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saca los cultistas, que esten las llaves en los cofres y que te pueda tocar llave o bateria
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que alla baterias para la linterna en cofres por el mapa y que tengas que pegarle a un cultista para que te de una llave para salvar a un niño, en el mapa van a haber 4 cultistas ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
cuando rescato a un niño el lobo valla mas rapido y yo por 3 segundos voy mas lento ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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pero cuando libero un niño que el lobo corra mas rapido hasta donde estoy
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mejor tengo que agarrar a los 4 niños pero necesito llaves para rescartarlos y cuando agarro un niño el ciervo salga corriendo hasta donde estoy y apretando dos veces caminar prenda la linterna
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no avanzan los dias
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rescate dos niños y me conto un dia nomas, estana en el dia 2 y en vez de pasar al dia 4 pase al 3
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pero no gano cuando rescato a todos los niños, gano cuando llego a los 99 dias, cuando rescato un niño hace que cuando pase un dia cuente por 2 dias si rescato otro por 3 dias y si rescato otro por 4 dia
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cuanto me mate el ciervo que se reinicie el personaje y los dias y que el ciervo se mueva por todo el mapa
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'batteryText.style.fill = "#FFFF00";' Line Number: 454
Code edit (1 edits merged)
Please save this source code
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99 Nights in the Forest: The Cursed Stag
Initial prompt
Nombre del Juego: 99 Noches en el Bosque: La Maldición del Ciervo (Survival Horror / Misión de Rescate) Género: Survival Horror (terror atmosférico y persecuciones). Misión de rescate con elementos de sigilo y exploración. Multijugador cooperativo (hasta 4 jugadores, cada uno controla un buscador). Ambientación: Un bosque maldito envuelto en niebla perpetua, con árboles retorcidos y sonidos de animales distorsionados. Puntos clave: Una aldea abandonada, una iglesia en ruinas (nido del ciervo), cuevas con pistas y 4 "refugios" donde están atrapados los niños. Tiempo dinámico: Las noches son largas y peligrosas; los días breves permiten prepararse. Historia (Lore): Hace años, un cazador profanó un santuario ancestral y fue maldecido, transformándose en El Ciervo Endemoniado, una criatura que camina en dos patas y arrastra cadenas oxidadas. Ahora, secuestra niños para "protegerlos" en su bosque. Los jugadores deben rescatarlos antes de la Noche 99, cuando el ciervo los sacrificará en un ritual. Mecánicas Principales: El Ciervo Endemoniado (Antagonista): Movimiento: Camina erguido, pero corre en 4 patas al perseguir. Sus ojos brillan en la oscuridad. Comportamiento: Reacciona al sonido (pasos, objetos rotos). Canta una canción de cuna distorsionada cuando está cerca (pista auditiva). Si te ve, golpea el suelo para paralizar al jugador unos segundos. Debilidad: Luces brillantes (linternas potentes) lo aturden temporalmente. Objetivo Principal: Encontrar a 4 niños (cada uno en una zona diferente del bosque): Luna: Atrapada en una jaula colgante (requiere resolver un puzzle de pesos). Tomás: Escondido en una cueva con trampas de raíces. Ana: Poseída por el bosque (hay que purificarla con un objeto sagrado). Leo: Secuestrado en el altar de la iglesia (zona final). Supervivencia y Recursos: Linterna recargable: Usa baterías limitadas (el ciervo la odia). Radio de comunicación: Para coordinar con otros jugadores (a veces capta voces extrañas). Objetos clave: Tijeras de podar: Cortar raíces que bloquean caminos. Salvia sagrada: Aleja al ciervo por 10 segundos. Mapa fragmentado: Se completa al explorar. Cooperación Obligatoria: Algunos niños solo se rescatan con acciones simultáneas (ej: dos jugadores deben activar interruptores). Si un jugador es "capturado" por el ciervo, los demás deben liberarlo antes de que lo lleve a su nido. Progresión: Cada niño rescatado reduce la agresividad del ciervo pero aumenta su desesperación (persigue más rápido en noches posteriores). En la Noche 99, si no han rescatado a todos, el ciervo inicia el ritual y los jugadores deben enfrentarlo en un escape final. Elementos Únicos: Sistema de "Alerta del Ciervo": Un ícono en pantalla muestra si está cerca (similar al sistema de Amnesia). Huellas sangrientas: Aparecen aleatoriamente para guiar (o engañar) a los jugadores. Flashbacks: Al encontrar objetos de los niños, se ven recuerdos que explican su secuestro. Estilo Visual y Sonido: Arte inspirado en folklore eslavo: El ciervo tiene astas retorcidas y un cuerpo semihumano. Sonidos: Cadenas arrastrándose cuando el ciervo se mueve. Risitas de niños falsas (para confundir). Música: Cánticos distorsionados y cuerdas tensas. Finales Posibles: Final Bueno: Rescatan a los 4 niños y escapan al amanecer. Final Neutral: Escapan pero dejan a un niño (el ciervo ruge a lo lejos). Final Maldito: Todos son atrapados; la pantalla muestra "99 Noches cumplidas". Instrucciones para la IA (si es para generación): Modela al ciervo con animaciones fluidas (transición entre 2 y 4 patas). Programa los refugios de los niños como zonas con puzzles únicos. Añade un sistema de cordura si los jugadores ven al ciervo demasiado tiempo (visión borrosa). Usa trigger zones para eventos de persecución (ej: si el ciervo entra en la iglesia, las puertas se cierran).
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Chest = Container.expand(function (containsKey) { var self = Container.call(this); var chestGraphics = self.attachAsset('cofre', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); self.collected = false; self.containsKey = containsKey || false; self.batteryAmount = 50; self.collect = function () { if (!self.collected) { self.collected = true; self.visible = false; if (self.containsKey) { // Only allow key collection if player doesn't already have a key if (player.keyCount === 0) { player.keyCount++; LK.setScore(LK.getScore() + 10); } else { // Drop key on the ground if player already has one var droppedKey = game.addChild(new Key()); droppedKey.x = self.x; droppedKey.y = self.y; keyElements.push(droppedKey); } } else { player.batteryLevel = Math.min(100, player.batteryLevel + self.batteryAmount); LK.setScore(LK.getScore() + 15); } } }; return self; }); var Child = Container.expand(function (childName) { var self = Container.call(this); var childGraphics = self.attachAsset('child', { anchorX: 0.5, anchorY: 0.5 }); self.name = childName || 'Child'; self.isRescued = false; self.detectionRadius = 80; var nameText = new Text2(self.name, { size: 24, fill: 0xFFFFFF }); nameText.anchor.set(0.5, 1); nameText.y = -40; self.addChild(nameText); self.rescue = function () { if (!self.isRescued && player.keyCount > 0) { self.isRescued = true; childGraphics.tint = 0x90EE90; LK.getSound('childFound').play(); LK.setScore(LK.getScore() + 25); player.keyCount--; rescuedChildren++; // Make stag run to player when child is rescued and increase its speed if (stag) { stag.isHunting = true; stag.huntingTarget = player; stag.speed += 0.5; // Increase stag speed when child is rescued } // Make player slower for 3 seconds if (player) { var originalSpeed = player.speed; player.speed = originalSpeed * 0.5; // Reduce speed to half tween(player, { speed: originalSpeed }, { duration: 3000 }); } checkWinCondition(); } }; return self; }); var Fog = Container.expand(function () { var self = Container.call(this); var fogGraphics = self.attachAsset('fog', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6 }); self.driftSpeed = 0.5; self.driftDirection = Math.random() * Math.PI * 2; self.update = function () { self.x += Math.cos(self.driftDirection) * self.driftSpeed; self.y += Math.sin(self.driftDirection) * self.driftSpeed; if (self.x < -150) self.x = 2200; if (self.x > 2200) self.x = -150; if (self.y < -150) self.y = 2900; if (self.y > 2900) self.y = -150; if (Math.random() < 0.01) { self.driftDirection += (Math.random() - 0.5) * 0.5; } }; return self; }); var Key = Container.expand(function () { var self = Container.call(this); var keyGraphics = self.attachAsset('sage', { anchorX: 0.5, anchorY: 0.5 }); keyGraphics.tint = 0xFFD700; // Gold color for keys self.collected = false; self.collect = function () { if (!self.collected && player.keyCount === 0) { self.collected = true; self.visible = false; player.keyCount++; LK.setScore(LK.getScore() + 10); } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.isMoving = false; self.flashlightOn = false; self.batteryLevel = 100; self.sageCount = 0; self.keyCount = 0; self.isParalyzed = false; self.paralyzedTimer = 0; var flashlightBeam = self.addChild(LK.getAsset('flashlightBeam', { anchorX: 0.5, anchorY: 1.0, alpha: 0 })); self.update = function () { if (self.isParalyzed) { self.paralyzedTimer--; if (self.paralyzedTimer <= 0) { self.isParalyzed = false; playerGraphics.tint = 0xFFFFFF; } return; } if (self.flashlightOn && self.batteryLevel > 0) { self.batteryLevel -= 0.2; flashlightBeam.alpha = Math.min(1, self.batteryLevel / 100); flashlightBeam.y = -20; } else { flashlightBeam.alpha = 0; } if (self.batteryLevel <= 0) { self.flashlightOn = false; } }; self.toggleFlashlight = function () { if (self.batteryLevel > 0) { self.flashlightOn = !self.flashlightOn; LK.getSound('flashlightClick').play(); } }; self.paralyze = function () { self.isParalyzed = true; self.paralyzedTimer = 180; playerGraphics.tint = 0x666666; }; self.die = function () { // Reset game state resetGame(); }; return self; }); var Sage = Container.expand(function () { var self = Container.call(this); var sageGraphics = self.attachAsset('sage', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.collect = function () { if (!self.collected) { self.collected = true; self.visible = false; player.sageCount++; LK.setScore(LK.getScore() + 5); } }; return self; }); var Stag = Container.expand(function () { var self = Container.call(this); var assetId = difficulty === 'hardcore' ? 'hardcore' : 'stag'; var stagGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Set speed based on difficulty if (difficulty === 'easy') { self.speed = 1.5; } else if (difficulty === 'medium') { self.speed = 2.0; } else if (difficulty === 'hardcore') { self.speed = 2.5; } self.detectionRadius = 250; self.attackRadius = 100; self.isHunting = false; self.huntingTarget = null; self.chainsTimer = 0; self.isStunned = false; self.stunnedTimer = 0; self.wanderDirection = Math.random() * Math.PI * 2; self.wanderTimer = 0; self.wanderSpeed = 0.8; self.caveTimer = 300; // Time before emerging from cave (5 seconds) self.hasEmerged = false; self.update = function () { // Handle cave emergence if (!self.hasEmerged) { self.caveTimer--; if (self.caveTimer <= 0) { self.hasEmerged = true; // Move towards center of map when emerging self.wanderDirection = Math.atan2(1366 - self.y, 1024 - self.x); // Direction towards center } return; // Stay in cave until timer expires } if (self.isStunned) { self.stunnedTimer--; if (self.stunnedTimer <= 0) { self.isStunned = false; stagGraphics.alpha = 1; } return; } self.chainsTimer++; if (self.chainsTimer >= 300) { LK.getSound('stagChains').play(); self.chainsTimer = 0; } if (player && !player.isParalyzed) { var distanceToPlayer = Math.sqrt(Math.pow(self.x - player.x, 2) + Math.pow(self.y - player.y, 2)); if (player.flashlightOn && distanceToPlayer < 200) { self.stun(); return; } if (distanceToPlayer < self.detectionRadius) { self.isHunting = true; self.huntingTarget = player; } if (self.isHunting && self.huntingTarget) { var dx = self.huntingTarget.x - self.x; var dy = self.huntingTarget.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } if (distance < self.attackRadius) { // Check if player is inside a wardrobe before attacking var playerInWardrobe = false; var playerWardrobe = null; for (var w = 0; w < wardrobeElements.length; w++) { if (wardrobeElements[w].playerInside) { playerInWardrobe = true; playerWardrobe = wardrobeElements[w]; break; } } // In hardcore mode, stag waits at the wardrobe when player enters if (playerInWardrobe && difficulty === 'hardcore' && playerWardrobe) { // Move stag to the wardrobe and wait there var wardrobeDx = playerWardrobe.x - self.x; var wardrobeDy = playerWardrobe.y - self.y; var wardrobeDistance = Math.sqrt(wardrobeDx * wardrobeDx + wardrobeDy * wardrobeDy); if (wardrobeDistance > 50) { // Move towards the wardrobe self.x += wardrobeDx / wardrobeDistance * self.speed; self.y += wardrobeDy / wardrobeDistance * self.speed; } // Stop hunting while waiting at wardrobe return; } // Only attack if player is not in a wardrobe if (!playerInWardrobe) { self.huntingTarget.die(); self.isHunting = false; self.huntingTarget = null; } } } else { // Wander around the map when not hunting self.wanderTimer++; if (self.wanderTimer >= 120) { self.wanderDirection = Math.random() * Math.PI * 2; self.wanderTimer = 0; } self.x += Math.cos(self.wanderDirection) * self.wanderSpeed; self.y += Math.sin(self.wanderDirection) * self.wanderSpeed; // Keep stag within map bounds if (self.x < 50) { self.x = 50; self.wanderDirection = Math.random() * Math.PI * 2; } if (self.x > 1998) { self.x = 1998; self.wanderDirection = Math.random() * Math.PI * 2; } if (self.y < 50) { self.y = 50; self.wanderDirection = Math.random() * Math.PI * 2; } if (self.y > 2682) { self.y = 2682; self.wanderDirection = Math.random() * Math.PI * 2; } } } }; self.stun = function () { self.isStunned = true; self.stunnedTimer = 120; self.isHunting = false; self.huntingTarget = null; stagGraphics.alpha = 0.5; }; return self; }); var Wardrobe = Container.expand(function () { var self = Container.call(this); var wardrobeGraphics = self.attachAsset('armario', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0 }); self.playerInside = false; self.detectionRadius = 80; self.enterWardrobe = function () { if (!self.playerInside) { self.playerInside = true; player.visible = false; stag.isHunting = false; stag.huntingTarget = null; } }; self.exitWardrobe = function () { if (self.playerInside) { self.playerInside = false; player.visible = true; // In hardcore mode, make stag leave the wardrobe area when player exits if (difficulty === 'hardcore' && stag) { stag.isHunting = false; stag.huntingTarget = null; // Make stag wander away from the wardrobe stag.wanderDirection = Math.atan2(stag.y - self.y, stag.x - self.x); // Direction away from wardrobe stag.wanderTimer = 0; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0d1b0d }); /**** * Game Code ****/ // Game variables // Initialize game assets var player; var stag; var children = []; var fogElements = []; var sageElements = []; var environments = []; var keyElements = []; var chestElements = []; var wardrobeElements = []; var rescuedChildren = 0; var lastTapTime = 0; var tapCount = 0; var tripleTapCount = 0; var lastTripleTapTime = 0; var gameNight = 1; var isGameActive = true; var dayProgress = 0; var gameState = 'menu'; // 'menu' or 'playing' var difficulty = 'easy'; // 'easy', 'medium', 'hardcore' var currentLanguage = storage.language || 'english'; // 'english' or 'spanish' var requiredChildren = 4; // Changes based on difficulty var maxWardrobes = 4; // Changes based on difficulty // UI elements var scoreText = new Text2('Score: 0', { size: 40, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.visible = false; LK.gui.topRight.addChild(scoreText); var nightText = new Text2('Night: 1/99', { size: 40, fill: 0xFFFFFF }); nightText.anchor.set(0.5, 0); nightText.visible = false; LK.gui.top.addChild(nightText); var batteryText = new Text2('Battery: 100%', { size: 30, fill: 0xFFFF00 }); batteryText.anchor.set(0, 0); batteryText.x = 20; batteryText.y = 80; batteryText.visible = false; LK.gui.topLeft.addChild(batteryText); var sageText = new Text2('Sage: 0', { size: 30, fill: 0x90EE90 }); sageText.anchor.set(0, 0); sageText.x = 20; sageText.y = 120; sageText.visible = false; LK.gui.topLeft.addChild(sageText); var keyText = new Text2('Keys: 0', { size: 30, fill: 0xFFD700 }); keyText.anchor.set(0, 0); keyText.x = 20; keyText.y = 160; keyText.visible = false; LK.gui.topLeft.addChild(keyText); var menuButton = new Text2('MENU', { size: 30, fill: 0xFFFFFF }); menuButton.anchor.set(1, 0); menuButton.x = -20; menuButton.y = 20; menuButton.visible = false; LK.gui.topRight.addChild(menuButton); var instructionText = new Text2('Tap to move. Triple tap near wardrobe to hide.', { size: 24, fill: 0xCCCCCC }); instructionText.anchor.set(0.5, 1); instructionText.visible = false; LK.gui.bottom.addChild(instructionText); // Create flashlight button var flashlightButton = new Text2('💡', { size: 60, fill: 0xFFFF00 }); flashlightButton.anchor.set(1, 1); flashlightButton.x = -20; flashlightButton.y = -20; flashlightButton.visible = false; LK.gui.bottomRight.addChild(flashlightButton); // Menu UI elements var menuImage = LK.getAsset('menu', { anchorX: 0.5, anchorY: 0.5 }); menuImage.y = -150; LK.gui.center.addChild(menuImage); var titleText = new Text2('99 nights in