User prompt
Locker appears even after Danger Room. Also increased danger room appearance further into the game along with shorter warning timers
User prompt
Exit Now is bugged also anxiety meter cannot be seen
User prompt
Add anxiety when inside locker and add green timer for safe exiting before the entity reenters, at max anxiety player loses. Make keycard appearance randomized ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Room is set as 25, when retrying player should go back to Room 1.
User prompt
Cannot pass after all entities have passed
User prompt
Make danger rooms harder ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Timeout.tick error: undefined is not an object (evaluating 'self.timerText.style.fill = 0xff6b35')' in or related to this line: 'self.timerText.style.fill = 0xff6b35;' Line Number: 113
User prompt
Make a new room. Danger Rooms, unlike keycard rooms, a timer is shown and a player has to hide inside a locker for the entity to pass then can exit out and continue ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Now add new types of rooms. Add Keycard rooms in which the player finds a keycard before progressing. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Improve the visuals even more! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Improve the background even more! ↪💡 Consider importing and using the following plugins: @upit/tween.v1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Improve visuals further ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the entire screen have sci-fi art. Then refine the background art ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make the background procedural sci-fi style on each room press. Add downtime between each press ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make game reset on win.
Code edit (1 edits merged)
Please save this source code
User prompt
Room Runner 100
Initial prompt
Player goes through 100 rooms trying to reach room 100 using one forward arrows. About it no twists
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var CoreOrb = Container.expand(function () {
var self = Container.call(this);
var orbGlow = self.attachAsset('orbGlow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2
});
var orb = self.attachAsset('coreOrb', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
self.initialize = function (roomNumber, index) {
var seed = roomNumber * 89 + index * 47;
// Random position
self.x = seed % 1000 / 1000 * 1800 + 124;
self.y = seed * 3 % 1000 / 1000 * 2400 + 166;
// Random colors
var colorIndex = (seed + index * 29) % sciFiColors.length;
orb.tint = sciFiColors[colorIndex];
orbGlow.tint = sciFiColors[(colorIndex + 2) % sciFiColors.length];
// Start pulsing animation
self.startPulsing();
};
self.startPulsing = function () {
var pulseDuration = 1500 + Math.random() * 1000;
var targetScale = 0.7 + Math.random() * 0.6;
var targetGlowScale = 0.8 + Math.random() * 0.8;
tween(orb, {
scaleX: targetScale,
scaleY: targetScale,
alpha: 0.6 + Math.random() * 0.3
}, {
duration: pulseDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.startPulsing();
}
});
tween(orbGlow, {
scaleX: targetGlowScale,
scaleY: targetGlowScale,
alpha: 0.1 + Math.random() * 0.2,
rotation: orbGlow.rotation + Math.PI
}, {
duration: pulseDuration * 1.2,
easing: tween.easeInOut
});
};
return self;
});
var DangerTimer = Container.expand(function () {
var self = Container.call(this);
self.timerText = new Text2('10', {
size: 200,
fill: 0xff4757
});
self.timerText.anchor.set(0.5, 0.5);
self.addChild(self.timerText);
self.warningText = new Text2('DANGER - HIDE IN LOCKER!', {
size: 80,
fill: 0xff3742
});
self.warningText.anchor.set(0.5, 0.5);
self.warningText.y = -150;
self.addChild(self.warningText);
self.timeLeft = 10;
self.isActive = false;
self.countdown = null;
self.startTimer = function () {
self.isActive = true;
// Much shorter warning timers further into the game
var baseTime = Math.max(2, 8 - Math.floor(currentRoom / 5));
// Even shorter in very late rooms
if (currentRoom > 50) {
baseTime = Math.max(1, 3 - Math.floor((currentRoom - 50) / 10));
}
// Add randomness to make it unpredictable (±1 second)
self.timeLeft = baseTime + Math.floor(Math.random() * 3) - 1;
self.timerText.setText(self.timeLeft.toString());
// Start warning text pulse
self.startWarningPulse();
// Start countdown
self.countdown = LK.setInterval(function () {
self.timeLeft--;
self.timerText.setText(self.timeLeft.toString());
// Change color as time runs out
if (self.timeLeft <= 3) {
self.timerText.tint = 0xff0000;
self.warningText.tint = 0xff0000;
} else if (self.timeLeft <= 5) {
self.timerText.tint = 0xff6b35;
self.warningText.tint = 0xff6b35;
}
// Timer reached zero
if (self.timeLeft <= 0) {
self.onTimerComplete();
}
}, 1000);
};
self.startWarningPulse = function () {
if (self.isActive) {
