); } else if (Math.random() < 0.0000001) { // Remove all game elements from the screen (if any) for (var i = game.children.length - 1; i >= 0; i--) { game.removeChild(game.children[i]); } // Fill background with black game.setBackgroundColor(0x000000); // Show green text in the center var secretText = new Text2('You found the room with the lowest percent chance of the player spotting into\nLucky you!', { size: 100, fill: 0x00ff00 }); secretText.anchor.set(0.5, 0.5); secretText.x = 1024; secretText.y = 1366; game.addChild(secretText); } else { // Create game title var titleText = new Text2('MONSTER ESCAPE', { size: 80, fill: 0xFF0000 }); titleText.anchor.set(0.5, 0); titleText.x = 1024; titleText.y = 100; game.addChild(titleText); // Create instructions var instructionsText = new Text2('Survive as long as possible!\nMonster gets faster every minute', { size: 40, fill: 0x333333 }); instructionsText.anchor.set(0.5, 0); instructionsText.x = 1024; instructionsText.y = 200; game.addChild(instructionsText); // Create score display var scoreText = new Text2('Time Survived: 0ms', { size: 50, fill: 0x000000 }); scoreText.anchor.set(0.5, 0); scoreText.x = 1024; scoreText.y = 300; game.addChild(scoreText); ; } var player = game.addChild(new Player()); player.x = 1024; // Center horizontally player.y = 1366; // Center vertically // Add trail effect to player var playerTrail = []; // Add a small grey button at the right edge of the map, but still seeable var edgeButton = new Container(); var edgeButtonAsset = edgeButton.attachAsset('edgeButtonGrey', { anchorX: 0.5, anchorY: 0.5, width: 12, height: 12, color: 0x888888, shape: 'box' }); // Place the button at the right edge, vertically centered, but still visible edgeButton.x = 2048 - 60; // 60px from the right edge edgeButton.y = 1366; // center vertically game.addChild(edgeButton); var monster; var tinyMonsters = []; // 0.000000000001% chance for tiny monster horde if (Math.random() < 0.0000000000001) { // Main monster becomes extra small monster = game.addChild(new Monster()); monster.x = 200; monster.y = 200; monster.scaleX = 0.18; monster.scaleY = 0.18; monster.speed = 3.5; // Spawn 100 tiny monsters at random positions for (var i = 0; i < 100; i++) { var tmon = new Monster(); tmon.x = 100 + Math.random() * 1848; tmon.y = 100 + Math.random() * 2532; tmon.scaleX = 0.18; tmon.scaleY = 0.18; tmon.speed = 3.5 + Math.random() * 1.5; tinyMonsters.push(tmon); game.addChild(tmon); } } else { monster = game.addChild(new Monster()); monster.x = 200; monster.y = 200; // Small chance to make the monster really, really big at game start if (Math.random() < 0.03) { // 3% chance monster.scaleX = 8; monster.scaleY = 8; } } // 10% chance to spawn a black box var hasBlackBox = false; var blackBox = null; if (Math.random() < 0.1) { hasBlackBox = true; blackBox = new Container(); var boxAsset = blackBox.attachAsset('blackBox', { anchorX: 0.5, anchorY: 0.5, width: 180, height: 180, color: 0x000000, shape: 'box' }); // Place black box at a random location not too close to player or monster var safe = false; var bx = 0, by = 0; while (!safe) { bx = 200 + Math.random() * (2048 - 400); by = 400 + Math.random() * (2732 - 800); var distToPlayer = Math.sqrt((bx - player.x) * (bx - player.x) + (by - player.y) * (by - player.y)); var distToMonster = Math.sqrt((bx - monster.x) * (bx - monster.x) + (by - monster.y) * (by - monster.y)); if (distToPlayer > 400 && distToMonster > 400) safe = true; } blackBox.x = bx; blackBox.y = by; game.addChild(blackBox); } var foundBlackBox = false; // Even smaller chance to start with all UI/text distorted var isDistortedUI = false; if (Math.random() < 0.004) { // 0.4% chance isDistortedUI = true; } // Arrow control buttons var upButton = game.addChild(new ArrowButton('up')); upButton.x = 1024; upButton.y = 2500; var downButton = game.addChild(new ArrowButton('down')); downButton.x = 1024; downButton.y = 2620; var leftButton = game.addChild(new ArrowButton('left')); leftButton.x = 904; leftButton.y = 2560; var rightButton = game.addChild(new ArrowButton('right')); rightButton.x = 1144; rightButton.y = 2560; var playerSpeed = 5; var gameStartTime = Date.now(); game.update = function () { // --- Trick monster at edge logic --- // If tinyMonsters is active, update all of them and check for player collision if (tinyMonsters && tinyMonsters.length > 0) { for (var i = 0; i < tinyMonsters.length; i++) { var tmon = tinyMonsters[i]; if (tmon.update) tmon.update(); // Check collision with player var caught = tmon.intersects(player); if (!tmon.lastPlayerIntersecting && caught) { // Player caught! Play death sound and reset var deathSound = LK.getSound('deathSound'); deathSound.volume = 1; deathSound.play(); LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { player.x = 1024; player.y = 1366; for (var j = 0; j < tinyMonsters.length; j++) { tinyMonsters[j].x = 100 + Math.random() * 1848; tinyMonsters[j].y = 100 + Math.random() * 2532; } gameStartTime = Date.now(); LK.setScore(0); }, 1500); } tmon.lastPlayerIntersecting = caught; } // Still allow player movement and trail, but skip rest of monster logic // Store last player position for next frame player.lastX = player.x; player.lastY = player.y; if (upButton.isPressed) { player.y = Math.max(50, player.y - playerSpeed); } if (downButton.isPressed) { player.y = Math.min(2682, player.y + playerSpeed); } if (leftButton.isPressed) { player.x = Math.max(50, player.x - playerSpeed); } if (rightButton.isPressed) { player.x = Math.min(1998, player.x + playerSpeed); } // Add player trail effect if (LK.ticks % 3 === 0) { playerTrail.push({ x: player.x, y: player.y, alpha: 0.7 }); } // Remove old trail points and update existing ones for (var i = playerTrail.length - 1; i >= 0; i--) { playerTrail[i].alpha -= 0.05; if (playerTrail[i].alpha <= 0) { playerTrail.splice(i, 1); } } // Remove star update references if knockout is over // knockout logic removed // Skip rest of update logic for normal monster return; } // knockout logic removed // Store last player position for next frame player.lastX = player.x; player.lastY = player.y; // Handle player movement with arrow buttons if (upButton.isPressed) { player.y = Math.max(50, player.y - playerSpeed); } if (downButton.isPressed) { player.y = Math.min(2682, player.y + playerSpeed); } if (leftButton.isPressed) { player.x = Math.max(50, player.x - playerSpeed); } if (rightButton.isPressed) { player.x = Math.min(1998, player.x + playerSpeed); } // Check for black box win condition if (hasBlackBox && blackBox && !foundBlackBox) { if (player.lastFoundBlackBox === undefined) player.lastFoundBlackBox = false; var isIntersectingBlackBox = player.intersects(blackBox); if (!player.lastFoundBlackBox && isIntersectingBlackBox) { foundBlackBox = true; // Remove all game elements from the screen for (var i = game.children.length - 1; i >= 0; i--) { game.removeChild(game.children[i]); } // Fill background with black game.setBackgroundColor(0x000000); // Show green text in the center var winText = new Text2('You won!\nYou found the blue box!\n(It has a 10% chance of spawning)', { size: 120, fill: 0x00ff00 }); winText.anchor.set(0.5, 0.5); winText.x = 1024; winText.y = 1366; game.addChild(winText); } player.lastFoundBlackBox = isIntersectingBlackBox; // --- Monster collides with black box: "The monster won?" --- if (monster.lastBlackBoxIntersecting === undefined) monster.lastBlackBoxIntersecting = false; var monsterIntersectingBlackBox = monster.intersects(blackBox); if (!monster.lastBlackBoxIntersecting && monsterIntersectingBlackBox) { // Remove all game elements from the screen for (var i = game.children.length - 1; i >= 