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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in or related to this line: 'phaseText.setText(phaseText.text.split('(')[0] + '(' + secondsLeft + 's)');' Line Number: 3141
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el impostor pot sabotear electricitat,oxigen,portes de la nau,reactor i conexions que fa que te oculti la barra de task i apaga las cameras
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fes les portes que el impostor pot tancar
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fes un boto per obrir las camaras
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fes las camaras i la sala de camaras
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fes la task de els cables
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fes un boto per fer las tasks
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fes els pasadisos de la nau del among us
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fes que el spawn no pugui apareixer en un mur
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fes las tasks de among us
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crea un boto per reportar
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fes que es pugui skip la votacio de emergencia
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crea el boto de sabotages per el impostor
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fes que el impostor mati a tripulants si nosaltres no ho som
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Please fix the bug: 'TypeError: taskGraphics.removeFromParent is not a function' in or related to this line: 'taskGraphics.removeFromParent();' Line Number: 182
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fes que els tripulants facin les tasques
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fes que els murs no es puguin atravesar
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(killButton, {' Line Number: 814 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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fes que el impostor pugui matar a els tripulants
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fes que la camara segueixi al jugador
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fes la nau de el among us
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pots triar en ser el impostor o un tripulant
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fes varias tasques per las misions
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posa una barra de progres de las tasques
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Player = Container.expand(function (isImpostor, color, id) { var self = Container.call(this); self.isImpostor = isImpostor || false; self.playerColor = color || 0x00ff00; self.playerId = id || 0; self.isAlive = true; self.speed = 3; self.targetX = 0; self.targetY = 0; self.tasksCompleted = 0; self.maxTasks = 5; self.canVote = true; self.lastKillTime = 0; self.killCooldown = 30000; // 30 seconds self.currentTask = null; // Track current task being worked on self.taskCompletionTimer = 0; // Timer for task completion var playerGraphics = self.attachAsset(self.isImpostor ? 'impostor' : 'crewmate', { anchorX: 0.5, anchorY: 0.5 }); if (!self.isImpostor) { playerGraphics.tint = self.playerColor; } self.moveTo = function (x, y) { var playerSize = 80; // Player width/height // Only set target if destination is not inside a wall if (!checkWallCollision(x, y, playerSize, playerSize)) { self.targetX = x; self.targetY = y; } else { // Keep current position as target if new position would collide self.targetX = self.x; self.targetY = self.y; } }; self.eliminate = function () { if (self.isAlive) { self.isAlive = false; self.alpha = 0.3; LK.getSound('eliminate').play(); } }; self.completeTask = function () { if (!self.isImpostor && self.isAlive) { self.tasksCompleted++; LK.getSound('taskComplete').play(); return true; } return false; }; self.canKill = function () { return self.isImpostor && self.isAlive && LK.ticks - self.lastKillTime > self.killCooldown; }; self.kill = function (target) { if (self.canKill() && target.isAlive && !target.isImpostor) { target.eliminate(); self.lastKillTime = LK.ticks; return true; } return false; }; self.update = function () { if (!self.isAlive) return; // Move towards target var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { var newX = self.x + dx / distance * self.speed; var newY = self.y + dy / distance * self.speed; var playerSize = 80; // Player width/height // Check collision before moving if (!checkWallCollision(newX, newY, playerSize, playerSize)) { self.x = newX; self.y = newY; } else { // Try moving only on X axis if (!checkWallCollision(newX, self.y, playerSize, playerSize)) { self.x = newX; } else if (!checkWallCollision(self.x, newY, playerSize, playerSize)) { // Try moving only on Y axis self.y = newY; } } } }; return self; }); var Task = Container.expand(function (x, y, id, taskType) { var self = Container.call(this); self.taskId = id || 0; self.isCompleted = false; self.x = x; self.y = y; self.taskType = taskType || 'basic'; self.completionProgress = 0; self.requiredClicks = 1; self.completionTime = 0; self.isBeingCompleted = false; self.interactionTimer = 0; self.taskStarted = false; self.isNearPlayer = false; self.lastNearPlayer = false; // Set task properties based on type switch (self.taskType) { case 'electrical': self.requiredClicks = 3; self.assetName = 'electricalTask'; self.taskName = 'Fix Wiring'; self.taskDescription = 'Connect the wires in the correct order'; break; case 'engine': self.requiredClicks = 5; self.assetName = 'engineTask'; self.taskName = 'Fuel Engines'; self.taskDescription = 'Fill the fuel tanks'; break; case 'reactor': self.requiredClicks = 7; self.assetName = 'reactorTask'; self.taskName = 'Stabilize Reactor'; self.taskDescription = 'Balance the reactor core'; break; case 'navigation': self.requiredClicks = 4; self.assetName = 'navigationTask'; self.taskName = 'Chart Course'; self.taskDescription = 'Set navigation coordinates'; break; case 'medical': self.requiredClicks = 6; self.assetName = 'medicalTask'; self.taskName = 'Submit Scan'; self.taskDescription = 'Complete medical scan'; break; default: self.requiredClicks = 1; self.assetName = 'task'; self.taskName = 'Basic Task'; self.taskDescription = 'Complete basic task'; break; } var taskGraphics = self.attachAsset(self.assetName, { anchorX: 0.5, anchorY: 0.5 }); // Add task name text var taskNameText = new Text2(self.taskName, { size: 24, fill: 0xFFFFFF }); taskNameText.anchor.set(0.5, 0); taskNameText.y = -50; self.addChild(taskNameText); // Add interaction hint text (initially hidden) var interactionText = new Text2('Hold to complete', { size: 20, fill: 0x00FFFF }); interactionText.anchor.set(0.5, 0); interactionText.y = 50; interactionText.alpha = 0; self.addChild(interactionText); self.complete = function () { if (!self.isCompleted) { self.isCompleted = true; taskGraphics.destroy(); taskNameText.destroy(); if (interactionText) { interactionText.destroy(); } if (self.lastProgressText) { self.lastProgressText.destroy(); } var completedGraphics = self.attachAsset('taskCompleted', { anchorX: 0.5, anchorY: 0.5 }); var completedText = new Text2('Complete', { size: 20, fill: 0x00FF00 }); completedText.anchor.set(0.5, 0); completedText.y = -40; self.addChild(completedText); return true; } return false; }; self.startTask = function () { if (!self.taskStarted && !self.isCompleted) { self.taskStarted = true; self.interactionTimer = 0; // Visual feedback for task start tween(taskGraphics, { scaleX: 1.2, scaleY: 1.2, tint: 0x00FFFF }, { duration: 200, onFinish: function onFinish() { tween(taskGraphics, { scaleX: 1.0, scaleY: 1.0, tint: 0xFFFFFF }, { duration: 200 }); } }); // Show progress for multi-step tasks if (self.requiredClicks > 1) { var progressText = new Text2(self.completionProgress + '/' + self.requiredClicks, { size: 32, fill: 0xFFFF00 }); progressText.anchor.set(0.5, 0); progressText.y = 70; self.addChild(progressText); // Remove old progress text if (self.lastProgressText) { self.lastProgressText.destroy(); } self.lastProgressText = progressText; } } }; self.update = function () { if (self.isCompleted) return; // Check if player is near self.lastNearPlayer = self.isNearPlayer; self.isNearPlayer = false; if (currentPlayer && currentPlayer.isAlive && !currentPlayer.isImpostor) { var distance = Math.sqrt(Math.pow(currentPlayer.x - self.x, 2) + Math.pow(currentPlayer.y - self.y, 2)); self.isNearPlayer = distance < 100; } // Show interaction hint when player gets close if (!self.lastNearPlayer && self.isNearPlayer) { interactionText.alpha = 1; tween(interactionText, { y: 60, alpha: 0.8 }, { duration: 300 }); } // Hide interaction hint when player moves away if (self.lastNearPlayer && !self.isNearPlayer) { tween(interactionText, { y: 50, alpha: 0 }, { duration: 300 }); self.taskStarted = false; self.interactionTimer = 0; } // Update interaction timer if task is being worked on if (self.taskStarted && self.isNearPlayer) { self.interactionTimer += 16.67; // Roughly 1 frame at 60fps // Visual progress indicator var progressPercent = Math.min(self.interactionTimer / 2000, 1.0); // 2 seconds per step if (progressPercent < 1.0) { taskGraphics.alpha = 0.5 + progressPercent * 0.5; } else { // Complete this step self.completionProgress++; self.interactionTimer = 0; taskGraphics.alpha = 1.0; // Flash effect for progress tween(taskGraphics, { alpha: 0.3, tint: 0x00FF00 }, { duration: 150, onFinish: function onFinish() { tween(taskGraphics, { alpha: 1.0, tint: 0xFFFFFF }, { duration: 150 }); } }); // Update progress text if (self.requiredClicks > 1 && self.lastProgressText) { self.lastProgressText.setText(self.completionProgress + '/' + self.requiredClicks); } // Check if task is complete if (self.completionProgress >= self.requiredClicks) { self.complete(); if (currentPlayer) { currentPlayer.completeTask(); } completedTasks++; updateTaskProgress(); } else { // Reset for next step self.taskStarted = false; } } } }; self.down = function (x, y, obj) { if (currentPlayer && currentPlayer.isAlive && !currentPlayer.isImpostor) { var distance = Math.sqrt(Math.pow(currentPlayer.x - self.x, 2) + Math.pow(currentPlayer.y - self.y, 2)); if (distance < 100 && !self.isCompleted) { self.startTask(); } } }; return self; }); var VoteButton = Container.expand(function (playerId, x, y) { var self = Container.call(this); self.playerId = playerId; self.x = x; self.y = y; self.votes = 0; var buttonGraphics = self.attachAsset('voteButton', { anchorX: 0.5, anchorY: 0.5 }); var voteText = new Text2('Vote Player ' + playerId, { size: 40, fill: 0xFFFFFF }); voteText.anchor.set(0.5, 0.5); self.addChild(voteText); self.down = function (x, y, obj) { if (votingPhase && currentPlayer && currentPlayer.canVote) { self.votes++; currentPlayer.canVote = false; LK.getSound('vote').play(); voteText.setText('Votes: ' + self.votes); // Check if voting is complete var alivePlayers = players.filter(function (p) { return p.isAlive; }); var totalVotes = voteButtons.reduce(function (sum, button) { return sum + button.votes; }, 0); if (totalVotes >= alivePlayers.length) { endVoting(); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ var players = []; var tasks = []; var currentPlayer = null; var totalTasks = 15; var completedTasks = 0; var impostorCount = 2; var votingPhase = false; var voteButtons = []; var gamePhase = 'roleSelection'; // 'roleSelection', 'playing', 'voting', 'gameOver' var meetingCooldown = 0; var meetingCooldownTime = 15000; // 15 seconds var roleSelectionComplete = false; var killButton = null; var killTarget = null; var sabotageButton = null; var sabotageTarget = null; var reportButton = null; var reportTarget = null; // UI Elements var taskProgressText = new Text2('Tasks: 0/' + totalTasks, { size: 60, fill: 0xFFFFFF }); taskProgressText.anchor.set(0.5, 0); LK.gui.top.addChild(taskProgressText); // Task