// More intense pulsing based on time left and room difficulty
var intensity = 1.1 + (self.timeLeft <= 3 ? 0.3 : 0.1);
var speed = self.timeLeft <= 3 ? 200 : self.timeLeft <= 5 ? 350 : 500;
// Add screen shake for urgency in harder rooms
if (self.timeLeft <= 2 && currentRoom > 10) {
var shakeAmount = 5;
tween(game, {
x: game.x + shakeAmount,
y: game.y + shakeAmount
}, {
duration: 50,
onFinish: function onFinish() {
tween(game, {
x: game.x - shakeAmount,
y: game.y - shakeAmount
}, {
duration: 50
});
}
});
}
tween(self.warningText, {
scaleX: intensity,
scaleY: intensity,
alpha: 0.7
}, {
duration: speed,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self.warningText, {
scaleX: 1,
scaleY: 1,
alpha: 1
}, {
duration: speed,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.startWarningPulse();
}
});
}
});
}
};
self.onTimerComplete = function () {
self.stopTimer();
// Check if player is hidden
if (isPlayerHidden) {
// Harder rooms have multiple phases
if (!self.phaseCount) self.phaseCount = 0;
self.phaseCount++;
var maxPhases = Math.min(3, 1 + Math.floor(currentRoom / 8)); // More phases in later rooms
if (self.phaseCount < maxPhases) {
// Show false success and restart with shorter timer
self.showFalseSuccess();
} else {
// Actually completed all phases
self.showSuccess();
}
} else {
// Player failed to hide - game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
};
self.showFalseSuccess = function () {
self.timerText.setText('WAIT...');
self.timerText.tint = 0xffa500;
self.warningText.setText('Something is coming back!');
self.warningText.tint = 0xff6b35;
// Flash screen orange to indicate false alarm
LK.effects.flashScreen(0xffa500, 500);
// Restart timer after short delay with reduced time
LK.setTimeout(function () {
if (self.phaseCount >= 2) {
self.warningText.setText('MULTIPLE ENTITIES DETECTED!');
self.timerText.tint = 0xff0000;
self.warningText.tint = 0xff0000;
}
self.startTimer();
}, 1000);
};
self.showSuccess = function () {
self.timerText.setText('SAFE!');
self.timerText.tint = 0x00d2d3;
self.warningText.setText('All entities passed - you may continue');
self.warningText.tint = 0x00d2d3;
// Stop warning pulse
tween.stop(self.warningText);
self.warningText.scaleX = 1;
self.warningText.scaleY = 1;
self.warningText.alpha = 1;
// Set hasKeycard to true to allow progression
hasKeycard = true;
// Start green exit timer
isExitWindowActive = true;
var exitTimeLeft = 5 + Math.floor(currentRoom / 10); // 5-8 seconds based on room
exitTimer = LK.setInterval(function () {
exitTimeLeft--;
if (self.timerText) {
self.timerText.setText(exitTimeLeft.toString());
self.timerText.tint = 0x00ff00; // Green color
}
if (self.warningText) {
self.warningText.setText('EXIT NOW - ' + exitTimeLeft + ' seconds left!');
self.warningText.tint = 0x00ff00;
}
if (exitTimeLeft <= 0) {
// Exit window expired - entity returns
LK.clearInterval(exitTimer);
exitTimer = null;
isExitWindowActive = false;
hasKeycard = false;
if (self.timerText) {
self.timerText.setText('TOO LATE!');
self.timerText.tint = 0xff0000;
}
if (self.warningText) {
self.warningText.setText('ENTITY RETURNED! HIDE AGAIN!');
self.warningText.tint = 0xff0000;
}
LK.effects.flashScreen(0xff6600, 500);
// Restart the danger sequence
LK.setTimeout(function () {
self.startTimer();
}, 1000);
}
}, 1000);
// Show forward button after short delay
LK.setTimeout(function () {
if (forwardButton) {
forwardButton.visible = true;
tween(forwardButton, {
alpha: 1
}, {
duration: 500,
easing: tween.easeIn
});
}
// Hide locker after danger room completion
if (currentLocker) {
currentLocker.visible = false;
}
}, 1500);
};
self.stopTimer = function () {
self.isActive = false;
if (self.countdown) {
LK.clearInterval(self.countdown);
self.countdown = null;
}
};
return self;
});
var EnergyGrid = Container.expand(function () {
var self = Container.call(this);
self.gridLines = [];
self.createGrid = function (roomNumber) {
// Clear existing grid lines
for (var i = 0; i < self.gridLines.length; i++) {
self.gridLines[i].destroy();
}
self.gridLines = [];
var seed = roomNumber * 61;
// Create horizontal grid lines
var numHorizontal = 6 + roomNumber % 4;
for (var i = 0; i < numHorizontal; i++) {
var line = self.attachAsset('gridLine', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1 + Math.random() * 0.2
});
line.x = 1024;
line.y = (seed + i * 97) % 1000 / 1000 * 2732;
line.scaleX = 0.3 + Math.random() * 0.7;
var colorIndex = (seed + i * 53) % sciFiColors.length;
line.tint = sciFiColors[colorIndex];
self.gridLines.push(line);
self.animateGridLine(line, i, true);
}
// Create vertical grid lines
var numVertical = 4 + roomNumber % 3;
for (var i = 0; i < numVertical; i++) {
var line = self.attachAsset('verticalGridLine', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.08 + Math.random() * 0.15
});
line.x = (seed + i * 113) % 1000 / 1000 * 2048;
