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wolves cant spawn on night 2/ the forced peacefull night but they spawn
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let the zombies come in as the same side as the wendigo but chasing the npcs(if there not in the cabing)
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no the zombies HAVE to move
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the zombies dont move in bloodmoon
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hey the 2nd night is peacefull night bc the 3rd night is a forced bloodmoon night also the wolves cannot be with 5 when night 2 happens they start at 3 and whenever its blood moon it add another wolf (so 3+1) and repeats that
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let the deer go to the berries not wander around ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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hey set 75% chance to get a peacefull night to 100%(right before bloodmoon peacefull night apears peacefull night can still apear without the next night being bloodmoon)
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also the wolf count only increases AFTER bloodmoon
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hey uhm recap on the abbilities bunny,squirrel and cat all give a 2x multiplier only bunny can still move when targeted and cat can collect wood (so they dont go to the campfire) fennec:spawns -1 of every enemy EXCLUDING the wendigo (they freeze when targeted) deer: collects berrys and drops 20 berrys when killed has 2 lives instead of one (and unfreezes if targeted and then hit by wendigo) mouse:gives a 4x multiplier gets a small speed boost during night (they cant be targeted by the wendigo) dog:stuns 1 of the enemys and has 3 lives when he stuns anyone he gets slowed he stuns vampires for 6 seconds any other enemy for 5 seconds and the wendigo for 3 seconds (while playing the sound dog stun) bat: gives 1 extra life when its blood moon they turn into a vampire but turns back when its day again (cant be targeted/hit by the wendigo OR vampires (both variants)) rarities: cat,bunny and squirrel(50%) fennec&deer(35%) and mouse,dog and bat(15%) they also have the same size as the player/fox ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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can you make all the npcs the same size as the fox
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also the mouse doesnt give the 4x multiplier
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hey the npcs still go to the cabin can you please let them go to the campfire
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also if the night starts let the wolves come in from both sides and let them leave from both sides if it turns day
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also if its night all the npcs go to the campfire and if a wolf gets close it hits/kills 1 of the npcs
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if a berry spawns can you make it so theres a 25% it duplicates also make every npc the same size
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can you PLEASE make the wendigo show up if its blood moon idk whats happening but its so annoying
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can you make wood spawn in twisted blood moon 25% each 3 seconds
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the wendigo still doesnt apear the zombies dont have to follow him(wendigo)
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the wendigo still doesnt spawn and the player cant move during the bloodmoon cutscene let the player move while the bloodmoon cutscene is playing and let the wendigo apear
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uhm the wendigo and the zombies dont show during blood moon and can you make when its twisted bloodmoon a cutscene where the vampires go from the bottem to the campfire ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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can you make the wolves slower when they go to the campfire and make there detection range bigger ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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the player cant move during bloodmoon can you fix that
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can you also make the npcs all be at the campfire and staying there if its night UNLESS its twisted blood moon or if its a cat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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while the npc is being killed the player can still move
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if an npc shows up make them apear at the top and going to the campfire ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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 = 3; // Start with 3 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('Twisted Blood Moon'); dayNightTxt.fill = 0x8B0000; game.setBackgroundColor(0x110000); tween(background, { tint: 0x220000, alpha: 0.8 }, { 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 twisted blood moon starts 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 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') { 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.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 var npcGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 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; } } // Cat behavior - collect wood during night but run to cabin during twisted blood moon or when wolves are near if (self.type === 'cat' && (isNight || isPeacefulNight) && !self.inCabin) { // Check if twisted blood moon or wolves are present - run to cabin if (isTwistedBloodMoon || wolves.length > 0) { // Check if any wolf is close (within 400 pixels) var wolfNear = false; 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) { wolfNear = true; break; } } if (isTwistedBloodMoon || wolfNear) { self.enterCabin(); return; } } // 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 < 100) { // 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) { self.x += dx / distance * 2; self.y += dy / distance * 2; } // Collect wood if close enough if (woodDist < 50) { campfire.addWood(1); LK.getSound('catWoodCollect').play(); woodItems.splice(w, 