completion UI var taskCompletionText = new Text2('', { size: 40, fill: 0x00FF00 }); taskCompletionText.anchor.set(0.5, 0.5); taskCompletionText.alpha = 0; LK.gui.center.addChild(taskCompletionText); // Current task indicator var currentTaskText = new Text2('', { size: 30, fill: 0xFFFF00 }); currentTaskText.anchor.set(0.5, 1); currentTaskText.y = -50; currentTaskText.alpha = 0; LK.gui.center.addChild(currentTaskText); // Progress Bar Elements var progressBarBackground = LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 0.5, x: 0, y: 80 }); progressBarBackground.tint = 0x333333; LK.gui.top.addChild(progressBarBackground); var progressBarFill = LK.getAsset('wall', { anchorX: 0, anchorY: 0.5, scaleX: 0, scaleY: 0.4, x: -800, y: 80 }); progressBarFill.tint = 0x00ff00; LK.gui.top.addChild(progressBarFill); var phaseText = new Text2('Complete Tasks or Find Impostors!', { size: 50, fill: 0xFFFF00 }); phaseText.anchor.set(0.5, 0); phaseText.y = 100; LK.gui.top.addChild(phaseText); var playerCountText = new Text2('', { size: 40, fill: 0xFFFFFF }); playerCountText.anchor.set(0, 0); LK.gui.topRight.addChild(playerCountText); // Role selection UI var roleSelectionTitle = new Text2('Choose Your Role', { size: 80, fill: 0xFFFFFF }); roleSelectionTitle.anchor.set(0.5, 0.5); roleSelectionTitle.x = 1024; roleSelectionTitle.y = 800; game.addChild(roleSelectionTitle); var crewButton = LK.getAsset('voteButton', { anchorX: 0.5, anchorY: 0.5, x: 700, y: 1200, scaleX: 1.5, scaleY: 1.5 }); crewButton.tint = 0x00ff00; game.addChild(crewButton); var crewButtonText = new Text2('CREW MEMBER', { size: 50, fill: 0xFFFFFF }); crewButtonText.anchor.set(0.5, 0.5); crewButtonText.x = 700; crewButtonText.y = 1200; game.addChild(crewButtonText); var impostorButton = LK.getAsset('voteButton', { anchorX: 0.5, anchorY: 0.5, x: 1348, y: 1200, scaleX: 1.5, scaleY: 1.5 }); impostorButton.tint = 0xff0000; game.addChild(impostorButton); var impostorButtonText = new Text2('IMPOSTOR', { size: 50, fill: 0xFFFFFF }); impostorButtonText.anchor.set(0.5, 0.5); impostorButtonText.x = 1348; impostorButtonText.y = 1200; game.addChild(impostorButtonText); // Role selection instructions var instructionText = new Text2('Choose your role and start the game!', { size: 40, fill: 0xFFFF00 }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 1400; game.addChild(instructionText); // Create spaceship walls var walls = []; function createWalls() { // Outer perimeter walls var topWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, x: 1024, y: 200 })); walls.push(topWall); var bottomWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 10, x: 1024, y: 2500 })); walls.push(bottomWall); var leftWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleY: 10, x: 200, y: 1366 })); walls.push(leftWall); var rightWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleY: 10, x: 1800, y: 1366 })); walls.push(rightWall); // Upper corridor walls var upperLeftWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, x: 550, y: 600 })); walls.push(upperLeftWall); var upperRightWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, x: 1500, y: 600 })); walls.push(upperRightWall); // Central corridor walls var centralTopWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, x: 1024, y: 1000 })); walls.push(centralTopWall); var centralBottomWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, x: 1024, y: 1700 })); walls.push(centralBottomWall); // Room dividers var leftRoomWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleY: 3, x: 700, y: 1000 })); walls.push(leftRoomWall); var rightRoomWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleY: 3, x: 1350, y: 1000 })); walls.push(rightRoomWall); // Lower corridor walls var lowerLeftWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, x: 550, y: 2100 })); walls.push(lowerLeftWall); var lowerRightWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, x: 1500, y: 2100 })); walls.push(lowerRightWall); // Engine room walls var engineLeftWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleY: 2, x: 400, y: 1800 })); walls.push(engineLeftWall); var engineRightWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleY: 2, x: 1650, y: 1800 })); walls.push(engineRightWall); // Security room walls var securityWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, x: 1024, y: 800 })); walls.push(securityWall); // Medical bay walls var medicalWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleY: 1.5, x: 1200, y: 1500 })); walls.push(medicalWall); // Reactor room walls var reactorWall = game.addChild(LK.getAsset('wall', { anchorX: 0.5, anchorY: 0.5, scaleY: 1.5, x: 850, y: 1500 })); walls.push(reactorWall); // Add spaceship floor tiles for (var floorX = 300; floorX < 1800; floorX += 100) { for (var floorY = 300; floorY < 2400; floorY += 100) { var floorTile = game.addChild(LK.getAsset('shipFloor', { anchorX: 0.5, anchorY: 0.5, x: floorX, y: floorY })); // Send floor tiles to back game.setChildIndex(floorTile, 0); } } // Add main corridor highlights - central hub var mainCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 8, scaleY: 4, x: 1024, y: 1366 })); game.setChildIndex(mainCorridor, 1); // Add upper corridor - connects upper rooms var upperCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 6, scaleY: 2, x: 1024, y: 700 })); game.setChildIndex(upperCorridor, 1); // Add lower corridor - connects lower rooms var lowerCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 6, scaleY: 2, x: 1024, y: 2000 })); game.setChildIndex(lowerCorridor, 1); // Add left vertical corridor - connects left rooms var leftVerticalCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 8, x: 550, y: 1366 })); game.setChildIndex(leftVerticalCorridor, 1); // Add right vertical corridor - connects right rooms var rightVerticalCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 8, x: 1500, y: 1366 })); game.setChildIndex(rightVerticalCorridor, 1); // Add connecting corridors between upper and main areas var