line.y = 1366;
line.scaleY = 0.4 + Math.random() * 0.6;
var colorIndex = (seed + i * 71) % sciFiColors.length;
line.tint = sciFiColors[colorIndex];
self.gridLines.push(line);
self.animateGridLine(line, i, false);
}
};
self.animateGridLine = function (line, index, isHorizontal) {
var duration = 5000 + index * 300;
var targetAlpha = 0.05 + Math.random() * 0.25;
var targetScale = 0.2 + Math.random() * 0.8;
var tweenProps = {
alpha: targetAlpha
};
if (isHorizontal) {
tweenProps.scaleX = targetScale;
} else {
tweenProps.scaleY = targetScale;
}
tween(line, tweenProps, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.animateGridLine(line, index, isHorizontal);
}
});
};
return self;
});
var ForwardButton = Container.expand(function () {
var self = Container.call(this);
var buttonBackground = self.attachAsset('forwardArrow', {
anchorX: 0.5,
anchorY: 0.5
});
var arrow = self.attachAsset('arrowTriangle', {
anchorX: 0.5,
anchorY: 0.5,
rotation: Math.PI / 2
});
self.down = function (x, y, obj) {
tween(self, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
// Add glow effect on press
tween(buttonBackground, {
tint: 0x74b9ff
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(buttonBackground, {
tint: 0x4a90e2
}, {
duration: 300,
easing: tween.easeIn
});
}
});
LK.getSound('roomAdvance').play();
advanceRoom();
};
self.up = function (x, y, obj) {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
};
return self;
});
var GlowEffect = Container.expand(function () {
var self = Container.call(this);
self.glows = [];
self.createGlows = function (roomNumber) {
// Clear existing glows
for (var i = 0; i < self.glows.length; i++) {
self.glows[i].destroy();
}
self.glows = [];
var seed = roomNumber * 41;
var numGlows = 3 + roomNumber % 4;
for (var i = 0; i < numGlows; i++) {
var glow = self.attachAsset('glow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1 + Math.random() * 0.15
});
// Position glows
glow.x = (seed + i * 137) % 1000 / 1000 * 2048;
glow.y = (seed + i * 193) % 1000 / 1000 * 2732;
// Color variation
var colorIndex = (seed + i * 67) % sciFiColors.length;
glow.tint = sciFiColors[colorIndex];
// Random scale
var scale = 0.3 + Math.random() * 0.7;
glow.scaleX = scale;
glow.scaleY = scale;
self.glows.push(glow);
self.animateGlow(glow, i);
}
};
self.animateGlow = function (glow, index) {
var duration = 4000 + index * 500;
var targetScale = 0.2 + Math.random() * 0.8;
var targetAlpha = 0.05 + Math.random() * 0.2;
tween(glow, {
scaleX: targetScale,
scaleY: targetScale,
alpha: targetAlpha,
rotation: glow.rotation + Math.PI
}, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.animateGlow(glow, index);
}
});
};
return self;
});
var HolographicOverlay = Container.expand(function () {
var self = Container.call(this);
self.holoElements = [];
self.createHoloElements = function (roomNumber) {
// Clear existing holo elements
for (var i = 0; i < self.holoElements.length; i++) {
self.holoElements[i].destroy();
}
self.holoElements = [];
var seed = roomNumber * 73;
var numElements = 6 + roomNumber % 8;
for (var i = 0; i < numElements; i++) {
var elementType = (seed + i * 29) % 3;
var element;
switch (elementType) {
case 0:
element = self.attachAsset('sciFiCircle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.15 + Math.random() * 0.25
});
break;
case 1:
element = self.attachAsset('sciFiSmallCircle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2 + Math.random() * 0.3
});
break;
case 2:
element = self.attachAsset('sciFiRect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1 + Math.random() * 0.2
});
break;
}
// Position elements
element.x = (seed + i * 179) % 1000 / 1000 * 2048;
element.y = (seed + i * 233) % 1000 / 1000 * 2732;
// Holographic cyan/blue tints
var holoColors = [0x00ffff, 0x0080ff, 0x40e0d0, 0x7fffd4, 0x00bfff];
var colorIndex = (seed + i * 61) % holoColors.length;
element.tint = holoColors[colorIndex];
// Random scale and rotation
var scale = 0.4 + Math.random() * 0.8;
element.scaleX = scale;
element.scaleY = scale;
element.rotation = (seed + i * 97) % 360 * Math.PI / 180;
self.holoElements.push(element);
self.animateHoloElement(element, i);
}
};
self.animateHoloElement = function (element, index) {
var duration = 4000 + index * 400;
var targetAlpha = 0.05 + Math.random() * 0.3;
var targetScale = 0.2 + Math.random() * 1.0;
var targetRotation = element.rotation + Math.PI * 1.5;
// Add glitch effect occasionally
if (Math.random() < 0.3) {
var glitchDuration = 50 + Math.random() * 100;
tween(element, {
alpha: 0.8,
scaleX: element.scaleX * 1.2,
scaleY: element.scaleY * 0.8
}, {
duration: glitchDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(element, {
alpha: targetAlpha,
scaleX: targetScale,
scaleY: targetScale,
rotation: targetRotation
}, {
duration: duration - glitchDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.animateHoloElement(element, index);
