Code edit (1 edits merged)
Please save this source code
User prompt
lower the starting position of each stage by 300
User prompt
lower the starting position of each stage
Code edit (2 edits merged)
Please save this source code
User prompt
leave the controls text on screen for 10 seconds
Code edit (1 edits merged)
Please save this source code
User prompt
change the outline to black
User prompt
change the text color to bright red with a dark overlay
User prompt
scale the text by 25%
User prompt
add a dark overlay to the text
User prompt
reduce text font size by annother 50%
User prompt
make sure the text is centered with the starting view
User prompt
add a black overlay to the text, reduce its font size by 50%
User prompt
make it smaller and give it a black overlay
User prompt
in stage one, add text for five seconds that says drag to move, find and tap the pumpkin
User prompt
darken the edges to create a funnel effect
User prompt
prevent zooming outside of the playspace
User prompt
do not zoom in when first, second or third demon is on screen
User prompt
start each stage with a view in the center of the screen
User prompt
the crosshair is not moving
User prompt
the sniper scope is not moving
User prompt
its not working
User prompt
its not following it
User prompt
the sniper scope should follow the current zoomed frame
User prompt
is it possible to create an effect like you're looking through a sniper scope
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Variables to track dragging state
var isDragging = false;
var dragStartX = 0;
var dragStartY = 0;
// Add sniper scope overlay
var sniperScope = LK.getAsset('Crosshair', {
anchorX: 0.5,
anchorY: 0.5
});
sniperScope.x = 2048 / 2;
sniperScope.y = 2732 / 2;
game.addChild(sniperScope);
// Add event listener for dragging
game.down = function (x, y, obj) {
isDragging = true;
dragStartX = x;
dragStartY = y;
};
game.move = function (x, y, obj) {
if (isDragging) {
var deltaX = (x - dragStartX) * 2; // Amplify the deltaX for faster dragging
var deltaY = (y - dragStartY) * 2; // Amplify the deltaY for faster dragging
game.x += deltaX;
game.y += deltaY;
dragStartX = x;
dragStartY = y;
}
};
game.up = function (x, y, obj) {
isDragging = false;
};
// Function to animate the pumpkin
function animatepumpkin(obj) {
// Animation logic for rewarding the player
var pumpkin = LK.getAsset(obj.id, {
anchorX: 0.5,
anchorY: 0.5
});
pumpkin.x = obj.x; // Start from the original pumpkin position
pumpkin.y = obj.y; // Start from the original pumpkin position
game.addChild(pumpkin);
var scaleDirection = 1;
var scaleSpeed = 0.05; // Decreased speed for slower stretching effect
var maxScale = 2.5; // Increased max scale for more noticeable effect
var minScale = 0.5; // Decreased min scale for more noticeable effect
var squashStretchFactor = 0.01; // Further reduced factor for a slower squash and stretch effect
var rotationSpeed = 0.05 * (Math.random() < 0.5 ? 1 : -1); // Randomize rotation direction
pumpkin.update = function () {
pumpkin.scale.x += scaleSpeed * scaleDirection;
pumpkin.scale.y += scaleSpeed * scaleDirection;
// Apply squash and stretch effect
if (scaleDirection > 0) {
pumpkin.scale.x += squashStretchFactor;
pumpkin.scale.y -= squashStretchFactor;
} else {
pumpkin.scale.x -= squashStretchFactor;
pumpkin.scale.y += squashStretchFactor;
}
pumpkin.rotation += rotationSpeed * scaleDirection;
// Move towards the center from original position
var centerX = 2048 / 2;
var centerY = 2732 / 2;
var moveSpeed = 5; // Speed of movement towards the center
var deltaX = centerX - pumpkin.x;
var deltaY = centerY - pumpkin.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance > moveSpeed) {
pumpkin.x += deltaX / distance * moveSpeed;
pumpkin.y += deltaY / distance * moveSpeed;
} else {
pumpkin.x = centerX;
pumpkin.y = centerY;
}
if (pumpkin.scaleX > maxScale || pumpkin.scaleX < minScale) {
scaleDirection *= -1;
}
};
LK.setTimeout(function () {
pumpkin.destroy();
}, 2000);
}
// Function to play the celebration sound
function celebration() {
LK.getSound('sndFound').play();
}
// Declare stages and stagePumpkins globally
var stage01;
var stage01BluePumpkin;
var stage02;
var stage02BluePumpkin;
var stage03;
var stage03BluePumpkin;
var stage04;
var stage04BluePumpkin;
var stage05;
var stage05BluePumpkin;
var stage06;
var stage06BluePumpkin;
var stage07;
var stage07BluePumpkin;
