User prompt
delete voting phase
User prompt
voting phase ekranında imposto/hristiyanlar haraket edemesin
User prompt
voting phase bitince namaz kıla bilelim
User prompt
camiler voting phase bitince geri normala dönsün
User prompt
camiler yenilenmiyo
User prompt
2 levelde herşey gidiyo
User prompt
voting phase ekranındaki butona basılmadan önce impostorlar/hristiyanlar haraket edemiycek ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
voting phase ekranı geince hiç kimse hareket etmesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ekran gelince oyun dursun her ikisindede
User prompt
her voting ten sonrada ekran gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
her level bitiğinde bir ekran çıksın ekrandaki "devam et" tuşuna basıp yeni levele geçelim ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
beklemeyi uzat ve yazıları düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
leveler arasında bekleme olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: impostors is not defined' in or related to this line: 'if (remainingChristians > 0) {' Line Number: 530
User prompt
oyun açılmıyo
User prompt
oyunun hikayesi "bir müslüman cami ye namaz kılmaya gidcekmiş sonra hristiyanlar onu kovalamış tüm cami lerde namaz kılarak hristiyanları imanla yencekmiş
User prompt
Please fix the bug: 'ship is not defined' in or related to this line: 'shipBounds = {' Line Number: 308
User prompt
başka bölümler olsun boss lardaolsun
User prompt
bizi kovalasınlar
Code edit (1 edits merged)
Please save this source code
User prompt
Impostor Hunt
Initial prompt
imanlı amongus
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function (level) { var self = Container.call(this); var graphics = self.attachAsset('bossChristian', { anchorX: 0.5, anchorY: 0.5 }); self.level = level || 1; self.maxHealth = 3 + level; self.health = self.maxHealth; self.speed = 2 + level * 0.5; self.direction = Math.random() * Math.PI * 2; self.attackTimer = 0; self.attackCooldown = 2000; // 2 seconds self.isDead = false; self.chargeAttacking = false; self.chargeSpeed = 12; // Health bar var healthBarBg = self.addChild(LK.getAsset('shape', { width: 120, height: 20, color: 0x660000, shape: 'box', anchorX: 0.5, anchorY: 0.5, y: -100 })); var healthBar = self.addChild(LK.getAsset('shape', { width: 120, height: 16, color: 0xff0000, shape: 'box', anchorX: 0.5, anchorY: 0.5, y: -100 })); self.updateHealthBar = function () { var healthPercent = self.health / self.maxHealth; healthBar.width = 120 * healthPercent; }; self.update = function () { if (self.isDead) return; self.attackTimer += 16.67; // Boss AI behavior if (self.chargeAttacking) { // Charge attack - move fast towards player var deltaX = player.x - self.x; var deltaY = player.y - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > 10) { self.direction = Math.atan2(deltaY, deltaX); var newX = self.x + Math.cos(self.direction) * self.chargeSpeed; var newY = self.y + Math.sin(self.direction) * self.chargeSpeed; // Keep within bounds self.x = Math.max(shipBounds.left + 75, Math.min(shipBounds.right - 75, newX)); self.y = Math.max(shipBounds.top + 75, Math.min(shipBounds.bottom - 75, newY)); } // End charge attack after 1 second if (self.attackTimer >= 1000) { self.chargeAttacking = false; self.attackTimer = 0; } } else if (self.attackTimer >= self.attackCooldown) { // Start charge attack self.chargeAttacking = true; self.attackTimer = 0; LK.effects.flashObject(self, 0xffff00, 500); } else { // Normal movement - slower patrol var deltaX = player.x - self.x; var deltaY = player.y - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > 200) { // Move towards player if far away self.direction = Math.atan2(deltaY, deltaX); } else { // Random movement when close if (Math.random() < 0.02) { self.direction = Math.random() * Math.PI * 2; } } var newX = self.x + Math.cos(self.direction) * self.speed; var newY = self.y + Math.sin(self.direction) * self.speed; // Bounce off boundaries if (newX < shipBounds.left + 75 || newX > shipBounds.right - 75) { self.direction = Math.PI - self.direction; } if (newY < shipBounds.top + 75 || newY > shipBounds.bottom - 75) { self.direction = -self.direction; } // Keep within bounds self.x = Math.max(shipBounds.left + 75, Math.min(shipBounds.right - 75, newX)); self.y = Math.max(shipBounds.top + 75, Math.min(shipBounds.bottom - 75, newY)); } }; self.takeDamage = function () { if (self.isDead) return false; self.health--; self.updateHealthBar(); LK.effects.flashObject(self, 0xffffff, 300); if (self.health <= 0) { self.isDead = true; LK.setScore(LK.getScore() + 500); LK.getSound('faithVictory').play(); scoreTxt.setText('Score: ' + LK.getScore()); return true; } return false; }; return self; }); var Christian = Container.expand(function (colorAsset) { var self = Container.call(this); var graphics = self.attachAsset(colorAsset || 'christian', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.direction = Math.random() * Math.PI * 2; self.changeDirectionTimer = 0; self.isIdentified = false; self.update = function () { if (self.isIdentified) return; // Calculate direction towards player var deltaX = player.x - self.x; var deltaY = player.y - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Only chase if player is alive and within reasonable distance if (player.isAlive && distance > 10) { // Calculate angle towards player self.direction = Math.atan2(deltaY, deltaX); // Add some randomness to make movement less predictable var randomOffset = (Math.random() - 0.5) * 0.3; self.direction += randomOffset; } // Move in current direction var newX = self.x + Math.cos(self.direction) * self.speed; var newY = self.y + Math.sin(self.direction) * self.speed; // Bounce off ship boundaries if (newX < shipBounds.left + 40 || newX > shipBounds.right - 40) { self.direction = Math.PI - self.direction; } if (newY < shipBounds.top + 40 || newY > shipBounds.bottom - 40) { self.direction = -self.direction; } // Keep within bounds self.x = Math.max(shipBounds.left + 40, Math.min(shipBounds.right - 40, newX)); self.y = Math.max(shipBounds.top + 40, Math.min(shipBounds.bottom - 40, newY)); }; return self; }); var Mosque = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('mosque', { anchorX: 0.5, anchorY: 0.5 }); self.isCompleted = false; return self; }); var Muslim = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('muslim', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.isAlive = true; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game variables var player; var christians = []; var mosques = []; var mosqueArea = {}; var gameState = 'playing'; // 'playing', 'praying', 'roundEnd' var roundNumber = 1; var prayersCompleted = 0; var prayingTimer = 0; var prayingDuration = 5000; // 5 seconds for praying var dragNode = null; // Missing variables that are referenced in the code var shipBounds = {}; var impostors = []; var taskStations = []; var tasksCompleted = 0; // Level system variables var currentLevel = 1; var maxLevel = 4; var currentBoss = null; var levelNames = ['Main Mosque', 'Prayer Hall', 'Minaret', 'Sacred Courtyard']; var levelBackgrounds = ['courtyard', 'mainMosque', 'prayerHall', 'minaret']; var currentMosque = null; var isLevelTransition = false; var levelTransitionDuration = 8000; // 8 seconds pause between levels var isLevelCompleted = false; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var gameStateTxt = new Text2('Visit mosques to pray and avoid the pursuers!', { size: 60, fill: 0xFFFF00 }); gameStateTxt.anchor.set(0.5, 0); gameStateTxt.y = 100; LK.gui.top.addChild(gameStateTxt); var roundTxt = new Text2('Round 1', { size: 70, fill: 0x00FFFF }); roundTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(roundTxt); roundTxt.x = 120; // Avoid the menu icon var levelTxt = new Text2('Level 1: Main Mosque', { size: 60, fill: 0xff9900 }); levelTxt.anchor.set(0, 0); levelTxt.y = 80; LK.gui.topLeft.addChild(levelTxt); levelTxt.x = 120; var levelTransitionTxt = new Text2('', { size: 120, fill: 0xffff00 }); levelTransitionTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(levelTransitionTxt); levelTransitionTxt.alpha = 0; // Continue button for level completion var continueBtn = new Text2('CONTINUE', { size: 100, fill: 0x00ff00 }); continueBtn.anchor.set(0.5, 0.5); continueBtn.y = 200; LK.gui.center.addChild(continueBtn); continueBtn.alpha = 0; continueBtn.interactive = true; // Create level background function createLevelBackground() { if (currentMosque && currentMosque.parent) { currentMosque.destroy(); } var backgroundAsset = levelBackgrounds[currentLevel - 1] || 'courtyard'; currentMosque = game.attachAsset(backgroundAsset, { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); // Update mosque boundaries after creating new background mosqueArea = { left: currentMosque.x - currentMosque.width / 2, right: currentMosque.x + currentMosque.width / 2, top: currentMosque.y - currentMosque.height / 2, bottom: currentMosque.y + currentMosque.height / 2 }; // Create fresh mosques for the new level createMosques(); } createLevelBackground(); // Set mosque boundaries mosqueArea = { left: currentMosque.x - currentMosque.width / 2, right: currentMosque.x + currentMosque.width / 2, top: currentMosque.y - currentMosque.height / 2, bottom: currentMosque.y + currentMosque.height / 2 }; // Initialize shipBounds to match mosqueArea shipBounds = { left: mosqueArea.left, right: mosqueArea.right, top: mosqueArea.top, bottom: mosqueArea.bottom }; // Create player player = game.addChild(new Muslim()); player.x = 1024; player.y = 1600; // Create mosques function createMosques() { // Destroy existing mosques first for (var i = 0; i < mosques.length; i++) { if (mosques[i].parent) { mosques[i].destroy(); } } mosques = []; var positions = [{ x: 400, y: 800 }, { x: 1600, y: 800 }, { x: 800, y: 1000 }, { x: 1200, y: 1000 }, { x: 600, y: 1200 }]; for (var i = 0; i < positions.length; i++) { var mosque = game.addChild(new Mosque()); mosque.x = positions[i].x; mosque.y = positions[i].y; mosque.isCompleted = false; // Ensure mosque starts uncompleted mosques.push(mosque); } } // Create boss for boss rounds function createBoss() { if (currentBoss && currentBoss.parent) { currentBoss.destroy(); } currentBoss = game.addChild(new Boss(currentLevel)); currentBoss.x = 1024; currentBoss.y = 800; } // Create Christians for current round function createChristians() { christians = []; // Boss levels (every 3rd round) have boss instead of regular Christians if (roundNumber % 3 === 0) { createBoss(); return; // No regular Christians on boss rounds } var christianCount = Math.min(roundNumber + 1, 4); var colors = ['christian', 'christian2', 'christian3', 'christian']; for (var i = 0; i < christianCount; i++) { var christian = game.addChild(new Christian(colors[i % colors.length])); christian.x = mosqueArea.left + 100 + Math.random() * (mosqueArea.right - mosqueArea.left - 200); christian.y = mosqueArea.top + 100 + Math.random() * (mosqueArea.bottom - mosqueArea.top - 200); christian.speed = 4 + roundNumber * 0.8; christians.push(christian); } // Set impostors to reference christians for compatibility impostors = christians; // Set taskStations to reference mosques for compatibility taskStations = mosques; } // Initialize first round createMosques(); createChristians(); // Start level transition with pause function startLevelTransition() { isLevelTransition = true; isLevelCompleted = true; gameState = 'levelCompleted'; // Show level completion text levelTransitionTxt.setText('Level ' + (currentLevel - 1) + ' Complete!'); tween(levelTransitionTxt, { alpha: 