}
});
}
});
} else {
tween(element, {
alpha: targetAlpha,
scaleX: targetScale,
scaleY: targetScale,
rotation: targetRotation
}, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.animateHoloElement(element, index);
}
});
}
};
return self;
});
var Keycard = Container.expand(function () {
var self = Container.call(this);
var cardBackground = self.attachAsset('sciFiRect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.9
});
var cardGlow = self.attachAsset('glow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3,
scaleX: 0.5,
scaleY: 0.5
});
self.isCollected = false;
self.initialize = function (roomNumber) {
// Randomize keycard position based on room number
var seed = roomNumber * 127;
self.x = seed % 1000 / 1000 * 1600 + 224; // Random X between 224-1824
self.y = seed * 3 % 1000 / 1000 * 2000 + 366; // Random Y between 366-2366
// Keycard specific colors (golden/yellow for importance)
cardBackground.tint = 0xffd700;
cardGlow.tint = 0xffff00;
cardBackground.scaleX = 0.6;
cardBackground.scaleY = 1.2;
// Start floating animation
self.startFloating();
};
self.startFloating = function () {
var floatDuration = 2000 + Math.random() * 1000;
var targetY = self.y + (Math.random() - 0.5) * 40;
var targetScale = 0.9 + Math.random() * 0.2;
tween(self, {
y: targetY,
scaleX: targetScale,
scaleY: targetScale,
rotation: self.rotation + Math.PI * 0.1
}, {
duration: floatDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (!self.isCollected) {
self.startFloating();
}
}
});
tween(cardGlow, {
alpha: 0.1 + Math.random() * 0.4,
scaleX: 0.3 + Math.random() * 0.4,
scaleY: 0.3 + Math.random() * 0.4
}, {
duration: floatDuration * 0.8,
easing: tween.easeInOut
});
};
self.down = function (x, y, obj) {
if (!self.isCollected) {
self.collect();
}
};
self.collect = function () {
self.isCollected = true;
LK.getSound('roomAdvance').play();
// Collection animation
tween(self, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0,
y: self.y - 100
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
hasKeycard = true;
// Show the forward button after keycard collection
if (forwardButton) {
forwardButton.visible = true;
tween(forwardButton, {
alpha: 1
}, {
duration: 500,
easing: tween.easeIn
});
}
}
});
tween(cardGlow, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 800,
easing: tween.easeOut
});
};
return self;
});
var Locker = Container.expand(function () {
var self = Container.call(this);
var lockerBackground = self.attachAsset('sciFiLargeRect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
var lockerGlow = self.attachAsset('glow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2,
scaleX: 0.3,
scaleY: 0.5
});
self.isPlayerHidden = false;
self.initialize = function (roomNumber) {
// Position locker on the side of screen
self.x = 1700;
self.y = 1366;
// Locker colors (metallic blue/gray)
lockerBackground.tint = 0x2c3e50;
lockerGlow.tint = 0x3498db;
lockerBackground.scaleX = 0.8;
lockerBackground.scaleY = 2.5;
// Start subtle glow animation
self.startGlow();
};
self.startGlow = function () {
var glowDuration = 2000 + Math.random() * 1000;
tween(lockerGlow, {
alpha: 0.1 + Math.random() * 0.3,
scaleX: 0.2 + Math.random() * 0.2,
scaleY: 0.4 + Math.random() * 0.3
}, {
duration: glowDuration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.startGlow();
}
});
};
self.down = function (x, y, obj) {
if (!self.isPlayerHidden) {
self.hidePlayer();
} else {
self.showPlayer();
}
};
self.hidePlayer = function () {
self.isPlayerHidden = true;
isPlayerHidden = true;
// Start anxiety buildup
anxietyLevel = 0;
// Show anxiety meter
anxietyMeter.visible = true;
anxietyTimer = LK.setInterval(function () {
anxietyLevel += 1;
// Update anxiety meter display
anxietyMeter.setText('Anxiety: ' + anxietyLevel + '/' + maxAnxiety);
// Change color based on anxiety level
if (anxietyLevel >= 80) {
anxietyMeter.tint = 0xff0000; // Red
} else if (anxietyLevel >= 50) {
anxietyMeter.tint = 0xff6600; // Orange
} else if (anxietyLevel >= 25) {
anxietyMeter.tint = 0xffff00; // Yellow
} else {
anxietyMeter.tint = 0x00ff00; // Green
}
if (anxietyLevel >= maxAnxiety) {
// Player loses due to max anxiety
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
// Visual anxiety effects - screen gets redder as anxiety increases
var anxietyRatio = anxietyLevel / maxAnxiety;
var redTint = Math.floor(255 * anxietyRatio);
LK.effects.flashScreen(redTint << 16, 100);
}, 200); // Increase anxiety every 200ms
// Visual feedback for hiding
tween(lockerBackground, {
tint: 0x27ae60,
scaleX: 0.9
}, {
duration: 300,
easing: tween.easeOut
});
tween(lockerGlow, {
alpha: 0.5,
tint: 0x2ecc71
}, {
duration: 300,
easing: tween.easeOut
});
};
self.showPlayer = function () {
// Stop anxiety buildup
if (anxietyTimer) {
LK.clearInterval(anxietyTimer);
anxietyTimer = null;
}
anxietyLevel = 0;