the forest', { size: 80, fill: 0x90EE90 }); titleText.anchor.set(0.5, 0.5); LK.gui.center.addChild(titleText); var playButton = new Text2('PLAY', { size: 50, fill: 0xFFFFFF }); playButton.anchor.set(0.5, 0.5); playButton.y = 100; LK.gui.center.addChild(playButton); var difficultyText = new Text2('EASY', { size: 40, fill: 0x90EE90 }); difficultyText.anchor.set(0.5, 0.5); difficultyText.y = 50; LK.gui.center.addChild(difficultyText); var leftArrow = new Text2('<', { size: 60, fill: 0xFFFFFF }); leftArrow.anchor.set(0.5, 0.5); leftArrow.x = -120; leftArrow.y = 50; LK.gui.center.addChild(leftArrow); var rightArrow = new Text2('>', { size: 60, fill: 0xFFFFFF }); rightArrow.anchor.set(0.5, 0.5); rightArrow.x = 120; rightArrow.y = 50; LK.gui.center.addChild(rightArrow); var menuInstructions = new Text2('Rescue 4 children from the forest\nAvoid the stag or hide in wardrobes\nUse your flashlight to stun the stag', { size: 30, fill: 0xCCCCCC }); menuInstructions.anchor.set(0.5, 0.5); menuInstructions.y = 180; LK.gui.center.addChild(menuInstructions); var tutorialButton = new Text2('TUTORIAL', { size: 40, fill: 0x90EE90 }); tutorialButton.anchor.set(0.5, 0.5); tutorialButton.y = 280; LK.gui.center.addChild(tutorialButton); var languageButton = new Text2('ENGLISH', { size: 40, fill: 0x90EE90 }); languageButton.anchor.set(0.5, 0.5); languageButton.y = 320; LK.gui.center.addChild(languageButton); var tutorialText = new Text2('CONTROLS:\n• Tap anywhere to move\n• Triple tap near wardrobe to hide\n• Use flashlight button to stun stag\n• Collect keys from chests\n• Find and rescue children\n\nHOW TO PLAY:\n• Rescue all children to win\n• Avoid the stag or hide in wardrobes\n• Use flashlight wisely - limited battery\n• Collect sage for extra points\n• Game gets harder each night', { size: 26, fill: 0xFFFFFF }); tutorialText.anchor.set(0.5, 0.5); tutorialText.y = 0; tutorialText.visible = false; LK.gui.center.addChild(tutorialText); var backButton = new Text2('BACK', { size: 40, fill: 0xFF6666 }); backButton.anchor.set(0.5, 0.5); backButton.y = 250; backButton.visible = false; LK.gui.center.addChild(backButton); // Flashlight button event handlers flashlightButton.down = function (x, y, obj) { if (player && player.batteryLevel > 0) { player.toggleFlashlight(); } }; // Difficulty selection event handlers leftArrow.down = function (x, y, obj) { if (difficulty === 'medium') { difficulty = 'easy'; difficultyText.tint = 0x90EE90; } else if (difficulty === 'hardcore') { difficulty = 'medium'; difficultyText.tint = 0xFFAA00; } updateAllTexts(); }; rightArrow.down = function (x, y, obj) { if (difficulty === 'easy') { difficulty = 'medium'; difficultyText.tint = 0xFFAA00; } else if (difficulty === 'medium') { difficulty = 'hardcore'; difficultyText.tint = 0xFF0000; } updateAllTexts(); }; // Tutorial button event handler tutorialButton.down = function (x, y, obj) { // Hide menu elements menuImage.visible = false; titleText.visible = false; playButton.visible = false; tutorialButton.visible = false; languageButton.visible = false; menuInstructions.visible = false; difficultyText.visible = false; leftArrow.visible = false; rightArrow.visible = false; // Show tutorial elements tutorialText.visible = true; backButton.visible = true; }; // Back button event handler backButton.down = function (x, y, obj) { // Hide tutorial elements tutorialText.visible = false; backButton.visible = false; // Show menu elements menuImage.visible = true; titleText.visible = true; playButton.visible = true; tutorialButton.visible = true; languageButton.visible = true; menuInstructions.visible = true; difficultyText.visible = true; leftArrow.visible = true; rightArrow.visible = true; }; // Language button event handler languageButton.down = function (x, y, obj) { if (currentLanguage === 'english') { currentLanguage = 'spanish'; } else { currentLanguage = 'english'; } storage.language = currentLanguage; updateAllTexts(); }; // Function to update all text elements based on current language function updateAllTexts() { var texts = getTexts(); if (currentLanguage === 'spanish') { // Update to Spanish titleText.setText(texts.spanish.title); playButton.setText(texts.spanish.play); tutorialButton.setText(texts.spanish.tutorial); languageButton.setText(texts.spanish.language); backButton.setText(texts.spanish.back); tutorialText.setText(texts.spanish.tutorialContent); instructionText.setText(texts.spanish.instructions); // Update difficulty text if (difficulty === 'easy') { difficultyText.setText(texts.spanish.easy); menuInstructions.setText(texts.spanish.easyDesc); } else if (difficulty === 'medium') { difficultyText.setText(texts.spanish.medium); menuInstructions.setText(texts.spanish.mediumDesc); } else if (difficulty === 'hardcore') { difficultyText.setText(texts.spanish.hardcore); menuInstructions.setText(texts.spanish.hardcoreDesc); } } else { // Update to English titleText.setText(texts.english.title); playButton.setText(texts.english.play); tutorialButton.setText(texts.english.tutorial); languageButton.setText(texts.english.language); backButton.setText(texts.english.back); tutorialText.setText(texts.english.tutorialContent); instructionText.setText(texts.english.instructions); // Update difficulty text if (difficulty === 'easy') { difficultyText.setText(texts.english.easy); menuInstructions.setText(texts.english.easyDesc); } else if (difficulty === 'medium') { difficultyText.setText(texts.english.medium); menuInstructions.setText(texts.english.mediumDesc); } else if (difficulty === 'hardcore') { difficultyText.setText(texts.english.hardcore); menuInstructions.setText(texts.english.hardcoreDesc); } } } // Function that returns all text translations function getTexts() { return { english: { title: '99 nights in the forest', play: 'PLAY', tutorial: 'TUTORIAL', language: 'ENGLISH', back: 'BACK', tutorialContent: 'CONTROLS:\n• Tap anywhere to move\n• Triple tap near wardrobe to hide\n• Use flashlight button to stun stag\n• Collect keys from chests\n• Find and rescue children\n\nHOW TO PLAY:\n• Rescue all children to win\n• Avoid the stag or hide in wardrobes\n• Use flashlight wisely - limited battery\n• Collect sage for extra points\n• Game gets harder each night', instructions: 'Tap to move. Triple tap near wardrobe to hide.', easy: 'EASY', medium: 'MEDIUM', hardcore: 'HARDCORE', easyDesc: 'Rescue 4 children from the forest\nAvoid the stag or hide in wardrobes\nUse your flashlight to stun the stag', mediumDesc: 'Rescue 6 children from the forest\nStag moves faster\nAvoid the stag or hide in wardrobes', hardcoreDesc: 'Rescue 10 children from the forest\nOnly 2 wardrobes available\nStag moves very fast', score: 'Score: ', night: 'Night: ', battery: 'Battery: ', sage: 'Sage: ', keys: 'Keys: ', menu: 'MENU' }, spanish: { title: '99 noches en el bosque', play: 'JUGAR', tutorial: 'TUTORIAL', language: 'ESPAÑOL', back: 'VOLVER', tutorialContent: 'CONTROLES:\n• Toca en cualquier lugar para moverte\n• Triple toque cerca del armario para esconderte\n• Usa el botón de linterna para aturdir al ciervo\n• Recoge llaves de los cofres\n• Encuentra y rescata a los niños\n\nCÓMO JUGAR:\n• Rescata a todos los niños para ganar\n• Evita al ciervo o escóndete en armarios\n• Usa la linterna sabiamente - batería limitada\n• Recoge salvia para puntos extra\n• El juego se vuelve más difícil cada noche', instructions: 'Toca para moverte. Triple toque cerca del armario para esconderte.', easy: 'FÁCIL', medium: 'MEDIO', hardcore: 'EXTREMO', easyDesc: 'Rescata 4 niños del bosque\nEvita al ciervo o escóndete en armarios\nUsa tu linterna para aturdir al ciervo', mediumDesc: 'Rescata 6 niños del bosque\nEl ciervo se mueve más rápido\nEvita al ciervo o escóndete en armarios', hardcoreDesc: 'Rescata 10 niños del bosque\nSolo 2 armarios disponibles\nEl ciervo se mueve muy rápido', score: 'Puntuación: ', night: 'Noche: ', battery: 'Batería: ', sage: 'Salvia: ', keys: 'Llaves: ', menu: 'MENÚ' } }; } // Play button event handler playButton.down = function (x, y, obj) { startGame(); }; // Menu button event handler menuButton.down = function (x, y, obj) { resetGame(); }; // Start game function function startGame() { gameState = 'playing'; // Set difficulty parameters if (difficulty === 'easy') { requiredChildren = 4; maxWardrobes = 4; } else if (difficulty === 'medium') { requiredChildren = 6; maxWardrobes = 4; } else if (difficulty === 'hardcore') { requiredChildren = 10; maxWardrobes = 2; } // Hide menu UI menuImage.visible = false; titleText.visible = false; playButton.visible = false; tutorialButton.visible = false; languageButton.visible = false; menuInstructions.visible = false; difficultyText.visible = false; leftArrow.visible = false; rightArrow.visible = false; // Show game UI scoreText.visible = true; nightText.visible = true; batteryText.visible = true; sageText.visible = true; keyText.visible = true; instructionText.visible = true; flashlightButton.visible = true; menuButton.visible = true; // Update menu button text var texts = getTexts(); var currentTexts = currentLanguage === 'spanish' ? texts.spanish : texts.english; menuButton.setText(currentTexts.menu); // Initialize game elements initializeGame(); // Start ambient music LK.playMusic('forestAmbient'); } // Initialize game elements function initializeGame() { // Create player player = game.addChild(new Player()); player.x = 1024; player.y = 2000; // Create stag inside the cave stag = game.addChild(new Stag()); stag.x = 1200; // Cave x position stag.y = 1800; // Cave y position // Create environments var church = game.addChild(LK.getAsset('church', { anchorX: 0.5, anchorY: 0.5, x: 300, y: 400 })); environments.push(church); var village = game.addChild(LK.getAsset('village', { anchorX: 0.5, anchorY: 0.5, x: 1600, y: 600 })); environments.push(village); var cave = game.addChild(LK.getAsset('cave', { anchorX: 0.5, anchorY: 0.5, x: 1200, y: 1800 })); environments.push(cave); // Create trees for (var i = 0; i < 15; i++) { var tree = game.addChild(LK.getAsset('tree', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: Math.random() * 2732 })); environments.push(tree); } // Create children to rescue based on difficulty var childNames = ['Luna', 'Tomás', 'Ana', 'Leo', 'Sofia', 'Diego', 'Emma', 'Carlos', 'Mia', 'Alex']; var childPositions = [{ x: 350, y: 450 }, { x: 1650, y: 650 }, { x: 1250, y: 1850 }, { x: 800, y: 1200 }, { x: 400, y: 1600 }, { x: 1700, y: 1400 }, { x: 600, y: 800 }, { x: 1400, y: 1800 }, { x: 900, y: 500 }, { x: 1100, y: 2200 }]; for (var j = 0; j < requiredChildren; j++) { var child = game.addChild(new Child(childNames[j])); child.x = childPositions[j].x; child.y = childPositions[j].y; children.push(child); } // Create fog for (var k = 0; k < 12; k++) { var fog = game.addChild(new Fog()); fog.x = Math.random() * 2048; fog.y = Math.random() * 2732; fogElements.push(fog); } // Create sage items for (var l = 0; l < 8; l++) { var sage = game.addChild(new Sage()); sage.x = Math.random() * 1800 + 100; sage.y = Math.random() * 2400 + 100; sageElements.push(sage); } // Create chests - number of keys based on difficulty var chestTypes = []; var keyCount = requiredChildren; // Keys match required children count var batteryCount = 10 - keyCount; // Remaining chests have batteries // Add chests with keys based on difficulty for (var k = 0; k < keyCount; k++) { chestTypes.push(true); } // Add chests with batteries for (var b = 0; b < batteryCount; b++) { chestTypes.push(false); } // Shuffle the array to randomize positions for (var shuffle = chestTypes.length - 1; shuffle > 0; shuffle--) { var randomIndex = Math.floor(Math.random() * (shuffle + 1)); var temp = chestTypes[shuffle]; chestTypes[shuffle] = chestTypes[randomIndex]; chestTypes[randomIndex] = temp; } // Create the 10 chests with predetermined types for (var m = 0; m < 10; m++) { var containsKey = chestTypes[m]; var chest = game.addChild(new Chest(containsKey)); chest.x = Math.random() * 1800 + 100; chest.y = Math.random() * 2400 + 100; chestElements.push(chest); } // Create wardrobes for hiding based on difficulty var wardrobePositions = [{ x: 500, y: 800 }, { x: 1500, y: 1200 }, { x: 800, y: 2000 }, { x: 1800, y: 400 }]; for (var n = 0; n < maxWardrobes; n++) { var wardrobe = game.addChild(new Wardrobe()); wardrobe.x = wardrobePositions[n].x; wardrobe.y = wardrobePositions[n].y; wardrobeElements.push(wardrobe); } } // Movement variables var targetX = null; var targetY = null; var pressStartTime = 0; var isLongPress = false; function checkWinCondition() { if (rescuedChildren >= requiredChildren) { LK.showYouWin(); } } function checkLoseCondition() { // No lose condition - reaching 99 days is now winning } function resetGame() { // Reset game variables rescuedChildren = 0; gameNight = 1; isGameActive = true; dayProgress = 0; gameState = 'menu'; // Clear existing game objects for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; game.removeChild(child); if (child.destroy) { child.destroy(); } } // Clear arrays children.length = 0; fogElements.length = 0; sageElements.length = 0; keyElements.length = 0; chestElements.length = 0; wardrobeElements.length = 0; environments.length = 0; // Reset score LK.setScore(0); // Hide tutorial elements tutorialText.visible = false; backButton.visible = false; // Show menu UI menuImage.visible = true; titleText.visible = true; playButton.visible = true; tutorialButton.visible = true; languageButton.visible = true; menuInstructions.visible = true; difficultyText.visible = true; leftArrow.visible = true; rightArrow.visible = true; // Initialize texts based on current language updateAllTexts(); // Hide game UI scoreText.visible = false; nightText.visible = false; batteryText.visible = false; sageText.visible = false; keyText.visible = false; instructionText.visible = false; flashlightButton.visible = false; menuButton.visible = false; // Stop music LK.stopMusic(); } // Event handlers game.down = function (x, y, obj) { if (gameState !== 'playing') return; pressStartTime = LK.ticks; isLongPress = false; targetX = x; targetY = y; }; game.up = function (x, y, obj) { if (gameState !== 'playing') return; var currentTime = LK.ticks; var pressDuration = currentTime - pressStartTime; if (pressDuration <= 30 && !isLongPress) { // Check for triple tap first if (currentTime - lastTripleTapTime < 45) { tripleTapCount++; if (tripleTapCount === 3) { // Triple tap detected - check for wardrobe interaction var nearWardrobe = null; for (var i = 0; i < wardrobeElements.length; i++) { var wardrobe = wardrobeElements[i]; var distanceToWardrobe = Math.sqrt(Math.pow(player.x - wardrobe.x, 2) + Math.pow(player.y - wardrobe.y, 2)); if (distanceToWardrobe < wardrobe.detectionRadius) { nearWardrobe = wardrobe; break; } } if (nearWardrobe) { if (nearWardrobe.playerInside) { nearWardrobe.exitWardrobe(); } else { nearWardrobe.enterWardrobe(); } } tripleTapCount = 0; return; } } else { tripleTapCount = 1; } lastTripleTapTime = currentTime; // Set movement target targetX = x; targetY = y; } }; game.move = function (x, y, obj) { if (gameState !== 'playing') return; if (!isLongPress && LK.ticks - pressStartTime < 30) { targetX = x; targetY = y; } }; // Main game update loop game.update = function () { if (gameState !== 'playing' || !isGameActive) return; // Move player toward target if (targetX !== null && targetY !== null && !player.isParalyzed) { var dx = targetX - player.x; var dy = targetY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 10) { player.x += dx / distance * player.speed; player.y += dy / distance * player.speed; player.isMoving = true; if (LK.ticks % 30 === 0) { LK.getSound('footstep').play(); } } else { player.isMoving = false; targetX = null; targetY = null; } } // Keep player in bounds player.x = Math.max(50, Math.min(1998, player.x)); player.y = Math.max(50, Math.min(2682, player.y)); // Check child rescue interactions for (var i = 0; i < children.length; i++) { var child = children[i]; if (!child.isRescued) { var distanceToChild = Math.sqrt(Math.pow(player.x - child.x, 2) + Math.pow(player.y - child.y, 2)); if (distanceToChild < child.detectionRadius) { child.rescue(); } } } // Check sage collection for (var j = 0; j < sageElements.length; j++) { var sage = sageElements[j]; if (!sage.collected) { var distanceToSage = Math.sqrt(Math.pow(player.x - sage.x, 2) + Math.pow(player.y - sage.y, 2)); if (distanceToSage < 40) { sage.collect(); } } } // Check key collection for (var k = 0; k < keyElements.length; k++) { var key = keyElements[k]; if (!key.collected) { var distanceToKey = Math.sqrt(Math.pow(player.x - key.x, 2) + Math.pow(player.y - key.y, 2)); if (distanceToKey < 40) { key.collect(); } } } // Check chest collection for (var l = 0; l < chestElements.length; l++) { var chest = chestElements[l]; if (!chest.collected) { var distanceToChest = Math.sqrt(Math.pow(player.x - chest.x, 2) + Math.pow(player.y - chest.y, 2)); if (distanceToChest < 40) { chest.collect(); } } } // Advance night every 30 seconds (1800 ticks) with acceleration based on rescued children var dayAcceleration = rescuedChildren + 1; // 1x speed with 0 children, 2x with 1 child, etc. // Add acceleration to day progress dayProgress += dayAcceleration; // Check if a full day has passed (1800 ticks worth of progress) if (dayProgress >= 