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El animatronico tenga un cuerpo
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Pon le forma de oso y de conejo y pato
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Pon les formas
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La carga dure mas
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Mejora a bunny y a freddy y a chica ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Mejorar la grafica y las luces y animatronicos ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Mejorar los botones
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Dinamicas
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Please fix the bug: 'tween.to is not a function' in or related to this line: 'tween.to(ambientLight, {' Line Number: 808 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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God grafics
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'statusText.style.fill = 0xff0000;' Line Number: 582
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Characters
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Add animatronics
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = self.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 405
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Add security
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Add a doors
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add a mask a
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Add fredy and chica
Code edit (1 edits merged)
Please save this source code
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Five Nights a Bunny
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Five nights a bunny
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bunny = Container.expand(function () {
var self = Container.call(this);
var bunnyGraphics = self.attachAsset('bunny', {
anchorX: 0.5,
anchorY: 1.0
});
self.currentRoom = 'hall';
self.moveTimer = 0;
self.moveDelay = 300; // Frames between moves
self.isAtDoor = false;
self.doorSide = '';
self.rooms = ['hall', 'kitchen', 'dining', 'leftHall', 'rightHall'];
self.move = function () {
if (self.isAtDoor) return;
// Bunny AI - becomes more aggressive each night
var moveChance = 0.1 + currentNight * 0.1;
if (Math.random() < moveChance) {
var newRoom = self.rooms[Math.floor(Math.random() * self.rooms.length)];
self.currentRoom = newRoom;
// Check if bunny reaches door
if (self.currentRoom === 'leftHall' || self.currentRoom === 'rightHall') {
self.isAtDoor = true;
self.doorSide = self.currentRoom === 'leftHall' ? 'left' : 'right';
self.attackTimer = 180; // 3 seconds to close door
}
}
};
self.update = function () {
self.moveTimer++;
if (self.moveTimer >= self.moveDelay) {
self.moveTimer = 0;
self.move();
}
if (self.isAtDoor) {
self.attackTimer--;
if (self.attackTimer <= 0) {
// Check if door is closed or mask is on
var door = self.doorSide === 'left' ? leftDoor : rightDoor;
if (door.isOpen && !hasMask) {
// Jumpscare!
triggerJumpscare();
} else {
// Bunny retreats (fooled by mask or blocked by door)
self.isAtDoor = false;
self.currentRoom = 'hall';
}
}
}
};
return self;
});
var Camera = Container.expand(function (roomName, x, y) {
var self = Container.call(this);
var cameraGraphics = self.attachAsset('camera', {
anchorX: 0.5,
anchorY: 0.5
});
self.roomName = roomName;
self.isActive = false;
self.activate = function () {
if (batteryLevel <= 0) return;
// Deactivate all other cameras
for (var i = 0; i < cameras.length; i++) {
cameras[i].isActive = false;
cameras[i].getChildAt(0).tint = 0xffffff;
}
self.isActive = true;
cameraGraphics.tint = 0x00ff00;
batteryDrain += 1;
currentCamera = self;
LK.getSound('camera').play();
};
self.down = function (x, y, obj) {
self.activate();
};
return self;
});
var Chica = Container.expand(function () {
var self = Container.call(this);
var chicaGraphics = self.attachAsset('chica', {
anchorX: 0.5,
anchorY: 1.0
});
self.currentRoom = 'kitchen';
self.moveTimer = 0;
self.moveDelay = 350; // Medium speed
self.isAtDoor = false;
self.doorSide = '';
self.rooms = ['kitchen', 'dining', 'hall', 'rightHall']; // Chica prefers kitchen/dining area
self.move = function () {
if (self.isAtDoor) return;
// Chica AI - kitchen focused with occasional door approaches
var moveChance = 0.09 + currentNight * 0.09;
if (Math.random() < moveChance) {
var newRoom = self.rooms[Math.floor(Math.random() * self.rooms.length)];
self.currentRoom = newRoom;
// Chica only approaches right door
if (self.currentRoom === 'rightHall') {
self.isAtDoor = true;
self.doorSide = 'right';
self.attackTimer = 160; // 2.7 seconds to close door - faster than others
}
}
};
self.update = function () {
self.moveTimer++;
if (self.moveTimer >= self.moveDelay) {
self.moveTimer = 0;
self.move();
}
if (self.isAtDoor) {
self.attackTimer--;
if (self.attackTimer <= 0) {
// Check if door is closed
var door = rightDoor; // Chica only uses right door
if (door.isOpen) {
// Jumpscare!