1); wood.destroy(); break; } return; } } } // Fennec fox behavior - collect berries and deplete wolves if (self.type === 'fennec' && (!self.isTargeted || !self.canEnterCabin)) { // Check for nearby berries to collect 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 < 100) { // 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) { self.x += dx / distance * 2; self.y += dy / distance * 2; } // Collect berry if close enough if (berryDist < 50) { normalBerries.splice(b, 1); berry.destroy(); berriesCollectedInCycle++; break; } return; } } // Deplete wolves during night if (isNight && wolves.length > 0) { var targetWolf = wolves[0]; var wolfDist = Math.sqrt(Math.pow(targetWolf.x - self.x, 2) + Math.pow(targetWolf.y - self.y, 2)); if (wolfDist < 100) { // Remove one wolf targetWolf.destroy(); wolves.splice(0, 1); } } } // Deer behavior - collect berries, run from wendigo, unfreeze when targeted then hit if (self.type === 'deer') { // First 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; } } // Second priority: actively seek out and collect berries var nearestBerry = null; var nearestDistance = Infinity; // Find the nearest berry 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; } } // Move towards nearest berry if one exists 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 || 2 : 2; self.x += dx / distance * moveSpeed; self.y += dy / distance * moveSpeed; } // Collect berry if close enough if (nearestDistance < 50) { for (var b = normalBerries.length - 1; b >= 0; b--) { if (normalBerries[b] === nearestBerry) { normalBerries.splice(b, 1); nearestBerry.destroy(); berriesCollectedInCycle++; break; } } } return; } } // Mouse behavior - speed boost during night, can't be targeted by wendigo if (self.type === 'mouse') { if ((isNight || isBloodMoon) && !self.inCabin) { // Mouse gets speed boost during night 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 if (self.type === 'bat') { // Transform into vampire during blood moon if (isBloodMoon && !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 && 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 }); } // Flying animation - gentle up and down movement self.y += Math.sin(LK.ticks * 0.2 + self.x * 0.02) * 1.5; // Random flying pattern when not targeted if (!self.isTargeted && LK.ticks % 150 === 0) { var newX = Math.random() * (1800 - 200) + 200; var newY = Math.random() * (2200 - 300) + 300; // Stay higher up tween(self, { x: newX, y: newY }, { 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]; } } } // If threat is close enough (within 300 pixels), attack it if (nearestThreat && minDistance < 300) { self.isTargeted = true; // Move towards threat to stun it var dx = nearestThreat.x - self.x; var dy = nearestThreat.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * 4; // Dog moves fast when attacking self.y += dy / distance * 4; } return; } } // Normal movement when not attacking if (!self.isTargeted) { // Gentle movement animation self.y += Math.sin(LK.ticks * 0.1 + self.x * 0.01) * 0.3; if (LK.ticks % 200 === 0) { var newX = Math.random() * (1800 - 200) + 200; var newY = Math.random() * (2400 - 200) + 200; tween(self, { x: newX, y: newY }, { duration: 3000, easing: tween.easeInOut }); } } }; self.enterCabin = function () { var targetX, targetY; if ((isNight || isPeacefulNight) && !isTwistedBloodMoon) { // Go to campfire during night (not twisted blood moon) - don't set inCabin to true so wolves can attack self.inCabin = false; targetX = campfire.x + (Math.random() - 0.5) * 200; targetY = campfire.y + (Math.random() - 0.5) * 200; } else { // Go to cabin during day, twisted blood moon self.inCabin = true; targetX = cabin.x; targetY = cabin.y; } 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; } 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 && attacker.children && attacker.children[0]) { attacker.stunned = true; attacker.stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps tween(attacker.children[0], { 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; // Fast vampire self.update = function () { 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, 300); // Play vampire jumpscare sound LK.getSound('vampireJumpscare').play(); // Stun vampire for 3 seconds self.stunned = true; self.stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps tween(vampireGraphics, { tint: 0x4444FF }, { duration: 500 }); playerLives--; updateLivesDisplay(); LK.setTimeout(function () { if (playerLives <= 0) { LK.showGameOver(); } else { // Respawn fox at safe location fox.x = 1024; fox.y = 1366; } }, 800); } 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; // Fast vampire self.update = function () { 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, 300); // Play vampire jumpscare sound LK.getSound('vampireJumpscare').play(); // Stun vampire2 for 3 seconds self.stunned = true; self.stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps tween(vampire2Graphics, { tint: 0x4444FF }, { duration: 500 }); playerLives--; updateLivesDisplay(); LK.setTimeout(function () { if (playerLives <= 0) { LK.showGameOver(); } else { // Respawn fox at safe location fox.x = 1024; fox.y = 1366; } }, 800); } 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.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 twisted blood 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 and bat 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') { var weight = 0; if (npc.type === 'cat' || npc.type === 'bunny' || npc.type === 'squirrel') { weight = 25; // Common NPCs 25% } else if (npc.type === 'fennec') { weight = 20; // Fennec 20% } 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(0xffffff, 500); // Scale wendigo up for jumpscare tween(wendigo, { scaleX: 3, scaleY: 3 }, { duration: 200 }); // Play jumpscare sound LK.getSound('wendigoGrowl').play(); // 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(); } }, 1000); 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 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) { 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 { // Check if we should stop chase music if (isChaseThemePlaying) { var anyWolfChasing = false; for (var wc = 0; wc < wolves.length; wc++) { if (wolves[wc] !== self) { var foxDist = Math.sqrt(Math.pow(fox.x - wolves[wc].x, 2) + Math.pow(fox.y - wolves[wc].