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they still dont multiply the wood can you PLEASE fix that whenever the fox collect wood with a bunny or a cat he collects 2 wood an with a bat he collects 4
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they still dont multiply it
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they still dont multiplie it can you also add the multiplier in the gui
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also the bat bunny and cat dont multiply the wood colection can you also fix that
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can you also add a wood multiplier(both the cat,bat and bunny change these cat=2x bat=4x bunny=2x
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also can you add a 4x wood collection on bat
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the bats secondary abbility doesnt work
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hey can you force spawn bat now because idk if she even spawns
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actually the fennec fox is supposed to not being able to get targeted by the wendigo but cant go into the cabin as well as killing a wolf or a zombie (within 150 pixels) but then being stunnend themselfs for 3 seconds and having a cooldown of 10 as well as berry collector that also has the 150 pixels but it collects 2 berries instead of 1 they still gain the movement speed in blood moon but gain slowness in full moon and also get locked out of the cabin its never able to get into the cabin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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what i mean is also when twisted blood moon/full moon starts theres like a little light following the fox but also you need 5 wood to complete it instead of 3 please ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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can you also make it that you need 3 wood to collect to finish full moon when your campfire runs out but when it spawns you need 5 wood and spawning 4 wood instead of 3
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wait the cat and the deer have to go to the berries/wood they ignore it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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also the range goes further for cat
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can you also do the same thing for cats but with wood ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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can you also make it so that the deer has a berry detection range so when theres a berry in that range rhe deer gets a speed boost and collects that berry(4x speed boost) at night/full moon/peacefull night the speedboost is 2x and the range is shorter ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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also when i hit the wendigo hes supposed to be stunned for 7 seconds but he died thats not supposed to happen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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hey before blood moon theres always a peacefull night but it never happens can you fix that
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there is no npc after the bloodmoon can you fix that please also the vampires move slow when its full moon there supposed to be fast (both when spawning and when you have no wood)
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also after blood moon theres a 100% chance to spawn an npc
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make all the npcs go to the campfire they dont move unless an enemy comes to close or if it becomes day(when its bloodmoon they run to the cabin) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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can you make it when the deer gets hit they dont get targeted by the wendigo anymore and also a jumpscare for the zombie ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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hey uhm can you stun all the enemys but only kill the enemy that hit you
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also can you let the wolves despawn please
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the dog only stuns when he gets hit can you make it so his stun is ranged
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can you have zombies scattered in random locations when bloodmoon begins(also the wolves still spawn)
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bunny = Container.expand(function () { var self = Container.call(this); var bunnyGraphics = self.attachAsset('bunny', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.0 }); self.berriesGiven = 0; self.update = function () { // Gentle bouncing animation self.y += Math.sin(LK.ticks * 0.15) * 0.3; // Apply movement speed based on targeting if (self.isTargeted) { // Bunny can move when targeted but is drastically slowed var moveSpeed = 0.3; // Move very slowly towards a random direction when targeted if (LK.ticks % 300 === 0) { // Every 5 seconds instead of 2 var newX = Math.random() * (1800 - 200) + 200; var newY = Math.random() * (2400 - 200) + 200; tween(self, { x: newX, y: newY }, { duration: 6000, // Much slower movement - 6 seconds instead of 2 easing: tween.easeInOut }); } } else { // Normal movement when not targeted if (LK.ticks % 120 === 0) { // Every 2 seconds, move to a new position var newX = Math.random() * (1800 - 200) + 200; var newY = Math.random() * (2400 - 200) + 200; tween(self, { x: newX, y: newY }, { duration: 2000, easing: tween.easeInOut }); } } }; return self; }); var Campfire = Container.expand(function () { var self = Container.call(this); var campfireGraphics = self.attachAsset('campfire', { anchorX: 0.5, anchorY: 0.5 }); self.wood = 5; // Start with 5 wood self.burnRate = 1; // Wood burns every 60 frames (1 second) self.lastBurnTime = 0; self.nextBurnIn = Math.floor(Math.random() * 120) + 120; // Random 2-4 seconds (120-240 frames) self.addWood = function (amount) { self.wood += amount; updateCampfireDisplay(); }; self.update = function () { if (isNight || isPeacefulNight) { // Burn wood during night at random intervals if (LK.ticks - self.lastBurnTime >= self.nextBurnIn) { if (self.wood > 0) { self.wood--; self.lastBurnTime = LK.ticks; self.nextBurnIn = Math.floor(Math.random() * 120) + 120; // Random 2-4 seconds updateCampfireDisplay(); } else { // No wood left, start twisted blood moon only if not already in blood moon AND no wood available if (!isBloodMoon && campfire.wood === 0) { isTwistedBloodMoon = true; isNight = false; isBloodMoon = true; // Set blood moon as true for proper night detection LK.stopMusic(); LK.playMusic('twistedBloodMoonTheme'); dayNightTxt.setText('Full Moon'); dayNightTxt.fill = 0xCCCCCC; game.setBackgroundColor(0x111111); tween(background, { tint: 0x444444, alpha: 0.9 }, { duration: 1000 }); // Move all NPCs to cabin during twisted blood moon for (var i = 0; i < npcs.length; i++) { npcs[i].enterCabin(); } // Spawn vampires from bottom during twisted blood moon with cutscene var vampire1 = new Vampire(); vampire1.x = Math.random() * (1800 - 200) + 200; vampire1.y = 2800; // Start from bottom vampires.push(vampire1); game.addChild(vampire1); var vampire2 = new Vampire(); vampire2.x = Math.random() * (1800 - 200) + 200; vampire2.y = 2800; // Start from bottom vampires.push(vampire2); game.addChild(vampire2); var vampire2_1 = new Vampire2(); vampire2_1.x = Math.random() * (1800 - 200) + 200; vampire2_1.y = 2800; // Start from bottom vampires2.push(vampire2_1); game.addChild(vampire2_1); var vampire2_2 = new Vampire2(); vampire2_2.x = Math.random() * (1800 - 200) + 200; vampire2_2.y = 2800; // Start from bottom vampires2.push(vampire2_2); game.addChild(vampire2_2); self.wood = 0; // Set wood to 0 when full moon starts // Spawn 4 wood when full moon starts for (var fw = 0; fw < 4; fw++) { spawnWood(); } updateCampfireDisplay(); } } } // Fire animation effect campfireGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.3) * 0.2; campfireGraphics.scaleY = 1 + Math.cos(LK.ticks * 0.25) * 0.15; } }; return self; }); var Fox = Container.expand(function () { var self = Container.call(this); var foxGraphics = self.attachAsset('fox', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var JumpscareDisplay = Container.expand(function (assetName) { var self = Container.call(this); var jumpscareGraphics = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1, alpha: 0 }); self.showJumpscare = function () { // Position at center of screen self.x = 1024; self.y = 1366; // Rapid scale up with flash effect tween(jumpscareGraphics, { scaleX: 3, scaleY: 3, alpha: 1 }, { duration: 100, onFinish: function onFinish() { // Hold for a moment LK.setTimeout(function () { // Quick fade out tween(jumpscareGraphics, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); }, 300); } }); }; return self; }); var NPC = Container.expand(function (type) { var self = Container.call(this); self.type = type; // Set multiplier based on type: mouse gives 4x, cat/bunny/squirrel give 2x, bat gives 4x, others give no multiplier if (type === 'mouse' || type === 'bat') { self.multiplier = 4; } else if (type === 'cat' || type === 'bunny' || type === 'squirrel') { self.multiplier = 2; } else { self.multiplier = 0; // deer, fennec, dog don't give multipliers } self.inCabin = false; self.frozen = false; // Set hit points: deer has 2 lives, dog has 3 lives, others have 1 if (type === 'deer') { self.hitPoints = 2; } else if (type === 'dog') { self.hitPoints = 3; } else { self.hitPoints = 1; } self.isTargeted = false; self.rarity = 'common'; // Default rarity, will be set when spawned // Deer-specific properties for berry detection if (type === 'deer') { self.berryTarget = null; self.hasSpeedBoost = false; self.baseSpeed = 2; self.boostedSpeed = 8; // 4x speed boost during day self.nightBoostedSpeed = 4; // 2x speed boost during night/full moon/peaceful night } // Cat-specific properties for wood detection if (type === 'cat') { self.woodTarget = null; self.hasSpeedBoost = false; self.baseSpeed = 2; self.boostedSpeed = 8; // 4x speed boost during day self.nightBoostedSpeed = 4; // 2x speed boost during night/full moon/peaceful night } var npcGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5, scaleX: type === 'mouse' ? 2.0 : 1.2, scaleY: type === 'mouse' ? 