1800) { gameNight++; stag.speed += 0.1; dayProgress -= 1800; // Reset progress but keep overflow checkWinCondition(); // Check win condition instead of lose } // Check if player is inside a wardrobe and prevent movement var playerInWardrobe = false; for (var w = 0; w < wardrobeElements.length; w++) { if (wardrobeElements[w].playerInside) { playerInWardrobe = true; targetX = null; targetY = null; break; } } // Reset tap count if too much time has passed if (LK.ticks - lastTapTime > 30) { tapCount = 0; } // Reset triple tap count if too much time has passed if (LK.ticks - lastTripleTapTime > 45) { tripleTapCount = 0; } // Update UI var texts = getTexts(); var currentTexts = currentLanguage === 'spanish' ? texts.spanish : texts.english; scoreText.setText(currentTexts.score + LK.getScore()); nightText.setText(currentTexts.night + gameNight + '/99'); batteryText.setText(currentTexts.battery + Math.ceil(player.batteryLevel) + '%'); sageText.setText(currentTexts.sage + player.sageCount); keyText.setText(currentTexts.keys + player.keyCount); // Battery color warning if (player.batteryLevel < 25) { batteryText.tint = 0xFF0000; } else if (player.batteryLevel < 50) { batteryText.tint = 0xFFAA00; } else { batteryText.tint = 0xFFFF00; } // Update flashlight button appearance if (player.flashlightOn) { flashlightButton.tint = 0xFFFFFF; // Bright when on flashlightButton.alpha = 1.0; } else { flashlightButton.tint = 0x888888; // Dim when off flashlightButton.alpha = 0.6; } // Disable button when no battery if (player.batteryLevel <= 0) { flashlightButton.tint = 0x444444; flashlightButton.alpha = 0.3; } }; // Game starts in menu state - no automatic initialization
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Chest = Container.expand(function (containsKey) {
var self = Container.call(this);
var chestGraphics = self.attachAsset('cofre', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
self.collected = false;
self.containsKey = containsKey || false;
self.batteryAmount = 50;
self.collect = function () {
if (!self.collected) {
self.collected = true;
self.visible = false;
if (self.containsKey) {
// Only allow key collection if player doesn't already have a key
if (player.keyCount === 0) {
player.keyCount++;
LK.setScore(LK.getScore() + 10);
} else {
// Drop key on the ground if player already has one
var droppedKey = game.addChild(new Key());
droppedKey.x = self.x;
droppedKey.y = self.y;
keyElements.push(droppedKey);
}
} else {
player.batteryLevel = Math.min(100, player.batteryLevel + self.batteryAmount);
LK.setScore(LK.getScore() + 15);
}
}
};
return self;
});
var Child = Container.expand(function (childName) {
var self = Container.call(this);
var childGraphics = self.attachAsset('child', {
anchorX: 0.5,
anchorY: 0.5
});
self.name = childName || 'Child';
self.isRescued = false;
self.detectionRadius = 80;
var nameText = new Text2(self.name, {
size: 24,
fill: 0xFFFFFF
});
nameText.anchor.set(0.5, 1);
nameText.y = -40;
self.addChild(nameText);
self.rescue = function () {
if (!self.isRescued && player.keyCount > 0) {
self.isRescued = true;
childGraphics.tint = 0x90EE90;
LK.getSound('childFound').play();
LK.setScore(LK.getScore() + 25);
player.keyCount--;
rescuedChildren++;
// Make stag run to player when child is rescued and increase its speed
if (stag) {
stag.isHunting = true;
stag.huntingTarget = player;
stag.speed += 0.5; // Increase stag speed when child is rescued
}
// Make player slower for 3 seconds
if (player) {
var originalSpeed = player.speed;
player.speed = originalSpeed * 0.5; // Reduce speed to half
tween(player, {
speed: originalSpeed
}, {
duration: 3000
});
}
checkWinCondition();
}
};
return self;
});
var Fog = Container.expand(function () {
var self = Container.call(this);
var fogGraphics = self.attachAsset('fog', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6
});
self.driftSpeed = 0.5;
self.driftDirection = Math.random() * Math.PI * 2;
self.update = function () {
self.x += Math.cos(self.driftDirection) * self.driftSpeed;
self.y += Math.sin(self.driftDirection) * self.driftSpeed;
if (self.x < -150) self.x = 2200;
if (self.x > 2200) self.x = -150;
if (self.y < -150) self.y = 2900;
if (self.y > 2900) self.y = -150;
if (Math.random() < 0.01) {
self.driftDirection += (Math.random() - 0.5) * 0.5;
}
};
return self;
});
var Key = Container.expand(function () {
var self = Container.call(this);
var keyGraphics = self.attachAsset('sage', {
anchorX: 0.5,
anchorY: 0.5
});
keyGraphics.tint = 0xFFD700; // Gold color for keys
self.collected = false;
self.collect = function () {
if (!self.collected && player.keyCount === 0) {
self.collected = true;
self.visible = false;
player.keyCount++;
LK.setScore(LK.getScore() + 10);
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.isMoving = false;
self.flashlightOn = false;
self.batteryLevel = 100;
self.sageCount = 0;
self.keyCount = 0;
self.isParalyzed = false;
self.paralyzedTimer = 0;
var flashlightBeam = self.addChild(LK.getAsset('flashlightBeam', {
anchorX: 0.5,
anchorY: 1.0,
alpha: 0
}));
self.update = function () {
if (self.isParalyzed) {
self.paralyzedTimer--;
if (self.paralyzedTimer <= 0) {
self.isParalyzed = false;
playerGraphics.tint = 0xFFFFFF;
}
return;
}
if (self.flashlightOn && self.batteryLevel > 0) {
self.batteryLevel -= 0.2;
flashlightBeam.alpha = Math.min(1, self.batteryLevel / 100);
flashlightBeam.y = -20;
} else {
flashlightBeam.alpha = 0;
}
if (self.batteryLevel <= 0) {
self.flashlightOn = false;
}
};
self.toggleFlashlight = function () {
if (self.batteryLevel > 0) {
self.flashlightOn = !self.flashlightOn;
LK.getSound('flashlightClick').play();
}
};
self.paralyze = function () {
self.isParalyzed = true;
self.paralyzedTimer = 180;
playerGraphics.tint = 0x666666;
};
self.die = function () {
// Reset game state
resetGame();
};
return self;
});
var Sage = Container.expand(function () {
var self = Container.call(this);
var sageGraphics = self.attachAsset('sage', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
self.collect = function () {
if (!self.collected) {
self.collected = true;
self.visible = false;
player.sageCount++;
LK.setScore(LK.getScore() + 5);
}
};
return self;
});
var Stag = Container.expand(function () {
var self = Container.call(this);
var assetId = difficulty === 'hardcore' ? 'hardcore' : 'stag';
var stagGraphics = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Set speed based on difficulty
if (difficulty === 'easy') {
self.speed = 1.5;
} else if (difficulty === 'medium') {
self.speed = 2.0;
} else if (difficulty === 'hardcore') {
self.speed = 2.5;
}
self.detectionRadius = 250;
self.attackRadius = 100;
self.isHunting = false;
self.huntingTarget = null;
self.chainsTimer = 0;
self.isStunned = false;
self.stunnedTimer = 0;
self.wanderDirection = Math.random() * Math.PI * 2;
self.wanderTimer = 0;
self.wanderSpeed = 0.8;
self.caveTimer = 300; // Time before emerging from cave (5 seconds)
self.hasEmerged = false;
self.update = function () {
// Handle cave emergence
if (!self.hasEmerged) {
self.caveTimer--;
if (self.caveTimer <= 0) {
self.hasEmerged = true;
// Move towards center of map when emerging
self.wanderDirection = Math.atan2(1366 - self.y, 1024 - self.x); // Direction towards center
}
return; // Stay in cave until timer expires
}
if (self.isStunned) {
self.stunnedTimer--;
if (self.stunnedTimer <= 0) {
self.isStunned = false;
stagGraphics.alpha = 1;
}
return;
}
self.chainsTimer++;
if (self.chainsTimer >= 300) {
LK.getSound('stagChains').play();
self.chainsTimer = 0;
}
if (player && !player.isParalyzed) {
var distanceToPlayer = Math.sqrt(Math.pow(self.x - player.x, 2) + Math.pow(self.y - player.y, 2));
if (player.flashlightOn && distanceToPlayer < 200) {
self.stun();
return;
}
if (distanceToPlayer < self.detectionRadius) {
self.isHunting = true;
self.huntingTarget = player;
}
if (self.isHunting && self.huntingTarget) {
var dx = self.huntingTarget.x - self.x;
var dy = self.huntingTarget.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
if (distance < self.attackRadius) {
// Check if player is inside a wardrobe before attacking
var playerInWardrobe = false;
var playerWardrobe = null;
for (var w = 0; w < wardrobeElements.length; w++) {
if (wardrobeElements[w].playerInside) {
playerInWardrobe = true;
playerWardrobe = wardrobeElements[w];
break;
}
}
// In hardcore mode, stag waits at the wardrobe when player enters
if (playerInWardrobe && difficulty === 'hardcore' && playerWardrobe) {
// Move stag to the wardrobe and wait there
var wardrobeDx = playerWardrobe.x - self.x;
var wardrobeDy = playerWardrobe.y - self.y;
var wardrobeDistance = Math.sqrt(wardrobeDx * wardrobeDx + wardrobeDy * wardrobeDy);