1 }, { duration: 1000, onFinish: function onFinish() { // Show continue button after text appears tween(continueBtn, { alpha: 1, scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeOut }); } }); } // Handle continue button click continueBtn.down = function (x, y, obj) { if (isLevelCompleted) { // Fade out completion UI tween(levelTransitionTxt, { alpha: 0 }, { duration: 500 }); tween(continueBtn, { alpha: 0, scaleX: 1.0, scaleY: 1.0 }, { duration: 500, onFinish: function onFinish() { isLevelCompleted = false; isLevelTransition = false; // Continue from level completion gameState = 'playing'; continueNextRound(); } }); } }; // Continue next round after transition function continueNextRound() { prayersCompleted = 0; // Reset prayers completed for new round roundTxt.setText('Round ' + roundNumber); // Clean up old christians for (var i = 0; i < christians.length; i++) { if (christians[i].parent) { christians[i].destroy(); } } // Clean up boss if (currentBoss && currentBoss.parent) { currentBoss.destroy(); currentBoss = null; } // Reset mosques for (var i = 0; i < mosques.length; i++) { mosques[i].isCompleted = false; if (mosques[i].tint !== undefined) { mosques[i].tint = 0xffffff; } } // Create new christians or boss createChristians(); // Update game state text based on round type if (roundNumber % 3 === 0) { gameStateTxt.setText('BOSS ROUND ' + roundNumber + ' - Complete prayers and prepare for final confrontation!'); } else { gameStateTxt.setText('Round ' + roundNumber + ' - Complete prayers and avoid the pursuers!'); } // Flash screen to indicate new round LK.effects.flashScreen(0x0000ff, 500); } // Start next round function startNextRound() { roundNumber++; tasksCompleted = 0; prayersCompleted = 0; // Reset prayers completed for new round // Level progression every 3 rounds if (roundNumber % 3 === 1 && roundNumber > 1) { currentLevel = Math.min(currentLevel + 1, maxLevel); createLevelBackground(); levelTxt.setText('Level ' + currentLevel + ': ' + levelNames[currentLevel - 1]); LK.getSound('levelComplete').play(); // Start level completion screen instead of immediately continuing startLevelTransition(); return; // Exit early, transition will handle the rest } roundTxt.setText('Round ' + roundNumber); // Clean up old christians for (var i = 0; i < christians.length; i++) { if (christians[i].parent) { christians[i].destroy(); } } // Clean up boss if (currentBoss && currentBoss.parent) { currentBoss.destroy(); currentBoss = null; } // Reset mosques for (var i = 0; i < mosques.length; i++) { mosques[i].isCompleted = false; if (mosques[i].tint !== undefined) { mosques[i].tint = 0xffffff; } } // Create new christians or boss createChristians(); gameState = 'playing'; // Update game state text based on round type if (roundNumber % 3 === 0) { gameStateTxt.setText('BOSS ROUND ' + roundNumber + ' - Complete prayers and prepare for final confrontation!'); } else { gameStateTxt.setText('Round ' + roundNumber + ' - Complete prayers and avoid the pursuers!'); } // Flash screen to indicate new round LK.effects.flashScreen(0x0000ff, 500); } // Handle player movement function handleMove(x, y, obj) { if (dragNode && player.isAlive && gameState === 'playing') { var newX = Math.max(shipBounds.left + 40, Math.min(shipBounds.right - 40, x)); var newY = Math.max(shipBounds.top + 40, Math.min(shipBounds.bottom - 40, y)); dragNode.x = newX; dragNode.y = newY; } } game.move = handleMove; game.down = function (x, y, obj) { if (player.isAlive && gameState === 'playing') { dragNode = player; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game update loop game.update = function () { if (!player.isAlive) return; // Skip game logic during level transition or completion if (isLevelTransition || gameState === 'transition' || gameState === 'levelCompleted') { return; } if (gameState !