var stage08;
var stage08BluePumpkin;
var stage09;
var stage09BluePumpkin;
var stage10;
var stage10BluePumpkin;
var stage11;
var stage11BluePumpkin;
var stage12;
var stage12BluePumpkin;
var stage13;
var stage13BluePumpkin;
var comingSoon;
// Function to destroy splash screen elements
function destroySplashScreenElements() {
if (splashScreen) {
splashScreen.destroy();
}
if (splashScreenPumpkin) {
splashScreenPumpkin.destroy();
}
if (relaxModeButton) {
relaxModeButton.destroy();
}
if (raceButton) {
raceButton.destroy();
}
if (comingSoon) {
comingSoon.destroy();
}
}
// Declare thirdDemon globally
var thirdDemon = null;
// Function to destroy Stage elements
function destroyStageElements() {
if (stage01) {
stage01.destroy();
}
if (stage01BluePumpkin) {
stage01BluePumpkin.destroy();
}
if (stage02) {
stage02.destroy();
}
if (stage02BluePumpkin) {
stage02BluePumpkin.destroy();
}
if (stage03) {
stage03.destroy();
}
if (stage03BluePumpkin) {
stage03BluePumpkin.destroy();
}
if (stage04) {
stage04.destroy();
}
if (stage04BluePumpkin) {
stage04BluePumpkin.destroy();
}
if (stage05) {
stage05.destroy();
}
if (stage05BluePumpkin) {
stage05BluePumpkin.destroy();
}
if (stage06) {
stage06.destroy();
}
if (stage06BluePumpkin) {
stage06BluePumpkin.destroy();
}
if (stage07) {
stage07.destroy();
}
if (stage07BluePumpkin) {
stage07BluePumpkin.destroy();
}
if (stage08) {
stage08.destroy();
}
if (stage08BluePumpkin) {
stage08BluePumpkin.destroy();
}
if (stage09) {
stage09.destroy();
}
if (stage09BluePumpkin) {
stage09BluePumpkin.destroy();
}
if (stage10) {
stage10.destroy();
}
if (stage10BluePumpkin) {
stage10BluePumpkin.destroy();
}
if (stage11) {
stage11.destroy();
}
if (stage11BluePumpkin) {
stage11BluePumpkin.destroy();
}
if (stage12) {
stage12.destroy();
}
if (stage12BluePumpkin) {
stage12BluePumpkin.destroy();
}
if (stage13) {
stage13.destroy();
}
if (stage13BluePumpkin) {
stage13BluePumpkin.destroy();
}
if (background) {
background.visible = false;
}
}
// Instantiate the background in the center of the playspace
var background = LK.getAsset('Background', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChild(background);
// Play and loop Halloween music
LK.playMusic('HalloweenMusic', {
loop: true
});
// Instantiate the splash screen in the center of the playspace
var splashScreen = LK.getAsset('SplashScreen', {
anchorX: 0.5,
anchorY: 0.5
});
splashScreen.x = 2048 / 2;
splashScreen.y = 2732 / 2 + 360;
game.addChild(splashScreen);
// Instantiate the splashscreenpumpkin on the playspace
var splashScreenPumpkin = LK.getAsset('SplashScreenPumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
splashScreenPumpkin.x = 2048 / 2 + 15;
splashScreenPumpkin.y = 2732 / 2 + 1020;
game.addChild(splashScreenPumpkin);
// Instantiate RaceButton to the right of splashScreenPumpkin
var raceButton = LK.getAsset('RaceButton', {
anchorX: 0.5,
anchorY: 0.5
});
raceButton.x = splashScreenPumpkin.x + 500; // Adjust position to the right
raceButton.y = splashScreenPumpkin.y;
game.addChild(raceButton);
// Instantiate ComingSoon over RaceButton
var comingSoon = LK.getAsset('Comingsoon', {
anchorX: 0.5,
anchorY: 0.5
});
comingSoon.x = raceButton.x;
comingSoon.y = raceButton.y;
game.addChild(comingSoon);
// Instantiate RelaxModeButton to the left of splashScreenPumpkin
var relaxModeButton = LK.getAsset('RelaxModeButton', {
anchorX: 0.5,
anchorY: 0.5
});
relaxModeButton.x = splashScreenPumpkin.x - 500; // Adjust position to the left
relaxModeButton.y = splashScreenPumpkin.y;
game.addChild(relaxModeButton);
// Removed duplicate splashScreen instantiation
// Add event listener to splashScreenPumpkin to call destroySplashScreenElements on press
relaxModeButton.down = function (x, y, obj) {
destroySplashScreenElements();
Function01();
};
// Animate splashScreenPumpkin to bob up and down slowly
var bobDirection = 1;
var bobSpeed = 0.1;
var bobRange = 5;
var originalY = splashScreenPumpkin.y;
LK.setInterval(function () {
splashScreenPumpkin.y += bobSpeed * bobDirection;
if (splashScreenPumpkin.y > originalY + bobRange || splashScreenPumpkin.y < originalY - bobRange) {
bobDirection *= -1;
}
}, 1000 / 60); // 60 FPS
// Instantiate GripDemon in the center of the playspace
var gripDemon = LK.getAsset('GripDemon', {
anchorX: 0.5,
anchorY: 0.5
});
gripDemon.x = 2048 / 2;
gripDemon.y = 2732 / 2 - 1300;
game.addChild(gripDemon);