1.8 : 1.0 }); // Add rarity visual indicator after graphics are created self.setRarityVisual = function () { // All animals keep their natural colors - no tinting applied // Rarity can be indicated through other means like size or behavior }; self.update = function () { if (self.frozen || self.inCabin) return; // Apply movement speed based on targeting and type if (self.isTargeted) { if (self.type === 'bunny') { // Bunny can move when targeted but is drastically slowed self.targetedSpeed = 0.3; } else if (self.type === 'cat' || self.type === 'squirrel') { // Cat and squirrel are more drastically slowed than deer self.targetedSpeed = 0.1; } else if (self.type === 'deer') { // Deer is slowed but not as much as commons self.targetedSpeed = 0.5; } else if (self.type === 'mouse') { // Mouse gets speed boost when targeted self.targetedSpeed = 4; } else if (self.type === 'fennec') { // Fennec can't enter cabin when targeted self.canEnterCabin = false; self.targetedSpeed = 1; } else if (self.type === 'dog') { // Dog is slowed drastically when targeted self.targetedSpeed = 0.2; } } // Check for nearby enemies that would cause NPCs to run to cabin var enemyNear = false; var shouldRunToCabin = false; // Check for wolves near this NPC for (var wf = 0; wf < wolves.length; wf++) { var wolfDist = Math.sqrt(Math.pow(wolves[wf].x - self.x, 2) + Math.pow(wolves[wf].y - self.y, 2)); if (wolfDist < 400) { enemyNear = true; break; } } // Check for wendigo near this NPC if (wendigo && !enemyNear) { var wendigoDist = Math.sqrt(Math.pow(wendigo.x - self.x, 2) + Math.pow(wendigo.y - self.y, 2)); if (wendigoDist < 400) { enemyNear = true; } } // Check for vampires near this NPC if (!enemyNear) { for (var v = 0; v < vampires.length; v++) { var vampireDist = Math.sqrt(Math.pow(vampires[v].x - self.x, 2) + Math.pow(vampires[v].y - self.y, 2)); if (vampireDist < 400) { enemyNear = true; break; } } } // Check for vampires2 near this NPC if (!enemyNear) { for (var v2 = 0; v2 < vampires2.length; v2++) { var vampire2Dist = Math.sqrt(Math.pow(vampires2[v2].x - self.x, 2) + Math.pow(vampires2[v2].y - self.y, 2)); if (vampire2Dist < 400) { enemyNear = true; break; } } } // Check for zombies near this NPC if (!enemyNear) { for (var z = 0; z < zombies.length; z++) { var zombieDist = Math.sqrt(Math.pow(zombies[z].x - self.x, 2) + Math.pow(zombies[z].y - self.y, 2)); if (zombieDist < 400) { enemyNear = true; break; } } } // Determine if NPC should run to cabin shouldRunToCabin = isTwistedBloodMoon || isBloodMoon || enemyNear; // Special behavior during day - NPCs go to campfire and move around freely if (!isNight && !isPeacefulNight && !isBloodMoon && !isTwistedBloodMoon && !enemyNear) { // Move to campfire area during day var campfireDx = campfire.x - self.x; var campfireDy = campfire.y - self.y; var campfireDistance = Math.sqrt(campfireDx * campfireDx + campfireDy * campfireDy); if (campfireDistance > 200) { // Move towards campfire if too far var moveSpeed = self.isTargeted ? self.targetedSpeed || 1 : 1; self.x += campfireDx / campfireDistance * moveSpeed; self.y += campfireDy / campfireDistance * moveSpeed; } else { // Already near campfire, do gentle movement around it self.y += Math.sin(LK.ticks * 0.1 + self.x * 0.01) * 0.3; if (LK.ticks % 200 === 0) { var newX = campfire.x + (Math.random() - 0.5) * 300; var newY = campfire.y + (Math.random() - 0.5) * 300; // Keep within reasonable bounds newX = Math.max(200, Math.min(1800, newX)); newY = Math.max(200, Math.min(2400, newY)); tween(self, { x: newX, y: newY }, { duration: 3000, easing: tween.easeInOut }); } } return; } // If enemies are near or it's bloodmoon, run to cabin if (shouldRunToCabin) { self.enterCabin(); return; } // Cat behavior - collect wood with detection range and speed boost during night if (self.type === 'cat' && !self.inCabin) { // Wood detection with dynamic range and speed boost var detectionRange; var speedBoost; // Determine detection range and speed boost based on time of day if (isNight || isTwistedBloodMoon || isPeacefulNight || isBloodMoon) { // Night/full moon/peaceful night: shorter range, 2x speed boost detectionRange = 300; speedBoost = self.nightBoostedSpeed; } else { // Day: longer range, 4x speed boost detectionRange = 600; speedBoost = self.boostedSpeed; } // Find wood within detection range var woodInRange = []; for (var w = 0; w < woodItems.length; w++) { var wood = woodItems[w]; var woodDist = Math.sqrt(Math.pow(wood.x - self.x, 2) + Math.pow(wood.y - self.y, 2)); if (woodDist <= detectionRange) { woodInRange.push({ wood: wood, distance: woodDist }); } } // If wood is in range, activate speed boost and target nearest one if (woodInRange.length > 0) { self.hasSpeedBoost = true; // Find nearest wood in range woodInRange.sort(function (a, b) { return a.distance - b.distance; }); var targetWood = woodInRange[0].wood; var targetDistance = woodInRange[0].distance; // Move towards target wood with speed boost var dx = targetWood.x - self.x; var dy = targetWood.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var moveSpeed = self.isTargeted ? self.targetedSpeed || speedBoost : speedBoost; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; } // Collect wood if close enough if (targetDistance < 50) { for (var w = woodItems.length - 1; w >= 0; w--) { if (woodItems[w] === targetWood) { campfire.addWood(1 * self.multiplier); // Cat uses 2x multiplier LK.getSound('catWoodCollect').play(); woodItems.splice(w, 1); targetWood.destroy(); break; } } } return; } else { // No wood in range, remove speed boost and move towards nearest wood self.hasSpeedBoost = false; // Find nearest wood anywhere on the map var nearestWood = null; var nearestDistance = Infinity; for (var w = 0; w < woodItems.length; w++) { var wood = woodItems[w]; var woodDist = Math.sqrt(Math.pow(wood.x - self.x, 2) + Math.pow(wood.y - self.y, 2)); if (woodDist < nearestDistance) { nearestDistance = woodDist; nearestWood = wood; } } if (nearestWood) { var dx = nearestWood.x - self.x; var dy = nearestWood.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var moveSpeed = self.isTargeted ? self.targetedSpeed || self.baseSpeed : self.baseSpeed; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; } return; } } } // Bunny behavior - collect wood with 2x multiplier if (self.type === 'bunny' && !self.inCabin) { // Check for nearby wood to collect for (var w = woodItems.length - 1; w >= 0; w--) { var wood = woodItems[w]; var woodDist = Math.sqrt(Math.pow(wood.x - self.x, 2) + Math.pow(wood.y - self.y, 2)); if (woodDist <= 150) { // Move towards wood var dx = wood.x - self.x; var dy = wood.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var moveSpeed = self.isTargeted ? self.targetedSpeed || 2 : 2; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; } // Collect wood if close enough (2x collection) if (woodDist < 50) { woodItems.splice(w, 1); wood.destroy(); campfire.addWood(1 * self.multiplier); // Bunny uses 2x multiplier LK.getSound('woodCollect').play(); break; } return; } } } // Fennec-specific properties for stunning and cabin access if (self.type === 'fennec') { self.canEnterCabin = false; // Fennec can never enter cabin self.stunCooldown = 0; // Cooldown timer for stunning ability self.isStunned = false; // Whether fennec is currently stunned self.stunnedUntil = 0; // When stun effect ends } // Fennec fox behavior - collect berries and kill wolves/zombies if (self.type === 'fennec') { // Apply speed modifications based on moon phase var fennecSpeed = 2; // Base speed if (isBloodMoon || isTwistedBloodMoon) { fennecSpeed = 3; // Speed boost during blood moon/full moon } else if (isPeacefulNight || isNight) { fennecSpeed = 1; // Slowness during other nights } // Handle stunning effects if (self.isStunned && LK.ticks < self.stunnedUntil) { return; // Can't move when stunned } else if (self.isStunned) { self.isStunned = false; // Remove stun effect } // Reduce cooldown if (self.stunCooldown > 0) { self.stunCooldown--; } // Check for wolves and zombies to kill (150 pixel range) var targetEnemy = null; var closestEnemyDistance = Infinity; // Check for wolves within 150 pixels for (var w = 0; w < wolves.length; w++) { var wolfDist = Math.sqrt(Math.pow(wolves[w].x - self.x, 2) + Math.pow(wolves[w].y - self.y, 2)); if (wolfDist <= 150 && wolfDist < closestEnemyDistance) { targetEnemy = wolves[w]; closestEnemyDistance = wolfDist; } } // Check for zombies within 150 pixels for (var z = 0; z < zombies.length; z++) { var zombieDist = Math.sqrt(Math.pow(zombies[z].x - self.x, 2) + Math.pow(zombies[z].y - self.y, 2)); if (zombieDist <= 150 && zombieDist < closestEnemyDistance) { targetEnemy = zombies[z]; closestEnemyDistance = zombieDist; } } // Kill enemy if close enough and cooldown is ready if (targetEnemy && closestEnemyDistance <= 150 && self.stunCooldown === 0) { // Remove enemy from appropriate array if (targetEnemy.constructor.name === 'Wolf') { targetEnemy.destroy(); wolves.splice(wolves.indexOf(targetEnemy), 1); } else if (targetEnemy.constructor.name === 'Zombie') { targetEnemy.destroy(); zombies.splice(zombies.indexOf(targetEnemy), 1); } // Stun fennec for 3 seconds (180 frames at 60fps) self.isStunned = true; self.stunnedUntil = LK.ticks + 180; // Set cooldown for 10 seconds (600 frames at 60fps) self.stunCooldown = 600; return; // Skip other behavior while stunned } // Check for nearby berries to collect (150 pixel range) for (var b = normalBerries.length - 1; b >= 0; b--) { var berry = normalBerries[b]; var berryDist = Math.sqrt(Math.pow(berry.x - self.x, 2) + Math.pow(berry.y - self.y, 2)); if (berryDist <= 150) { // Move towards berry var dx = berry.x - self.x; var dy = berry.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var moveSpeed = self.isTargeted ? self.targetedSpeed || fennecSpeed : fennecSpeed; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; } // Collect berry if close enough if (berryDist < 50) { normalBerries.splice(b, 1); berry.destroy(); berriesCollectedInCycle += 2; // Fennec collects 2 berries instead of 1 break; } return; } } } // Deer behavior - collect berries with detection range and speed boost if (self.type === 'deer') { // First priority: if targeted and at 1 life during blood moon, run to cabin if (isBloodMoon && self.isTargeted && self.hitPoints === 1) { self.enterCabin(); return; } // Second priority: run from wendigo if present if (isBloodMoon && wendigo) { var wendigoDist = Math.sqrt(Math.pow(wendigo.x - self.x, 2) + Math.pow(wendigo.y - self.y, 2)); if (wendigoDist < 400) { // Run away from wendigo - use targetedSpeed if targeted, otherwise normal speed var speed = self.isTargeted ? self.targetedSpeed : 3; var dx = self.x - wendigo.x; var dy = self.y - wendigo.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * speed; self.y += dy / distance * speed; } return; } } // Berry detection with dynamic range and speed boost var detectionRange; var speedBoost; // Determine detection range and speed boost based on time of day if (isNight || isTwistedBloodMoon || isPeacefulNight || isBloodMoon) { // Night/full moon/peaceful night: shorter range, 2x speed boost detectionRange = 200; speedBoost = self.nightBoostedSpeed; } else { // Day: longer range, 4x speed boost detectionRange = 400; speedBoost = self.boostedSpeed; } // Find berries within detection range var berriesInRange = []; for (var b = 0; b < normalBerries.length; b++) { var berry = normalBerries[b]; var berryDist = Math.sqrt(Math.pow(berry.x - self.x, 2) + Math.pow(berry.y - self.y, 2)); if (berryDist <= detectionRange) { berriesInRange.push({ berry: berry, distance: berryDist }); } } // If berries are in range, activate speed boost and target nearest one if (berriesInRange.length > 0) { self.hasSpeedBoost = true; // Find nearest berry in range berriesInRange.sort(function (a, b) { return a.distance - b.distance; }); var targetBerry = berriesInRange[0].berry; var targetDistance = berriesInRange[0].distance; // Move towards target berry with speed boost var dx = targetBerry.x - self.x; var dy = targetBerry.