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, 300); // Scale wolf up for jumpscare tween(self, { scaleX: 2.5, scaleY: 2.5 }, { duration: 150 }); // Play wolf roar sound LK.getSound('wolfRoar').play(); // Stun wolf for 3 seconds self.stunned = true; self.stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps tween(wolfGraphics, { tint: 0x4444FF }, { duration: 500 }); // 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; // Remove this wolf self.destroy(); wolves.splice(wolves.indexOf(self), 1); } }, 800); 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) 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 } 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(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); // Stun zombie for 3 seconds self.stunned = true; self.stunnedUntil = LK.ticks + 180; // 3 seconds at 60fps tween(zombieGraphics, { tint: 0x4444FF }, { duration: 500 }); playerLives--; updateLivesDisplay(); LK.setTimeout(function () { if (playerLives <= 0) { LK.showGameOver(); } else { // Respawn fox at safe location fox.x = 1024; fox.y = 1366; // Remove this zombie self.destroy(); zombies.splice(zombies.indexOf(self), 1); } }, 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 twisted blood 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 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); // 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 first berry var berry = new NormalBerry(); berry.x = Math.random() * (2048 - 120) + 60; berry.y = Math.random() * (2732 - 120) + 60; normalBerries.push(berry); game.addChild(berry); // 25% chance to duplicate the berry if (Math.random() < 0.25) { var duplicatedBerry = new NormalBerry(); duplicatedBerry.x = Math.random() * (2048 - 120) + 60; duplicatedBerry.y = Math.random() * (2732 - 120) + 60; normalBerries.push(duplicatedBerry); game.addChild(duplicatedBerry); } } // 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(); // Spawn zombies from same side as wendigo during blood moon if (isBloodMoon && wendigo) { // Determine which side wendigo is approaching from var wendigoFromLeft = wendigo.x < 1024; // If wendigo is on left side of screen if (wendigoFromLeft) { // Spawn from left side like wendigo zombie.x = -100 + Math.random() * 200; // Spawn from left edge } else { // Spawn from right side zombie.x = 2048 + Math.random() * 200; // Spawn from right edge } zombie.y = Math.random() * (2200 - 400) + 400; // Same Y range as wendigo } 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(); } } // 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 && shouldBeBloodMoon) { // If next night will be blood moon, increase peaceful chance to 100% peacefulChance = 1.0; } isPeacefulNight = Math.random() < peacefulChance; // 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; } else { // Regular night if (!isPeacefulNight && nightCount !== 2) { // Spawn wolves - 3 by default, wolf count increases after each completed blood moon 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; 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); } } // 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; } else { dayNightTxt.setText('Night'); dayNightTxt.fill = 0x6666FF; } // Show wood counter during night campfireTxt.visible = true; updateCampfireDisplay(); // Spawn wood during night (3-5 pieces, but only 10% chance during twisted blood 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; berriesCollectedInCycle = 0; // Stop any currently playing music and switch to day music LK.stopMusic(); LK.playMusic('dayMusic'); // Make wolves exit from both sides for (var i = 0; i < wolves.length; i++) { var wolf = wolves[i]; // Determine which side is closer for exit var leftDistance = wolf.x; var rightDistance = 2048 - wolf.x; var exitX = leftDistance < rightDistance ? -200 : 2248; tween(wolf, { x: exitX }, { duration: 2000, onFinish: function onFinish() { wolf.destroy(); } }); } wolves = []; // Remove wendigo if exists if (wendigo) { wendigo.destroy(); wendigo = null; } // Hide wood counter during day campfireTxt.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 twisted blood 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 if (Math.random() < 0.25) { 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); } // 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 and when NPC is being killed if (isIntroCutscene || cutsceneNPCKilled) 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 and when NPC is being killed if (isIntroCutscene || cutsceneNPCKilled) 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(); // Main game update loop game.update = function () { // 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() { cutsceneNPCKilled.destroy(); npcs.splice(npcs.indexOf(cutsceneNPCKilled), 1); cutsceneNPCKilled = null; } }); // End cutscene isBloodMoonCutscene = false; bloodMoonCutsceneTimer = 0; } } // Spawn berries over time with random intervals - slower at night berrySpawnTimer++; var baseSpawnTime = isNight ? 180 : 90; // Night: 3-8 seconds, Day: 1.5-5 seconds var maxSpawnTime = isNight ? 480 : 300; 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 twisted blood 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 twisted blood moon if (isTwistedBloodMoon) { twistedBloodMoonWoodCollected++; // End twisted blood moon when 3 wood collected if (twistedBloodMoonWoodCollected >= 3) { isTwistedBloodMoon = false; twistedBloodMoonWoodCollected = 0; // Reset counter startDay(); // End twisted blood moon and start day } } // Remove wood from array first, then destroy woodItems.splice(i, 1); wood.destroy(); } } // Check collisions with NPCs for score multiplier 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(); // Bat doesn't give extra life on touch since it gives on spawn if (npc.multiplier > 0) { // Apply the NPC's multiplier (mouse=4x, cat/bunny/squirrel=2x, others=0x) scoreMultiplier = npc.multiplier; updateScoreDisplay(); } // 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
@@ -1819,9 +1819,9 @@
dayNightTxt.setText('Blood Moon');
dayNightTxt.fill = 0xFF0000;
} else {
// Regular night
- if (!isPeacefulNight) {
+ if (!isPeacefulNight && nightCount !== 2) {
// Spawn wolves - 3 by default, wolf count increases after each completed blood moon
var baseWolves = 3 + bloodMoonCount; // Add 1 wolf for each completed blood moon
var fennecPresent = false;
for (var f = 0; f < npcs.length; f++) {
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