triggerJumpscare();
} else {
// Chica retreats
self.isAtDoor = false;
self.currentRoom = 'kitchen';
}
}
}
};
return self;
});
var Door = Container.expand(function (side) {
var self = Container.call(this);
var doorGraphics = self.attachAsset('door', {
anchorX: 0.5,
anchorY: 1.0
});
self.isOpen = true;
self.side = side;
self.toggle = function () {
if (batteryLevel <= 0) return;
self.isOpen = !self.isOpen;
if (self.isOpen) {
doorGraphics.alpha = 0.5;
} else {
doorGraphics.alpha = 1.0;
batteryDrain += 2;
}
LK.getSound('door').play();
};
self.down = function (x, y, obj) {
self.toggle();
};
return self;
});
var Freddy = Container.expand(function () {
var self = Container.call(this);
var freddyGraphics = self.attachAsset('freddy', {
anchorX: 0.5,
anchorY: 1.0
});
self.currentRoom = 'stage';
self.moveTimer = 0;
self.moveDelay = 400; // Slower than bunny initially
self.isAtDoor = false;
self.doorSide = '';
self.rooms = ['stage', 'hall', 'dining', 'kitchen', 'leftHall', 'rightHall'];
self.move = function () {
if (self.isAtDoor) return;
// Freddy AI - more methodical movement pattern
var moveChance = 0.08 + currentNight * 0.08;
if (Math.random() < moveChance) {
var newRoom = self.rooms[Math.floor(Math.random() * self.rooms.length)];
self.currentRoom = newRoom;
// Check if freddy reaches door
if (self.currentRoom === 'leftHall' || self.currentRoom === 'rightHall') {
self.isAtDoor = true;
self.doorSide = self.currentRoom === 'leftHall' ? 'left' : 'right';
self.attackTimer = 200; // 3.3 seconds to close door
}
}
};
self.update = function () {
self.moveTimer++;
if (self.moveTimer >= self.moveDelay) {
self.moveTimer = 0;
self.move();
}
if (self.isAtDoor) {
self.attackTimer--;
if (self.attackTimer <= 0) {
// Check if door is closed or mask is on
var door = self.doorSide === 'left' ? leftDoor : rightDoor;
if (door.isOpen && !hasMask) {
// Jumpscare!