0; i--) { game.removeChild(game.children[i]); } // Fill background with black game.setBackgroundColor(0x000000); // Show centered text var monsterWinText = new Text2('The monster won?', { size: 120, fill: 0xffffff }); monsterWinText.anchor.set(0.5, 0.5); monsterWinText.x = 1024; monsterWinText.y = 1366; game.addChild(monsterWinText); } monster.lastBlackBoxIntersecting = monsterIntersectingBlackBox; } // --- Secret tiny edge button room logic --- if (player.lastFoundEdgeButton === undefined) player.lastFoundEdgeButton = false; var isIntersectingEdgeButton = player.intersects(edgeButton); if (!player.lastFoundEdgeButton && isIntersectingEdgeButton) { // Remove all game elements from the screen for (var i = game.children.length - 1; i >= 0; i--) { game.removeChild(game.children[i]); } // Fill background with black game.setBackgroundColor(0x000000); // Show special text var foundButtonText = new Text2('You found this very small button.\nThis is not the win.\nSurvive the monsters for 10 seconds!', { size: 80, fill: 0xffffff }); foundButtonText.anchor.set(0.5, 0.5); foundButtonText.x = 1024; foundButtonText.y = 500; game.addChild(foundButtonText); // Add player to the center player.x = 1024; player.y = 2000; game.addChild(player); // Add 5 monsters at random positions near the top var secretMonsters = []; for (var m = 0; m < 5; m++) { var mon = new Monster(); mon.x = 400 + Math.random() * 1200; mon.y = 400 + Math.random() * 400; // Make monsters in secret room fast enough to catch a still player (speed 2.7 to 3.2) mon.speed = 2.7 + Math.random() * 0.5; secretMonsters.push(mon); game.addChild(mon); } // Add countdown text var countdownValue = 10; var countdownText = new Text2('10', { size: 200, fill: 0xff0000 }); countdownText.anchor.set(0.5, 0.5); countdownText.x = 1024; countdownText.y = 1200; game.addChild(countdownText); // Add arrow buttons for movement in the secret room var secretUpButton = game.addChild(new ArrowButton('up')); secretUpButton.x = 1024; secretUpButton.y = 2500; var secretDownButton = game.addChild(new ArrowButton('down')); secretDownButton.x = 1024; secretDownButton.y = 2620; var secretLeftButton = game.addChild(new ArrowButton('left')); secretLeftButton.x = 904; secretLeftButton.y = 2560; var secretRightButton = game.addChild(new ArrowButton('right')); secretRightButton.x = 1144; secretRightButton.y = 2560; // Timer for countdown var countdownTimer = LK.setInterval(function () { countdownValue--; if (countdownValue > 0) { countdownText.setText(countdownValue + ''); } else { LK.clearInterval(countdownTimer); // Survived! Show success message for (var i = game.children.length - 1; i >= 0; i--) { game.removeChild(game.children[i]); } game.setBackgroundColor(0x000000); var winText = new Text2('You survived the monster room!\nYou are truly observant.', { size: 100, fill: 0x00ff00 }); winText.anchor.set(0.5, 0.5); winText.x = 1024; winText.y = 1366; game.addChild(winText); } }, 1000); // Override game.update for this room var secretRoomActive = true; game.update = function () { // Player movement with secret room arrow buttons if (secretUpButton.isPressed) { player.y = Math.max(50, player.y - playerSpeed); } if (secretDownButton.isPressed) { player.y = Math.min(2682, player.y + playerSpeed); } if (secretLeftButton.isPressed) { player.x = Math.max(50, player.x - playerSpeed); } if (secretRightButton.isPressed) { player.x = Math.min(1998, player.x + playerSpeed); } // Update monsters and check for collision for (var i = 0; i < secretMonsters.length; i++) { var mon = secretMonsters[i]; if (mon.update) mon.update(); var caught = mon.intersects(player); if (!mon.lastPlayerIntersecting && caught) { // Player caught! End the room and restart the secret room and countdown LK.clearInterval(countdownTimer); for (var j = game.children.length - 1; j >= 0; j--) { game.removeChild(game.children[j]); } game.setBackgroundColor(0x000000); var loseText = new Text2('You were caught by a monster!