// Hide anxiety meter
anxietyMeter.visible = false;
// Check if coming out too early during active danger timer OR not during exit window
if (currentDangerTimer && currentDangerTimer.isActive && currentDangerTimer.timeLeft > 1) {
// Penalty for early exit - flash red and restart timer
LK.effects.flashScreen(0xff0000, 300);
if (currentDangerTimer.phaseCount > 0) {
// Extra harsh penalty in later phases
currentDangerTimer.timeLeft = Math.max(2, currentDangerTimer.timeLeft - 2);
currentDangerTimer.timerText.setText(currentDangerTimer.timeLeft.toString());
currentDangerTimer.warningText.setText('TOO EARLY! ENTITY NOTICED YOU!');
currentDangerTimer.warningText.tint = 0xff0000;
}
} else if (!isExitWindowActive && hasKeycard) {
// Coming out when not in safe exit window - restart danger sequence
LK.effects.flashScreen(0xff6600, 300);
if (currentDangerTimer) {
currentDangerTimer.warningText.setText('ENTITY RETURNED! HIDE AGAIN!');
currentDangerTimer.warningText.tint = 0xff6600;
hasKeycard = false;
currentDangerTimer.startTimer();
}
}
self.isPlayerHidden = false;
isPlayerHidden = false;
// Visual feedback for coming out
tween(lockerBackground, {
tint: 0x2c3e50,
scaleX: 0.8
}, {
duration: 300,
easing: tween.easeOut
});
tween(lockerGlow, {
alpha: 0.2,
tint: 0x3498db
}, {
duration: 300,
easing: tween.easeOut
});
};
return self;
});
var NeonCircuit = Container.expand(function () {
var self = Container.call(this);
self.circuits = [];
self.createCircuits = function (roomNumber) {
// Clear existing circuits
for (var i = 0; i < self.circuits.length; i++) {
self.circuits[i].destroy();
}
self.circuits = [];
var seed = roomNumber * 31;
var numCircuits = 4 + roomNumber % 6;
for (var i = 0; i < numCircuits; i++) {
var circuit = self.attachAsset('sciFiSmallRect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.4 + Math.random() * 0.5
});
// Position circuits
circuit.x = (seed + i * 157) % 1000 / 1000 * 1800 + 124;
circuit.y = (seed + i * 211) % 1000 / 1000 * 2400 + 166;
// Random rotation and scale
circuit.rotation = (seed + i * 83) % 360 * Math.PI / 180;
var scale = 0.5 + Math.random() * 1.0;
circuit.scaleX = scale;
circuit.scaleY = scale * 0.3; // Make them thinner like circuit traces
// Bright neon colors
var neonColors = [0x00ff41, 0xff073a, 0x39ff14, 0xff6600, 0x00ffff, 0xff00ff];
var colorIndex = (seed + i * 47) % neonColors.length;
circuit.tint = neonColors[colorIndex];
self.circuits.push(circuit);
self.animateCircuit(circuit, i);
}
};
self.animateCircuit = function (circuit, index) {
var duration = 2000 + index * 300;
var targetAlpha = 0.2 + Math.random() * 0.7;
var pulseScale = 0.3 + Math.random() * 1.2;
tween(circuit, {
alpha: targetAlpha,
scaleX: pulseScale,
scaleY: pulseScale * 0.3,
rotation: circuit.rotation + Math.PI * 0.25
}, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.animateCircuit(circuit, index);
}
});
};
return self;
});
var ParticleSystem = Container.expand(function () {
var self = Container.call(this);
self.particles = [];
self.createParticles = function (count, roomNumber) {
// Clear existing particles
for (var i = 0; i < self.particles.length; i++) {
self.particles[i].destroy();
}
self.particles = [];
var seed = roomNumber * 23;
for (var i = 0; i < count; i++) {
var particle = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.6 + Math.random() * 0.4
});
// Random position
particle.x = Math.random() * 2048;
particle.y = Math.random() * 2732;
// Random color from sci-fi palette
var colorIndex = (seed + i * 31) % sciFiColors.length;
particle.tint = sciFiColors[colorIndex];
// Random scale
var scale = 0.5 + Math.random() * 1.5;
particle.scaleX = scale;
particle.scaleY = scale;
self.particles.push(particle);
self.animateParticle(particle, i);
}
};
self.animateParticle = function (particle, index) {
var duration = 2000 + Math.random() * 3000;
var targetX = Math.random() * 2048;
var targetY = Math.random() * 2732;
var targetAlpha = 0.2 + Math.random() * 0.6;
tween(particle, {
x: targetX,
y: targetY,
alpha: targetAlpha,
rotation: particle.rotation + Math.PI * 2
}, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.animateParticle(particle, index);
}
});
};
return self;
});
var RoomDisplay = Container.expand(function () {
var self = Container.call(this);
var background = self.attachAsset('roomBackground', {
anchorX: 0.5,
anchorY: 0.5
});
self.updateRoom = function (roomNumber) {
// Simple visual feedback for room change
tween(self, {
alpha: 0.7
}, {
duration: 150,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 150
});
}
});
};
return self;
});
var SciFiBackground = Container.expand(function () {
var self = Container.call(this);
self.shapes = [];
self.createBackground = function (roomNumber) {
// Clear existing shapes
for (var i = 0; i < self.shapes.length; i++) {
self.shapes[i].destroy();
}
self.shapes = [];
// Create multiple geometric shapes based on room number