triggerJumpscare();
} else {
// Freddy retreats (fooled by mask or blocked by door)
self.isAtDoor = false;
self.currentRoom = 'stage';
}
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game state variables
var currentNight = 1;
var nightTimer = 0;
var nightDuration = 28800; // 8 minutes in frames (60fps)
var batteryLevel = 100;
var batteryDrain = 0.5;
var isGameActive = true;
var currentCamera = null;
var hasMask = false;
var maskCooldown = 0;
// UI Elements
var timeText = new Text2('12:00 AM', {
size: 80,
fill: 0xFFFFFF
});
timeText.anchor.set(0.5, 0);
LK.gui.top.addChild(timeText);
var nightText = new Text2('Night 1', {
size: 60,
fill: 0xFFFFFF
});
nightText.anchor.set(0, 0);
nightText.x = 50;
nightText.y = 50;
LK.gui.topLeft.addChild(nightText);
var batteryText = new Text2('Battery: 100%', {
size: 50,
fill: 0x00FF00
});
batteryText.anchor.set(1, 0);
LK.gui.topRight.addChild(batteryText);
// Office setup
var office = game.addChild(LK.getAsset('office', {
anchorX: 0.5,
anchorY: 1.0,
x: 1024,
y: 2732
}));
// Doors
var leftDoor = game.addChild(new Door('left'));
leftDoor.x = 200;
leftDoor.y = 1800;
var rightDoor = game.addChild(new Door('right'));
rightDoor.x = 1848;
rightDoor.y = 1800;
// Door control buttons
var leftDoorButton = game.addChild(LK.getAsset('door', {
anchorX: 0.5,
anchorY: 0.5,
x: 100,
y: 1600,
scaleX: 0.3,
scaleY: 0.3,
alpha: 0.7
}));
var rightDoorButton = game.addChild(LK.getAsset('door', {
anchorX: 0.5,
anchorY: 0.5,
x: 1948,
y: 1600,
scaleX: 0.3,
scaleY: 0.3,
alpha: 0.7
}));
// Camera system
var cameras = [];
var cameraPanel = game.addChild(LK.getAsset('room', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1000,
alpha: 0
}));
// Create cameras
var hallCamera = game.addChild(new Camera('hall', 1024, 1100));
cameras.push(hallCamera);
var kitchenCamera = game.addChild(new Camera('kitchen', 924, 1100));
cameras.push(kitchenCamera);
var diningCamera = game.addChild(new Camera('dining', 1124, 1100));
cameras.push(diningCamera);
var leftHallCamera = game.addChild(new Camera('leftHall', 824, 1100));
cameras.push(leftHallCamera);
var rightHallCamera = game.addChild(new Camera('rightHall', 1224, 1100));
cameras.push(rightHallCamera);
var stageCamera = game.addChild(new Camera('stage', 724, 1100));
cameras.push(stageCamera);
// Bunny
var bunny = game.addChild(new Bunny());
bunny.x = 1024;
bunny.y = 1500;
// Freddy
var freddy = game.addChild(new Freddy());
freddy.x = 900;
freddy.y = 1500;
// Chica
var chica = game.addChild(new Chica());
chica.x = 1150;
chica.y = 1500;
// Mask
var mask = game.addChild(LK.getAsset('mask', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1400,
alpha: 0
}));
// Flashlight
var flashlight = game.addChild(LK.getAsset('flashlight', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1600,
alpha: 0
}));
var isFlashlightOn = false;
var isCameraMode = false;
// Battery bar
var batteryBar = LK.gui.bottom.addChild(LK.getAsset('battery', {
anchorX: 0.5,
anchorY: 1.0,
y: -50
}));
function updateTime() {
var hours = Math.floor(nightTimer / 4800) + 12; // Each hour is 4800 frames
var minutes = Math.floor(nightTimer % 4800 / 80); // Each minute is 80 frames
if (hours > 12) hours -= 12;
if (hours === 0) hours = 12;
var ampm = nightTimer < 21600 ? 'AM' : 'AM'; // All night hours are AM
var timeString = hours + ':' + (minutes < 10 ? '0' : '') + minutes + ' ' + ampm;