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var moveSpeed = self.isTargeted ? self.targetedSpeed || speedBoost : speedBoost; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; } // Collect berry if close enough if (targetDistance < 50) { for (var b = normalBerries.length - 1; b >= 0; b--) { if (normalBerries[b] === targetBerry) { normalBerries.splice(b, 1); targetBerry.destroy(); berriesCollectedInCycle++; // Give score when deer collects berry var scoreGain = 1 * scoreMultiplier; LK.setScore(LK.getScore() + scoreGain); updateScoreDisplay(); LK.getSound('berryCollect').play(); break; } } } return; } else { // No berries in range, remove speed boost and move towards nearest berry self.hasSpeedBoost = false; // Find nearest berry anywhere on the map var nearestBerry = null; var nearestDistance = Infinity; for (var b = 0; b < normalBerries.length; b++) { var berry = normalBerries[b]; var berryDist = Math.sqrt(Math.pow(berry.x - self.x, 2) + Math.pow(berry.y - self.y, 2)); if (berryDist < nearestDistance) { nearestDistance = berryDist; nearestBerry = berry; } } if (nearestBerry) { var dx = nearestBerry.x - self.x; var dy = nearestBerry.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var moveSpeed = self.isTargeted ? self.targetedSpeed || self.baseSpeed : self.baseSpeed; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; } return; } } } // Mouse behavior - goes to campfire unless night/bloodmoon when it goes to cabin if (self.type === 'mouse') { if ((isNight || isBloodMoon || isPeacefulNight) && !self.inCabin) { // Mouse goes to cabin during night/bloodmoon var targetSpeed = isNight || isBloodMoon ? 5 : 3; var dx = cabin.x - self.x; var dy = cabin.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 50) { self.x += dx / distance * targetSpeed; self.y += dy / distance * targetSpeed; } else { self.enterCabin(); } return; } } // Bat behavior - flying animation, vampire transformation during blood moon, wood collection if (self.type === 'bat') { // Transform into vampire during blood moon or twisted blood moon if ((isBloodMoon || isTwistedBloodMoon) && !self.isVampire) { self.isVampire = true; // Remove bat graphics and add vampire graphics self.removeChild(npcGraphics); npcGraphics = self.attachAsset('vampire', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.0 }); } else if (!isBloodMoon && !isTwistedBloodMoon && self.isVampire) { // Transform back to bat during day self.isVampire = false; // Remove vampire graphics and add bat graphics self.removeChild(npcGraphics); npcGraphics = self.attachAsset('bat', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.0 }); } // Wood collection behavior with 4x multiplier if (!self.inCabin) { // Check for nearby wood to collect for (var w = woodItems.length - 1; w >= 0; w--) { var wood = woodItems[w]; var woodDist = Math.sqrt(Math.pow(wood.x - self.x, 2) + Math.pow(wood.y - self.y, 2)); if (woodDist <= 150) { // Move towards wood var dx = wood.x - self.x; var dy = wood.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { var moveSpeed = self.isTargeted ? self.targetedSpeed || 2 : 2; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; } // Collect wood if close enough (4x collection) if (woodDist < 50) { woodItems.splice(w, 1); wood.destroy(); campfire.addWood(1 * self.multiplier); // Bat uses 4x multiplier LK.getSound('woodCollect').play(); break; } return; } } } // Flying animation - gentle up and down movement self.y += Math.sin(LK.ticks * 0.2 + self.x * 0.02) * 1.5; // Go to campfire area when not targeted if (!self.isTargeted) { var campfireDx = campfire.x - self.x; var campfireDy = campfire.y - self.y; var campfireDistance = Math.sqrt(campfireDx * campfireDx + campfireDy * campfireDy); if (campfireDistance > 300) { tween(self, { x: campfire.x + (Math.random() - 0.5) * 400, y: campfire.y + (Math.random() - 0.5) * 400 }, { duration: 2500, easing: tween.easeInOut }); } } } // Dog behavior during night/blood moon if (self.type === 'dog' && (isNight || isBloodMoon) && !self.isTargeted) { // Check for nearby wolves, wendigo, and vampires var nearestThreat = null; var minDistance = Infinity; // Check wolves for (var w = 0; w < wolves.length; w++) { if (!wolves[w].stunned) { var dist = Math.sqrt(Math.pow(wolves[w].x - self.x, 2) + Math.pow(wolves[w].y - self.y, 2)); if (dist < minDistance) { minDistance = dist; nearestThreat = wolves[w]; } } } // Check wendigo if (wendigo && !wendigo.stunned) { var wendigoDist = Math.sqrt(Math.pow(wendigo.x - self.x, 2) + Math.pow(wendigo.y - self.y, 2)); if (wendigoDist < minDistance) { minDistance = wendigoDist; nearestThreat = wendigo; } } // Check vampires for (var v = 0; v < vampires.length; v++) { if (!vampires[v].stunned) { var vDist = Math.sqrt(Math.pow(vampires[v].x - self.x, 2) + Math.pow(vampires[v].y - self.y, 2)); if (vDist < minDistance) { minDistance = vDist; nearestThreat = vampires[v]; } } } // Check vampires2 for (var v2 = 0; v2 < vampires2.length; v2++) { if (!vampires2[v2].stunned) { var v2Dist = Math.sqrt(Math.pow(vampires2[v2].x - self.x, 2) + Math.pow(vampires2[v2].y - self.y, 2)); if (v2Dist < minDistance) { minDistance = v2Dist; nearestThreat = vampires2[v2]; } } } // Check zombies for (var z = 0; z < zombies.length; z++) { if (!zombies[z].stunned) { var zDist = Math.sqrt(Math.pow(zombies[z].x - self.x, 2) + Math.pow(zombies[z].y - self.y, 2)); if (zDist < minDistance) { minDistance = zDist; nearestThreat = zombies[z]; } } } // If threat is close enough (within 300 pixels), stun it with ranged ability if (nearestThreat && minDistance < 300) { self.isTargeted = true; // Stun the threat immediately without needing to move to it self.stunThreat(nearestThreat); return; } } // Default behavior: move to campfire if not already there var campfireDx = campfire.x - self.x; var campfireDy = campfire.y - self.y; var campfireDistance = Math.sqrt(campfireDx * campfireDx + campfireDy * campfireDy); if (campfireDistance > 200) { // Move towards campfire if too far var moveSpeed = self.isTargeted ? self.targetedSpeed || 1 : 1; self.x += campfireDx / campfireDistance * moveSpeed; self.y += campfireDy / campfireDistance * moveSpeed; } else if (!self.isTargeted) { // Already near campfire, do gentle movement around it self.y += Math.sin(LK.ticks * 0.1 + self.x * 0.01) * 0.3; if (LK.ticks % 200 === 0) { var newX = campfire.x + (Math.random() - 0.5) * 300; var newY = campfire.y + (Math.random() - 0.5) * 300; // Keep within reasonable bounds newX = Math.max(200, Math.min(1800, newX)); newY = Math.max(200, Math.min(2400, newY)); tween(self, { x: newX, y: newY }, { duration: 3000, easing: tween.easeInOut }); } } }; self.enterCabin = function () { var targetX, targetY; // Check for any enemies nearby (within 400 pixels) var enemyNear = false; // Check for wolves for (var w = 0; w < wolves.length; w++) { var wolfDist = Math.sqrt(Math.pow(wolves[w].x - self.x, 2) + Math.pow(wolves[w].y - self.y, 2)); if (wolfDist < 400) { enemyNear = true; break; } } // Check for wendigo if (!enemyNear && wendigo) { var wendigoDist = Math.sqrt(Math.pow(wendigo.x - self.x, 2) + Math.pow(wendigo.y - self.y, 2)); if (wendigoDist < 400) { enemyNear = true; } } // Check for vampires if (!enemyNear) { for (var v = 0; v < vampires.length; v++) { var vampireDist = Math.sqrt(Math.pow(vampires[v].x - self.x, 2) + Math.pow(vampires[v].y - self.y, 2)); if (vampireDist < 400) { enemyNear = true; break; } } } // Check for vampires2 if (!enemyNear) { for (var v2 = 0; v2 < vampires2.length; v2++) { var vampire2Dist = Math.sqrt(Math.pow(vampires2[v2].x - self.x, 2) + Math.pow(vampires2[v2].y - self.y, 2)); if (vampire2Dist < 400) { enemyNear = true; break; } } } // Check for zombies if (!enemyNear) { for (var z = 0; z < zombies.length; z++) { var zombieDist = Math.sqrt(Math.pow(zombies[z].x - self.x, 2) + Math.pow(zombies[z].y - self.y, 2)); if (zombieDist < 400) { enemyNear = true; break; } } } // Fennec can never enter cabin if (self.type === 'fennec') { self.inCabin = false; targetX = campfire.x + (Math.random() - 0.5) * 200; targetY = campfire.y + (Math.random() - 0.5) * 200; } else { // Determine where to go based on conditions for other NPCs var shouldGoCabin = isTwistedBloodMoon || isBloodMoon || enemyNear; if (shouldGoCabin) { // Go to cabin when there's danger self.inCabin = true; targetX = cabin.x; targetY = cabin.y; } else { // Go to campfire during normal times self.inCabin = false; targetX = campfire.x + (Math.random() - 0.5) * 200; targetY = campfire.y + (Math.random() - 0.5) * 200; } } tween(self, { x: targetX, y: targetY, alpha: self.inCabin ? 0.3 : 1 }, { duration: 1000 }); }; self.exitCabin = function () { self.inCabin = false; var newX = Math.random() * (1800 - 200) + 200; var newY = Math.random() * (2400 - 200) + 200; tween(self, { x: newX, y: newY, alpha: 1 }, { duration: 1000 }); }; self.freeze = function () { self.frozen = true; npcGraphics.tint = 0x4444ff; }; self.takeDamage = function (attacker) { // Special behavior for deer: unfreeze if targeted and hit by wendigo if (self.type === 'deer' && self.isTargeted && self.frozen && attacker === wendigo) { self.frozen = false; self.isTargeted = false; npcGraphics.tint = 0xFFFFFF; // Remove freeze tint // Don't take damage, just unfreeze return false; } // Special behavior for deer: remove targeting when hit by any enemy if (self.type === 'deer' && self.isTargeted) { self.isTargeted = false; } // Special behavior for deer: teleport to cabin when hit (unless already in cabin) if (self.type === 'deer' && !self.inCabin) { self.inCabin = true; tween(self, { x: cabin.x, y: cabin.y, alpha: 0.3 }, { duration: 500 }); } self.hitPoints--; // Always play kill sound when NPC gets hit LK.getSound(self.type + 'Kill').play(); // Stun the attacker for 3 seconds if provided if (attacker) { // Special case for wendigo: stun for 7 seconds instead of the normal 3 var stunDuration = attacker === wendigo ? 420 : 180; // 7 seconds for wendigo, 3 for others attacker.stunned = true; attacker.stunnedUntil = LK.ticks + stunDuration; // Find the graphics object to tint var graphicsToTint = null; if (attacker.children && attacker.children[0]) { graphicsToTint = attacker.children[0]; } else if (attacker.wendigoGraphics) { graphicsToTint = attacker.wendigoGraphics; } if (graphicsToTint) { tween(graphicsToTint, { tint: 0x4444FF }, { duration: 500 }); } } if (self.hitPoints <= 0) { // If it's a deer being killed, spawn 20 berries (can be multiplied) if (self.type === 'deer') { for (var i = 0; i < 20; i++) { LK.setTimeout(function () { spawnNormalBerry(); }, i * 100); // Stagger berry spawning } } return true; // NPC is killed } else { // Flash red to show damage tween(npcGraphics, { tint: 0xFF0000 }, { duration: 200, onFinish: function onFinish() { tween(npcGraphics, { tint: 0xFFFFFF }, { duration: 200 }); } }); return false; } }; self.stunThreat = function (threat) { // Determine stun duration based on threat type var stunDuration = 300; // Default 5 seconds for most enemies if (threat === wendigo) { stunDuration = 180; // 3 seconds for wendigo } else if (threat.children && threat.children[0] && threat.children[0].texture.baseTexture.imageUrl.indexOf('vampire') !== -1) { stunDuration = 360; // 6 seconds for vampires } threat.stunned = true; threat.stunnedUntil = LK.ticks + stunDuration; // Play stun sound LK.getSound('dogStun').play(); // Make threat flash blue to show it's stunned tween(threat.children[0], { tint: 0x4444FF }, { duration: 300 }); // Dog gets slowed after stunning and retreats self.isTargeted = true; self.slowedUntil = LK.ticks + 300; // Slowed for 5 seconds var retreatX = Math.random() * (1800 - 200) + 200; var retreatY = Math.random() * (2400 - 200) + 200; tween(self, { x: retreatX, y: retreatY }, { duration: 2000, // Slower retreat due to being slowed onFinish: function onFinish() { self.isTargeted = false; } }); }; return self; }); var NormalBerry = Container.expand(function () { var self = Container.call(this); var berryGraphics = self.attachAsset('normalBerry', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Gentle floating animation self.y += Math.sin(LK.ticks * 0.1 + self.x * 0.01) * 0.5; }; return self; }); var Vampire = Container.expand(function () { var self = Container.call(this); var vampireGraphics = self.attachAsset('vampire', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; // Base speed self.update = function () { // Update speed based on current state self.speed = isTwistedBloodMoon ? 