if (wardrobeDistance > 50) {
// Move towards the wardrobe
self.x += wardrobeDx / wardrobeDistance * self.speed;
self.y += wardrobeDy / wardrobeDistance * self.speed;
}
// Stop hunting while waiting at wardrobe
return;
}
// Only attack if player is not in a wardrobe
if (!playerInWardrobe) {
self.huntingTarget.die();
self.isHunting = false;
self.huntingTarget = null;
}
}
} else {
// Wander around the map when not hunting
self.wanderTimer++;
if (self.wanderTimer >= 120) {
self.wanderDirection = Math.random() * Math.PI * 2;
self.wanderTimer = 0;
}
self.x += Math.cos(self.wanderDirection) * self.wanderSpeed;
self.y += Math.sin(self.wanderDirection) * self.wanderSpeed;
// Keep stag within map bounds
if (self.x < 50) {
self.x = 50;
self.wanderDirection = Math.random() * Math.PI * 2;
}
if (self.x > 1998) {
self.x = 1998;
self.wanderDirection = Math.random() * Math.PI * 2;
}
if (self.y < 50) {
self.y = 50;
self.wanderDirection = Math.random() * Math.PI * 2;
}
if (self.y > 2682) {
self.y = 2682;
self.wanderDirection = Math.random() * Math.PI * 2;
}
}
}
};
self.stun = function () {
self.isStunned = true;
self.stunnedTimer = 120;
self.isHunting = false;
self.huntingTarget = null;
stagGraphics.alpha = 0.5;
};
return self;
});
var Wardrobe = Container.expand(function () {
var self = Container.call(this);
var wardrobeGraphics = self.attachAsset('armario', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0
});
self.playerInside = false;
self.detectionRadius = 80;
self.enterWardrobe = function () {
if (!self.playerInside) {
self.playerInside = true;
player.visible = false;
stag.isHunting = false;
stag.huntingTarget = null;
}
};
self.exitWardrobe = function () {
if (self.playerInside) {
self.playerInside = false;
player.visible = true;
// In hardcore mode, make stag leave the wardrobe area when player exits
if (difficulty === 'hardcore' && stag) {
stag.isHunting = false;
stag.huntingTarget = null;
// Make stag wander away from the wardrobe
stag.wanderDirection = Math.atan2(stag.y - self.y, stag.x - self.x); // Direction away from wardrobe
stag.wanderTimer = 0;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0d1b0d
});
/****
* Game Code
****/
// Game variables
// Initialize game assets
var player;
var stag;
var children = [];
var fogElements = [];
var sageElements = [];
var environments = [];
var keyElements = [];
var chestElements = [];
var wardrobeElements = [];
var rescuedChildren = 0;
var lastTapTime = 0;
var tapCount = 0;
var tripleTapCount = 0;
var lastTripleTapTime = 0;
var gameNight = 1;
var isGameActive = true;
var dayProgress = 0;
var gameState = 'menu'; // 'menu' or 'playing'
var difficulty = 'easy'; // 'easy', 'medium', 'hardcore'
var currentLanguage = storage.language || 'english'; // 'english' or 'spanish'
var requiredChildren = 4; // Changes based on difficulty
var maxWardrobes = 4; // Changes based on difficulty
// UI elements
var scoreText = new Text2('Score: 0', {
size: 40,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
scoreText.visible = false;
LK.gui.topRight.addChild(scoreText);
var nightText = new Text2('Night: 1/99', {
size: 40,
fill: 0xFFFFFF
});
nightText.anchor.set(0.5, 0);
nightText.visible = false;
LK.gui.top.addChild(nightText);
var batteryText = new Text2('Battery: 100%', {
size: 30,
fill: 0xFFFF00
});
batteryText.anchor.set(0, 0);
batteryText.x = 20;
batteryText.y = 80;
batteryText.visible = false;
LK.gui.topLeft.addChild(batteryText);
var sageText = new Text2('Sage: 0', {
size: 30,
fill: 0x90EE90
});
sageText.anchor.set(0, 0);
sageText.x = 20;
sageText.y = 120;
sageText.visible = false;
LK.gui.topLeft.addChild(sageText);
var keyText = new Text2('Keys: 0', {
size: 30,
fill: 0xFFD700
});
keyText.anchor.set(0, 0);
keyText.x = 20;
keyText.y = 160;
keyText.visible = false;
LK.gui.topLeft.addChild(keyText);
var menuButton = new Text2('MENU', {
size: 30,
fill: 0xFFFFFF
});
menuButton.anchor.set(1, 0);
menuButton.x = -20;
menuButton.y = 20;
menuButton.visible = false;
LK.gui.topRight.addChild(menuButton);
var instructionText = new Text2('Tap to move. Triple tap near wardrobe to hide.', {
size: 24,
fill: 0xCCCCCC
});
instructionText.anchor.set(0.5, 1);
instructionText.visible = false;
LK.gui.bottom.addChild(instructionText);
// Create flashlight button
var flashlightButton = new Text2('💡', {
size: 60,
fill: 0xFFFF00
});
flashlightButton.anchor.set(1, 1);
flashlightButton.x = -20;
flashlightButton.y = -20;
flashlightButton.visible = false;
LK.gui.bottomRight.addChild(flashlightButton);
// Menu UI elements
var menuImage = LK.getAsset('menu', {
anchorX: 0.5,
anchorY: 0.5
});
menuImage.y = -150;
LK.gui.center.addChild(menuImage);
var titleText = new Text2('99 nights in the forest', {
size: 80,
fill: 0x90EE90
});
titleText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(titleText);
var playButton = new Text2('PLAY', {
size: 50,
fill: 0xFFFFFF
});
playButton.anchor.set(0.5, 0.5);
playButton.y = 100;
LK.gui.center.addChild(playButton);
var difficultyText = new Text2('EASY', {
size: 40,
fill: 0x90EE90
});
difficultyText.anchor.set(0.5, 0.5);
difficultyText.y = 50;
LK.gui.center.addChild(difficultyText);
var leftArrow = new Text2('<', {
size: 60,
fill: 0xFFFFFF
});
leftArrow.anchor.set(0.5, 0.5);
leftArrow.x = -120;
leftArrow.y = 50;
LK.gui.center.addChild(leftArrow);
var rightArrow = new Text2('>', {
size: 60,
fill: 0xFFFFFF
});
rightArrow.anchor.set(0.5, 0.5);
rightArrow.x = 120;
rightArrow.y = 50;
LK.gui.center.addChild(rightArrow);
var menuInstructions = new Text2('Rescue 4 children from the forest\nAvoid the stag or hide in wardrobes\nUse your flashlight to stun the stag', {
size: 30,
fill: 0xCCCCCC
});
menuInstructions.anchor.set(0.5, 0.5);
menuInstructions.y = 180;
LK.gui.center.addChild(menuInstructions);
var tutorialButton = new Text2('TUTORIAL', {
size: 40,
fill: 0x90EE90
});
tutorialButton.anchor.set(0.5, 0.5);
tutorialButton.y = 280;
LK.gui.center.addChild(tutorialButton);
var languageButton = new Text2('ENGLISH', {
size: 40,
fill: 0x90EE90
});
languageButton.anchor.set(0.5, 0.5);
languageButton.y = 320;
LK.gui.center.addChild(languageButton);
var tutorialText = new Text2('CONTROLS:\n• Tap anywhere to move\n• Triple tap near wardrobe to hide\n• Use flashlight button to stun stag\n• Collect keys from chests\n• Find and rescue children\n\nHOW TO PLAY:\n• Rescue all children to win\n• Avoid the stag or hide in wardrobes\n• Use flashlight wisely - limited battery\n• Collect sage for extra points\n• Game gets harder each night', {
size: 26,
fill: 0xFFFFFF
});
tutorialText.anchor.set(0.5, 0.5);
tutorialText.y = 0;
tutorialText.visible = false;
LK.gui.center.addChild(tutorialText);
var backButton = new Text2('BACK', {
size: 40,
fill: 0xFF6666
});
backButton.anchor.set(0.5, 0.5);
backButton.y = 250;
backButton.visible = false;
LK.gui.center.addChild(backButton);
// Flashlight button event handlers
flashlightButton.down = function (x, y, obj) {
if (player && player.batteryLevel > 0) {
player.toggleFlashlight();
}
};
// Difficulty selection event handlers
leftArrow.down = function (x, y, obj) {
if (difficulty === 'medium') {
difficulty = 'easy';
difficultyText.tint = 0x90EE90;
} else if (difficulty === 'hardcore') {
difficulty = 'medium';
difficultyText.tint = 0xFFAA00;
}
updateAllTexts();
};
rightArrow.down = function (x, y, obj) {
if (difficulty === 'easy') {
difficulty = 'medium';
difficultyText.tint = 0xFFAA00;
} else if (difficulty === 'medium') {
difficulty = 'hardcore';
difficultyText.tint = 0xFF0000;
}
updateAllTexts();
};
// Tutorial button event handler
tutorialButton.down = function (x, y, obj) {
// Hide menu elements
menuImage.visible = false;
titleText.visible = false;
playButton.visible = false;
tutorialButton.visible = false;
languageButton.visible = false;
menuInstructions.visible = false;
difficultyText.visible = false;
leftArrow.visible = false;
rightArrow.visible = false;
// Show tutorial elements
tutorialText.visible = true;
backButton.visible = true;
};
// Back button event handler
backButton.down = function (x, y, obj) {
// Hide tutorial elements
tutorialText.visible = false;
backButton.visible = false;
// Show menu elements
menuImage.visible = true;
titleText.visible = true;
playButton.visible = true;
tutorialButton.visible = true;
languageButton.visible = true;
menuInstructions.visible = true;
difficultyText.visible = true;
leftArrow.visible = true;
rightArrow.visible = true;
};
// Language button event handler
languageButton.down = function (x, y, obj) {
if (currentLanguage === 'english') {
currentLanguage = 'spanish';
} else {
currentLanguage = 'english';
}
storage.language = currentLanguage;
updateAllTexts();
};