timeText.setText(timeString);
}
function updateBattery() {
batteryLevel -= batteryDrain / 60; // Drain per frame
if (batteryLevel < 0) batteryLevel = 0;
batteryText.setText('Battery: ' + Math.floor(batteryLevel) + '%');
// Update battery bar color
if (batteryLevel > 50) {
batteryBar.tint = 0x00ff00;
} else if (batteryLevel > 25) {
batteryBar.tint = 0xffffff;
} else {
batteryBar.tint = 0xff0000;
}
// Scale battery bar
batteryBar.scaleX = batteryLevel / 100;
// Reset battery drain
batteryDrain = 0.5;
}
function triggerJumpscare() {
if (!isGameActive) return;
isGameActive = false;
LK.getSound('jumpscare').play();
LK.effects.flashScreen(0xff0000, 2000);
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
}
function completeNight() {
currentNight++;
if (currentNight > 5) {
LK.showYouWin();
return;
}
// Reset for next night
nightTimer = 0;
batteryLevel = 100;
nightText.setText('Night ' + currentNight);
// Reset bunny
bunny.currentRoom = 'hall';
bunny.isAtDoor = false;
bunny.moveDelay = Math.max(120, 300 - currentNight * 30); // Faster each night
// Reset freddy
freddy.currentRoom = 'stage';
freddy.isAtDoor = false;
freddy.moveDelay = Math.max(150, 400 - currentNight * 40); // Faster each night
// Reset chica
chica.currentRoom = 'kitchen';
chica.isAtDoor = false;
chica.moveDelay = Math.max(130, 350 - currentNight * 35); // Faster each night
// Reset mask
hasMask = false;
mask.alpha = 0;
maskCooldown = 0;
// Reset doors
leftDoor.isOpen = true;
rightDoor.isOpen = true;
leftDoor.getChildAt(0).alpha = 0.5;
rightDoor.getChildAt(0).alpha = 0.5;
// Reset door button colors
leftDoorButton.tint = 0x00ff00;
rightDoorButton.tint = 0x00ff00;
}
// Event handlers
game.down = function (x, y, obj) {
// Check door button clicks first
if (x < 200 && y > 1400 && y < 1800 && !isCameraMode) {
// Left door button clicked
leftDoor.toggle();
return;
}
if (x > 1848 && y > 1400 && y < 1800 && !isCameraMode) {
// Right door button clicked
rightDoor.toggle();
return;
}
// Toggle camera mode
if (y > 1200) {
isCameraMode = !isCameraMode;
if (isCameraMode) {
cameraPanel.alpha = 0.8;
batteryDrain += 1;
} else {
cameraPanel.alpha = 0;
if (currentCamera) {
currentCamera.isActive = false;
currentCamera.getChildAt(0).tint = 0xffffff;
currentCamera = null;
}
}
}
// Toggle mask (middle area tap)
if (y >= 1000 && y < 1600 && !isCameraMode && maskCooldown <= 0) {
hasMask = !hasMask;
if (hasMask && batteryLevel > 0) {
mask.alpha = 0.8;
batteryDrain += 1.5;
maskCooldown = 60; // 1 second cooldown
} else {
mask.alpha = 0;
}
LK.getSound('mask').play();
}
// Toggle flashlight
if (y < 1200 && !isCameraMode) {
isFlashlightOn = !isFlashlightOn;
if (isFlashlightOn && batteryLevel > 0) {
flashlight.alpha = 0.6;
batteryDrain += 2;
} else {
flashlight.alpha = 0;
}
}
};
game.update = function () {
if (!isGameActive) return;
nightTimer++;
updateTime();
updateBattery();
// Check if night is complete
if (nightTimer >= nightDuration) {
completeNight();
return;
}
// Update mask cooldown
if (maskCooldown > 0) {
maskCooldown--;
}
// Update door button colors based on door state
if (leftDoor.isOpen) {
leftDoorButton.tint = 0x00ff00; // Green when open
} else {
leftDoorButton.tint = 0xff0000; // Red when closed
}
if (rightDoor.isOpen) {
rightDoorButton.tint = 0x00ff00; // Green when open
} else {