6 : 4; // Faster during full moon if (!isTwistedBloodMoon) return; // During twisted blood moon cutscene, vampires move from bottom to campfire if (isBloodMoonCutscene && isTwistedBloodMoon) { // Spawn vampire from bottom if not already positioned if (self.y > 2600) { // Vampire starts from bottom, move to campfire tween(self, { x: campfire.x + (Math.random() - 0.5) * 300, y: campfire.y + (Math.random() - 0.5) * 300 }, { duration: 3000, easing: tween.easeInOut }); } // Scare nearby NPCs into cabin for (var i = 0; i < npcs.length; i++) { if (!npcs[i].inCabin && !npcs[i].killed) { var npcDist = Math.sqrt(Math.pow(npcs[i].x - self.x, 2) + Math.pow(npcs[i].y - self.y, 2)); if (npcDist < 300) { npcs[i].enterCabin(); } } } return; } // Check if stunned if (self.stunned && LK.ticks < self.stunnedUntil) { return; // Can't move when stunned } else if (self.stunned) { // Stun expired, remove stun self.stunned = false; tween(vampireGraphics, { tint: 0xFFFFFF }, { duration: 300 }); } // Find fox to attack first, then NPCs var target = null; var closestDistance = Infinity; // Check distance to fox var foxDx = fox.x - self.x; var foxDy = fox.y - self.y; var foxDistance = Math.sqrt(foxDx * foxDx + foxDy * foxDy); if (foxDistance < closestDistance) { closestDistance = foxDistance; target = fox; } // Find nearest NPC if fox is too far (excluding bats) var closestNPC = null; var closestNPCDistance = Infinity; for (var i = 0; i < npcs.length; i++) { if (!npcs[i].inCabin && !npcs[i].killed && npcs[i].type !== 'bat') { var dx = npcs[i].x - self.x; var dy = npcs[i].y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestNPCDistance) { closestNPCDistance = distance; closestNPC = npcs[i]; } } } // Choose closest target between fox and NPCs if (closestNPCDistance < closestDistance) { target = closestNPC; closestDistance = closestNPCDistance; } // Add random offset to movement to prevent grouping var randomOffsetX = (Math.random() - 0.5) * 100; var randomOffsetY = (Math.random() - 0.5) * 100; // Move towards target with random offset if (target) { var dx = target.x + randomOffsetX - self.x; var dy = target.y + randomOffsetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack if close enough if (target === fox && distance < 50) { // Vampire caught fox LK.effects.flashScreen(0xFF0000, 500); // Create and show vampire jumpscare var vampireJumpscare = new JumpscareDisplay('vampireJumpscare'); game.addChild(vampireJumpscare); vampireJumpscare.showJumpscare(); // Play jumpscare stinger immediately LK.getSound('jumpscareStinger').play(); // Play vampire sound slightly delayed LK.setTimeout(function () { LK.getSound('vampireJumpscare').play(); }, 100); // Stun ALL enemies, but kill only this vampire // Stun all wolves for (var w = 0; w < wolves.length; w++) { wolves[w].stunned = true; wolves[w].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (wolves[w].children[0]) { tween(wolves[w].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all other vampires for (var v = 0; v < vampires.length; v++) { vampires[v].stunned = true; vampires[v].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (vampires[v].children[0]) { tween(vampires[v].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all vampires2 for (var v2 = 0; v2 < vampires2.length; v2++) { vampires2[v2].stunned = true; vampires2[v2].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (vampires2[v2].children[0]) { tween(vampires2[v2].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all zombies for (var z = 0; z < zombies.length; z++) { zombies[z].stunned = true; zombies[z].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (zombies[z].children[0]) { tween(zombies[z].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun wendigo if it exists if (wendigo) { wendigo.stunned = true; wendigo.stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (wendigo.wendigoGraphics) { tween(wendigo.wendigoGraphics, { tint: 0x4444FF }, { duration: 500 }); } } // Kill only this vampire that hit the player self.destroy(); vampires.splice(vampires.indexOf(self), 1); playerLives--; updateLivesDisplay(); LK.setTimeout(function () { if (playerLives <= 0) { LK.showGameOver(); } else { // Respawn fox at safe location fox.x = 1024; fox.y = 1366; } }, 1000); } else if (target !== fox && distance < 50) { // Attack NPC var isKilled = target.takeDamage(self); if (isKilled) { target.killed = true; tween(target, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 500, onFinish: function onFinish() { target.destroy(); npcs.splice(npcs.indexOf(target), 1); } }); } } } // Vampire animation vampireGraphics.scaleX = 0.8 + Math.sin(LK.ticks * 0.4) * 0.1; vampireGraphics.scaleY = 0.8 + Math.cos(LK.ticks * 0.3) * 0.1; }; return self; }); var Vampire2 = Container.expand(function () { var self = Container.call(this); var vampire2Graphics = self.attachAsset('vampire2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; // Base speed self.update = function () { // Update speed based on current state self.speed = isTwistedBloodMoon ? 6 : 4; // Faster during full moon if (!isTwistedBloodMoon) return; // During twisted blood moon cutscene, vampire2 move from bottom to campfire if (isBloodMoonCutscene && isTwistedBloodMoon) { // Spawn vampire2 from bottom if not already positioned if (self.y > 2600) { // Vampire2 starts from bottom, move to campfire tween(self, { x: campfire.x + (Math.random() - 0.5) * 350, y: campfire.y + (Math.random() - 0.5) * 350 }, { duration: 3500, easing: tween.easeInOut }); } // Scare nearby NPCs into cabin for (var i = 0; i < npcs.length; i++) { if (!npcs[i].inCabin && !npcs[i].killed) { var npcDist = Math.sqrt(Math.pow(npcs[i].x - self.x, 2) + Math.pow(npcs[i].y - self.y, 2)); if (npcDist < 300) { npcs[i].enterCabin(); } } } return; } // Check if stunned if (self.stunned && LK.ticks < self.stunnedUntil) { return; // Can't move when stunned } else if (self.stunned) { // Stun expired, remove stun self.stunned = false; tween(vampire2Graphics, { tint: 0xFFFFFF }, { duration: 300 }); } // Find fox to attack first, then NPCs var target = null; var closestDistance = Infinity; // Check distance to fox var foxDx = fox.x - self.x; var foxDy = fox.y - self.y; var foxDistance = Math.sqrt(foxDx * foxDx + foxDy * foxDy); if (foxDistance < closestDistance) { closestDistance = foxDistance; target = fox; } // Find nearest NPC if fox is too far (excluding bats) var closestNPC = null; var closestNPCDistance = Infinity; for (var i = 0; i < npcs.length; i++) { if (!npcs[i].inCabin && !npcs[i].killed && npcs[i].type !== 'bat') { var dx = npcs[i].x - self.x; var dy = npcs[i].y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestNPCDistance) { closestNPCDistance = distance; closestNPC = npcs[i]; } } } // Choose closest target between fox and NPCs if (closestNPCDistance < closestDistance) { target = closestNPC; closestDistance = closestNPCDistance; } // Add different random offset for vampire2 to prevent grouping var randomOffsetX = (Math.random() - 0.5) * 150; var randomOffsetY = (Math.random() - 0.5) * 150; // Move towards target with random offset if (target) { var dx = target.x + randomOffsetX - self.x; var dy = target.y + randomOffsetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Attack if close enough if (target === fox && distance < 50) { // Vampire caught fox LK.effects.flashScreen(0xFF0000, 500); // Create and show vampire jumpscare var vampireJumpscare = new JumpscareDisplay('vampireJumpscare'); game.addChild(vampireJumpscare); vampireJumpscare.showJumpscare(); // Play jumpscare stinger immediately LK.getSound('jumpscareStinger').play(); // Play vampire sound slightly delayed LK.setTimeout(function () { LK.getSound('vampireJumpscare').play(); }, 100); // Stun ALL enemies, but kill only this vampire2 // Stun all wolves for (var w = 0; w < wolves.length; w++) { wolves[w].stunned = true; wolves[w].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (wolves[w].children[0]) { tween(wolves[w].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all vampires for (var v = 0; v < vampires.length; v++) { vampires[v].stunned = true; vampires[v].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (vampires[v].children[0]) { tween(vampires[v].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all other vampires2 for (var v2 = 0; v2 < vampires2.length; v2++) { vampires2[v2].stunned = true; vampires2[v2].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (vampires2[v2].children[0]) { tween(vampires2[v2].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all zombies for (var z = 0; z < zombies.length; z++) { zombies[z].stunned = true; zombies[z].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (zombies[z].children[0]) { tween(zombies[z].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun wendigo if it exists if (wendigo) { wendigo.stunned = true; wendigo.stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (wendigo.wendigoGraphics) { tween(wendigo.wendigoGraphics, { tint: 0x4444FF }, { duration: 500 }); } } // Kill only this vampire2 that hit the player self.destroy(); vampires2.splice(vampires2.indexOf(self), 1); playerLives--; updateLivesDisplay(); LK.setTimeout(function () { if (playerLives <= 0) { LK.showGameOver(); } else { // Respawn fox at safe location fox.x = 1024; fox.y = 1366; } }, 1000); } else if (target !== fox && distance < 50) { // Attack NPC var isKilled = target.takeDamage(self); if (isKilled) { target.killed = true; tween(target, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 500, onFinish: function onFinish() { target.destroy(); npcs.splice(npcs.indexOf(target), 1); } }); } } } // Vampire animation vampire2Graphics.scaleX = 0.8 + Math.sin(LK.ticks * 0.4) * 0.1; vampire2Graphics.scaleY = 0.8 + Math.cos(LK.ticks * 0.3) * 0.1; }; return self; }); var Wendigo = Container.expand(function () { var self = Container.call(this); // Create a scary looking wendigo using a dark red box shape var wendigoGraphics = self.attachAsset('wendigoBody', { anchorX: 0.5, anchorY: 0.5 }); self.wendigoGraphics = wendigoGraphics; // Store reference for stunning self.speed = 3; self.lastFoxX = 0; self.lastFoxY = 0; self.update = function () { // Wendigo appears during blood moon or twisted blood moon if (!isBloodMoon && !isTwistedBloodMoon) return; if (isTwistedBloodMoon) { // During full moon, wendigo runs through but doesn't attack // Simple movement animation without targeting wendigoGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.2) * 0.1; wendigoGraphics.scaleY = 1 + Math.cos(LK.ticks * 0.2) * 0.1; // Move wendigo across screen self.x += 2; if (self.x > 2200) { self.x = -200; } return; } if (self.stunned && LK.ticks < self.stunnedUntil) { // Wendigo is stunned, can't move return; } else if (self.stunned) { // Stun expired, remove stun self.stunned = false; tween(wendigoGraphics, { tint: 0xFFFFFF }, { duration: 300 }); } // Check for dog collision for stunning for (var d = 0; d < npcs.length; d++) { if (npcs[d].type === 'dog' && npcs[d].isTargeted && self.intersects(npcs[d])) { npcs[d].stunThreat(self); break; } } // Calculate survival time and increase speed accordingly var survivalTime = (LK.ticks - bloodMoonStartTime) / 60; // Convert to seconds var currentSpeed = self.speed + survivalTime * wendigoSpeedIncreaseRate; // Wendigo targeting with probability system var target = null; var availableTargets = []; // Check for frozen NPC first (always highest priority) for (var i = 0; i < npcs.length; i++) { if (npcs[i].frozen && !npcs[i].killed) { target = npcs[i]; break; } } // If no frozen NPC, use probability system (excluding mouse, bat, and fennec from targeting) if (!target) { // Create weighted target list based on probabilities for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; if (!npc.inCabin && !npc.killed && npc.type !