upperLeftConnector = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 3, x: 700, y: 900 })); game.setChildIndex(upperLeftConnector, 1); var upperRightConnector = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 3, x: 1350, y: 900 })); game.setChildIndex(upperRightConnector, 1); // Add connecting corridors between lower and main areas var lowerLeftConnector = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 3, x: 700, y: 1800 })); game.setChildIndex(lowerLeftConnector, 1); var lowerRightConnector = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 3, x: 1350, y: 1800 })); game.setChildIndex(lowerRightConnector, 1); // Add horizontal connectors to main corridor var mainLeftConnector = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 1.5, x: 800, y: 1366 })); game.setChildIndex(mainLeftConnector, 1); var mainRightConnector = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 1.5, x: 1250, y: 1366 })); game.setChildIndex(mainRightConnector, 1); // Add cafeteria/meeting room corridor var cafeteriaCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 4, scaleY: 2, x: 1024, y: 1100 })); game.setChildIndex(cafeteriaCorridor, 1); // Add storage area corridors var storageLeftCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 2, x: 400, y: 1100 })); game.setChildIndex(storageLeftCorridor, 1); var storageRightCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 2, x: 1650, y: 1100 })); game.setChildIndex(storageRightCorridor, 1); // Add engine room access corridors var engineAccessLeft = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 2, x: 500, y: 2200 })); game.setChildIndex(engineAccessLeft, 1); var engineAccessRight = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 2, x: 1550, y: 2200 })); game.setChildIndex(engineAccessRight, 1); // Add navigation/helm corridor var navigationCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 1.5, x: 1024, y: 500 })); game.setChildIndex(navigationCorridor, 1); // Add T-junction corridors for better connectivity var upperTJunction = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, x: 1024, y: 800 })); game.setChildIndex(upperTJunction, 1); var lowerTJunction = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, x: 1024, y: 1900 })); game.setChildIndex(lowerTJunction, 1); // Add side corridor extensions var leftSideCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 6, x: 300, y: 1366 })); game.setChildIndex(leftSideCorridor, 1); var rightSideCorridor = game.addChild(LK.getAsset('shipHall', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 6, x: 1750, y: 1366 })); game.setChildIndex(rightSideCorridor, 1); } // Create emergency button var emergencyButton = game.addChild(LK.getAsset('emergencyButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); emergencyButton.down = function (x, y, obj) { if (gamePhase === 'playing' && meetingCooldown <= 0) { startEmergencyMeeting(); } }; // Create kill button (initially hidden) killButton = LK.getAsset('killButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); killButton.alpha = 0; killButton.visible = false; LK.gui.center.addChild(killButton); var killButtonText = new Text2('KILL', { size: 40, fill: 0xFFFFFF }); killButtonText.anchor.set(0.5, 0.5); killButton.addChild(killButtonText); killButton.down = function (x, y, obj) { if (killTarget && currentPlayer && currentPlayer.isImpostor && currentPlayer.canKill()) { if (currentPlayer.kill(killTarget)) { updatePlayerCount(); hideKillButton(); } } }; // Create sabotage button (initially hidden) sabotageButton = LK.getAsset('sabotageButton', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 0 }); sabotageButton.alpha = 0; sabotageButton.visible = false; LK.gui.center.addChild(sabotageButton); // Create skip voting button (initially hidden) var skipVotingButton = LK.getAsset('voteButton', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 100 }); skipVotingButton.alpha = 0; skipVotingButton.visible = false; skipVotingButton.tint = 0xffff00; LK.gui.center.addChild(skipVotingButton); var skipVotingButtonText = new Text2('SKIP VOTING', { size: 36, fill: 0x000000 }); skipVotingButtonText.anchor.set(0.5, 0.5); skipVotingButton.addChild(skipVotingButtonText); var sabotageButtonText = new Text2('SABOTAGE', { size: 32, fill: 0xFFFFFF }); sabotageButtonText.anchor.set(0.5, 0.5); sabotageButton.addChild(sabotageButtonText); // Create report button (initially hidden) reportButton = LK.getAsset('reportButton', { anchorX: 0.5, anchorY: 0.5, x: -200, y: 0 }); reportButton.alpha = 0; reportButton.visible = false; reportButton.tint = 0x00ff00; LK.gui.center.addChild(reportButton); var reportButtonText = new Text2('REPORT', { size: 32, fill: 0xFFFFFF }); reportButtonText.anchor.set(0.5, 0.5); reportButton.addChild(reportButtonText); sabotageButton.down = function (x, y, obj) { if (currentPlayer && currentPlayer.isImpostor && gamePhase === 'playing') { performSabotage(); hideSabotageButton(); } }; reportButton.down = function (x, y, obj) { if (reportTarget && currentPlayer && currentPlayer.isAlive && gamePhase === 'playing') { reportDeadBody(); hideReportButton(); } }; skipVotingButton.down = function (x, y, obj) { if (votingPhase && gamePhase === 'voting') { endVoting(); } }; // Role selection button handlers crewButton.down = function (x, y, obj) { if (gamePhase === 'roleSelection') { selectRole(false); // false = crew member } }; impostorButton.down = function (x, y, obj) { if (gamePhase === 'roleSelection') { selectRole(true); // true = impostor } }; // Initialize players function selectRole(isImpostor) { // Hide role selection UI roleSelectionTitle.destroy(); crewButton.destroy(); crewButtonText.destroy(); impostorButton.destroy(); impostorButtonText.destroy(); instructionText.destroy(); // Initialize game with selected role initializePlayers(isImpostor); updatePlayerCount(); gamePhase = 'playing'; phaseText.setText('Complete Tasks or Find Impostors!'); } function initializePlayers(playerIsImpostor) { var colors = [0x00ff00, 0x0000ff, 