var seed = roomNumber * 17; // Deterministic but varied
var numShapes = 8 + roomNumber % 6;
for (var i = 0; i < numShapes; i++) {
var shapeType = (seed + i) % 5;
var shape;
switch (shapeType) {
case 0:
shape = self.attachAsset('sciFiCircle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3 + Math.random() * 0.4
});
break;
case 1:
shape = self.attachAsset('sciFiSmallCircle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2 + Math.random() * 0.3
});
break;
case 2:
shape = self.attachAsset('sciFiRect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.25 + Math.random() * 0.35
});
break;
case 3:
shape = self.attachAsset('sciFiSmallRect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3 + Math.random() * 0.4
});
break;
case 4:
shape = self.attachAsset('sciFiLargeRect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.2 + Math.random() * 0.3
});
break;
}
// Position shapes randomly but deterministically
var posX = (seed + i * 73) % 1000 / 1000 * 1800 + 124;
var posY = (seed + i * 127) % 1000 / 1000 * 2400 + 166;
shape.x = posX;
shape.y = posY;
shape.rotation = (seed + i * 91) % 360 * Math.PI / 180;
// Color variation
var colorIndex = (seed + i * 43) % sciFiColors.length;
shape.tint = sciFiColors[colorIndex];
self.shapes.push(shape);
// Animate shapes
self.animateShape(shape, i);
}
};
self.animateShape = function (shape, index) {
var duration = 3000 + index * 200;
var scale = 0.8 + Math.random() * 0.4;
var targetX = shape.x + (Math.random() - 0.5) * 200;
var targetY = shape.y + (Math.random() - 0.5) * 200;
// Keep shapes within bounds
targetX = Math.max(100, Math.min(1948, targetX));
targetY = Math.max(100, Math.min(2632, targetY));
tween(shape, {
scaleX: scale,
scaleY: scale,
rotation: shape.rotation + Math.PI * 2,
x: targetX,
y: targetY,
alpha: 0.2 + Math.random() * 0.4
}, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.animateShape(shape, index);
}
});
};
return self;
});
var StarField = Container.expand(function () {
var self = Container.call(this);
self.stars = [];
self.createStars = function (roomNumber) {
// Clear existing stars
for (var i = 0; i < self.stars.length; i++) {
self.stars[i].destroy();
}
self.stars = [];
var seed = roomNumber * 11;
var numStars = 20 + roomNumber % 15;
for (var i = 0; i < numStars; i++) {
var star = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3 + Math.random() * 0.7
});
// Random position
star.x = Math.random() * 2048;
star.y = Math.random() * 2732;
// Vary star sizes
var scale = 0.3 + Math.random() * 1.2;
star.scaleX = scale;
star.scaleY = scale;
// Bright white stars with occasional color tints
if (Math.random() < 0.8) {
star.tint = 0xffffff;
} else {
var colorIndex = (seed + i * 19) % sciFiColors.length;
star.tint = sciFiColors[colorIndex];
}
self.stars.push(star);
self.animateStar(star, i);
}
};
self.animateStar = function (star, index) {
var duration = 3000 + Math.random() * 4000;
var targetAlpha = 0.1 + Math.random() * 0.8;
var targetScale = 0.2 + Math.random() * 1.5;
tween(star, {
alpha: targetAlpha,
scaleX: targetScale,
scaleY: targetScale,
rotation: star.rotation + Math.PI * 0.5
}, {
duration: duration,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.animateStar(star, index);
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x0a0a2e
});
/****
* Game Code
****/
// Game state variables
var currentRoom = storage.currentRoom || 1;
// Reset to room 1 if currentRoom is 25 (game over condition)
if (currentRoom === 25) {
currentRoom = 1;
storage.currentRoom = 1;
}
var maxRoom = 100;
var isAdvancing = false;
var hasKeycard = false;
var currentKeycard = null;
var isPlayerHidden = false;
var currentLocker = null;
var currentDangerTimer = null;
var anxietyLevel = 0;
var maxAnxiety = 100;
var anxietyTimer = null;
var exitTimer = null;
var isExitWindowActive = false;
// Room types: 0 = normal, 1 = keycard room, 2 = danger room
var roomTypes = [];
function generateRoomTypes() {
roomTypes = [];
for (var i = 1; i <= maxRoom; i++) {
// Every 5th room starting from room 3 is a keycard room
if (i > 2 && (i - 3) % 5 === 0) {
roomTypes[i] = 1; // keycard room
// Increase danger room frequency further into the game
} else if (i > 3 && (i <= 20 && (i - 4) % 7 === 0 || i > 20 && i <= 50 && (i - 4) % 5 === 0 || i > 50 && (i - 4) % 3 === 0)) {
roomTypes[i] = 2; // danger room
} else {
roomTypes[i] = 0; // normal room
}
}
}
function isKeycardRoom(roomNum) {
return roomTypes[roomNum] === 1;
}
function isDangerRoom(roomNum) {
return roomTypes[roomNum] === 2;
}
// Generate room types at start
generateRoomTypes();
// Sci-fi color palette for procedural backgrounds
var sciFiColors = [0x0a0a2e, 0x16213e, 0x0f3460, 0x533483, 0x7209b7, 0x2d1b69, 0x11998e, 0x38817a, 0x4a90e2, 0x6c5ce7, 0x74b9ff, 0x00b894, 0xa29bfe, 0xfd79a8, 0xfdcb6e, 0xe17055, 0x00cec9, 0x55a3ff, 0x5f27cd, 0x341f97];