// Function01 to instantiate Stage01 and Stage01Pumpkin
function Function01() {
// Instantiate Stage01 in the center of the playspace
stage01 = LK.getAsset('Stage01', {
anchorX: 0.5,
anchorY: 0.5
});
stage01.x = 2048 / 2;
stage01.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage01);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage01Pumpkin on the playspace
stage01BluePumpkin = LK.getAsset('Stage01BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage01BluePumpkin.x = 2048 / 2 + 100;
stage01BluePumpkin.y = 2732 / 2 + 425;
game.addChild(stage01BluePumpkin);
// Add event listener to stage01Pumpkin to call destroyStage01Elements and Function02 on press
stage01BluePumpkin.down = function (x, y, obj) {
celebration();
stage01BluePumpkin.destroy();
animatepumpkin({
id: 'Stage01BluePumpkin',
x: stage01BluePumpkin.x,
y: stage01BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
Function02();
}, 2000);
};
}
// Function02 to instantiate Stage02 and Stage02BluePumpkin
function Function02() {
// Instantiate Stage02 in the center of the playspace
stage02 = LK.getAsset('Stage02', {
anchorX: 0.5,
anchorY: 0.5
});
stage02.x = 2048 / 2;
stage02.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage02);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage02BluePumpkin on the playspace
stage02BluePumpkin = LK.getAsset('Stage02BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage02BluePumpkin.x = 2048 / 2 + 880;
stage02BluePumpkin.y = 2732 / 2 + 875;
game.addChild(stage02BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage02BluePumpkin to call destroyStage02Elements and Function03 on press
stage02BluePumpkin.down = function (x, y, obj) {
celebration();
stage02BluePumpkin.destroy();
animatepumpkin({
id: 'Stage02BluePumpkin',
x: stage02BluePumpkin.x,
y: stage02BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
Function03();
}, 2000);
};
}
// Function03 to instantiate Stage03 and Stage03BluePumpkin
function Function03() {
// Instantiate Stage03 in the center of the playspace
stage03 = LK.getAsset('Stage03', {
anchorX: 0.5,
anchorY: 0.5
});
stage03.x = 2048 / 2;
stage03.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage03);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage03BluePumpkin on the playspace
stage03BluePumpkin = LK.getAsset('Stage03BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage03BluePumpkin.x = 2048 / 2 - 960;
stage03BluePumpkin.y = 2732 / 2 + 1260;
game.addChild(stage03BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage03BluePumpkin to call destroyStageElements on press
stage03BluePumpkin.down = function (x, y, obj) {
celebration();
stage03BluePumpkin.destroy();
animatepumpkin({
id: 'Stage03BluePumpkin',
x: stage03BluePumpkin.x,
y: stage03BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
// Instantiate FirstDemon in the center of the playspace
var firstDemon = LK.getAsset('FirstDemon', {
anchorX: 0.5,
anchorY: 0.5
});
firstDemon.x = 2048 / 2;
firstDemon.y = 2732 / 2;
game.addChild(firstDemon);
LK.stopMusic();
LK.setTimeout(function () {
LK.getSound('sndBreathing').play();
}, 1000);
// Add event listener to FirstDemon to call Function04, restart music, and destroy self on press
LK.setTimeout(function () {
Function04();
LK.playMusic('HalloweenMusic', {
loop: true
});
firstDemon.destroy();
}, 3000);
}, 2000);
};
}
// Function04 to instantiate Stage04 and Stage04BluePumpkin
function Function04() {
// Instantiate Stage04 in the center of the playspace
stage04 = LK.getAsset('Stage04', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1
});
stage04.x = 2048 / 2;
stage04.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage04);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage04BluePumpkin on the playspace
stage04BluePumpkin = LK.getAsset('Stage04BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage04BluePumpkin.x = 2048 / 2 - 365; // Example position
stage04BluePumpkin.y = 2732 / 2 + 470; // Example position
game.addChild(stage04BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage04BluePumpkin to call destroyStageElements and Function05 on press
stage04BluePumpkin.down = function (x, y, obj) {
celebration();
stage04BluePumpkin.destroy();
animatepumpkin({
id: 'Stage04BluePumpkin',
x: stage04BluePumpkin.x,
y: stage04BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
Function05();
}, 2000);
};
}
// Function05 to instantiate Stage05 and Stage05BluePumpkin