0xff00ff, 0x00ffff, 0xffa500, 0xffff00, 0x8a2be2, 0xffc0cb]; // Create current player first with selected role currentPlayer = new Player(playerIsImpostor, colors[0], 0); // Generate safe spawn position for current player var validPosition = findValidSpawnPosition(); currentPlayer.x = validPosition.x; currentPlayer.y = validPosition.y; currentPlayer.targetX = currentPlayer.x; currentPlayer.targetY = currentPlayer.y; players.push(currentPlayer); game.addChild(currentPlayer); // Create other players var remainingImpostors = playerIsImpostor ? impostorCount - 1 : impostorCount; for (var i = 1; i < 8; i++) { var isImpostor = i <= remainingImpostors; var player = new Player(isImpostor, colors[i], i); // Generate safe spawn position var validPosition = findValidSpawnPosition(); player.x = validPosition.x; player.y = validPosition.y; player.targetX = player.x; player.targetY = player.y; players.push(player); game.addChild(player); } } // Initialize tasks function initializeTasks() { var taskTypes = ['electrical', 'engine', 'reactor', 'navigation', 'medical']; var taskAreas = [ // Electrical room { x: 400, y: 500, width: 200, height: 150, preferredType: 'electrical' }, // Engine room upper { x: 1200, y: 500, width: 200, height: 150, preferredType: 'engine' }, // Security room { x: 800, y: 800, width: 300, height: 200, preferredType: 'navigation' }, // Medical bay { x: 1200, y: 1200, width: 250, height: 180, preferredType: 'medical' }, // Reactor room { x: 400, y: 1200, width: 250, height: 180, preferredType: 'reactor' }, // Lower engine room { x: 1200, y: 2000, width: 200, height: 150, preferredType: 'engine' }, // Lower electrical { x: 400, y: 2000, width: 200, height: 150, preferredType: 'electrical' }, // Central corridor tasks { x: 800, y: 1600, width: 400, height: 200, preferredType: 'navigation' } // Central area ]; // Create tasks with better distribution var taskTypeCount = {}; taskTypes.forEach(function (type) { taskTypeCount[type] = 0; }); for (var i = 0; i < totalTasks; i++) { // Distribute tasks across different areas var area = taskAreas[i % taskAreas.length]; var taskX = area.x + Math.random() * area.width; var taskY = area.y + Math.random() * area.height; // Prefer area's specialized task type, but ensure variety var taskType = area.preferredType; if (taskTypeCount[taskType] >= 4) { // Too many of this type, pick a different one var availableTypes = taskTypes.filter(function (type) { return taskTypeCount[type] < 4; }); if (availableTypes.length > 0) { taskType = availableTypes[Math.floor(Math.random() * availableTypes.length)]; } } taskTypeCount[taskType]++; var task = new Task(taskX, taskY, i, taskType); tasks.push(task); game.addChild(task); } } function updateTaskProgress() { taskProgressText.setText('Tasks: ' + completedTasks + '/' + totalTasks); // Update progress bar var progressPercentage = completedTasks / totalTasks; progressBarFill.scaleX = progressPercentage * 8; // Show task completion animation if (taskCompletionText) { taskCompletionText.setText('Task Completed! (' + completedTasks + '/' + totalTasks + ')'); taskCompletionText.alpha = 1; taskCompletionText.y = 0; tween(taskCompletionText, { y: -100, alpha: 0 }, { duration: 2000 }); } // Flash progress bar tween(progressBarFill, { tint: 0xFFFF00 }, { duration: 200, onFinish: function onFinish() { tween(progressBarFill, { tint: 0x00FF00 }, { duration: 200 }); } }); // Check win condition if (completedTasks >= totalTasks) { endGame('crew'); } } function updatePlayerCount() { var aliveCrew = players.filter(function (p) { return p.isAlive && !p.isImpostor; }).length; var aliveImpostors = players.filter(function (p) { return p.isAlive && p.isImpostor; }).length; playerCountText.setText('Crew: ' + aliveCrew + ' | Impostors: ' + aliveImpostors); // Check win conditions if (aliveImpostors >= aliveCrew) { endGame('impostors'); } else if (aliveImpostors === 0) { endGame('crew'); } } function startEmergencyMeeting() { gamePhase = 'voting'; votingPhase = true; meetingCooldown = meetingCooldownTime; LK.getSound('emergency').play(); phaseText.setText('Emergency Meeting - Vote!'); // Create vote buttons var alivePlayers = players.filter(function (p) { return p.isAlive; }); var buttonWidth = 200; var startX = (2048 - alivePlayers.length * buttonWidth) / 2; for (var i = 0; i < alivePlayers.length; i++) { var button = new VoteButton(alivePlayers[i].playerId, startX + i * buttonWidth, 2400); voteButtons.push(button); game.addChild(button); } // Reset player voting ability players.forEach(function (p) { if (p.isAlive) { p.canVote = true; } }); // Show skip voting button if (skipVotingButton) { skipVotingButton.alpha = 1; skipVotingButton.visible = true; } } function endVoting() { votingPhase = false; // Find player with most votes var maxVotes = 0; var ejectedPlayer = null; for (var i = 0; i < voteButtons.length; i++) { if (voteButtons[i].votes > maxVotes) { maxVotes = voteButtons[i].votes; ejectedPlayer = players.find(function (p) { return p.playerId === voteButtons[i].playerId; }); } } // Eject player with most votes if (ejectedPlayer && maxVotes > 0) { ejectedPlayer.eliminate(); if (ejectedPlayer.isImpostor) { phaseText.setText('Impostor Ejected!'); } else { phaseText.setText('Innocent Ejected!'); } } else { phaseText.setText('No One Ejected!'); } // Clean up vote buttons voteButtons.forEach(function (button) { button.destroy(); }); voteButtons = []; // Hide skip voting button if (skipVotingButton) { skipVotingButton.alpha = 0; skipVotingButton.visible = false; } // Return to playing phase after delay LK.setTimeout(function () { gamePhase = 'playing'; phaseText.setText('Complete Tasks or Find Impostors!'); updatePlayerCount(); }, 3000); } function showKillButton(target) { if (killButton && currentPlayer && currentPlayer.isImpostor) { killTarget = target; killButton.alpha = 1; killButton.visible = true; // Flash effect to draw attention tween(killButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(killButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); } } function