// Function to get procedural background color based on room number
function getSciFiBackgroundColor(roomNum) {
// Use room number to create deterministic but varied color selection
var baseIndex = (roomNum - 1) % sciFiColors.length;
var variation = Math.floor((roomNum - 1) / sciFiColors.length) % 3;
var colorIndex = (baseIndex + variation) % sciFiColors.length;
return sciFiColors[colorIndex];
}
// Create star field (deep background layer)
var starField = game.addChild(new StarField());
starField.createStars(currentRoom);
// Create energy grid (background layer)
var energyGrid = game.addChild(new EnergyGrid());
energyGrid.createGrid(currentRoom);
// Create glow effects (background layer)
var glowEffect = game.addChild(new GlowEffect());
glowEffect.createGlows(currentRoom);
// Create neon circuits (mid-background layer)
var neonCircuit = game.addChild(new NeonCircuit());
neonCircuit.createCircuits(currentRoom);
// Create sci-fi background
var sciFiBackground = game.addChild(new SciFiBackground());
sciFiBackground.createBackground(currentRoom);
// Create core orbs (mid layer)
var coreOrbs = [];
var numOrbs = 3 + currentRoom % 3;
for (var i = 0; i < numOrbs; i++) {
var orb = game.addChild(new CoreOrb());
orb.initialize(currentRoom, i);
coreOrbs.push(orb);
}
// Create particle system (foreground layer)
var particleSystem = game.addChild(new ParticleSystem());
particleSystem.createParticles(15 + currentRoom % 10, currentRoom);
// Create holographic overlay (top layer)
var holographicOverlay = game.addChild(new HolographicOverlay());
holographicOverlay.createHoloElements(currentRoom);
// Create room display
var roomDisplay = game.addChild(new RoomDisplay());
roomDisplay.x = 2048 / 2;
roomDisplay.y = 2732 / 2 - 200;
// Set initial sci-fi background color
var initialBackgroundColor = getSciFiBackgroundColor(currentRoom);
roomDisplay.children[0].tint = initialBackgroundColor;
// Create forward button
var forwardButton = game.addChild(new ForwardButton());
forwardButton.x = 2048 / 2;
forwardButton.y = 2732 / 2 + 300;
// Handle initial room setup
if (isKeycardRoom(currentRoom)) {
forwardButton.visible = false;
forwardButton.alpha = 0;
currentKeycard = game.addChild(new Keycard());
currentKeycard.initialize(currentRoom);
hasKeycard = false;
} else if (isDangerRoom(currentRoom)) {
forwardButton.visible = false;
forwardButton.alpha = 0;
currentLocker = game.addChild(new Locker());
currentLocker.initialize(currentRoom);
currentDangerTimer = game.addChild(new DangerTimer());
currentDangerTimer.x = 1024;
currentDangerTimer.y = 400;
currentDangerTimer.startTimer();
hasKeycard = false;
} else {
hasKeycard = true; // Normal rooms don't need keycards
}
// Create room counter text
var roomTypeText = isKeycardRoom(currentRoom) ? ' (Keycard)' : isDangerRoom(currentRoom) ? ' (Danger)' : '';
var roomCounterText = new Text2('Room ' + currentRoom + '/' + maxRoom + roomTypeText, {
size: 120,
fill: 0x333333
});
roomCounterText.anchor.set(0.5, 0.5);
roomCounterText.x = 2048 / 2;
roomCounterText.y = 2732 / 2 - 100;
game.addChild(roomCounterText);
// Create title text
var titleText = new Text2('Room Runner 100', {
size: 80,
fill: 0x666666
});
titleText.anchor.set(0.5, 0);
LK.gui.top.addChild(titleText);
titleText.y = 150;
// Create anxiety meter
var anxietyMeter = new Text2('Anxiety: 0/100', {
size: 60,
fill: 0x00ff00
});
anxietyMeter.anchor.set(0, 0);
LK.gui.topLeft.addChild(anxietyMeter);
anxietyMeter.x = 120; // Offset from left edge to avoid platform menu
anxietyMeter.y = 50;
anxietyMeter.visible = false; // Initially hidden
// Function to advance to next room
function advanceRoom() {
if (currentRoom < maxRoom && !isAdvancing && hasKeycard) {
isAdvancing = true;
forwardButton.visible = false; // Hide button during transition
// Clear any active timers
if (anxietyTimer) {
LK.clearInterval(anxietyTimer);
anxietyTimer = null;
}
if (exitTimer) {
LK.clearInterval(exitTimer);
exitTimer = null;
}
anxietyLevel = 0;
isExitWindowActive = false;
// Hide anxiety meter when advancing rooms
anxietyMeter.visible = false;
// Clean up danger room objects
if (currentLocker) {
currentLocker.destroy();
currentLocker = null;
}
if (currentDangerTimer) {
currentDangerTimer.destroy();
currentDangerTimer = null;
}
currentRoom++;
storage.currentRoom = currentRoom;
// Update room counter with room type
var roomTypeText = isKeycardRoom(currentRoom) ? ' (Keycard)' : isDangerRoom(currentRoom) ? ' (Danger)' : '';
roomCounterText.setText('Room ' + currentRoom + '/' + maxRoom + roomTypeText);
// Get new sci-fi background color
var newBackgroundColor = getSciFiBackgroundColor(currentRoom);
// Animate background color change
tween(roomDisplay.children[0], {
tint: newBackgroundColor
}, {
duration: 800,
easing: tween.easeInOut
});
// Update star field
starField.createStars(currentRoom);
// Update particle system