function Function05() {
// Instantiate Stage05 in the center of the playspace
stage05 = LK.getAsset('Stage05', {
anchorX: 0.5,
anchorY: 0.5
});
stage05.x = 2048 / 2;
stage05.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage05);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage05BluePumpkin on the playspace
stage05BluePumpkin = LK.getAsset('Stage05BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage05BluePumpkin.x = 2048 / 2 + 875; // Example position
stage05BluePumpkin.y = 2732 / 2 + 800; // Example position
game.addChild(stage05BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage05BluePumpkin to call destroyStageElements and Function06 on press
stage05BluePumpkin.down = function (x, y, obj) {
celebration();
stage05BluePumpkin.destroy();
animatepumpkin({
id: 'Stage05BluePumpkin',
x: stage05BluePumpkin.x,
y: stage05BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
Function06();
}, 2000);
};
}
// Function06 to instantiate Stage06 and Stage06BluePumpkin
function Function06() {
// Instantiate Stage06 in the center of the playspace
stage06 = LK.getAsset('Stage06', {
anchorX: 0.5,
anchorY: 0.5
});
stage06.x = 2048 / 2;
stage06.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage06);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage06BluePumpkin on the playspace
stage06BluePumpkin = LK.getAsset('Stage06BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage06BluePumpkin.x = 2048 / 2 - 300; // Example position
stage06BluePumpkin.y = 2732 / 2 + 1000; // Example position
game.addChild(stage06BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage06BluePumpkin to call destroyStageElements on press
stage06BluePumpkin.down = function (x, y, obj) {
celebration();
stage06BluePumpkin.destroy();
animatepumpkin({
id: 'Stage06BluePumpkin',
x: stage06BluePumpkin.x,
y: stage06BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
Function07();
}, 2000);
};
}
// Function07 to instantiate Stage07 and Stage07BluePumpkin
function Function07() {
// Instantiate Stage07 in the center of the playspace
stage07 = LK.getAsset('Stage07', {
anchorX: 0.5,
anchorY: 0.5
});
stage07.x = 2048 / 2;
stage07.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage07);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage07BluePumpkin on the playspace
stage07BluePumpkin = LK.getAsset('Stage07BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage07BluePumpkin.x = 2048 / 2 - 850; // Example position
stage07BluePumpkin.y = 2732 / 2 + 75; // Example position
game.addChild(stage07BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage07BluePumpkin to call destroyStageElements on press
stage07BluePumpkin.down = function (x, y, obj) {
celebration();
stage07BluePumpkin.destroy();
animatepumpkin({
id: 'Stage07BluePumpkin',
x: stage07BluePumpkin.x,
y: stage07BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
// Instantiate SecondDemon in the center of the playspace
var secondDemon = LK.getAsset('SecondDemon', {
anchorX: 0.5,
anchorY: 0.5
});
secondDemon.x = 2048 / 2;
secondDemon.y = 2732 / 2;
game.addChild(secondDemon);
LK.stopMusic(); // Stop Halloween music when SecondDemon is instantiated
LK.setTimeout(function () {
LK.getSound('sndDog').play();
}, 1000);
// Add event listener to SecondDemon to call Function08, restart music, and destroy self on press
LK.setTimeout(function () {
Function08();
LK.playMusic('HalloweenMusic', {
loop: true
});
secondDemon.destroy();
}, 3000);
}, 2000);
};
}
// Function08 to instantiate Stage08 and Stage08BluePumpkin
function Function08() {
// Instantiate Stage08 in the center of the playspace
stage08 = LK.getAsset('Stage08', {
anchorX: 0.5,
anchorY: 0.5
});
stage08.x = 2048 / 2;
stage08.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage08);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage08BluePumpkin on the playspace
stage08BluePumpkin = LK.getAsset('Stage08BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage08BluePumpkin.x = 2048 / 2 + 500; // Example position
stage08BluePumpkin.y = 2732 / 2 + 1000; // Example position
game.addChild(stage08BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage08BluePumpkin to call destroyStageElements and Function09 on press
stage08BluePumpkin.down = function (x, y, obj) {
celebration();
stage08BluePumpkin.destroy();
animatepumpkin({
id: 'Stage08BluePumpkin',
x: stage08BluePumpkin.x,