hideKillButton() { if (killButton) { killTarget = null; killButton.alpha = 0; killButton.visible = false; } } function showSabotageButton() { if (sabotageButton && currentPlayer && currentPlayer.isImpostor) { sabotageButton.alpha = 1; sabotageButton.visible = true; // Flash effect to draw attention tween(sabotageButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(sabotageButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); } } function hideSabotageButton() { if (sabotageButton) { sabotageTarget = null; sabotageButton.alpha = 0; sabotageButton.visible = false; } } function showReportButton(target) { if (reportButton && currentPlayer && currentPlayer.isAlive) { reportTarget = target; reportButton.alpha = 1; reportButton.visible = true; // Flash effect to draw attention tween(reportButton, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(reportButton, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); } } function hideReportButton() { if (reportButton) { reportTarget = null; reportButton.alpha = 0; reportButton.visible = false; } } function reportDeadBody() { if (currentPlayer && currentPlayer.isAlive && gamePhase === 'playing') { // Play report sound LK.getSound('report').play(); // Start emergency meeting startEmergencyMeeting(); // Update phase text to indicate it was a report phaseText.setText('Dead Body Reported - Vote!'); } } function performSabotage() { if (currentPlayer && currentPlayer.isImpostor && gamePhase === 'playing') { // Play sabotage sound LK.getSound('sabotage').play(); // Create sabotage effects var sabotageEffects = [function () { // Power outage - flash screen black LK.effects.flashScreen(0x000000, 3000); phaseText.setText('Power Outage! Find the reactor!'); }, function () { // Reactor meltdown - flash screen red LK.effects.flashScreen(0xff0000, 2000); phaseText.setText('Reactor Critical! Fix it now!'); }, function () { // Oxygen depletion - flash screen blue LK.effects.flashScreen(0x0000ff, 2500); phaseText.setText('Oxygen Depleted! Restore life support!'); }]; // Execute random sabotage var randomSabotage = sabotageEffects[Math.floor(Math.random() * sabotageEffects.length)]; randomSabotage(); // Reset phase text after delay LK.setTimeout(function () { if (gamePhase === 'playing') { phaseText.setText('Complete Tasks or Find Impostors!'); } }, 4000); } } // Find valid spawn position that doesn't collide with walls function findValidSpawnPosition() { var playerSize = 80; var maxAttempts = 50; var attempts = 0; while (attempts < maxAttempts) { var x = 400 + Math.random() * 1200; var y = 400 + Math.random() * 1800; // Check if this position is valid (not inside a wall) if (!checkWallCollision(x, y, playerSize, playerSize)) { return { x: x, y: y }; } attempts++; } // If we can't find a valid position after many attempts, use a known safe position // Return center of main corridor as fallback return { x: 1024, y: 1366 }; } // Collision detection function function checkWallCollision(x, y, playerWidth, playerHeight) { var playerLeft = x - playerWidth / 2; var playerRight = x + playerWidth / 2; var playerTop = y - playerHeight / 2; var playerBottom = y + playerHeight / 2; for (var i = 0; i < walls.length; i++) { var wall = walls[i]; var wallLeft = wall.x - wall.width / 2; var wallRight = wall.x + wall.width / 2; var wallTop = wall.y - wall.height / 2; var wallBottom = wall.y + wall.height / 2; // Check if player rectangle intersects with wall rectangle if (playerLeft < wallRight && playerRight > wallLeft && playerTop < wallBottom && playerBottom > wallTop) { return true; } } return false; } function endGame(winner) { gamePhase = 'gameOver'; if (winner === 'crew') { phaseText.setText('Crew Wins!'); LK.showYouWin(); } else { phaseText.setText('Impostors Win!'); LK.showGameOver(); } } // AI behavior for other players function updateAI() { players.forEach(function (player) { if (player === currentPlayer || !player.isAlive) return; // Crew member AI - complete tasks if (!player.isImpostor && gamePhase === 'playing') { // Find nearby incomplete tasks var nearbyTasks = tasks.filter(function (task) { if (task.isCompleted) return false; var distance = Math.sqrt(Math.pow(task.x - player.x, 2) + Math.pow(task.y - player.y, 2)); return distance < 100; }); // If near a task, complete it if (nearbyTasks.length > 0) { var task = nearbyTasks[0]; task.completionProgress++; // Complete task if enough progress if (task.completionProgress >= task.requiredClicks) { task.complete(); player.completeTask(); completedTasks++; updateTaskProgress(); } } else { // Move towards nearest incomplete task var incompleteTasks = tasks.filter(function (task) { return !task.isCompleted; }); if (incompleteTasks.length > 0) { // Find closest task var closestTask = incompleteTasks[0]; var closestDistance = Math.sqrt(Math.pow(closestTask.x - player.x, 2) + Math.pow(closestTask.y - player.y, 2)); for (var i = 1; i < incompleteTasks.length; i++) { var task = incompleteTasks[i]; var distance = Math.sqrt(Math.pow(task.x - player.x, 2) + Math.pow(task.y - player.y, 2)); if (distance < closestDistance) { closestTask = task; closestDistance = distance; } } // Move towards closest task with some randomness if (Math.random() < 0.1) { player.moveTo(closestTask.x + (Math.random() - 0.5) * 50, closestTask.y + (Math.random() - 0.5) * 50); } } } } // Random movement for all players (less frequent now) else if (Math.random() < 0.01) { player.moveTo(400 + Math.random() * 1200, 400 + Math.random() * 1800); } // Impostor AI if (player.isImpostor && gamePhase === 'playing') { // Try to kill nearby crew members var nearbyTargets = players.filter(function (p) { if (p === player || !p.isAlive || p.isImpostor) return false; var distance = Math.sqrt(Math.pow(p.x - player.x, 2) + Math.pow(p.y - player.y, 2)); return distance < 120; }); if (nearbyTargets.length > 0 && player.canKill()) { // AI impostor kills with some probability to make it more realistic if (Math.random() < 0.3) { // 30% chance to kill