User prompt
make the start game button lower
User prompt
make the start button bigger and lower
User prompt
add askmanager sound to demand manager attack, writingreview to write a 1 star review, knowtheowner to i know the owner !!! payyoursalary to your salary
User prompt
Import of sound asset
User prompt
Import of sound asset
User prompt
Import of sound asset
User prompt
Import of sound asset
User prompt
Import of sound asset
User prompt
Import of sound asset
User prompt
Import of sound asset
User prompt
Import of sound asset
User prompt
Import of sound asset
User prompt
Import of sound asset
User prompt
espace les boutons un petit peu en hauteur
User prompt
Import of sound asset
User prompt
espace les boutons d'attaques en hauteurs et rapproche les au milieux
User prompt
agrandis les boutons d'attaques
User prompt
remove les message d'infos au dessus des boutons d'attaques car on a déjà dans la message box
User prompt
remove les boutons attack defend et speak to manager et mets quatres boutons attaques qui sont celles ci / Karen's moves var karenMoves = [{ name: "Demand Manager", damage: 20, defense: 0, description: "Karen demanded to see the manager!" }, { name: "I know the owner !!", damage: 25, defense: 0, description: "Karen claims to know the owner!" }, { name: "Write a 1 star review !", damage: 30, defense: 0, description: "Karen threatened a bad review!" }, { name: "Your salary", damage: 35, defense: 0, description: "Karen threatened about employee's salary!" }];
User prompt
name: "Fast Food Employee", health: 100, moves: [{ name: "Is there a Carin", damage: 0, defense: 15, description: "Asked if there is another Karen named Carin!" }, { name: "Security Please", damage: 30, defense: 0, description: "Called security for assistance!" }, { name: "Miss Calm Down", damage: 15, defense: 5, description: "Asked Karen to please calm down..." }, { name: "Complaint Form", damage: 25, defense: 0, description: "Offered a formal complaint form to fill." }] }, { change toutes leattaques de l'employés par celle ci en affichant les description dans la message box
User prompt
montes un peu la boite de message box, et passes tous les textes en impact
User prompt
Please fix the bug: 'ReferenceError: messageBox is not defined' in or related to this line: 'if (messageBox) {' Line Number: 438
User prompt
mets les infos " a wild fast food employee appear" "what will karen do" et les notification des attaques dans un grand encadré au dessus des personnages
User prompt
mets les dialogue au dessus des personnages dans un encadré
User prompt
affiche les barres d'hp et les noms en dessous des personnages
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentLevel: 1, highestLevel: 1 }); /**** * Classes ****/ var AttackMenu = Container.expand(function (karen) { var self = Container.call(this); self.visible = false; self.buttons = []; // Back button self.backButton = new BattleButton("Back", 0, 120, 'defendButton'); self.backButton.onSelect = function () { self.hide(); battleUI.showMainMenu(); }; self.addChild(self.backButton); self.showAttacks = function () { // Clear old attack buttons for (var i = 0; i < self.buttons.length; i++) { self.removeChild(self.buttons[i]); } self.buttons = []; // Create new attack buttons for (var i = 0; i < karen.attacks.length; i++) { var attack = karen.attacks[i]; var yPos = -150 + i * 80; var btn = new BattleButton(attack.name, 0, yPos, attack.special ? 'specialButton' : 'attackButton'); btn.attackIndex = i; btn.onSelect = function () { self.hide(); battleSystem.executePlayerTurn(karen.getAttack(this.attackIndex)); }; self.addChild(btn); self.buttons.push(btn); } self.visible = true; }; self.hide = function () { self.visible = false; }; return self; }); var BattleButton = Container.expand(function (text, x, y, color) { var self = Container.call(this); self.button = self.attachAsset(color || 'attackButton', { anchorX: 0.5, anchorY: 0.5 }); self.text = new Text2(text, { size: 40, fill: 0xFFFFFF, font: "Impact" }); self.text.anchor.set(0.5, 0.5); self.addChild(self.text); self.x = x; self.y = y; self.setEnabled = function (enabled) { self.alpha = enabled ? 