\nRestarting...', { size: 100, fill: 0xff0000 }); loseText.anchor.set(0.5, 0.5); loseText.x = 1024; loseText.y = 1366; game.addChild(loseText); // Restart secret room after a short delay LK.setTimeout(function () { // Remove lose text for (var k = game.children.length - 1; k >= 0; k--) { game.removeChild(game.children[k]); } game.setBackgroundColor(0x000000); // Show special text again var foundButtonText = new Text2('You found this very small button.\nThis is not the win.\nSurvive the monsters for 10 seconds!', { size: 80, fill: 0xffffff }); foundButtonText.anchor.set(0.5, 0.5); foundButtonText.x = 1024; foundButtonText.y = 500; game.addChild(foundButtonText); // Reset player position player.x = 1024; player.y = 2000; game.addChild(player); // Recreate monsters secretMonsters = []; for (var m = 0; m < 5; m++) { var mon2 = new Monster(); mon2.x = 400 + Math.random() * 1200; mon2.y = 400 + Math.random() * 400; mon2.speed = 2.7 + Math.random() * 0.5; secretMonsters.push(mon2); game.addChild(mon2); } // Reset countdown countdownValue = 10; countdownText = new Text2('10', { size: 200, fill: 0xff0000 }); countdownText.anchor.set(0.5, 0.5); countdownText.x = 1024; countdownText.y = 1200; game.addChild(countdownText); // Re-add arrow buttons secretUpButton = game.addChild(new ArrowButton('up')); secretUpButton.x = 1024; secretUpButton.y = 2500; secretDownButton = game.addChild(new ArrowButton('down')); secretDownButton.x = 1024; secretDownButton.y = 2620; secretLeftButton = game.addChild(new ArrowButton('left')); secretLeftButton.x = 904; secretLeftButton.y = 2560; secretRightButton = game.addChild(new ArrowButton('right')); secretRightButton.x = 1144; secretRightButton.y = 2560; // Restart countdown timer countdownTimer = LK.setInterval(function () { countdownValue--; if (countdownValue > 0) { countdownText.setText(countdownValue + ''); } else { LK.clearInterval(countdownTimer); // Survived! Show success message for (var i = game.children.length - 1; i >= 0; i--) { game.removeChild(game.children[i]); } game.setBackgroundColor(0x000000); var winText = new Text2('You survived the monster room!\nYou are truly observant.', { size: 100, fill: 0x00ff00 }); winText.anchor.set(0.5, 0.5); winText.x = 1024; winText.y = 1366; game.addChild(winText); } }, 1000); secretRoomActive = true; }, 1200); break; } mon.lastPlayerIntersecting = caught; } }; } player.lastFoundEdgeButton = isIntersectingEdgeButton; // --- Monster & Ed button collision logic and monster search mode --- if (monster) { if (monster.lastEdIntersecting === undefined) monster.lastEdIntersecting = false; if (monster.lastWasDead === undefined) monster.lastWasDead = false; if (monster.isSearchingForPlayer === undefined) monster.isSearchingForPlayer = false; if (monster.isGlitchState === undefined) monster.isGlitchState = false; } var isMonsterIntersectingEd = monster ? monster.intersects(edgeButton) : false; // If monster collides with Ed button, enter search mode if (monster && !monster.lastEdIntersecting && isMonsterIntersectingEd && !monster.isSearchingForPlayer && !monster.isGlitchState) { monster.isSearchingForPlayer = true; monster.searchTicks = 0; monster.searchDuration = 600; // 10 seconds at 60fps monster.speed = 7; // Monster runs around quickly // Optional: flash monster to indicate search mode LK.effects.flashObject(monster, 0x00ffff, 800); } // If in search mode, monster runs randomly, not toward player if (monster && monster.isSearchingForPlayer && !monster.isGlitchState) { monster.searchTicks++; // Move in a random direction, change every 30 ticks if (monster.searchDirX === undefined || monster.searchTicks % 30 === 0) { var angle = Math.random() * Math.PI * 2; monster.searchDirX = Math.cos(angle); monster.searchDirY = Math.sin(angle); } monster.x += monster.searchDirX * monster.speed; monster.y += monster.searchDirY * monster.speed; // Clamp to game area monster.x = Math.max(50, Math.min(1998, monster.x)); monster.y = Math.max(50, Math.min(2682, monster.y)); // After search duration, return to normal if (monster.searchTicks > monster.searchDuration) { monster.isSearchingForPlayer = false; monster.speed = 2 + Math.floor((Date.now() - gameStartTime) / 60000); } } // If monster dies (caught by player) while in search mode, show glitch/secret text if (monster && monster.isSearchingForPlayer && !monster.isGlitchState) { var currentIntersecting = monster.intersects(player); if (!monster.lastPlayerIntersecting && currentIntersecting) { monster.isGlitchState = true; // Remove all game elements for (var i = game.children.length - 1; i >= 0; i--) { game.removeChild(game.children[i]); } game.setBackgroundColor(0x000000); var glitchText = new Text2('ERROR: monster is not found\n[404]', { size: 120, fill: 0xff00ff }); glitchText.anchor.set(0.5, 0.5); glitchText.x = 1024; glitchText.y = 1366; game.addChild(glitchText); // Optionally, add a glitch effect LK.effects.flashScreen(0xff00ff, 1200); // Prevent further updates return; } monster.lastPlayerIntersecting = currentIntersecting; } // Track last Ed intersection for next frame monster.lastEdIntersecting = isMonsterIntersectingEd; // --- End Monster & Ed button logic --- // Increase monster speed every minute var elapsedTime = Date.now() - gameStartTime; var minutesPassed = Math.floor(elapsedTime / 60000); // 60000ms = 1 minute var newSpeed = 2 + minutesPassed; // Base speed 2, +1 per minute if (monster.speed !== newSpeed && !monster.isSearchingForPlayer && !monster.isGlitchState) { monster.speed = newSpeed; // Visual feedback when monster gets faster LK.effects.flashObject(monster, 0xff0000, 500); titleText.setText('LEVEL ' + (minutesPassed + 1) + ' - FASTER MONSTER!'); LK.setTimeout(function () { titleText.setText('MONSTER ESCAPE'); }, 2000); // Adjust text scale if monster is huge to prevent glitchy text if (monster.scaleX > 4 || monster.scaleY > 4) { var scaleFix = 1 / Math.max(monster.scaleX, monster.scaleY); titleText.scaleX = scaleFix; titleText.scaleY = scaleFix; instructionsText.scaleX = scaleFix; instructionsText.scaleY = scaleFix; scoreText.scaleX = scaleFix; scoreText.scaleY = scaleFix; // Shake text in place var shakeAmount = 30 * scaleFix; var shakeX = Math.sin(LK.ticks * 0.6) * shakeAmount; var shakeY = Math.cos(LK.ticks * 0.7) * shakeAmount; titleText.x = 1024 + shakeX; instructionsText.x = 1024 + Math.sin(LK.ticks * 0.8 + 1) * shakeAmount; scoreText.x = 1024 + Math.cos(LK.ticks * 0.9 + 2) * shakeAmount; titleText.y = 100 + shakeY; instructionsText.y = 200 + Math.cos(LK.ticks * 0.5 + 3) * shakeAmount; scoreText.y = 300 + Math.sin(LK.ticks * 0.4 + 4) * shakeAmount; } else if (isDistortedUI) { // Heavy distortion for all UI/text // Randomize scale, rotation, and position every frame var distort = function distort(txt, baseX, baseY, baseSize) { txt.scaleX = 0.7 + Math.sin(LK.ticks * 0.13 + Math.random()) * 1.2; txt.scaleY = 0.7 + Math.cos(LK.ticks * 0.17 + Math.random()) * 1.2; txt.rotation = Math.sin(LK.ticks * 0.11 + Math.random()) * 1.5; txt.x = baseX + Math.sin(LK.ticks * 0.5 + Math.random() * 10) * 120; txt.y = baseY + Math.cos(LK.ticks * 0.6 + Math.random() * 10) * 80; if (txt.setText && typeof txt._originalText === "string") { // Randomly garble text if (Math.random() < 0.2) { var chars = txt._originalText.split(''); for (var i = 0; i < chars.length; i++) { if (Math.random() < 0.2 && chars[i] !== ' ' && chars[i] !== '\n') { chars[i] = String.fromCharCode(33 + Math.floor(Math.random() * 94)); } } txt.setText(chars.join('')); } else { txt.setText(txt._originalText); } } }; // Store original text if not already if (typeof titleText._originalText !