when opportunity arises player.kill(nearbyTargets[0]); updatePlayerCount(); } } else { // Move towards nearest crew member to hunt them var crewMembers = players.filter(function (p) { if (p === player || !p.isAlive || p.isImpostor) return false; return true; }); if (crewMembers.length > 0) { // Find closest crew member var closestCrew = crewMembers[0]; var closestDistance = Math.sqrt(Math.pow(closestCrew.x - player.x, 2) + Math.pow(closestCrew.y - player.y, 2)); for (var i = 1; i < crewMembers.length; i++) { var crew = crewMembers[i]; var distance = Math.sqrt(Math.pow(crew.x - player.x, 2) + Math.pow(crew.y - player.y, 2)); if (distance < closestDistance) { closestCrew = crew; closestDistance = distance; } } // Move towards closest crew member with some randomness (less frequent to avoid being too obvious) if (Math.random() < 0.05) { player.moveTo(closestCrew.x + (Math.random() - 0.5) * 100, closestCrew.y + (Math.random() - 0.5) * 100); } } } } }); } // Initialize game createWalls(); initializeTasks(); // Don't initialize players yet - wait for role selection // Game controls game.down = function (x, y, obj) { if (gamePhase === 'playing' && currentPlayer && currentPlayer.isAlive) { currentPlayer.moveTo(x, y); } }; game.update = function () { if (gamePhase === 'roleSelection') { // Don't update game logic during role selection return; } // Hide sabotage button if not impostor or not playing if (!currentPlayer || !currentPlayer.isImpostor || gamePhase !== 'playing') { if (sabotageButton && sabotageButton.visible) { hideSabotageButton(); } } // Hide report button if not playing if (!currentPlayer || !currentPlayer.isAlive || gamePhase !== 'playing') { if (reportButton && reportButton.visible) { hideReportButton(); } } // Update camera to follow current player if (currentPlayer && currentPlayer.isAlive && gamePhase === 'playing') { // Calculate target camera position (center player on screen) var targetX = 1024 - currentPlayer.x; // Center horizontally var targetY = 1366 - currentPlayer.y; // Center vertically // Smooth camera movement with lerp var lerpFactor = 0.1; var currentX = game.x; var currentY = game.y; game.x = currentX + (targetX - currentX) * lerpFactor; game.y = currentY + (targetY - currentY) * lerpFactor; // Clamp camera to keep game world bounds in view var minX = 1024 - 1800; // Don't go past right edge var maxX = 1024 - 200; // Don't go past left edge var minY = 1366 - 2500; // Don't go past bottom edge var maxY = 1366 - 200; // Don't go past top edge game.x = Math.max(minX, Math.min(maxX, game.x)); game.y = Math.max(minY, Math.min(maxY, game.y)); } // Update cooldowns if (meetingCooldown > 0) { meetingCooldown -= 16.67; // Roughly 1 frame at 60fps } // Update AI if (LK.ticks % 30 === 0) { // Update AI twice per second for better task completion updateAI(); } // Update current player impostor kill opportunities if (currentPlayer && currentPlayer.isImpostor && gamePhase === 'playing') { var nearbyTargets = players.filter(function (p) { if (p === currentPlayer || !p.isAlive || p.isImpostor) return false; var distance = Math.sqrt(Math.pow(p.x - currentPlayer.x, 2) + Math.pow(p.y - currentPlayer.y, 2)); return distance < 120; }); // Show kill button if there are targets and can kill if (nearbyTargets.length > 0 && currentPlayer.canKill()) { // Add visual indicator for kill opportunity if (LK.ticks % 30 < 15) { nearbyTargets[0].alpha = 0.7; } else { nearbyTargets[0].alpha = 1.0; } // Show kill button for closest target if (!killButton.visible) { showKillButton(nearbyTargets[0]); } } else { // Hide kill button if no targets or can't kill if (killButton.visible) { hideKillButton(); } // Reset target alphas players.forEach(function (p) { if (!p.isImpostor) { p.alpha = 1.0; } }); } // Show sabotage button for impostors if (!sabotageButton.visible) { showSabotageButton(); } } // Update report button for all players near dead bodies if (currentPlayer && currentPlayer.isAlive && gamePhase === 'playing') { var nearbyDeadBodies = players.filter(function (p) { if (p === currentPlayer || p.isAlive) return false; var distance = Math.sqrt(Math.pow(p.x - currentPlayer.x, 2) + Math.pow(p.y - currentPlayer.y, 2)); return distance < 150; }); // Show report button if there are dead bodies nearby if (nearbyDeadBodies.length > 0) { // Add visual indicator for dead body if (LK.ticks % 60 < 30) { nearbyDeadBodies[0].alpha = 0.5; } else { nearbyDeadBodies[0].alpha = 0.3; } // Show report button for closest dead body if (!reportButton.visible) { showReportButton(nearbyDeadBodies[0]); } } else { // Hide report button if no dead bodies nearby if (reportButton.visible) { hideReportButton(); } } // Update current task display for crew members if (currentPlayer && !currentPlayer.isImpostor && currentPlayer.isAlive) { var nearbyTasks = tasks.filter(function (task) { if (task.isCompleted) return false; var distance = Math.sqrt(Math.pow(task.x - currentPlayer.x, 2) + Math.pow(task.y - currentPlayer.y, 2)); return distance < 100; }); if (nearbyTasks.length > 0) { var closestTask = nearbyTasks[0]; if (currentTaskText) { currentTaskText.setText(closestTask.taskName); currentTaskText.alpha = 0.8; } } else { if (currentTaskText) { currentTaskText.alpha = 0; } } } } };
===================================================================
--- original.js
+++ change.js
@@ -657,9 +657,9 @@
// Send floor tiles to back
game.setChildIndex(floorTile, 0);
}
}
- // Add main corridor highlights
+ // Add main corridor highlights - central hub
var mainCorridor = game.addChild(LK.getAsset('shipHall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
@@ -667,9 +667,9 @@
x: 1024,
y: 1366
}));
game.setChildIndex(mainCorridor, 1);
- // Add upper corridor
+ // Add upper corridor - connects upper rooms
var upperCorridor = game.addChild(LK.getAsset('shipHall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 6,
@@ -677,9 +677,9 @@
x: 1024,
y: 700
}));
game.setChildIndex(upperCorridor, 1);
- // Add lower corridor
+ // Add lower corridor - connects lower rooms