// Function to update all text elements based on current language
function updateAllTexts() {
var texts = getTexts();
if (currentLanguage === 'spanish') {
// Update to Spanish
titleText.setText(texts.spanish.title);
playButton.setText(texts.spanish.play);
tutorialButton.setText(texts.spanish.tutorial);
languageButton.setText(texts.spanish.language);
backButton.setText(texts.spanish.back);
tutorialText.setText(texts.spanish.tutorialContent);
instructionText.setText(texts.spanish.instructions);
// Update difficulty text
if (difficulty === 'easy') {
difficultyText.setText(texts.spanish.easy);
menuInstructions.setText(texts.spanish.easyDesc);
} else if (difficulty === 'medium') {
difficultyText.setText(texts.spanish.medium);
menuInstructions.setText(texts.spanish.mediumDesc);
} else if (difficulty === 'hardcore') {
difficultyText.setText(texts.spanish.hardcore);
menuInstructions.setText(texts.spanish.hardcoreDesc);
}
} else {
// Update to English
titleText.setText(texts.english.title);
playButton.setText(texts.english.play);
tutorialButton.setText(texts.english.tutorial);
languageButton.setText(texts.english.language);
backButton.setText(texts.english.back);
tutorialText.setText(texts.english.tutorialContent);
instructionText.setText(texts.english.instructions);
// Update difficulty text
if (difficulty === 'easy') {
difficultyText.setText(texts.english.easy);
menuInstructions.setText(texts.english.easyDesc);
} else if (difficulty === 'medium') {
difficultyText.setText(texts.english.medium);
menuInstructions.setText(texts.english.mediumDesc);
} else if (difficulty === 'hardcore') {
difficultyText.setText(texts.english.hardcore);
menuInstructions.setText(texts.english.hardcoreDesc);
}
}
}
// Function that returns all text translations
function getTexts() {
return {
english: {
title: '99 nights in the forest',
play: 'PLAY',
tutorial: 'TUTORIAL',
language: 'ENGLISH',
back: 'BACK',
tutorialContent: 'CONTROLS:\n• Tap anywhere to move\n• Triple tap near wardrobe to hide\n• Use flashlight button to stun stag\n• Collect keys from chests\n• Find and rescue children\n\nHOW TO PLAY:\n• Rescue all children to win\n• Avoid the stag or hide in wardrobes\n• Use flashlight wisely - limited battery\n• Collect sage for extra points\n• Game gets harder each night',
instructions: 'Tap to move. Triple tap near wardrobe to hide.',
easy: 'EASY',
medium: 'MEDIUM',
hardcore: 'HARDCORE',
easyDesc: 'Rescue 4 children from the forest\nAvoid the stag or hide in wardrobes\nUse your flashlight to stun the stag',
mediumDesc: 'Rescue 6 children from the forest\nStag moves faster\nAvoid the stag or hide in wardrobes',
hardcoreDesc: 'Rescue 10 children from the forest\nOnly 2 wardrobes available\nStag moves very fast',
score: 'Score: ',
night: 'Night: ',
battery: 'Battery: ',
sage: 'Sage: ',
keys: 'Keys: ',
menu: 'MENU'
},
spanish: {
title: '99 noches en el bosque',
play: 'JUGAR',
tutorial: 'TUTORIAL',
language: 'ESPAÑOL',
back: 'VOLVER',
tutorialContent: 'CONTROLES:\n• Toca en cualquier lugar para moverte\n• Triple toque cerca del armario para esconderte\n• Usa el botón de linterna para aturdir al ciervo\n• Recoge llaves de los cofres\n• Encuentra y rescata a los niños\n\nCÓMO JUGAR:\n• Rescata a todos los niños para ganar\n• Evita al ciervo o escóndete en armarios\n• Usa la linterna sabiamente - batería limitada\n• Recoge salvia para puntos extra\n• El juego se vuelve más difícil cada noche',
instructions: 'Toca para moverte. Triple toque cerca del armario para esconderte.',
easy: 'FÁCIL',
medium: 'MEDIO',
hardcore: 'EXTREMO',
easyDesc: 'Rescata 4 niños del bosque\nEvita al ciervo o escóndete en armarios\nUsa tu linterna para aturdir al ciervo',
mediumDesc: 'Rescata 6 niños del bosque\nEl ciervo se mueve más rápido\nEvita al ciervo o escóndete en armarios',
hardcoreDesc: 'Rescata 10 niños del bosque\nSolo 2 armarios disponibles\nEl ciervo se mueve muy rápido',
score: 'Puntuación: ',
night: 'Noche: ',
battery: 'Batería: ',
sage: 'Salvia: ',
keys: 'Llaves: ',
menu: 'MENÚ'
}
};
}
// Play button event handler
playButton.down = function (x, y, obj) {
startGame();
};
// Menu button event handler
menuButton.down = function (x, y, obj) {
resetGame();
};
// Start game function
function startGame() {
gameState = 'playing';
// Set difficulty parameters
if (difficulty === 'easy') {
requiredChildren = 4;
maxWardrobes = 4;
} else if (difficulty === 'medium') {
requiredChildren = 6;
maxWardrobes = 4;
} else if (difficulty === 'hardcore') {
requiredChildren = 10;
maxWardrobes = 2;
}
// Hide menu UI
menuImage.visible = false;
titleText.visible = false;
playButton.visible = false;
tutorialButton.visible = false;
languageButton.visible = false;
menuInstructions.visible = false;
difficultyText.visible = false;
leftArrow.visible = false;
rightArrow.visible = false;
// Show game UI
scoreText.visible = true;
nightText.visible = true;
batteryText.visible = true;
sageText.visible = true;
keyText.visible = true;
instructionText.visible = true;
flashlightButton.visible = true;
menuButton.visible = true;
// Update menu button text
var texts = getTexts();
var currentTexts = currentLanguage === 'spanish' ? texts.spanish : texts.english;
menuButton.setText(currentTexts.menu);
// Initialize game elements
initializeGame();
// Start ambient music
LK.playMusic('forestAmbient');
}
// Initialize game elements
function initializeGame() {
// Create player
player = game.addChild(new Player());
player.x = 1024;
player.y = 2000;
// Create stag inside the cave
stag = game.addChild(new Stag());
stag.x = 1200; // Cave x position
stag.y = 1800; // Cave y position
// Create environments
var church = game.addChild(LK.getAsset('church', {
anchorX: 0.5,
anchorY: 0.5,
x: 300,
y: 400
}));
environments.push(church);
var village = game.addChild(LK.getAsset('village', {
anchorX: 0.5,
anchorY: 0.5,
x: 1600,
y: 600
}));
environments.push(village);
var cave = game.addChild(LK.getAsset('cave', {
anchorX: 0.5,
anchorY: 0.5,
x: 1200,
y: 1800
}));
environments.push(cave);
// Create trees
for (var i = 0; i < 15; i++) {
var tree = game.addChild(LK.getAsset('tree', {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: Math.random() * 2732
}));
environments.push(tree);
}
// Create children to rescue based on difficulty
var childNames = ['Luna', 'Tomás', 'Ana', 'Leo', 'Sofia', 'Diego', 'Emma', 'Carlos', 'Mia', 'Alex'];
var childPositions = [{
x: 350,
y: 450
}, {
x: 1650,
y: 650
}, {
x: 1250,
y: 1850
}, {
x: 800,
y: 1200
}, {
x: 400,
y: 1600
}, {
x: 1700,
y: 1400
}, {
x: 600,
y: 800
}, {
x: 1400,
y: 1800
}, {
x: 900,
y: 500
}, {
x: 1100,
y: 2200
}];
for (var j = 0; j < requiredChildren; j++) {
var child = game.addChild(new Child(childNames[j]));
child.x = childPositions[j].x;
child.y = childPositions[j].y;
children.push(child);
}
// Create fog
for (var k = 0; k < 12; k++) {
var fog = game.addChild(new Fog());
fog.x = Math.random() * 2048;
fog.y = Math.random() * 2732;
fogElements.push(fog);
}
// Create sage items
for (var l = 0; l < 8; l++) {
var sage = game.addChild(new Sage());
sage.x = Math.random() * 1800 + 100;
sage.y = Math.random() * 2400 + 100;
sageElements.push(sage);
}
// Create chests - number of keys based on difficulty
var chestTypes = [];
var keyCount = requiredChildren; // Keys match required children count
var batteryCount = 10 - keyCount; // Remaining chests have batteries
// Add chests with keys based on difficulty
for (var k = 0; k < keyCount; k++) {
chestTypes.push(true);
}
// Add chests with batteries
for (var b = 0; b < batteryCount; b++) {
chestTypes.push(false);
}
// Shuffle the array to randomize positions
for (var shuffle = chestTypes.length - 1; shuffle > 0; shuffle--) {
var randomIndex = Math.floor(Math.random() * (shuffle + 1));
var temp = chestTypes[shuffle];
chestTypes[shuffle] = chestTypes[randomIndex];
chestTypes[randomIndex] = temp;
}
// Create the 10 chests with predetermined types
for (var m = 0; m < 10; m++) {
var containsKey = chestTypes[m];
var chest = game.addChild(new Chest(containsKey));
chest.x = Math.random() * 1800 + 100;
chest.y = Math.random() * 2400 + 100;
chestElements.push(chest);
}
// Create wardrobes for hiding based on difficulty
var wardrobePositions = [{
x: 500,
y: 800
}, {
x: 1500,
y: 1200
}, {
x: 800,
y: 2000
}, {
x: 1800,
y: 400
}];
for (var n = 0; n < maxWardrobes; n++) {
var wardrobe = game.addChild(new Wardrobe());
wardrobe.x = wardrobePositions[n].x;
wardrobe.y = wardrobePositions[n].y;
wardrobeElements.push(wardrobe);
}
}
// Movement variables
var targetX = null;
var targetY = null;
var pressStartTime = 0;
var isLongPress = false;
function checkWinCondition() {
if (rescuedChildren >= requiredChildren) {
LK.showYouWin();
}
}
function checkLoseCondition() {