== 'playing') return; // Check collisions with christians (only non-identified ones) for (var i = 0; i < christians.length; i++) { if (!christians[i].isIdentified && player.intersects(christians[i])) { // Player caught by christian player.isAlive = false; LK.effects.flashScreen(0xff0000, 1500); LK.getSound('elimination').play(); LK.showGameOver(); return; } } // Check collision with boss if (currentBoss && !currentBoss.isDead && player.intersects(currentBoss)) { // Player caught by boss player.isAlive = false; LK.effects.flashScreen(0xff0000, 1500); LK.getSound('elimination').play(); LK.showGameOver(); return; } // Check mosque prayer completion for (var i = 0; i < mosques.length; i++) { var mosque = mosques[i]; if (!mosque.isCompleted && player.intersects(mosque)) { mosque.isCompleted = true; if (mosque.tint !== undefined) { mosque.tint = 0x00ff00; } prayersCompleted++; LK.setScore(LK.getScore() + 50); LK.getSound('taskComplete').play(); scoreTxt.setText('Score: ' + LK.getScore()); // Check if all prayers completed if (prayersCompleted >= mosques.length) { startNextRound(); } } } };
===================================================================
--- original.js
+++ change.js
@@ -46,9 +46,8 @@
healthBar.width = 120 * healthPercent;
};
self.update = function () {
if (self.isDead) return;
- if (gameState === 'voting') return; // Pause during voting phase
self.attackTimer += 16.67;
// Boss AI behavior
if (self.chargeAttacking) {
// Charge attack - move fast towards player
@@ -114,13 +113,8 @@
return true;
}
return false;
};
- self.down = function (x, y, obj) {
- if (gameState === 'voting' && !self.isDead) {
- return self.takeDamage();
- }
- };
return self;
});
var Christian = Container.expand(function (colorAsset) {
var self = Container.call(this);
@@ -133,9 +127,8 @@
self.changeDirectionTimer = 0;
self.isIdentified = false;
self.update = function () {
if (self.isIdentified) return;
- if (gameState === 'voting') return; // Pause during voting phase
// Calculate direction towards player
var deltaX = player.x - self.x;
var deltaY = player.y - self.y;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
@@ -160,34 +153,8 @@
// Keep within bounds
self.x = Math.max(shipBounds.left + 40, Math.min(shipBounds.right - 40, newX));
self.y = Math.max(shipBounds.top + 40, Math.min(shipBounds.bottom - 40, newY));
};
- self.down = function (x, y, obj) {
- if (gameState === 'voting' && !self.isIdentified) {
- // Player identified this impostor
- self.isIdentified = true;
- LK.setScore(LK.getScore() + 100);
- LK.effects.flashObject(self, 0x00ff00, 500);
- LK.getSound('christianDefeated').play();
- scoreTxt.setText(LK.getScore());
- // Remove from christians array
- for (var i = christians.length - 1; i >= 0; i--) {
- if (christians[i] === self) {
- christians.splice(i, 1);
- break;
- }
- }
- // Check if all christians eliminated
- if (christians.length === 0) {
- startNextRound();
- } else {
- // End voting phase after short delay
- LK.setTimeout(function () {
- endVotingPhase();
- }, 1000);
- }
- }
- };
return self;
});
var Mosque = Container.expand(function () {
var self = Container.call(this);
@@ -233,10 +200,8 @@
// Missing variables that are referenced in the code
var shipBounds = {};
var impostors = [];
var taskStations = [];
-var votingTimer = 0;
-var votingDuration = 10000; // 10 seconds for voting
var tasksCompleted = 0;
// Level system variables
var currentLevel = 1;
var maxLevel = 4;
@@ -400,67 +365,8 @@
}
// Initialize first round
createMosques();
createChristians();
-// Start voting phase
-function startVotingPhase() {
- gameState = 'voting';
- votingTimer = 0;
- // Check if this is a boss round
- if (roundNumber % 3 === 0 && currentBoss && !currentBoss.isDead) {
- gameStateTxt.setText('BOSS FIGHT: Tap the boss to damage! Time: ' + Math.ceil((votingDuration - votingTimer) / 1000));
- tween(currentBoss, {