particleSystem.createParticles(15 + currentRoom % 10, currentRoom);
// Update energy grid
energyGrid.createGrid(currentRoom);
// Update glow effects
glowEffect.createGlows(currentRoom);
// Update neon circuits
neonCircuit.createCircuits(currentRoom);
// Update holographic overlay
holographicOverlay.createHoloElements(currentRoom);
// Update core orbs
for (var i = 0; i < coreOrbs.length; i++) {
coreOrbs[i].destroy();
}
coreOrbs = [];
var numOrbs = 3 + currentRoom % 3;
for (var i = 0; i < numOrbs; i++) {
var orb = game.addChild(new CoreOrb());
orb.initialize(currentRoom, i);
coreOrbs.push(orb);
}
// Update sci-fi background with fade transition
tween(sciFiBackground, {
alpha: 0
}, {
duration: 400,
easing: tween.easeInOut,
onFinish: function onFinish() {
sciFiBackground.createBackground(currentRoom);
tween(sciFiBackground, {
alpha: 1
}, {
duration: 400,
easing: tween.easeInOut
});
}
});
// Update room display
roomDisplay.updateRoom(currentRoom);
// Add downtime before allowing next press
LK.setTimeout(function () {
isAdvancing = false;
if (currentRoom < maxRoom) {
// Check room type and setup accordingly
if (isKeycardRoom(currentRoom)) {
// Spawn keycard and hide button
hasKeycard = false;
currentKeycard = game.addChild(new Keycard());
currentKeycard.initialize(currentRoom);
forwardButton.visible = false;
forwardButton.alpha = 0;
} else if (isDangerRoom(currentRoom)) {
// Spawn locker and timer, hide button
hasKeycard = false;
isPlayerHidden = false;
currentLocker = game.addChild(new Locker());
currentLocker.initialize(currentRoom);
currentDangerTimer = game.addChild(new DangerTimer());
currentDangerTimer.x = 1024;
currentDangerTimer.y = 400;
currentDangerTimer.startTimer();
forwardButton.visible = false;
forwardButton.alpha = 0;
} else {
// Normal room - show button immediately
hasKeycard = true;
forwardButton.visible = true;
forwardButton.alpha = 1;
}
}
}, 1200); // 1.2 second downtime
// Check for completion
if (currentRoom >= maxRoom) {
LK.setTimeout(function () {
// Reset game state before showing win
storage.currentRoom = 1;
currentRoom = 1;
LK.showYouWin();
}, 500);
}
}
}
// Hide forward button if game is complete
if (currentRoom >= maxRoom) {
forwardButton.visible = false;
roomCounterText.setText('Complete!');
// Auto-trigger win after short delay
LK.setTimeout(function () {
// Reset game state before showing win
storage.currentRoom = 1;
currentRoom = 1;
LK.showYouWin();
}, 1000);
}
game.update = function () {
// Simple idle animation for the forward button
if (LK.ticks % 120 == 0 && currentRoom < maxRoom) {
tween(forwardButton, {
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(forwardButton, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeInOut
});
}
});
}
}; ===================================================================
--- original.js
+++ change.js
@@ -77,10 +77,14 @@
self.isActive = false;
self.countdown = null;
self.startTimer = function () {
self.isActive = true;
- // Harder timing - starts at 8 seconds and gets shorter with room progression
- var baseTime = Math.max(4, 8 - Math.floor(currentRoom / 10));
+ // Much shorter warning timers further into the game
+ var baseTime = Math.max(2, 8 - Math.floor(currentRoom / 5));
+ // Even shorter in very late rooms
+ if (currentRoom > 50) {
+ baseTime = Math.max(1, 3 - Math.floor((currentRoom - 50) / 10));
+ }
// Add randomness to make it unpredictable (±1 second)
self.timeLeft = baseTime + Math.floor(Math.random() * 3) - 1;
self.timerText.setText(self.timeLeft.toString());
// Start warning text pulse
@@ -243,8 +247,12 @@
duration: 500,
easing: tween.easeIn
});
}
+ // Hide locker after danger room completion
+ if (currentLocker) {
+ currentLocker.visible = false;
+ }
}, 1500);
};
self.stopTimer = function () {
self.isActive = false;
@@ -1066,10 +1074,10 @@
for (var i = 1; i <= maxRoom; i++) {
// Every 5th room starting from room 3 is a keycard room
if (i > 2 && (i - 3) % 5 === 0) {
roomTypes[i] = 1; // keycard room
- // Every 7th room starting from room 4 is a danger room
- } else if (i > 3 && (i - 4) % 7 === 0) {
+ // Increase danger room frequency further into the game
+ } else if (i > 3 && (i <= 20 && (i - 4) % 7 === 0 || i > 20 && i <= 50 && (i - 4) % 5 === 0 || i > 50 && (i - 4) % 3 === 0)) {
roomTypes[i] = 2; // danger room
} else {
roomTypes[i] = 0; // normal room
}
@@ -1198,8 +1206,17 @@
anxietyLevel = 0;
isExitWindowActive = false;
// Hide anxiety meter when advancing rooms
anxietyMeter.visible = false;
+ // Clean up danger room objects
+ if (currentLocker) {
+ currentLocker.destroy();
+ currentLocker = null;
+ }
+ if (currentDangerTimer) {
+ currentDangerTimer.destroy();
+ currentDangerTimer = null;
+ }
currentRoom++;
storage.currentRoom = currentRoom;
// Update room counter with room type
var roomTypeText = isKeycardRoom(currentRoom) ? ' (Keycard)' : isDangerRoom(currentRoom) ? ' (Danger)' : '';