// No lose condition - reaching 99 days is now winning
}
function resetGame() {
// Reset game variables
rescuedChildren = 0;
gameNight = 1;
isGameActive = true;
dayProgress = 0;
gameState = 'menu';
// Clear existing game objects
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
game.removeChild(child);
if (child.destroy) {
child.destroy();
}
}
// Clear arrays
children.length = 0;
fogElements.length = 0;
sageElements.length = 0;
keyElements.length = 0;
chestElements.length = 0;
wardrobeElements.length = 0;
environments.length = 0;
// Reset score
LK.setScore(0);
// Hide tutorial elements
tutorialText.visible = false;
backButton.visible = false;
// Show menu UI
menuImage.visible = true;
titleText.visible = true;
playButton.visible = true;
tutorialButton.visible = true;
languageButton.visible = true;
menuInstructions.visible = true;
difficultyText.visible = true;
leftArrow.visible = true;
rightArrow.visible = true;
// Initialize texts based on current language
updateAllTexts();
// Hide game UI
scoreText.visible = false;
nightText.visible = false;
batteryText.visible = false;
sageText.visible = false;
keyText.visible = false;
instructionText.visible = false;
flashlightButton.visible = false;
menuButton.visible = false;
// Stop music
LK.stopMusic();
}
// Event handlers
game.down = function (x, y, obj) {
if (gameState !== 'playing') return;
pressStartTime = LK.ticks;
isLongPress = false;
targetX = x;
targetY = y;
};
game.up = function (x, y, obj) {
if (gameState !== 'playing') return;
var currentTime = LK.ticks;
var pressDuration = currentTime - pressStartTime;
if (pressDuration <= 30 && !isLongPress) {
// Check for triple tap first
if (currentTime - lastTripleTapTime < 45) {
tripleTapCount++;
if (tripleTapCount === 3) {
// Triple tap detected - check for wardrobe interaction
var nearWardrobe = null;
for (var i = 0; i < wardrobeElements.length; i++) {
var wardrobe = wardrobeElements[i];
var distanceToWardrobe = Math.sqrt(Math.pow(player.x - wardrobe.x, 2) + Math.pow(player.y - wardrobe.y, 2));
if (distanceToWardrobe < wardrobe.detectionRadius) {
nearWardrobe = wardrobe;
break;
}
}
if (nearWardrobe) {
if (nearWardrobe.playerInside) {
nearWardrobe.exitWardrobe();
} else {
nearWardrobe.enterWardrobe();
}
}
tripleTapCount = 0;
return;
}
} else {
tripleTapCount = 1;
}
lastTripleTapTime = currentTime;
// Set movement target
targetX = x;
targetY = y;
}
};
game.move = function (x, y, obj) {
if (gameState !== 'playing') return;
if (!isLongPress && LK.ticks - pressStartTime < 30) {
targetX = x;
targetY = y;
}
};
// Main game update loop
game.update = function () {
if (gameState !== 'playing' || !isGameActive) return;
// Move player toward target
if (targetX !== null && targetY !== null && !player.isParalyzed) {
var dx = targetX - player.x;
var dy = targetY - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 10) {
player.x += dx / distance * player.speed;
player.y += dy / distance * player.speed;
player.isMoving = true;
if (LK.ticks % 30 === 0) {
LK.getSound('footstep').play();
}
} else {
player.isMoving = false;
targetX = null;
targetY = null;
}
}
// Keep player in bounds
player.x = Math.max(50, Math.min(1998, player.x));
player.y = Math.max(50, Math.min(2682, player.y));
// Check child rescue interactions
for (var i = 0; i < children.length; i++) {
var child = children[i];
if (!child.isRescued) {
var distanceToChild = Math.sqrt(Math.pow(player.x - child.x, 2) + Math.pow(player.y - child.y, 2));
if (distanceToChild < child.detectionRadius) {
child.rescue();
}
}
}
// Check sage collection
for (var j = 0; j < sageElements.length; j++) {
var sage = sageElements[j];
if (!sage.collected) {
var distanceToSage = Math.sqrt(Math.pow(player.x - sage.x, 2) + Math.pow(player.y - sage.y, 2));
if (distanceToSage < 40) {
sage.collect();
}
}
}
// Check key collection
for (var k = 0; k < keyElements.length; k++) {
var key = keyElements[k];
if (!key.collected) {
var distanceToKey = Math.sqrt(Math.pow(player.x - key.x, 2) + Math.pow(player.y - key.y, 2));
if (distanceToKey < 40) {
key.collect();
}
}
}
// Check chest collection
for (var l = 0; l < chestElements.length; l++) {
var chest = chestElements[l];
if (!chest.collected) {
var distanceToChest = Math.sqrt(Math.pow(player.x - chest.x, 2) + Math.pow(player.y - chest.y, 2));
if (distanceToChest < 40) {
chest.collect();
}
}
}
// Advance night every 30 seconds (1800 ticks) with acceleration based on rescued children
var dayAcceleration = rescuedChildren + 1; // 1x speed with 0 children, 2x with 1 child, etc.
// Add acceleration to day progress
dayProgress += dayAcceleration;
// Check if a full day has passed (1800 ticks worth of progress)
if (dayProgress >= 1800) {
gameNight++;
stag.speed += 0.1;
dayProgress -= 1800; // Reset progress but keep overflow
checkWinCondition(); // Check win condition instead of lose
}
// Check if player is inside a wardrobe and prevent movement
var playerInWardrobe = false;
for (var w = 0; w < wardrobeElements.length; w++) {
if (wardrobeElements[w].playerInside) {
playerInWardrobe = true;
targetX = null;
targetY = null;
break;
}
}
// Reset tap count if too much time has passed
if (LK.ticks - lastTapTime > 30) {
tapCount = 0;
}
// Reset triple tap count if too much time has passed
if (LK.ticks - lastTripleTapTime > 45) {
tripleTapCount = 0;
}
// Update UI
var texts = getTexts();
var currentTexts = currentLanguage === 'spanish' ? texts.spanish : texts.english;
scoreText.setText(currentTexts.score + LK.getScore());
nightText.setText(currentTexts.night + gameNight + '/99');
batteryText.setText(currentTexts.battery + Math.ceil(player.batteryLevel) + '%');
sageText.setText(currentTexts.sage + player.sageCount);
keyText.setText(currentTexts.keys + player.keyCount);
// Battery color warning
if (player.batteryLevel < 25) {
batteryText.tint = 0xFF0000;
} else if (player.batteryLevel < 50) {
batteryText.tint = 0xFFAA00;
} else {
batteryText.tint = 0xFFFF00;
}
// Update flashlight button appearance
if (player.flashlightOn) {
flashlightButton.tint = 0xFFFFFF; // Bright when on
flashlightButton.alpha = 1.0;
} else {
flashlightButton.tint = 0x888888; // Dim when off
flashlightButton.alpha = 0.6;
}
// Disable button when no battery
if (player.batteryLevel <= 0) {
flashlightButton.tint = 0x444444;
flashlightButton.alpha = 0.3;
}
};
// Game starts in menu state - no automatic initialization
roblox player. In-Game asset. 2d. High contrast. No shadows
Cabeza de Ciervo: La figura posee una cabeza detallada de ciervo, con astas ramificadas de color oscuro (posiblemente negro o marrón oscuro). Tiene orejas puntiagudas y un hocico prominente de un tono más claro que el resto del cuerpo. Los ojos son grandes, completamente blancos con pupilas negras pequeñas y redondas, lo que le confiere una mirada vacía y sorprendente. La boca está abierta en una expresión que podría interpretarse como un grito o una mueca. Cuerpo Humanoide: El cuerpo es de forma vagamente humana, con dos brazos largos y delgados que terminan en manos con lo que parecen ser garras o dedos muy alargados. Las piernas son también delgadas y la postura sugiere que está de pie. El color del cuerpo es principalmente marrón oscuro o morado oscuro.. In-Game asset. 2d. High contrast. No shadows
child roblox hat dinosaur red. In-Game asset. 2d. High contrast. No shadows
tree. In-Game asset. 2d. High contrast. No shadows
fog. In-Game asset. 2d. High contrast. No shadows
cave. In-Game asset. 2d. High contrast. No shadows
church gris. In-Game asset. 2d. High contrast. No shadows
sage. In-Game asset. 2d. High contrast. No shadows
roblox player corriendo de stag con miedo y una linterna en la mano. In-Game asset. 2d. High contrast. No shadows
cofre. In-Game asset. 2d. High contrast. No shadows
armario. In-Game asset. 2d. High contrast. No shadows
Cabeza de Ciervo: La figura posee una cabeza detallada de ciervo, con astas ramificadas de color oscuro (posiblemente negro o marrón oscuro). Tiene orejas puntiagudas y un hocico prominente de un tono más claro que el resto del cuerpo. Los ojos son grandes, completamente blancos con pupilas rojas gigantes y redondas, lo que le confiere una mirada vacía y sorprendente. La boca está abierta en una expresión que podría interpretarse como un grito o una mueca. Cuerpo Humanoide: El cuerpo es de forma vagamente humana, con dos brazos largos y delgados que terminan en manos con lo que parecen ser garras o dedos muy alargados. Las piernas son también delgadas y la postura sugiere que está de pie. El color del cuerpo es principalmente marrón oscuro o morado oscuro.. In-Game asset. 2d. High contrast. No shadows
house. In-Game asset. 2d. High contrast. No shadows