y: stage08BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
Function09();
}, 2000);
};
}
// Function09 to instantiate Stage09 and Stage09BluePumpkin
function Function09() {
// Instantiate Stage09 in the center of the playspace
stage09 = LK.getAsset('Stage09', {
anchorX: 0.5,
anchorY: 0.5
});
stage09.x = 2048 / 2;
stage09.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage09);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage09BluePumpkin on the playspace
stage09BluePumpkin = LK.getAsset('Stage09BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage09BluePumpkin.x = 2048 / 2 + 800; // Example position
stage09BluePumpkin.y = 2732 / 2 + 300; // Example position
game.addChild(stage09BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage09BluePumpkin to call destroyStageElements and Function10 on press
stage09BluePumpkin.down = function (x, y, obj) {
celebration();
stage09BluePumpkin.destroy();
animatepumpkin({
id: 'Stage09BluePumpkin',
x: stage09BluePumpkin.x,
y: stage09BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
Function10();
}, 2000);
};
}
// Function10 to instantiate Stage10 and Stage10BluePumpkin
function Function10() {
// Instantiate Stage10 in the center of the playspace
stage10 = LK.getAsset('Stage10', {
anchorX: 0.5,
anchorY: 0.5
});
stage10.x = 2048 / 2;
stage10.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage10);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage10BluePumpkin on the playspace
stage10BluePumpkin = LK.getAsset('Stage10BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage10BluePumpkin.x = 2048 / 2 - 375; // Example position
stage10BluePumpkin.y = 2732 / 2 + 1100; // Example position
game.addChild(stage10BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage10BluePumpkin to call celebration, destroyStageElements, and instantiate ThirdDemon
stage10BluePumpkin.down = function (x, y, obj) {
celebration();
stage10BluePumpkin.destroy();
animatepumpkin({
id: 'Stage10BluePumpkin',
x: stage10BluePumpkin.x,
y: stage10BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
}, 2000); // Decreased delay to 1000ms to make stage10 disappear faster
LK.setTimeout(function () {
// Instantiate ThirdDemon in the center of the playspace
thirdDemon = LK.getAsset('ThirdDemon', {
anchorX: 0.5,
anchorY: 0.5
});
thirdDemon.x = 2048 / 2;
thirdDemon.y = 2732 / 2;
game.addChild(thirdDemon);
LK.stopMusic(); // Stop Halloween music when ThirdDemon is instantiated
LK.setTimeout(function () {
LK.getSound('sndDemon').play();
}, 1000);
// Add a two-second delay before proceeding to Function11
LK.setTimeout(function () {
if (thirdDemon) {
Function11();
LK.playMusic('HalloweenMusic', {
loop: true
});
thirdDemon.destroy();
}
}, 2000);
}, 2000);
};
// Add a two-second delay before proceeding to Function11
LK.setTimeout(function () {
if (thirdDemon) {
Function11();
LK.playMusic('HalloweenMusic', {
loop: true
});
thirdDemon.destroy();
}
}, 2000);
}
// Function11 to instantiate Stage11 and Stage11BluePumpkin
function Function11() {
// Instantiate Stage11 in the center of the playspace
stage11 = LK.getAsset('Stage11', {
anchorX: 0.5,
anchorY: 0.5
});
stage11.x = 2048 / 2;
stage11.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage11);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage11BluePumpkin on the playspace
stage11BluePumpkin = LK.getAsset('Stage11BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage11BluePumpkin.x = 2048 / 2 - 640; // Example position
stage11BluePumpkin.y = 2732 / 2 - 125; // Example position
game.addChild(stage11BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage11BluePumpkin to call destroyStageElements and Function12 on press
stage11BluePumpkin.down = function (x, y, obj) {
celebration();
stage11BluePumpkin.destroy();
animatepumpkin({
id: 'Stage11BluePumpkin',
x: stage11BluePumpkin.x,
y: stage11BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
Function12();
}, 2000);
};
}
// Function12 to instantiate Stage12 and Stage12BluePumpkin
function Function12() {
// Instantiate Stage12 in the center of the playspace
stage12 = LK.getAsset('Stage12', {
anchorX: 0.5,
anchorY: 0.5
});
stage12.x = 2048 / 2;
stage12.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage12);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate Stage12BluePumpkin on the playspace