== 'mouse' && npc.type !== 'bat' && npc.type !== 'fennec') { var weight = 0; if (npc.type === 'cat' || npc.type === 'bunny' || npc.type === 'squirrel') { weight = 25; // Common NPCs 25% } else if (npc.type === 'dog') { weight = 50; // Dog 50% } else if (npc.type === 'deer') { weight = 30; // Deer 30% } // Add multiple entries based on weight for probability for (var w = 0; w < weight; w++) { availableTargets.push(npc); } } } // Select random target from weighted list if (availableTargets.length > 0) { target = availableTargets[Math.floor(Math.random() * availableTargets.length)]; target.isTargeted = true; // Mark target as targeted } } if (!target) { target = fox; } if (!target) return; // Move towards target var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Start wendigo chase music if targeting fox and close enough if (target === fox && distance < 400 && !isWendigoChaseThemePlaying) { isWendigoChaseThemePlaying = true; LK.stopMusic(); LK.playMusic('wendigoChaseTheme'); } else if ((target !== fox || distance >= 500) && isWendigoChaseThemePlaying) { // Stop chase music if not targeting fox or far away isWendigoChaseThemePlaying = false; LK.stopMusic(); LK.playMusic('bloodMoonMusic'); } if (distance > 0) { // Normalize direction and apply increasing speed self.x += dx / distance * currentSpeed; self.y += dy / distance * currentSpeed; } // Check if wendigo caught frozen NPC for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; if (npc.frozen && !npc.killed && self.intersects(npc)) { // Attack the NPC (dogs take 2 hits, others die in 1) var isKilled = npc.takeDamage(self); if (isKilled) { npc.killed = true; // During blood moon cutscene, mark NPC for delayed removal if (isBloodMoonCutscene) { cutsceneNPCKilled = npc; cutsceneNPCKillTime = LK.ticks; // Make NPC fade but don't remove immediately tween(npc, { alpha: 0.3, tint: 0x888888 }, { duration: 500 }); } else { // Normal behavior - make NPC disappear with death effect tween(npc, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 500, onFinish: function onFinish() { npc.destroy(); npcs.splice(npcs.indexOf(npc), 1); } }); } } // Play kill sound LK.getSound('wendigoGrowl').play(); break; } } // Check if wendigo caught the fox if (self.intersects(fox)) { // Fox is caught - create jumpscare effect LK.effects.flashScreen(0x000000, 700); // Create and show wendigo jumpscare var wendigoJumpscare = new JumpscareDisplay('wendigoJumpscare'); game.addChild(wendigoJumpscare); wendigoJumpscare.showJumpscare(); // Play jumpscare stinger immediately LK.getSound('jumpscareStinger').play(); // Scale wendigo up for additional effect tween(wendigo, { scaleX: 2.5, scaleY: 2.5 }, { duration: 150 }); // Play wendigo growl slightly delayed LK.setTimeout(function () { LK.getSound('wendigoGrowl').play(); }, 150); // Stun ALL enemies, but kill only this wendigo // Stun all wolves for (var w = 0; w < wolves.length; w++) { wolves[w].stunned = true; wolves[w].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (wolves[w].children[0]) { tween(wolves[w].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all vampires for (var v = 0; v < vampires.length; v++) { vampires[v].stunned = true; vampires[v].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (vampires[v].children[0]) { tween(vampires[v].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all vampires2 for (var v2 = 0; v2 < vampires2.length; v2++) { vampires2[v2].stunned = true; vampires2[v2].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (vampires2[v2].children[0]) { tween(vampires2[v2].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all zombies for (var z = 0; z < zombies.length; z++) { zombies[z].stunned = true; zombies[z].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (zombies[z].children[0]) { tween(zombies[z].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Kill only this wendigo that hit the player self.destroy(); wendigo = null; // Decrease player lives playerLives--; updateLivesDisplay(); // Show scary game over after jumpscare LK.setTimeout(function () { if (playerLives <= 0) { LK.showGameOver(); } else { // Respawn fox at safe location fox.x = 1024; fox.y = 1366; // End blood moon early when player gets caught isBloodMoon = false; startDay(); } }, 1200); return; } // Add scary breathing/pulsing effect wendigoGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.2) * 0.1; wendigoGraphics.scaleY = 1 + Math.cos(LK.ticks * 0.2) * 0.1; }; return self; }); var Wolf = Container.expand(function () { var self = Container.call(this); var wolfGraphics = self.attachAsset('wolf', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { if (!isNight) return; if (self.stunned && LK.ticks < self.stunnedUntil) { // Wolf is stunned, can't move - stop chase music if this wolf was chasing if (isChaseThemePlaying) { var anyOtherWolfChasing = false; for (var wc = 0; wc < wolves.length; wc++) { var wolf = wolves[wc]; if (wolf !== self && wolf && !wolf.stunned) { var foxDist = Math.sqrt(Math.pow(fox.x - wolf.x, 2) + Math.pow(fox.y - wolf.y, 2)); if (foxDist < 800) { anyOtherWolfChasing = true; break; } } } if (!anyOtherWolfChasing) { isChaseThemePlaying = false; LK.stopMusic(); if (isPeacefulNight) { LK.playMusic('peacefulNightAmbience'); } else { LK.playMusic('nightMusic'); } } } return; } else if (self.stunned) { // Stun expired, remove stun self.stunned = false; tween(wolfGraphics, { tint: 0xFFFFFF }, { duration: 300 }); } // Check for dog collision for stunning for (var d = 0; d < npcs.length; d++) { if (npcs[d].type === 'dog' && npcs[d].isTargeted && self.intersects(npcs[d])) { npcs[d].stunThreat(self); break; } } // Find closest target (fox or NPCs) var closestTarget = null; var closestDistance = Infinity; var detectionRange = 800; // Bigger detection range for wolves // Check distance to fox var foxDx = fox.x - self.x; var foxDy = fox.y - self.y; var foxDistance = Math.sqrt(foxDx * foxDx + foxDy * foxDy); if (foxDistance < detectionRange && foxDistance < closestDistance) { closestTarget = fox; closestDistance = foxDistance; } // Check distance to NPCs near campfire (excluding bats) for (var n = 0; n < npcs.length; n++) { if (!npcs[n].inCabin && !npcs[n].killed && npcs[n].type !== 'bat') { var npcDx = npcs[n].x - self.x; var npcDy = npcs[n].y - self.y; var npcDistance = Math.sqrt(npcDx * npcDx + npcDy * npcDy); // Check if NPC is near campfire (within 300 pixels of campfire) var npcToCampfireDist = Math.sqrt(Math.pow(npcs[n].x - campfire.x, 2) + Math.pow(npcs[n].y - campfire.y, 2)); if (npcToCampfireDist < 300 && npcDistance < detectionRange && npcDistance < closestDistance) { closestTarget = npcs[n]; closestDistance = npcDistance; } } } // If no high priority target found, go to campfire if (!closestTarget) { var campfireDx = campfire.x - self.x; var campfireDy = campfire.y - self.y; var campfireDistance = Math.sqrt(campfireDx * campfireDx + campfireDy * campfireDy); if (campfireDistance > 200) { // Stay around campfire area closestTarget = campfire; closestDistance = campfireDistance; } } // Only chase if there's a target within range if (closestTarget && (closestDistance < detectionRange || closestTarget === campfire)) { // Start chase music if not already playing and wolf is chasing fox if (!isChaseThemePlaying && closestTarget === fox && closestDistance < detectionRange) { isChaseThemePlaying = true; LK.stopMusic(); LK.playMusic('chaseTheme'); } var dx = closestTarget.x - self.x; var dy = closestTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { // Use slower speed when going to campfire, normal speed for other targets var moveSpeed = closestTarget === campfire ? self.speed * 0.5 : self.speed; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; } } else { // No valid target - check if we should stop chase music if (isChaseThemePlaying) { // Check if ANY wolf is actively chasing fox within detection range var anyWolfChasing = false; for (var wc = 0; wc < wolves.length; wc++) { var wolf = wolves[wc]; if (wolf && !wolf.stunned) { var foxDist = Math.sqrt(Math.pow(fox.x - wolf.x, 2) + Math.pow(fox.y - wolf.y, 2)); if (foxDist < detectionRange) { anyWolfChasing = true; break; } } } if (!anyWolfChasing) { isChaseThemePlaying = false; LK.stopMusic(); if (isPeacefulNight) { LK.playMusic('peacefulNightAmbience'); } else { LK.playMusic('nightMusic'); } } } // Add prowling animation when not chasing wolfGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.1) * 0.1; // 50% chance to target a berry and wait there if (!self.berryTarget && !self.wanderTarget && Math.random() < 0.01) { if (Math.random() < 0.5 && normalBerries.length > 0) { // 50% chance to target a berry self.berryTarget = normalBerries[Math.floor(Math.random() * normalBerries.length)]; } else { // Otherwise wander normally self.wanderTarget = { x: Math.random() * (1800 - 200) + 200, y: Math.random() * (2400 - 200) + 200 }; } } // Move towards berry target and wait there if (self.berryTarget) { // Check if berry still exists var berryExists = false; for (var b = 0; b < normalBerries.length; b++) { if (normalBerries[b] === self.berryTarget) { berryExists = true; break; } } if (!berryExists) { // Berry was collected, pick a new target self.berryTarget = null; } else { var berryDx = self.berryTarget.x - self.x; var berryDy = self.berryTarget.y - self.y; var berryDistance = Math.sqrt(berryDx * berryDx + berryDy * berryDy); if (berryDistance > 100) { // Move towards berry var berrySpeed = self.speed * 0.4; self.x += berryDx / berryDistance * berrySpeed; self.y += berryDy / berryDistance * berrySpeed; } // If close enough to berry (within 100 pixels), just wait there } } // Wandering behavior when not targeting berry or chasing if (!self.berryTarget && self.wanderTarget) { var wanderDx = self.wanderTarget.x - self.x; var wanderDy = self.wanderTarget.y - self.y; var wanderDistance = Math.sqrt(wanderDx * wanderDx + wanderDy * wanderDy); if (wanderDistance > 50) { // Only move if not close to target var wanderSpeed = self.speed * 0.3; // Slower wandering speed self.x += wanderDx / wanderDistance * wanderSpeed; self.y += wanderDy / wanderDistance * wanderSpeed; } else { // Reached wander target, pick a new one self.wanderTarget = null; } } } // Check if wolf caught an NPC near campfire (excluding bats) for (var n = 0; n < npcs.length; n++) { if (!npcs[n].inCabin && !npcs[n].killed && npcs[n].type !