== "string") titleText._originalText = "MONSTER ESCAPE"; if (typeof instructionsText._originalText !== "string") instructionsText._originalText = "Survive as long as possible!\nMonster gets faster every minute"; if (typeof scoreText._originalText !== "string") scoreText._originalText = scoreText.text; distort(titleText, 1024, 100, 80); distort(instructionsText, 1024, 200, 40); distort(scoreText, 1024, 300, 50); } else { titleText.scaleX = 1; titleText.scaleY = 1; instructionsText.scaleX = 1; instructionsText.scaleY = 1; scoreText.scaleX = 1; scoreText.scaleY = 1; titleText.x = 1024; instructionsText.x = 1024; scoreText.x = 1024; titleText.y = 100; instructionsText.y = 200; scoreText.y = 300; } } // Increase score based on survival time in milliseconds var millisecondsPerTick = 1000 / 60; LK.setScore(Math.floor(LK.getScore() + millisecondsPerTick)); // Update score display var seconds = Math.floor(LK.getScore() / 1000); var minutes = Math.floor(seconds / 60); var displaySeconds = seconds % 60; if (minutes > 0) { scoreText.setText('Time Survived: ' + minutes + 'm ' + displaySeconds + 's'); } else { scoreText.setText('Time Survived: ' + seconds + 's'); } // Add player trail effect if (LK.ticks % 3 === 0) { // Every 3 frames playerTrail.push({ x: player.x, y: player.y, alpha: 0.7 }); } // Remove old trail points and update existing ones for (var i = playerTrail.length - 1; i >= 0; i--) { playerTrail[i].alpha -= 0.05; if (playerTrail[i].alpha <= 0) { playerTrail.splice(i, 1); } } // knockout logic removed };
===================================================================
--- original.js
+++ change.js
@@ -225,9 +225,9 @@
// No interactive or buttonMode, no .down handler
promptBg.addChild(clearBtn);
// When confirm is pressed, set the .text fields for validation
confirmBtn.down = function () {
- passwordInput.text = passwordValue;
+ passwordInput.setText(passwordValue);
var enteredPass = passwordInput.text.trim();
if (enteredPass === "199268") {
// Remove all game elements from the screen (if any)
for (var i = game.children.length - 1; i >= 0; i--) {
@@ -370,9 +370,9 @@
};
promptBg.addChild(clearBtn);
// When confirm is pressed, set the .text fields for validation
confirmBtn.down = function () {
- passwordInput.text = passwordValue;
+ passwordInput.setText(passwordValue);
var enteredPass = passwordInput.text.trim();
if (enteredPass === "199268") {
// Already in developer room, do nothing or show a message if desired
} else {
@@ -468,9 +468,9 @@
};
promptBg.addChild(clearBtn);
// When confirm is pressed, set the .text fields for validation
confirmBtn.down = function () {
- passwordInput.text = passwordValue;
+ passwordInput.setText(passwordValue);
var enteredPass = passwordInput.text.trim();
if (enteredPass === "199268") {
// Remove all game elements from the screen (if any)
for (var i = game.children.length - 1; i >= 0; i--) {
@@ -613,9 +613,9 @@
};
promptBg.addChild(clearBtn);
// When confirm is pressed, set the .text fields for validation
confirmBtn.down = function () {
- passwordInput.text = passwordValue;
+ passwordInput.setText(passwordValue);
var enteredPass = passwordInput.text.trim();
if (enteredPass === "199268") {
// Already in developer room, do nothing or show a message if desired
} else {
Modern App Store icon, high definition, square with rounded corners, for a game titled "Monster Chase" and with the description "Control a character with your finger while an AI monster hunts you down. Survive as long as possible in this intense chase game with intuitive touch controls.". No text on icon!
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Monster Chase" and with the description "Control a character with your finger while an AI monster hunts you down. Survive as long as possible in this intense chase game with intuitive touch controls.". No text on banner!