1.0 : 0.5; self.enabled = enabled; }; self.down = function (x, y, obj) { if (!self.enabled) { return; } tween(self, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100 }); }; self.up = function (x, y, obj) { if (!self.enabled) { return; } tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100 }); if (self.onSelect) { self.onSelect(); } }; self.setEnabled(true); return self; }); var BattleSystem = Container.expand(function () { var self = Container.call(this); // Remove existing background if it exists if (self.battleBackground) { self.removeChild(self.battleBackground); } // Set background based on current level if (self.currentLevel === 1 || storage.currentLevel === 1) { self.battleBackground = self.attachAsset('battleBackground', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1.2, scaleY: 1.2 }); } else if (self.currentLevel === 2 || storage.currentLevel === 2) { self.battleBackground = self.attachAsset('battlebackground2', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 2.0, scaleY: 1.6 }); } else { self.battleBackground = self.attachAsset('battlebackground3', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 3.4, scaleY: 2.0 }); } self.currentEnemy = null; self.karen = null; self.currentLevel = storage.currentLevel || 1; self.playerTurn = true; self.gameOver = false; self.startBattle = function (level) { // Clean up previous battle if exists if (self.karen) { self.removeChild(self.karen); } if (self.currentEnemy) { self.removeChild(self.currentEnemy); } // Reset state self.playerTurn = true; self.gameOver = false; // Create karen self.karen = new Karen(); self.karen.x = -500; self.karen.y = 0; self.addChild(self.karen); // Create enemy based on level var enemyType; if (level === 1) { enemyType = "employee"; } else if (level === 2) { enemyType = "kid"; } else { enemyType = "manager"; } self.currentEnemy = new Enemy(enemyType); self.currentEnemy.x = 500; self.currentEnemy.y = 0; self.addChild(self.currentEnemy); // Update UI battleUI.setMessage("A wild " + self.currentEnemy.name + " appears!"); // Wait a moment then show "What will Karen do?" LK.setTimeout(function () { battleUI.setMessage("What will Karen do?"); }, 2000); battleUI.enableButtons(true); battleUI.showMainMenu(); // Play battle music LK.playMusic('battleMusic'); }; self.executePlayerTurn = function (attack) { if (!self.playerTurn || self.gameOver) { return; } // Disable buttons during animation battleUI.enableButtons(false); // Show attack message battleUI.setMessage("Karen uses " + attack.name + "! " + (attack.description ? attack.description : "")); // Play attack sound LK.getSound(attack.special ? 'special' : 'attack').play(); // Animate karen tween(self.karen, { x: -300 }, { duration: 300, onFinish: function onFinish() { tween(self.karen, { x: -500 }, { duration: 300 }); } }); // Deal damage after animation delay LK.setTimeout(function () { var damage = attack.damage; if (attack.special) { damage = Math.floor(damage * 1.5); } var actualDamage = self.currentEnemy.takeDamage(damage); battleUI.setMessage("Dealt " + actualDamage + " damage!"); // Check if enemy is defeated if (self.currentEnemy.health <= 0) { self.enemyDefeated(); } else { // Switch to enemy turn after delay LK.setTimeout(function () { self.playerTurn = false; self.enemyTurn(); }, 1000); } }, 600); }; self.playerDefend = function () { if (!self.playerTurn || self.gameOver) { return; } // Disable buttons during animation battleUI.enableButtons(false); // Show defend message battleUI.setMessage("Karen prepares to defend!"); // Play defend sound LK.getSound('defend').play(); // Set defend flag self.karen.defend(); // Visual feedback tween(self.karen.visual, { alpha: 0.7 }, { duration: 300, onFinish: function onFinish() { tween(self.karen.visual, { alpha: 1 }, { duration: 300 }); } }); // Switch to enemy turn after delay LK.setTimeout(function () { self.playerTurn = false; self.enemyTurn(); }, 1000); }; self.playerSpecial = function () { if (!self.playerTurn || self.gameOver) { return; } // This is a special version of playerTurn for the "Speak to Manager" button // It will use the first special attack found for (var i = 0; i < self.karen.attacks.length; i++) { if (self.karen.attacks[i].special) { self.playerTurn(self.karen.attacks[i]); break; } } }; self.enemyTurn = function () { if (self.playerTurn || self.gameOver) { return; } // Get enemy action var action = self.currentEnemy.chooseAction(); // Show action message battleUI.setMessage(action.text); // Animate enemy tween(self.currentEnemy, { x: 300 }, { duration: 300, onFinish: function onFinish() { tween(self.currentEnemy, { x: 500 }, { duration: 300 }); } }); // Process action after animation delay LK.setTimeout(function () { if (action.type === "attack") { // Play attack sound LK.getSound('attack').play(); // Deal damage var damage = action.attack.damage; var actualDamage = self.karen.takeDamage(damage); battleUI.setMessage("You took " + actualDamage + " damage!"); // Check if player is defeated if (self.karen.health <= 0) { self.playerDefeated(); } else { // Switch to player turn after delay LK.setTimeout(function () { self.playerTurn = true; battleUI.setMessage("What will Karen do?"); battleUI.enableButtons(true); battleUI.showMainMenu(); }, 1000); } } else if (action.type === "defend") { // Play defend sound LK.getSound('defend').play(); // Visual feedback tween(self.currentEnemy.visual, { alpha: 0.7 }, { duration: 300, onFinish: function onFinish() { tween(self.currentEnemy.visual, { alpha: 1 }, { duration: 300 }); } }); // Switch to player turn after delay LK.setTimeout(function () { self.playerTurn = true; battleUI.setMessage("What will Karen do?"); battleUI.enableButtons(true); battleUI.showMainMenu(); }, 1000); } }, 600); }; self.enemyDefeated = function () { self.gameOver = true; // Play victory sound LK.getSound('victory').play(); // Show victory message battleUI.setMessage(self.currentEnemy.name + " has been defeated!"); // Update score based on remaining health var score = self.karen.health * 10; LK.setScore(LK.getScore() + score); // Show score message after delay LK.setTimeout(function () { battleUI.setMessage("You earned " + score + " points!"); // Progress to next level if not on final level if (self.currentLevel < 3) { self.currentLevel++; storage.currentLevel = self.currentLevel; if (self.currentLevel > storage.highestLevel) { storage.highestLevel = self.currentLevel; } // Start next battle after delay LK.setTimeout(function () { self.startBattle(self.currentLevel); }, 2000); } else { // Game completed LK.setTimeout(function () { battleUI.setMessage("Congratulations! You've defeated everyone!"); LK.setTimeout(function () { LK.showYouWin(); }, 2000); }, 2000); } }, 2000); }; self.playerDefeated = function () { self.gameOver = true; // Play defeat sound LK.getSound('defeat').play(); // Show defeat message battleUI.setMessage("Karen has been defeated!"); // Reset to level 1 self.currentLevel = 1; storage.currentLevel = 1; // Show game over after delay LK.setTimeout(function () { LK.showGameOver(); }, 2000); }; return self; }); var BattleUI = Container.expand(function () { var self = Container.call(this); // Battle message text self.messageText = new Text2("", { size: 40, fill: 0xFFFFFF, font: "Impact" }); self.messageText.anchor.set(0.5, 0); self.messageText.x = 0; self.messageText.y = -200; self.addChild(self.messageText); // Main menu buttons self.attackButton = new BattleButton("Attack", -450, 0); self.attackButton.onSelect = function () { self.hideMainMenu(); attackMenu.showAttacks(); }; self.addChild(self.attackButton); self.defendButton = new BattleButton("Defend", 0, 0, 'defendButton'); self.defendButton.onSelect = function () { self.hideMainMenu(); battleSystem.playerDefend(); }; self.addChild(self.defendButton); self.specialButton = new BattleButton("Speak to\nManager", 450, 0, 'specialButton'); self.specialButton.onSelect = function () { self.hideMainMenu(); battleSystem.playerSpecial(); }; self.addChild(self.specialButton); self.setMessage = function (message) { self.messageText.setText(message); // Also update the message box if it exists if (messageBox) { messageBox.setMessage(message); messageBox.show(); } }; self.enableButtons = function (enabled) { self.attackButton.setEnabled(enabled); self.defendButton.setEnabled(enabled); self.specialButton.setEnabled(enabled); }; self.hideMainMenu = function () { self.attackButton.visible = false; self.defendButton.visible = false; self.specialButton.visible = false; }; self.showMainMenu = function () { self.attackButton.visible = true; self.defendButton.visible = true; self.specialButton.visible = true; }; return self; }); var Character = Container.expand(function (name, maxHealth, attacks) { var self = Container.call(this); self.name = name; self.maxHealth = maxHealth; self.health = maxHealth; self.attacks = attacks || []; self.isDefending = false; // Create visual representation self.visual = null; self.takeDamage = function (amount) { if (self.isDefending) { amount = Math.floor(amount / 2); self.isDefending = false; } self.health = Math.max(0, self.health - amount); // Visual feedback var damageEffect = LK.getAsset('damageEffect', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, alpha: 0.7 }); self.addChild(damageEffect); tween(damageEffect, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { damageEffect.destroy(); } }); // Update health bar if exists if (self.healthBar) { self.updateHealthBar(); } LK.getSound('hit').play(); return amount; }; self.defend = function () { self.isDefending = true; LK.getSound('defend').play(); return "defending"; }; self.heal = function (amount) { self.health = Math.min(self.maxHealth, self.health + amount); // Update health bar if exists if (self.healthBar) { self.updateHealthBar(); } return amount; }; self.getAttack = function (index) { return self.attacks[index]; }; self.createHealthBar = function () { // Create health bar background self.healthBarBg = LK.getAsset('healthBarBackground', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 300 }); self.addChild(self.healthBarBg); // Create health bar self.healthBar = LK.getAsset('healthBar', { anchorX: 0, anchorY: 0.5, x: -200, y: 300 }); self.addChild(self.healthBar); // Create health text self.healthText = new Text2(self.health + "/" + self.maxHealth, { size: 30, fill: 0xFFFFFF, font: "Impact" }); self.healthText.anchor.set(0.5, 0.5); self.healthText.x = 0; self.healthText.y = 300; self.addChild(self.healthText); // Create name text self.nameText = new Text2(self.name, { size: 40, fill: 0xFFFFFF, font: "Impact" }); self.nameText.anchor.set(0.5, 0.5); self.nameText.x = 0; self.nameText.y = 380; self.addChild(self.nameText); }; self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; self.healthBar.width = 400 * healthPercent; self.healthText.setText(self.health + "/" + self.maxHealth); }; return self; }); var Karen = Character.expand(function () { var self = Character.call(this, "Karen", 100, [{ name: "Angry Complaint", damage: 20, description: "A loud, angry verbal assault" }, { name: "Demand Manager", damage: 35, special: true, description: "The signature move! Summon the manager!" }, { name: "Fake Policy Citation", damage: 25, description: "Make up rules that don't exist" }, { name: "Social Media Threat", damage: 30, special: true, description: "Threaten to 'tell everyone online'" }]); self.visual = self.attachAsset('karen', { anchorX: 0.5, anchorY: 0.5 }); self.createHealthBar(); return self; }); var Enemy = Character.expand(function (type) { var self = Character.call(this); if (type === "employee") { self = Character.call(this, "Fast Food Employee", 100, [{ name: "Is there a Carin", damage: 0, defense: 15, description: "Asked if there is another Karen named Carin!" }, { name: "Security Please", damage: 30, defense: 0, description: "Called security for assistance!" }, { name: "Miss Calm Down", damage: 15, defense: 5, description: "Asked Karen to please calm down..." }, { name: "Complaint Form", damage: 25, defense: 0, description: "Offered a formal complaint form to fill." }]); self.visual = self.attachAsset('employee', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === "kid") { self = Character.call(this, "Neighborhood Kid", 100, [{ name: "Ignore", damage: 15, description: "Completely ignore Karen's existence" }, { name: "Skateboard Trick", damage: 25, description: "Do a kickflip right in front of Karen" }, { name: "Ok Boomer", damage: 35, special: true, description: "The ultimate generational comeback" }]); self.visual = self.attachAsset('kid', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === "manager") { self = Character.call(this, "The Manager", 120, [{ name: "Corporate Policy", damage: 20, description: "Cite the actual written policy" }, { name: "Security Call", damage: 30, description: "Threaten to call security" }, { name: "Lifetime Ban", damage: 40, special: true, description: "Ban Karen from the premises forever" }, { name: "Record Incident", damage: 25, description: "Start recording Karen with phone" }]); self.visual = self.attachAsset('manager', { anchorX: 0.5, anchorY: 0.5 }); } self.createHealthBar(); self.chooseAction = function () { // Simple AI - randomly choose an attack or defend var rand = Math.random(); if (self.health < self.maxHealth * 0.3 && rand < 0.3) { return { type: "defend", text: self.name + " prepares to defend!" }; } // Choose a random attack var attackIndex = Math.floor(Math.random() * self.attacks.length); var attack = self.attacks[attackIndex]; return { type: "attack", attack: attack, text: self.name + " uses " + attack.name + "! " + (attack.description ? attack.description : "") }; }; return self; }); var MainMenu = Container.expand(function () { var self = Container.call(this); // Add menu background self.background = self.attachAsset('menubackground', { anchorX: 0.5, anchorY: 0.5 }); // Remove title and subtitle text for cleaner look // Start Button - centered on screen self.startButton = new BattleButton("Start Game", 0, 0, 'attackButton'); self.startButton.onSelect = function () { self.onStartGame(); }; self.addChild(self.startButton); // Level select if player has unlocked additional levels self.levelButtons = []; self.updateLevelButtons = function () { // Clear existing buttons for (var i = 0; i < self.levelButtons.length; i++) { self.removeChild(self.levelButtons[i]); } self.levelButtons = []; // Empty function now - no level selection }; // Default handler, will be overridden self.onStartGame = function () { console.log("Start game handler not set"); }; return self; }); var MessageBox = Container.expand(function () { var self = Container.call(this); // Create message box background self.background = new Container(); self.addChild(self.background); // Create a semi-transparent black background var bg = LK.getAsset('healthBarBackground', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, alpha: 0.8 }); bg.width = 1600; bg.height = 200; self.background.addChild(bg); // Create message text self.messageText = new Text2("", { size: 60, fill: 0xFFFFFF, font: "Impact" }); self.messageText.anchor.set(0.5, 0.5); self.addChild(self.messageText); // Set message function self.setMessage = function (message) { self.messageText.setText(message); }; // Show animation self.show = function () { self.visible = true; self.alpha = 0; tween(self, { alpha: 1 }, { duration: 300 }); }; // Hide animation self.hide = function () { tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.visible = false; } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Setup game state variables var gameState = "menu"; // Can be "menu" or "battle" var battleSystem, battleUI, attackMenu, scoreText, levelText; // Create main menu var mainMenu = new MainMenu(); mainMenu.x = 2048 / 2; mainMenu.y = 2732 / 2; game.addChild(mainMenu); // Initialize menu level buttons based on storage data mainMenu.updateLevelButtons(); // Handle starting the game from menu mainMenu.onStartGame = function () { // Hide menu mainMenu.visible = false; // Change state gameState = "battle"; // Create battle elements if they don't exist if (!battleSystem) { // Create main battle system battleSystem = new BattleSystem(); battleSystem.x = 2048 / 2; battleSystem.y = 2732 / 2; game.addChild(battleSystem); // Create UI battleUI = new BattleUI(); battleUI.x = 2048 / 2; battleUI.y = 2732 - 300; game.addChild(battleUI); // Create attack menu initially with null karen parameter attackMenu = new AttackMenu(null); attackMenu.x = 2048 / 2; attackMenu.y = 2732 - 300; game.addChild(attackMenu); // Create message box messageBox = new MessageBox(); messageBox.x = 2048 / 2; messageBox.y = 2732 / 2 - 650; // Position higher above characters game.addChild(messageBox); // Level text levelText = new Text2("", { size: 50, fill: 