== 'bat' && self.intersects(npcs[n])) { var npcToCampfireDist = Math.sqrt(Math.pow(npcs[n].x - campfire.x, 2) + Math.pow(npcs[n].y - campfire.y, 2)); if (npcToCampfireDist < 300) { // Wolf attacks NPC near campfire var isKilled = npcs[n].takeDamage(self); if (isKilled) { npcs[n].killed = true; tween(npcs[n], { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 500, onFinish: function onFinish() { npcs[n].destroy(); npcs.splice(npcs.indexOf(npcs[n]), 1); } }); } else { // NPC runs around briefly then returns to campfire npcs[n].runFromWolf = true; npcs[n].runStartTime = LK.ticks; var runX = Math.random() * (1800 - 200) + 200; var runY = Math.random() * (2400 - 200) + 200; tween(npcs[n], { x: runX, y: runY }, { duration: 2000, onFinish: function onFinish() { // Return to campfire area var campfireReturnX = campfire.x + (Math.random() - 0.5) * 200; var campfireReturnY = campfire.y + (Math.random() - 0.5) * 200; tween(npcs[n], { x: campfireReturnX, y: campfireReturnY }, { duration: 1500, onFinish: function onFinish() { npcs[n].runFromWolf = false; } }); } }); } break; } } } // Check if wolf caught the fox for jumpscare if (self.intersects(fox)) { // Wolf jumpscare effect LK.effects.flashScreen(0xFFFFFF, 400); // Create and show wolf jumpscare var wolfJumpscare = new JumpscareDisplay('wolfJumpscare'); game.addChild(wolfJumpscare); wolfJumpscare.showJumpscare(); // Play jumpscare stinger immediately LK.getSound('jumpscareStinger').play(); // Scale wolf up for additional effect tween(self, { scaleX: 2, scaleY: 2 }, { duration: 120 }); // Play wolf roar slightly delayed LK.setTimeout(function () { LK.getSound('wolfRoar').play(); }, 120); // Stun ALL enemies, but kill only this wolf // Stun all other wolves for (var w = 0; w < wolves.length; w++) { wolves[w].stunned = true; wolves[w].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (wolves[w].children[0]) { tween(wolves[w].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all vampires for (var v = 0; v < vampires.length; v++) { vampires[v].stunned = true; vampires[v].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (vampires[v].children[0]) { tween(vampires[v].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all vampires2 for (var v2 = 0; v2 < vampires2.length; v2++) { vampires2[v2].stunned = true; vampires2[v2].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (vampires2[v2].children[0]) { tween(vampires2[v2].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all zombies for (var z = 0; z < zombies.length; z++) { zombies[z].stunned = true; zombies[z].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (zombies[z].children[0]) { tween(zombies[z].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun wendigo if it exists if (wendigo) { wendigo.stunned = true; wendigo.stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (wendigo.wendigoGraphics) { tween(wendigo.wendigoGraphics, { tint: 0x4444FF }, { duration: 500 }); } } // Kill only this wolf that hit the player self.destroy(); wolves.splice(wolves.indexOf(self), 1); // Decrease player lives playerLives--; updateLivesDisplay(); // Check if game over or respawn LK.setTimeout(function () { if (playerLives <= 0) { LK.showGameOver(); } else { // Respawn fox at safe location fox.x = 1024; fox.y = 1366; } }, 1000); return; } }; return self; }); var Wood = Container.expand(function () { var self = Container.call(this); var woodGraphics = self.attachAsset('wood', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Gentle floating animation self.y += Math.sin(LK.ticks * 0.1 + self.x * 0.01) * 0.5; }; return self; }); var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Slow zombie self.update = function () { if (!isNight && !isTwistedBloodMoon && !isBloodMoon) return; // During blood moon cutscene, wait at campfire but don't follow wendigo if (isBloodMoonCutscene) { // If wendigo is at campfire and no NPCs around, zombies wait at campfire if (cutsceneWendigoAtCampfire && cutsceneZombiesWaiting) { var campfireDx = campfire.x - self.x; var campfireDy = campfire.y - self.y; var campfireDistance = Math.sqrt(campfireDx * campfireDx + campfireDy * campfireDy); if (campfireDistance > 150) { // Move to campfire area self.x += campfireDx / campfireDistance * (self.speed * 0.5); self.y += campfireDy / campfireDistance * (self.speed * 0.5); } return; } // If wendigo killed an NPC, stay still for 5 seconds if (cutsceneNPCKilled && LK.ticks - cutsceneNPCKillTime < 300) { return; // Stay still } // Allow normal zombie behavior during blood moon cutscene when not waiting } // Check if stunned if (self.stunned && LK.ticks < self.stunnedUntil) { return; // Can't move when stunned } else if (self.stunned) { // Stun expired, remove stun self.stunned = false; tween(zombieGraphics, { tint: 0xFFFFFF }, { duration: 300 }); } // Zombies prioritize NPCs not in cabin over fox during blood moon var closestTarget = null; var closestDistance = Infinity; var detectionRange = 600; // Increased detection range for better chasing // First priority: Check for NPCs that are not in cabin (excluding bats) for (var n = 0; n < npcs.length; n++) { if (!npcs[n].inCabin && !npcs[n].killed && npcs[n].type !== 'bat') { var npcDx = npcs[n].x - self.x; var npcDy = npcs[n].y - self.y; var npcDistance = Math.sqrt(npcDx * npcDx + npcDy * npcDy); if (npcDistance < detectionRange && npcDistance < closestDistance) { closestTarget = npcs[n]; closestDistance = npcDistance; } } } // Second priority: Check distance to fox only if no NPCs available if (!closestTarget) { var foxDx = fox.x - self.x; var foxDy = fox.y - self.y; var foxDistance = Math.sqrt(foxDx * foxDx + foxDy * foxDy); if (foxDistance < detectionRange) { closestTarget = fox; closestDistance = foxDistance; } } // Only chase if there's a target within range if (closestTarget && closestDistance < detectionRange) { // Start chase music if not already playing and zombie is chasing fox if (!isZombieChaseThemePlaying && closestTarget === fox) { isZombieChaseThemePlaying = true; LK.stopMusic(); LK.playMusic('zombieChaseTheme'); } var dx = closestTarget.x - self.x; var dy = closestTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } else { // Check if we should stop chase music if (isZombieChaseThemePlaying) { var anyZombieChasing = false; for (var zc = 0; zc < zombies.length; zc++) { if (zombies[zc] !== self) { var foxDist = Math.sqrt(Math.pow(fox.x - zombies[zc].x, 2) + Math.pow(fox.y - zombies[zc].y, 2)); if (foxDist < detectionRange) { anyZombieChasing = true; break; } } } if (!anyZombieChasing) { isZombieChaseThemePlaying = false; LK.stopMusic(); if (isTwistedBloodMoon) { LK.playMusic('twistedBloodMoonTheme'); } else if (isBloodMoon) { LK.playMusic('bloodMoonMusic'); } else if (isPeacefulNight) { LK.playMusic('peacefulNightAmbience'); } else if (isNight) { LK.playMusic('nightMusic'); } } } // Add prowling animation when not chasing zombieGraphics.scaleX = 0.7 + Math.sin(LK.ticks * 0.1) * 0.05; // Simplified movement - no berry targeting, focus on chasing } // Check collision with NPCs first (higher priority than fox) for (var n = 0; n < npcs.length; n++) { if (!npcs[n].inCabin && !npcs[n].killed && npcs[n].type !== 'bat' && self.intersects(npcs[n])) { // Zombie attacks NPC var isKilled = npcs[n].takeDamage(self); if (isKilled) { npcs[n].killed = true; tween(npcs[n], { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 500, onFinish: function onFinish() { npcs[n].destroy(); npcs.splice(npcs.indexOf(npcs[n]), 1); } }); } break; } } // Check collision with fox if (self.intersects(fox)) { // Zombie caught fox LK.effects.flashScreen(0x00FF00, 300); // Create and show zombie jumpscare var zombieJumpscare = new JumpscareDisplay('zombieJumpscare'); game.addChild(zombieJumpscare); zombieJumpscare.showJumpscare(); // Play jumpscare stinger immediately LK.getSound('jumpscareStinger').play(); // Play zombie sound slightly delayed LK.setTimeout(function () { LK.getSound('glitchSound').play(); }, 100); // Stun ALL enemies, but kill only this zombie // Stun all wolves for (var w = 0; w < wolves.length; w++) { wolves[w].stunned = true; wolves[w].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (wolves[w].children[0]) { tween(wolves[w].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all vampires for (var v = 0; v < vampires.length; v++) { vampires[v].stunned = true; vampires[v].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (vampires[v].children[0]) { tween(vampires[v].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all vampires2 for (var v2 = 0; v2 < vampires2.length; v2++) { vampires2[v2].stunned = true; vampires2[v2].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (vampires2[v2].children[0]) { tween(vampires2[v2].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun all other zombies for (var z = 0; z < zombies.length; z++) { zombies[z].stunned = true; zombies[z].stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (zombies[z].children[0]) { tween(zombies[z].children[0], { tint: 0x4444FF }, { duration: 500 }); } } // Stun wendigo if it exists if (wendigo) { wendigo.stunned = true; wendigo.stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps if (wendigo.wendigoGraphics) { tween(wendigo.wendigoGraphics, { tint: 0x4444FF }, { duration: 500 }); } } // Kill only this zombie that hit the player self.destroy(); zombies.splice(zombies.indexOf(self), 1); playerLives--; updateLivesDisplay(); LK.setTimeout(function () { if (playerLives <= 0) { LK.showGameOver(); } else { // Respawn fox at safe location fox.x = 1024; fox.y = 1366; } }, 800); return; } // Zombie animation zombieGraphics.scaleY = 0.7 + Math.cos(LK.ticks * 0.15) * 0.05; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x228b22 }); /**** * Game Code ****/ // Game state variables var fox; var normalBerries = []; var wolves = []; var npcs = []; var dragNode = null; var berrySpawnTimer = 0; var wendigo; var wendigoSpeedIncreaseRate = 0.02; var bunny; var cabin; // Cutscene variables var isIntroCutscene = true; var introCutsceneTimer = 0; var introCutsceneDelay = 120; // 2 seconds delay before cutscene starts var foxAppearedSoundPlayed = false; var doorSoundPlayed = false; var isBloodMoonCutscene = false; var bloodMoonCutsceneTimer = 0; var cutsceneNPCKilled = null; var cutsceneNPCKillTime = 0; var cutsceneWendigoAtCampfire = false; var cutsceneZombiesWaiting = false; var cutsceneZombiesWaitStartTime = 0; var cutsceneNPCSpawned = false; // Day/Night cycle variables var isNight = false; var isBloodMoon = false; var isPeacefulNight = false; var isTwistedBloodMoon = false; var vampires = []; var vampires2 = []; var zombies = []; var nightCount = 0; var dayCount = 1; var berriesCollectedInCycle = 0; var scoreMultiplier = 1; var bloodMoonStartTime = 0; var bloodMoonCount = 0; var dayLengthMultiplier = 1; var isChaseThemePlaying = false; var isZombieChaseThemePlaying = false; var isWendigoChaseThemePlaying = false; var playerLives = 3; var campfire; var woodItems = []; var twistedBloodMoonWoodCollected = 0; // Track wood collected during full moon var lastBloodMoonNight = -1; // Track when last blood moon occurred var woodSpawnTimer = 0; // Timer for wood spawning during different phases // NPC types organized by rarity var commonNPCs = ['cat', 'bunny', 'squirrel']; var uncommonNPCs = ['deer', 'fennec']; var rareNPCs = ['dog', 'mouse', 'bat']; // Add forest background var background = game.attachAsset('forestBackground', { x: 0, y: 0 }); // Create score display var scoreTxt = new Text2('Score: 0 (x1)', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create day/night indicator var dayNightTxt = new Text2('Day', { size: 60, fill: 0xFFFF00 }); dayNightTxt.anchor.set(0.5, 0); dayNightTxt.y = 100; LK.gui.top.addChild(dayNightTxt); // Create day counter display var dayCounterTxt = new Text2('Day 1', { size: 60, fill: 0xFFFFFF }); dayCounterTxt.anchor.set(0.5, 0); dayCounterTxt.y = 170; LK.gui.top.addChild(dayCounterTxt); // Create night counter display var nightCounterTxt = new Text2('Night 1', { size: 60, fill: 0xFFFFFF }); nightCounterTxt.anchor.set(0.5, 0); nightCounterTxt.y = 170; nightCounterTxt.visible = false; // Hidden by default during day LK.gui.top.addChild(nightCounterTxt); // Create lives counter display var livesTxt = new Text2('Lives: 3', { size: 60, fill: 0xFF0000 }); livesTxt.anchor.set(0.5, 0); livesTxt.y = 240; LK.gui.top.addChild(livesTxt); // Create campfire wood counter display var campfireTxt = new Text2('Campfire: 0 wood', { size: 50, fill: 0xFFFFFF }); campfireTxt.anchor.set(0.5, 0); campfireTxt.y = 310; campfireTxt.visible = false; // Hidden by default LK.gui.top.addChild(campfireTxt); // Create wood multiplier display var woodMultiplierTxt = new Text2('Wood Multiplier: Cat 2x, Bunny 2x, Bat 4x', { size: 45, fill: 0x90EE90 }); woodMultiplierTxt.anchor.set(0.5, 0); woodMultiplierTxt.y = 370; woodMultiplierTxt.visible = false; // Hidden by default LK.gui.top.addChild(woodMultiplierTxt); // Add cabin for NPCs cabin = game.attachAsset('cabin', { anchorX: 0.5, anchorY: 0.5, x: 1650, y: 450 }); // Add campfire campfire = game.addChild(new Campfire()); campfire.x = 1024; campfire.y = 1000; // Bunny removed from initial spawn // Initialize fox fox = game.addChild(new Fox()); // Start fox at cabin for intro cutscene fox.x = cabin.x; fox.y = cabin.y; // Spawn normal berry function function spawnNormalBerry() { // Spawn single berry - no duplication var berry = new NormalBerry(); berry.x = Math.random() * (2048 - 120) + 60; berry.y = Math.random() * (2732 - 120) + 60; normalBerries.push(berry); game.addChild(berry); } // Spawn wolf function function spawnWolf() { var wolf = new Wolf(); wolf.x = Math.random() * (2048 - 120) + 60; wolf.y = Math.random() * (2732 - 120) + 60; wolves.push(wolf); game.addChild(wolf); } // Spawn wood function function spawnWood() { var wood = new Wood(); wood.x = Math.random() * (2048 - 120) + 60; wood.y = Math.random() * (2732 - 120) + 60; woodItems.push(wood); game.addChild(wood); } // Spawn zombie function function spawnZombie() { var zombie = new Zombie(); // During blood moon, scatter zombies in random locations across the map if (isBloodMoon) { // Scatter zombies randomly across the entire map during blood moon zombie.x = Math.random() * (1800 - 200) + 200; // Random X position zombie.y = Math.random() * (2200 - 400) + 400; // Random Y position } else { // Default spawn behavior for non-blood moon scenarios zombie.x = Math.random() * (2048 - 120) + 60; zombie.y = Math.random() * (2732 - 120) + 60; } zombies.push(zombie); game.addChild(zombie); } // Spawn vampire function function spawnVampire() { var vampire = new Vampire(); vampire.x = Math.random() * (2048 - 120) + 60; vampire.y = Math.random() * (2732 - 120) + 60; vampires.push(vampire); game.addChild(vampire); } // Spawn vampire2 function function spawnVampire2() { var vampire2 = new Vampire2(); vampire2.x = Math.random() * (2048 - 120) + 60; vampire2.y = Math.random() * (2732 - 120) + 60; vampires2.push(vampire2); game.addChild(vampire2); } // Update campfire display function updateCampfireDisplay() { campfireTxt.setText('Campfire: ' + campfire.wood + ' wood'); } // Spawn NPC function function spawnNPC() { // Determine rarity first with updated probabilities var rarity; var selectedType; var rarityRand = Math.random(); if (rarityRand <= 0.5) { // Common NPCs: 50% chance rarity = 'common'; selectedType = commonNPCs[Math.floor(Math.random() * commonNPCs.length)]; } else if (rarityRand <= 0.85) { // Uncommon NPCs: 35% chance rarity = 'uncommon'; selectedType = uncommonNPCs[Math.floor(Math.random() * uncommonNPCs.length)]; } else { // Rare NPCs: 15% chance rarity = 'rare'; selectedType = rareNPCs[Math.floor(Math.random() * rareNPCs.length)]; } var npc = new NPC(selectedType); npc.rarity = rarity; npc.setRarityVisual(); // Apply visual indication based on rarity npc.x = Math.random() * (1800 - 200) + 200; npc.y = Math.random() * (2400 - 200) + 200; npcs.push(npc); game.addChild(npc); // If bat spawns, give extra life immediately if (selectedType === 'bat') { playerLives++; updateLivesDisplay(); LK.getSound('batTouch').play(); } // Apply multiplier immediately when NPC spawns if (npc.multiplier > 0) { scoreMultiplier = npc.multiplier; updateScoreDisplay(); } } // Transition to night function startNight() { isNight = true; nightCount++; berriesCollectedInCycle = 0; // Check for blood moon - 3rd night is guaranteed, then 25% chance (but not consecutive) var shouldBeBloodMoon = false; if (nightCount === 3) { // 3rd night is always a blood moon shouldBeBloodMoon = true; } else if (nightCount > 3 && nightCount !== lastBloodMoonNight + 1) { // After 3rd night, 25% chance for blood moon, but not if last night was blood moon shouldBeBloodMoon = Math.random() < 0.25; } // Check for peaceful night - 25% base chance, 100% chance before blood moon, forced on night 2 var peacefulChance = 0.25; if (nightCount === 2) { // Night 2 is always peaceful since night 3 is guaranteed blood moon peacefulChance = 1.0; } else if (nightCount > 3) { // For nights after 3, check if NEXT night could be blood moon var nextNightCouldBeBloodMoon = nightCount + 1 !== lastBloodMoonNight + 1 && Math.random() < 0.25; if (nextNightCouldBeBloodMoon) { // If next night could be blood moon, make this night peaceful peacefulChance = 1.0; } } isPeacefulNight = Math.random() < peacefulChance && !shouldBeBloodMoon; // Only play howl if not peaceful night if (!isPeacefulNight) { LK.getSound('howl').play(); } // Stop any currently playing music and switch to appropriate night music LK.stopMusic(); if (isPeacefulNight) { LK.playMusic('peacefulNightAmbience'); } else { LK.playMusic('nightMusic'); } if (shouldBeBloodMoon) { bloodMoonCount++; lastBloodMoonNight = nightCount; // Track when blood moon occurred // Add 5 berries to requirement for each blood moon dayLengthMultiplier = 1 + bloodMoonCount * 0.5; // Each blood moon adds 5 berries (0.5 * 10 = 5) isBloodMoon = true; bloodMoonStartTime = LK.ticks; // Start blood moon cutscene isBloodMoonCutscene = true; bloodMoonCutsceneTimer = 0; cutsceneWendigoAtCampfire = false; cutsceneZombiesWaiting = false; cutsceneZombiesWaitStartTime = 0; cutsceneNPCSpawned = false; // Reset multiplier during blood moon scoreMultiplier = 1; updateScoreDisplay(); // Stop current music and play blood moon music LK.stopMusic(); LK.playMusic('bloodMoonMusic'); // Freeze one random NPC if (npcs.length > 0) { var randomNPC = npcs[Math.floor(Math.random() * npcs.length)]; randomNPC.freeze(); } // Move other NPCs to cabin for (var i = 0; i < npcs.length; i++) { if (!npcs[i].frozen) { npcs[i].enterCabin(); } } // Always spawn wendigo during blood moon (twisted or normal) wendigo = new Wendigo(); wendigo.x = -100; wendigo.y = Math.random() * 2000 + 300; game.addChild(wendigo); // Always spawn zombies during blood moon (3 zombies) spawnZombie(); spawnZombie(); spawnZombie(); // Vampires are spawned when twisted blood moon is triggered in campfire // Spawn extra berries during blood moon (2-4 additional berries) var extraBerries = Math.floor(Math.random() * 3) + 2; for (var b = 0; b < extraBerries; b++) { spawnNormalBerry(); } // Change background to blood red game.setBackgroundColor(0x330000); tween(background, { tint: 0x660000, alpha: 0.8 }, { duration: 1500 }); dayNightTxt.setText('Blood Moon'); dayNightTxt.fill = 0xFF0000; // Hide day counter and show night counter dayCounterTxt.visible = false; nightCounterTxt.visible = true; nightCounterTxt.setText('Night ' + nightCount); } else { // Regular night if (!isPeacefulNight && nightCount !== 2) { // Spawn wolves - 3 by default, wolf count increases after each completed blood moon // Don't spawn wolves on night 2 var baseWolves = 3 + bloodMoonCount; // Add 1 wolf for each completed blood moon var fennecPresent = false; for (var f = 0; f < npcs.length; f++) { if (npcs[f].type === 'fennec') { fennecPresent = true; break; } } var wolvesToSpawn = fennecPresent ? baseWolves - 1 : baseWolves; // Additional check: explicitly prevent wolf spawning on night 2 if (nightCount === 2) { wolvesToSpawn = 0; } for (var w = 0; w < wolvesToSpawn; w++) { var wolf = new Wolf(); // Spawn wolves from both sides alternating if (w % 2 === 0) { // Even wolves spawn from left side wolf.x = -100; } else { // Odd wolves spawn from right side wolf.x = 2148; } wolf.y = Math.random() * (2200 - 400) + 400; wolves.push(wolf); game.addChild(wolf); } } // Despawn any existing wolves during peaceful nights (especially night 2) if (isPeacefulNight || nightCount === 2) { // Immediately destroy all existing wolves for (var w = wolves.length - 1; w >= 0; w--) { var wolf = wolves[w]; wolf.destroy(); wolves.splice(w, 1); } } // Move NPCs to campfire (even during peaceful nights) for (var i = 0; i < npcs.length; i++) { npcs[i].enterCabin(); } // Change background to dark blue night game.setBackgroundColor(0x001122); tween(background, { tint: 0x223355, alpha: 0.7 }, { duration: 1500 }); if (isPeacefulNight) { dayNightTxt.setText('Peaceful Night'); dayNightTxt.fill = 0x99CCFF; // Hide day counter and show night counter dayCounterTxt.visible = false; nightCounterTxt.visible = true; nightCounterTxt.setText('Night ' + nightCount); } else { dayNightTxt.setText('Night'); dayNightTxt.fill = 0x6666FF; } // Hide day counter and show night counter dayCounterTxt.visible = false; nightCounterTxt.visible = true; nightCounterTxt.setText('Night ' + nightCount); // Show wood counter during night campfireTxt.visible = true; woodMultiplierTxt.visible = true; updateCampfireDisplay(); // Spawn wood during night (3-5 pieces, but only 10% chance during full moon) if (!isTwistedBloodMoon || Math.random() < 0.1) { var woodToSpawn = Math.floor(Math.random() * 3) + 3; for (var w = 0; w < woodToSpawn; w++) { spawnWood(); } } // Spawn zombies (25% chance for 2 zombies, but not during peaceful nights) if (!isPeacefulNight && Math.random() < 0.25) { spawnZombie(); spawnZombie(); } } } // Transition to day function startDay() { isNight = false; isBloodMoon = false; isPeacefulNight = false; isChaseThemePlaying = false; isZombieChaseThemePlaying = false; isWendigoChaseThemePlaying = false; berriesCollectedInCycle = 0; // Stop any currently playing music and switch to day music LK.stopMusic(); LK.playMusic('dayMusic'); // Immediately destroy all wolves when day starts for (var i = 0; i < wolves.length; i++) { var wolf = wolves[i]; wolf.destroy(); } wolves = []; // Remove wendigo if exists if (wendigo) { wendigo.destroy(); wendigo = null; } // Hide wood counter during day campfireTxt.visible = false; woodMultiplierTxt.visible = false; // Remove remaining wood items for (var i = 0; i < woodItems.length; i++) { woodItems[i].destroy(); } woodItems = []; // Remove zombies for (var i = 0; i < zombies.length; i++) { zombies[i].destroy(); } zombies = []; // Remove vampires for (var i = 0; i < vampires.length; i++) { vampires[i].destroy(); } vampires = []; // Remove vampires2 for (var i = 0; i < vampires2.length; i++) { vampires2[i].destroy(); } vampires2 = []; // Reset full moon state isTwistedBloodMoon = false; twistedBloodMoonWoodCollected = 0; // Reset wood counter // Bring NPCs out of cabin for (var i = 0; i < npcs.length; i++) { if (!npcs[i].killed) { npcs[i].exitCabin(); } } // Spawn new NPC with 25% chance, but force spawn after night 1 or after blood moon var shouldSpawnNPC = Math.random() < 0.25; if (nightCount === 1 || shouldSpawnNPC) { spawnNPC(); } // Always spawn NPC after blood moon (100% chance) if (lastBloodMoonNight === nightCount) { spawnNPC(); } // Change background back to day game.setBackgroundColor(0x228b22); tween(background, { tint: 0xFFFFFF, alpha: 1 }, { duration: 1500 }); dayNightTxt.setText('Day'); dayNightTxt.fill = 0xFFFF00; // Update day counter dayCount++; dayCounterTxt.setText('Day ' + dayCount); // Show day counter and hide night counter dayCounterTxt.visible = true; nightCounterTxt.visible = false; } // Update score display with multiplier function updateScoreDisplay() { scoreTxt.setText('Score: ' + LK.getScore() + ' (x' + scoreMultiplier + ')'); } // Update lives display function updateLivesDisplay() { livesTxt.setText('Lives: ' + playerLives); } // Keyboard state tracking var keys = { left: false, right: false, up: false, down: false }; // Handle mouse/touch move function handleMove(x, y, obj) { // Disable input during intro cutscene if (isIntroCutscene) return; if (dragNode) { dragNode.x = x; dragNode.y = y; // Keep fox within bounds if (dragNode.x < 60) dragNode.x = 60; if (dragNode.x > 1988) dragNode.x = 1988; if (dragNode.y < 60) dragNode.y = 60; if (dragNode.y > 2672) dragNode.y = 2672; } } // Mouse/touch events game.move = handleMove; game.down = function (x, y, obj) { // Disable input during intro cutscene if (isIntroCutscene) return; dragNode = fox; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Start with day music LK.playMusic('dayMusic'); // Initial berry spawning spawnNormalBerry(); spawnNormalBerry(); spawnNormalBerry(); // Force spawn a bat immediately for testing var forcedBat = new NPC('bat'); forcedBat.rarity = 'rare'; forcedBat.setRarityVisual(); forcedBat.x = Math.random() * (1800 - 200) + 200; forcedBat.y = Math.random() * (2400 - 200) + 200; npcs.push(forcedBat); game.addChild(forcedBat); // Give extra life since bat spawned playerLives++; updateLivesDisplay(); LK.getSound('batTouch').play(); // Create light effect for twisted blood moon var foxLight = null; // Main game update loop game.update = function () { // Handle fox light during twisted blood moon if (isTwistedBloodMoon && !foxLight) { // Create a glowing light around fox foxLight = LK.getAsset('campfire', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, alpha: 0.7 }); game.addChild(foxLight); // Animate light with gentle glow tween(foxLight, { alpha: 0.4 }, { duration: 1000, onFinish: function onFinish() { tween(foxLight, { alpha: 0.7 }, { duration: 1000 }); } }); } else if (!isTwistedBloodMoon && foxLight) { // Remove light when not in twisted blood moon foxLight.destroy(); foxLight = null; } // Update light position to follow fox if (foxLight) { foxLight.x = fox.x; foxLight.y = fox.y; } // Handle intro cutscene if (isIntroCutscene) { introCutsceneTimer++; // Wait for delay before starting cutscene if (introCutsceneTimer <= introCutsceneDelay) { return; // Wait before starting cutscene } if (introCutsceneTimer === introCutsceneDelay + 1 && !foxAppearedSoundPlayed) { // Play fox appear sound when fox appears LK.getSound('foxAppear').play(); foxAppearedSoundPlayed = true; } if (introCutsceneTimer === introCutsceneDelay + 30 && !doorSoundPlayed) { // Play door sound 0.5 seconds after fox appears LK.getSound('doorOpen').play(); doorSoundPlayed = true; } // Find nearest berry for target var targetBerry = null; var closestDistance = Infinity; for (var b = 0; b < normalBerries.length; b++) { var dx = normalBerries[b].x - cabin.x; var dy = normalBerries[b].y - cabin.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closestDistance = distance; targetBerry = normalBerries[b]; } } // Move fox from cabin to nearest berry over 3 seconds after delay if (introCutsceneTimer <= introCutsceneDelay + 180 && targetBerry) { // 3 seconds at 60fps after delay var progress = (introCutsceneTimer - introCutsceneDelay) / 180; var startX = cabin.x; var startY = cabin.y; var endX = targetBerry.x; var endY = targetBerry.y; fox.x = tween.easeInOut(progress) * (endX - startX) + startX; fox.y = tween.easeInOut(progress) * (endY - startY) + startY; } else { // Cutscene finished isIntroCutscene = false; if (targetBerry) { fox.x = targetBerry.x; fox.y = targetBerry.y; } else { fox.x = 1024; fox.y = 1366; } } return; // Don't process other game logic during intro } // Handle blood moon cutscene if (isBloodMoonCutscene) { bloodMoonCutsceneTimer++; // Check if NPC was killed and 5 seconds have passed if (cutsceneNPCKilled && LK.ticks - cutsceneNPCKillTime >= 300) { // 5 seconds at 60fps // Remove the killed NPC body tween(cutsceneNPCKilled, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 500, onFinish: function onFinish() { if (cutsceneNPCKilled) { cutsceneNPCKilled.destroy(); npcs.splice(npcs.indexOf(cutsceneNPCKilled), 1); cutsceneNPCKilled = null; } } }); // End cutscene isBloodMoonCutscene = false; bloodMoonCutsceneTimer = 0; // Reset cutscene variables to allow fox movement again cutsceneNPCKilled = null; cutsceneNPCKillTime = 0; } } // Spawn berries over time with random intervals - 1.5-3 seconds berrySpawnTimer++; var baseSpawnTime = 90; // 1.5 seconds at 60fps var maxSpawnTime = 180; // 3 seconds at 60fps var randomSpawnTime = Math.random() * (maxSpawnTime - baseSpawnTime) + baseSpawnTime; if (berrySpawnTimer >= randomSpawnTime) { spawnNormalBerry(); berrySpawnTimer = 0; } // Wood spawning during specific phases woodSpawnTimer++; if (woodSpawnTimer >= 180) { // Every 3 seconds (180 frames at 60fps) woodSpawnTimer = 0; if (isTwistedBloodMoon) { // 25% chance during full moon if (Math.random() < 0.25) { spawnWood(); } } else if (isPeacefulNight || isNight) { // 20% chance during peaceful night and regular night (not blood moon) if (!isBloodMoon && Math.random() < 0.2) { spawnWood(); } } } // Check collisions with normal berries for (var i = normalBerries.length - 1; i >= 0; i--) { var berry = normalBerries[i]; if (fox.intersects(berry)) { // Collect berry and increase score with multiplier var scoreGain = 1 * scoreMultiplier; LK.setScore(LK.getScore() + scoreGain); berriesCollectedInCycle++; updateScoreDisplay(); LK.getSound('berryCollect').play(); // Remove berry from array first, then destroy normalBerries.splice(i, 1); berry.destroy(); // Check for day/night transitions (but not during twisted blood moon) if (!isTwistedBloodMoon) { var dayRequirement = 10 * dayLengthMultiplier; var nightRequirement = isBloodMoon ? dayRequirement : 5; if (!isNight && berriesCollectedInCycle >= dayRequirement) { startNight(); } else if (isNight && berriesCollectedInCycle >= nightRequirement) { startDay(); } } } } // Check collisions with wood items for (var i = woodItems.length - 1; i >= 0; i--) { var wood = woodItems[i]; if (fox.intersects(wood)) { // Collect wood and add to campfire campfire.addWood(1); // Play different sound based on game state if (isTwistedBloodMoon) { LK.getSound('foxTwistedWoodCollect').play(); } else { LK.getSound('woodCollect').play(); } // Track wood collected during full moon if (isTwistedBloodMoon) { twistedBloodMoonWoodCollected++; // End full moon when 5 wood collected if (twistedBloodMoonWoodCollected >= 5) { isTwistedBloodMoon = false; twistedBloodMoonWoodCollected = 0; // Reset counter startDay(); // End full moon and start day } } // Remove wood from array first, then destroy woodItems.splice(i, 1); wood.destroy(); } } // Check collisions with NPCs for sound and visual feedback only for (var i = 0; i < npcs.length; i++) { var npc = npcs[i]; if (!npc.inCabin && !npc.frozen && fox.intersects(npc)) { // Play touch sound for the specific animal type LK.getSound(npc.type + 'Touch').play(); // Give visual feedback for all animals tween(npc, { scaleX: 1.5, scaleY: 1.5 }, { duration: 200, onFinish: function onFinish() { tween(npc, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); } } // Wolf collision is now handled in Wolf class update method };
===================================================================
--- original.js
+++ change.js
@@ -187,15 +187,15 @@
});
var NPC = Container.expand(function (type) {
var self = Container.call(this);
self.type = type;
- // Set multiplier based on type: mouse gives 4x, cat/bunny/squirrel give 2x, others give no multiplier
- if (type === 'mouse') {
+ // Set multiplier based on type: mouse gives 4x, cat/bunny/squirrel give 2x, bat gives 4x, others give no multiplier
+ if (type === 'mouse' || type === 'bat') {
self.multiplier = 4;
} else if (type === 'cat' || type === 'bunny' || type === 'squirrel') {
self.multiplier = 2;
} else {
- self.multiplier = 0; // deer, fennec, dog, bat don't give multipliers
+ self.multiplier = 0; // deer, fennec, dog don't give multipliers
}
self.inCabin = false;
self.frozen = false;
// Set hit points: deer has 2 lives, dog has 3 lives, others have 1
@@ -394,9 +394,9 @@
// Collect wood if close enough
if (targetDistance < 50) {
for (var w = woodItems.length - 1; w >= 0; w--) {
if (woodItems[w] === targetWood) {
- campfire.addWood(2); // Cat uses 2x multiplier
+ campfire.addWood(1 * self.multiplier); // Cat uses 2x multiplier
LK.getSound('catWoodCollect').play();
woodItems.splice(w, 1);
targetWood.destroy();
break;
@@ -450,9 +450,9 @@
// Collect wood if close enough (2x collection)
if (woodDist < 50) {
woodItems.splice(w, 1);
wood.destroy();
- campfire.addWood(2); // Bunny uses 2x multiplier
+ campfire.addWood(1 * self.multiplier); // Bunny uses 2x multiplier
LK.getSound('woodCollect').play();
break;
}
return;
@@ -717,9 +717,9 @@
// Collect wood if close enough (4x collection)
if (woodDist < 50) {
woodItems.splice(w, 1);
wood.destroy();
- campfire.addWood(4); // Bat uses 4x multiplier
+ campfire.addWood(1 * self.multiplier); // Bat uses 4x multiplier
LK.getSound('woodCollect').play();
break;
}
return;
a cute fox with a basket. In-Game asset. 2d. High contrast. No shadows
a berry bush with a phew yummy berries on it. In-Game asset. 2d. High contrast. No shadows
a top view of a grass field with a cabin and some trees. In-Game asset. 2d. High contrast. No shadows
a cute little bunny. In-Game asset. 2d. High contrast. No shadows
cabin. In-Game asset. 2d. High contrast. No shadows
a angry wolve thats in 2d. In-Game asset. 2d. High contrast. No shadows
a cute cat with a bow. In-Game asset. 2d. High contrast. No shadows
a cute dear with an axe. In-Game asset. 2d. High contrast. No shadows
a dog cute dog with a hat and a shotgun. In-Game asset. 2d. High contrast. No shadows
a cute mouse with a hoodie on. In-Game asset. 2d. High contrast. No shadows
a cute fennec fox with a backbag. In-Game asset. 2d. High contrast. No shadows
a cute squirrel with a gutair. In-Game asset. 2d. High contrast. No shadows
a campfire. In-Game asset. 2d. High contrast. No shadows
sticks. In-Game asset. 2d. High contrast. No shadows
zombie duck. In-Game asset. 2d. High contrast. No shadows
cultists animal. In-Game asset. 2d. High contrast. No shadows
cultist girrafe. In-Game asset. 2d. High contrast. No shadows
cute nice bat cultist. In-Game asset. 2d. High contrast. No shadows
glitchSound
Sound effect
berryCollect
Sound effect
wendigoGrowl
Sound effect
wolfRoar
Sound effect
howl
Sound effect
dayMusic
Music
nightMusic
Music
bloodMoonMusic
Music
chaseTheme
Music
bunnyTouch
Sound effect
bunnyKill
Sound effect
catTouch
Sound effect
catKill
Sound effect
deerTouch
Sound effect
deerKill
Sound effect
dogTouch
Sound effect
dogKill
Sound effect
fennecTouch
Sound effect
fennecKill
Sound effect
mouseTouch
Sound effect
mouseKill
Sound effect
squirrelTouch
Sound effect
squirrelKill
Sound effect
peacefulNightAmbience
Music
twistedBloodMoonTheme
Music
wendigoChaseTheme
Music
zombieChaseTheme
Music
woodCollect
Sound effect
vampireJumpscare
Sound effect
dogStun
Sound effect
catWoodCollect
Sound effect
foxTwistedWoodCollect
Sound effect
batTouch
Sound effect
batKill
Sound effect