- alpha: 0.8
- }, {
- duration: 300
- });
- } else {
- gameStateTxt.setText('VOTING: Tap on Christians! Time: ' + Math.ceil((votingDuration - votingTimer) / 1000));
- // Highlight remaining christians
- for (var i = 0; i < christians.length; i++) {
- if (!christians[i].isIdentified) {
- tween(christians[i], {
- alpha: 0.7
- }, {
- duration: 300
- });
- }
- }
- }
-}
-// End voting phase
-function endVotingPhase() {
- gameState = 'playing';
- isLevelCompleted = true;
- // Reset mosque tint to normal after voting phase
- for (var i = 0; i < mosques.length; i++) {
- if (mosques[i].tint !== undefined) {
- mosques[i].tint = 0xffffff;
- }
- }
- // Show voting completion text
- if (roundNumber % 3 === 0) {
- levelTransitionTxt.setText('Boss Fight Complete!');
- } else {
- levelTransitionTxt.setText('Voting Phase Complete!');
- }
- tween(levelTransitionTxt, {
- alpha: 1
- }, {
- duration: 1000,
- onFinish: function onFinish() {
- // Show continue button after text appears
- tween(continueBtn, {
- alpha: 1,
- scaleX: 1.1,
- scaleY: 1.1
- }, {
- duration: 800,
- easing: tween.easeOut
- });
- }
- });
-}
// Start level transition with pause
function startLevelTransition() {
isLevelTransition = true;
isLevelCompleted = true;
@@ -501,23 +407,11 @@
duration: 500,
onFinish: function onFinish() {
isLevelCompleted = false;
isLevelTransition = false;
- if (gameState === 'votingComplete') {
- // Continue from voting completion
- gameState = 'playing';
- gameStateTxt.setText('Complete tasks and avoid impostors!');
- // Reset christian alpha
- for (var i = 0; i < christians.length; i++) {
- if (!christians[i].isIdentified) {
- christians[i].alpha = 1;
- }
- }
- } else {
- // Continue from level completion
- gameState = 'playing';
- continueNextRound();
- }
+ // Continue from level completion
+ gameState = 'playing';
+ continueNextRound();
}
});
}
};
@@ -622,52 +516,11 @@
// Main game update loop
game.update = function () {
if (!player.isAlive) return;
// Skip game logic during level transition or completion
- if (isLevelTransition || gameState === 'transition' || gameState === 'levelCompleted' || gameState === 'votingComplete') {
+ if (isLevelTransition || gameState === 'transition' || gameState === 'levelCompleted') {
return;
}
- // Update voting timer
- if (gameState === 'voting') {
- votingTimer += 16.67; // Approximately 1/60th of a second
- var timeLeft = Math.ceil((votingDuration - votingTimer) / 1000);
- if (timeLeft > 0) {
- gameStateTxt.setText('VOTING: Tap on impostors! Time: ' + timeLeft);
- } else {
- // Voting time ended - penalty for remaining christians
- var remainingChristians = 0;
- for (var i = 0; i < christians.length; i++) {
- if (!christians[i].isIdentified) {
- remainingChristians++;
- }
- }
- // Check if boss round
- if (roundNumber % 3 === 0) {
- if (currentBoss && !currentBoss.isDead) {
- LK.effects.flashScreen(0xff0000, 1000);
- gameStateTxt.setText('Boss fight failed! Boss still alive...');
- LK.setTimeout(function () {
- endVotingPhase();
- }, 2000);
- } else if (currentBoss && currentBoss.isDead) {
- startNextRound();
- } else {
- endVotingPhase();
- }
- } else {
- if (remainingChristians > 0) {
- LK.effects.flashScreen(0xff0000, 1000);
- gameStateTxt.setText('Voting failed! Some Christians remain...');
- LK.setTimeout(function () {
- endVotingPhase();
- }, 2000);
- } else {
- endVotingPhase();
- }
- }
- }
- return;
- }
if (gameState !== 'playing') return;
// Check collisions with christians (only non-identified ones)
for (var i = 0; i < christians.length; i++) {
if (!christians[i].isIdentified && player.intersects(christians[i])) {
@@ -701,9 +554,9 @@
LK.getSound('taskComplete').play();
scoreTxt.setText('Score: ' + LK.getScore());
// Check if all prayers completed
if (prayersCompleted >= mosques.length) {
- startVotingPhase();
+ startNextRound();
}
}
}
};
\ No newline at end of file