0xFFFFFF, font: "Impact" }); levelText.anchor.set(0.5, 0.5); levelText.x = 2048 / 2; levelText.y = 380; game.addChild(levelText); // Scoreboard scoreText = new Text2("Score: 0", { size: 50, fill: 0xFFFFFF, font: "Impact" }); scoreText.anchor.set(1, 0); scoreText.x = 2048 - 50; scoreText.y = 50; game.addChild(scoreText); } else { // Make battle elements visible again battleSystem.visible = true; battleUI.visible = true; attackMenu.visible = false; scoreText.visible = true; levelText.visible = true; messageBox.visible = true; } // Update attackMenu with karen reference after battle starts LK.setTimeout(function () { attackMenu = new AttackMenu(battleSystem.karen); attackMenu.x = 2048 / 2; attackMenu.y = 2732 - 300; game.addChild(attackMenu); }, 100); // Start the game with appropriate level battleSystem.startBattle(battleSystem.currentLevel); // Update level text levelText.setText("Level " + battleSystem.currentLevel + "/3"); // Start the background music LK.playMusic('battleMusic'); }; // Game update function game.update = function () { if (gameState === "battle") { // Update score display scoreText.setText("Score: " + LK.getScore()); } };
===================================================================
--- original.js
+++ change.js
@@ -180,9 +180,9 @@
}
// Disable buttons during animation
battleUI.enableButtons(false);
// Show attack message
- battleUI.setMessage("Karen uses " + attack.name + "!");
+ battleUI.setMessage("Karen uses " + attack.name + "! " + (attack.description ? attack.description : ""));
// Play attack sound
LK.getSound(attack.special ? 'special' : 'attack').play();
// Animate karen
tween(self.karen, {
@@ -564,20 +564,28 @@
});
var Enemy = Character.expand(function (type) {
var self = Character.call(this);
if (type === "employee") {
- self = Character.call(this, "Fast Food Employee", 80, [{
- name: "Polite Refusal",
- damage: 10,
- description: "Calmly explain the rules"
+ self = Character.call(this, "Fast Food Employee", 100, [{
+ name: "Is there a Carin",
+ damage: 0,
+ defense: 15,
+ description: "Asked if there is another Karen named Carin!"
}, {
- name: "Eye Roll",
+ name: "Security Please",
+ damage: 30,
+ defense: 0,
+ description: "Called security for assistance!"
+ }, {
+ name: "Miss Calm Down",
damage: 15,
- description: "A subtle but effective eye roll"
+ defense: 5,
+ description: "Asked Karen to please calm down..."
}, {
- name: "Call Coworker",
- damage: 20,
- description: "Get backup from a coworker"
+ name: "Complaint Form",
+ damage: 25,
+ defense: 0,
+ description: "Offered a formal complaint form to fill."
}]);
self.visual = self.attachAsset('employee', {
anchorX: 0.5,
anchorY: 0.5
@@ -640,9 +648,9 @@
var attack = self.attacks[attackIndex];
return {
type: "attack",
attack: attack,
- text: self.name + " uses " + attack.name + "!"
+ text: self.name + " uses " + attack.name + "! " + (attack.description ? attack.description : "")
};
};
return self;
});
karen a white blonde woman from the meme "karen" screaming and point her finger to the right. Single Game Texture. In-Game asset. 2d. High contrast. No shadows
kid with a ball Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fast food employee. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
insde manager office. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
manager character upper body part. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
excuseme
Sound effect
writingreview
Sound effect
unacceptable
Sound effect
askmanager
Sound effect
payyoursalary
Sound effect
knowmyrights
Sound effect
knowtheowner
Sound effect
securityplease
Sound effect
istherecarin
Sound effect
misscalmdown
Sound effect
complainform
Sound effect
whatareyoudoing
Sound effect
police
Sound effect
talktoparents
Sound effect
privateproperty
Sound effect
gettinghurt
Sound effect
victory
Sound effect
ignoring
Sound effect
okboomer
Sound effect
viralontiktok
Sound effect
affraidofaballoon
Sound effect
protocol
Sound effect
giveananswer
Sound effect
therules
Sound effect
justiceattack
Sound effect
incompetent
Sound effect
totalrefund
Sound effect
notmyproblem
Sound effect
knwowhoiam
Sound effect
jingleremix
Music
gtasound
Music
office
Music