rightDoorButton.tint = 0xff0000; // Red when closed
}
// Turn off mask and flashlight if battery is dead
if (batteryLevel <= 0) {
flashlight.alpha = 0;
isFlashlightOn = false;
mask.alpha = 0;
hasMask = false;
// Force doors closed if battery is dead
if (leftDoor.isOpen) {
leftDoor.isOpen = false;
leftDoor.getChildAt(0).alpha = 1.0;
}
if (rightDoor.isOpen) {
rightDoor.isOpen = false;
rightDoor.getChildAt(0).alpha = 1.0;
}
}
// Update camera visibility
if (isCameraMode && currentCamera) {
// Show animatronics if in same room as camera
if (bunny.currentRoom === currentCamera.roomName) {
bunny.alpha = 1.0;
} else {
bunny.alpha = 0.3;
}
if (freddy.currentRoom === currentCamera.roomName) {
freddy.alpha = 1.0;
} else {
freddy.alpha = 0.3;
}
if (chica.currentRoom === currentCamera.roomName) {
chica.alpha = 1.0;
} else {
chica.alpha = 0.3;
}
} else {
bunny.alpha = 0;
freddy.alpha = 0;
chica.alpha = 0;
}
};
// Start ambient music
LK.playMusic('ambient'); ===================================================================
--- original.js
+++ change.js
@@ -264,8 +264,27 @@
leftDoor.y = 1800;
var rightDoor = game.addChild(new Door('right'));
rightDoor.x = 1848;
rightDoor.y = 1800;
+// Door control buttons
+var leftDoorButton = game.addChild(LK.getAsset('door', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 100,
+ y: 1600,
+ scaleX: 0.3,
+ scaleY: 0.3,
+ alpha: 0.7
+}));
+var rightDoorButton = game.addChild(LK.getAsset('door', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 1948,
+ y: 1600,
+ scaleX: 0.3,
+ scaleY: 0.3,
+ alpha: 0.7
+}));
// Camera system
var cameras = [];
var cameraPanel = game.addChild(LK.getAsset('room', {
anchorX: 0.5,
@@ -388,11 +407,25 @@
leftDoor.isOpen = true;
rightDoor.isOpen = true;
leftDoor.getChildAt(0).alpha = 0.5;
rightDoor.getChildAt(0).alpha = 0.5;
+ // Reset door button colors
+ leftDoorButton.tint = 0x00ff00;
+ rightDoorButton.tint = 0x00ff00;
}
// Event handlers
game.down = function (x, y, obj) {
+ // Check door button clicks first
+ if (x < 200 && y > 1400 && y < 1800 && !isCameraMode) {
+ // Left door button clicked
+ leftDoor.toggle();
+ return;
+ }
+ if (x > 1848 && y > 1400 && y < 1800 && !isCameraMode) {
+ // Right door button clicked
+ rightDoor.toggle();
+ return;
+ }
// Toggle camera mode
if (y > 1200) {
isCameraMode = !isCameraMode;
if (isCameraMode) {
@@ -443,20 +476,33 @@
// Update mask cooldown
if (maskCooldown > 0) {
maskCooldown--;
}
+ // Update door button colors based on door state
+ if (leftDoor.isOpen) {
+ leftDoorButton.tint = 0x00ff00; // Green when open
+ } else {
+ leftDoorButton.tint = 0xff0000; // Red when closed
+ }
+ if (rightDoor.isOpen) {
+ rightDoorButton.tint = 0x00ff00; // Green when open
+ } else {
+ rightDoorButton.tint = 0xff0000; // Red when closed
+ }
// Turn off mask and flashlight if battery is dead
if (batteryLevel <= 0) {
flashlight.alpha = 0;
isFlashlightOn = false;
mask.alpha = 0;
hasMask = false;
- // Close doors if battery is dead
+ // Force doors closed if battery is dead
if (leftDoor.isOpen) {
- leftDoor.getChildAt(0).alpha = 0.5;
+ leftDoor.isOpen = false;
+ leftDoor.getChildAt(0).alpha = 1.0;
}
if (rightDoor.isOpen) {
- rightDoor.getChildAt(0).alpha = 0.5;
+ rightDoor.isOpen = false;
+ rightDoor.getChildAt(0).alpha = 1.0;
}
}
// Update camera visibility
if (isCameraMode && currentCamera) {