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 βͺπ‘ 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 βͺπ‘ 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 βͺπ‘ 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. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Improve the visuals even more! βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Improve the background even more! βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Improve visuals further βͺπ‘ 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 βͺπ‘ 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 βͺπ‘ 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 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 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;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x0a0a2e
});
/**** 
* Game Code
****/ 
// Game state variables
var currentRoom = storage.currentRoom || 1;
var maxRoom = 100;
var isAdvancing = false;
// 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 glow effects (background layer)
var glowEffect = game.addChild(new GlowEffect());
glowEffect.createGlows(currentRoom);
// Create sci-fi background
var sciFiBackground = game.addChild(new SciFiBackground());
sciFiBackground.createBackground(currentRoom);
// Create particle system (foreground layer)
var particleSystem = game.addChild(new ParticleSystem());
particleSystem.createParticles(15 + currentRoom % 10, 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;
// Create room counter text
var roomCounterText = new Text2('Room ' + currentRoom + '/' + maxRoom, {
	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;
// Function to advance to next room
function advanceRoom() {
	if (currentRoom < maxRoom && !isAdvancing) {
		isAdvancing = true;
		forwardButton.visible = false; // Hide button during transition
		currentRoom++;
		storage.currentRoom = currentRoom;
		// Update room counter
		roomCounterText.setText('Room ' + currentRoom + '/' + maxRoom);
		// 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 particle system
		particleSystem.createParticles(15 + currentRoom % 10, currentRoom);
		// Update glow effects
		glowEffect.createGlows(currentRoom);
		// 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) {
				forwardButton.visible = true; // Show button again
			}
		}, 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
@@ -24,8 +24,23 @@
 			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) {
@@ -37,8 +52,108 @@
 		});
 	};
 	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 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,
@@ -129,12 +244,20 @@
 	};
 	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
+			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() {
@@ -168,11 +291,17 @@
 	var variation = Math.floor((roomNum - 1) / sciFiColors.length) % 3;
 	var colorIndex = (baseIndex + variation) % sciFiColors.length;
 	return sciFiColors[colorIndex];
 }
+// Create glow effects (background layer)
+var glowEffect = game.addChild(new GlowEffect());
+glowEffect.createGlows(currentRoom);
 // Create sci-fi background
 var sciFiBackground = game.addChild(new SciFiBackground());
 sciFiBackground.createBackground(currentRoom);
+// Create particle system (foreground layer)
+var particleSystem = game.addChild(new ParticleSystem());
+particleSystem.createParticles(15 + currentRoom % 10, currentRoom);
 // Create room display
 var roomDisplay = game.addChild(new RoomDisplay());
 roomDisplay.x = 2048 / 2;
 roomDisplay.y = 2732 / 2 - 200;
@@ -217,8 +346,12 @@
 		}, {
 			duration: 800,
 			easing: tween.easeInOut
 		});
+		// Update particle system
+		particleSystem.createParticles(15 + currentRoom % 10, currentRoom);
+		// Update glow effects
+		glowEffect.createGlows(currentRoom);
 		// Update sci-fi background with fade transition
 		tween(sciFiBackground, {
 			alpha: 0
 		}, {