stage12BluePumpkin = LK.getAsset('Stage12BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage12BluePumpkin.x = 2048 / 2 + 575; // Example position
stage12BluePumpkin.y = 2732 / 2 + 500; // Example position
game.addChild(stage12BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage12BluePumpkin to call destroyStageElements and Function13 on press
stage12BluePumpkin.down = function (x, y, obj) {
celebration();
stage12BluePumpkin.destroy();
animatepumpkin({
id: 'Stage12BluePumpkin',
x: stage12BluePumpkin.x,
y: stage12BluePumpkin.y
});
LK.setTimeout(function () {
destroyStageElements();
Function13();
}, 2000);
};
}
// Function13 to instantiate Stage13 and Stage13BluePumpkin
function Function13() {
// Instantiate Stage13 in the center of the playspace
stage13 = LK.getAsset('Stage13', {
anchorX: 0.5,
anchorY: 0.5
});
stage13.x = 2048 / 2;
stage13.y = 2732 / 2 + 360;
LK.setTimeout(function () {
background.visible = true;
}, 500);
game.scale.set(3.0); // Set zoom level by scaling the game container to 3.0
game.addChild(stage13);
game.addChild(sniperScope); // Ensure sniper scope stays on top
// Instantiate TheEnd image in the center of the playspace
var theEnd = LK.getAsset('TheEnd', {
anchorX: 0.5,
anchorY: 0.5
});
theEnd.x = 2048 / 2 + 50;
theEnd.y = 2732 / 2 + 700;
game.addChild(theEnd);
// Instantiate Stage13BluePumpkin on the playspace
stage13BluePumpkin = LK.getAsset('Stage13BluePumpkin', {
anchorX: 0.5,
anchorY: 0.5
});
stage13BluePumpkin.x = 2048 / 2 - 575; // Example position
stage13BluePumpkin.y = 2732 / 2 - 100; // Example position
game.addChild(stage13BluePumpkin);
game.addChild(gripDemon); // Re-add GripDemon to ensure it stays on top
// Add event listener to stage13BluePumpkin to trigger game over on press
stage13BluePumpkin.down = function (x, y, obj) {
celebration();
stage13BluePumpkin.destroy();
animatepumpkin({
id: 'Stage13BluePumpkin',
x: stage13BluePumpkin.x,
y: stage13BluePumpkin.y
});
LK.setTimeout(function () {
LK.showGameOver(); // Trigger game over
// Instantiate TheEnd image in the center of the playspace
var theEnd = LK.getAsset('TheEnd', {
anchorX: 0.5,
anchorY: 0.5
});
theEnd.x = 2048 / 2;
theEnd.y = 2732 / 2;
game.addChild(theEnd);
}, 2000);
};
}
Generate a high quality cartoon background Halloween image on a black canvas similar to the format of where is waldo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
yellow star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon old splintered wood background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Generate a high quality cartoon background Halloween image on a black canvas similar to the format of where is waldo with a hellish environment. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Generate a high quality cartoon background Halloween image on a black canvas similar to the format of where is waldo with a hellish environment. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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demon dog staring. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Generate a high quality cartoon background Halloween image on a black canvas similar to the format of where is waldo with a hellish environment. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Generate a high quality cartoon background Halloween image on a black canvas similar to the format of where is waldo with a hellish lake environment. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
scary demon staring. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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Generate a high quality cartoon background Halloween image on a black canvas similar to the format of where is waldo with a hellish environment filled with pumpkins. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
an orange halloween pumpkin with glasses Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
button that says relax in orange, black outline of the letters. high contrast. has a pumpkin on it Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
button that says race in orange, black outline of the letters. high contrast. has a pumpkin on it square button with rounded corners Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. png background
coming soon letters in white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Round Black Ellipse with a Transparent Hole in the Middle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.