var lowerCorridor = game.addChild(LK.getAsset('shipHall', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 6,
@@ -687,8 +687,181 @@
x: 1024,
y: 2000
}));
game.setChildIndex(lowerCorridor, 1);
+ // Add left vertical corridor - connects left rooms
+ var leftVerticalCorridor = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 8,
+ x: 550,
+ y: 1366
+ }));
+ game.setChildIndex(leftVerticalCorridor, 1);
+ // Add right vertical corridor - connects right rooms
+ var rightVerticalCorridor = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 8,
+ x: 1500,
+ y: 1366
+ }));
+ game.setChildIndex(rightVerticalCorridor, 1);
+ // Add connecting corridors between upper and main areas
+ var upperLeftConnector = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 3,
+ x: 700,
+ y: 900
+ }));
+ game.setChildIndex(upperLeftConnector, 1);
+ var upperRightConnector = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 3,
+ x: 1350,
+ y: 900
+ }));
+ game.setChildIndex(upperRightConnector, 1);
+ // Add connecting corridors between lower and main areas
+ var lowerLeftConnector = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 3,
+ x: 700,
+ y: 1800
+ }));
+ game.setChildIndex(lowerLeftConnector, 1);
+ var lowerRightConnector = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 3,
+ x: 1350,
+ y: 1800
+ }));
+ game.setChildIndex(lowerRightConnector, 1);
+ // Add horizontal connectors to main corridor
+ var mainLeftConnector = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 3,
+ scaleY: 1.5,
+ x: 800,
+ y: 1366
+ }));
+ game.setChildIndex(mainLeftConnector, 1);
+ var mainRightConnector = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 3,
+ scaleY: 1.5,
+ x: 1250,
+ y: 1366
+ }));
+ game.setChildIndex(mainRightConnector, 1);
+ // Add cafeteria/meeting room corridor
+ var cafeteriaCorridor = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 4,
+ scaleY: 2,
+ x: 1024,
+ y: 1100
+ }));
+ game.setChildIndex(cafeteriaCorridor, 1);
+ // Add storage area corridors
+ var storageLeftCorridor = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 2,
+ x: 400,
+ y: 1100
+ }));
+ game.setChildIndex(storageLeftCorridor, 1);
+ var storageRightCorridor = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 2,
+ x: 1650,
+ y: 1100
+ }));
+ game.setChildIndex(storageRightCorridor, 1);
+ // Add engine room access corridors
+ var engineAccessLeft = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 2,
+ x: 500,
+ y: 2200
+ }));
+ game.setChildIndex(engineAccessLeft, 1);
+ var engineAccessRight = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 2,
+ x: 1550,
+ y: 2200
+ }));
+ game.setChildIndex(engineAccessRight, 1);
+ // Add navigation/helm corridor
+ var navigationCorridor = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 3,
+ scaleY: 1.5,
+ x: 1024,
+ y: 500
+ }));
+ game.setChildIndex(navigationCorridor, 1);
+ // Add T-junction corridors for better connectivity
+ var upperTJunction = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2,
+ x: 1024,
+ y: 800
+ }));
+ game.setChildIndex(upperTJunction, 1);
+ var lowerTJunction = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2,
+ x: 1024,
+ y: 1900
+ }));
+ game.setChildIndex(lowerTJunction, 1);
+ // Add side corridor extensions
+ var leftSideCorridor = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 6,
+ x: 300,
+ y: 1366
+ }));
+ game.setChildIndex(leftSideCorridor, 1);
+ var rightSideCorridor = game.addChild(LK.getAsset('shipHall', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 6,
+ x: 1750,
+ y: 1366
+ }));
+ game.setChildIndex(rightSideCorridor, 1);
}
// Create emergency button
var emergencyButton = game.addChild(LK.getAsset('emergencyButton', {
anchorX: 0.5,
crewmate among us. In-Game asset. 2d. High contrast. No shadows
electricalTask. In-Game asset. 2d. High contrast. No shadows
emergencyButton. In-Game asset. 2d. High contrast. No shadows
voteButton among us. In-Game asset. 2d. High contrast. No shadows
killButton among us. In-Game asset. 2d. High contrast. No shadows
medicalTask. In-Game asset. 2d. High contrast. No shadows
engineTask among us. In-Game asset. 2d. High contrast. No shadows
navigationTask among us. In-Game asset. 2d. High contrast. No shadows
shipFloor casella. In-Game asset. 2d. High contrast. No shadows
shiphall among us. In-Game asset. 2d. High contrast. No shadows
among us task. In-Game asset. 2d. High contrast. No shadows
wall among us. In-Game asset. 2d. High contrast. No shadows
taskCompleted among us. In-Game asset. 2d. High contrast. No shadows
reactorTask among us. In-Game asset. 2d. High contrast. No shadows
taskButton among us. In-Game asset. 2d. High contrast. No shadows
sabotageButton among us. In-Game asset. 2d. High contrast. No shadows
reportbutton among us. In-Game asset. 2d. High contrast. No shadows
cameraView among us. In-Game asset. 2d. High contrast. No shadows
cameraFrame among us. In-Game asset. 2d. High contrast. No shadows
cameraButton among us. In-Game asset. 2d. High contrast. No shadows
cablePanel among us. In-Game asset. 2d. High contrast. No shadows
cableWire among us. In-Game asset. 2d. High contrast. No shadows
among us door. In-Game asset. 2d. High contrast. No shadows
among us doorButton. In-Game asset. 2d. High contrast. No shadows
among us doorClosed. In-Game asset. 2d. High contrast. No shadows
among us sabotageEffect. In-Game asset. 2d. High contrast. No shadows
among us sabotageIndicator. In-Game asset. 2d. High contrast. No shadows
among us cableConnector. In-Game asset. 2d. High contrast. No shadows
among us sabotageReactorButton. In-Game asset. 2d. High contrast. No shadows
among us sabotageOxygenButton. In-Game asset. 2d. High contrast. No shadows
among us sabotageElectricityButton. In-Game asset. 2d. High contrast. No shadows
among us sabotageDoorsButton. In-Game asset. 2d. High contrast. No shadows
among us sabotageConnectionsButton. In-Game asset. 2d. High contrast. No shadows
among us sewerEntrance. In-Game asset. 2d. High contrast. No shadows