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; }; 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); 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)); }; 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); 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 votingTimer = 0; var votingDuration = 10000; // 10 seconds for voting 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 = 3000; // 3 seconds pause between levels // 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('Pray at mosques and avoid Christians!', { 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; // 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 }; } 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() { 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; 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 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'; 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; } } } // Start level transition with pause function startLevelTransition() { isLevelTransition = true; gameState = 'transition'; // Show transition text with fade in animation levelTransitionTxt.setText('Level ' + currentLevel + ': ' + levelNames[currentLevel - 1]); tween(levelTransitionTxt, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { // Keep text visible for transition duration LK.setTimeout(function () { // Fade out transition text tween(levelTransitionTxt, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { isLevelTransition = false; gameState = 'playing'; // Continue with round setup continueNextRound(); } }); }, levelTransitionDuration - 1000); // Show for most of the transition time } }); } // Continue next round after transition function continueNextRound() { 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 tasks and prepare for boss fight!'); } else { gameStateTxt.setText('Round ' + roundNumber + ' - Complete tasks and avoid impostors!'); } // Flash screen to indicate new round LK.effects.flashScreen(0x0000ff, 500); } // Start next round function startNextRound() { roundNumber++; tasksCompleted = 0; // 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 transition 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 tasks and prepare for boss fight!'); } else { gameStateTxt.setText('Round ' + roundNumber + ' - Complete tasks and avoid impostors!'); } // 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 if (isLevelTransition || gameState === 'transition') { 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])) { // 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) { startVotingPhase(); } } } };
===================================================================
--- original.js
+++ change.js
@@ -241,8 +241,10 @@
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 = 3000; // 3 seconds pause between levels
// UI Elements
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
@@ -270,8 +272,15 @@
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;
// Create level background
function createLevelBackground() {
if (currentMosque && currentMosque.parent) {
currentMosque.destroy();
@@ -406,8 +415,69 @@
christians[i].alpha = 1;
}
}
}
+// Start level transition with pause
+function startLevelTransition() {
+ isLevelTransition = true;
+ gameState = 'transition';
+ // Show transition text with fade in animation
+ levelTransitionTxt.setText('Level ' + currentLevel + ': ' + levelNames[currentLevel - 1]);
+ tween(levelTransitionTxt, {
+ alpha: 1
+ }, {
+ duration: 500,
+ onFinish: function onFinish() {
+ // Keep text visible for transition duration
+ LK.setTimeout(function () {
+ // Fade out transition text
+ tween(levelTransitionTxt, {
+ alpha: 0
+ }, {
+ duration: 500,
+ onFinish: function onFinish() {
+ isLevelTransition = false;
+ gameState = 'playing';
+ // Continue with round setup
+ continueNextRound();
+ }
+ });
+ }, levelTransitionDuration - 1000); // Show for most of the transition time
+ }
+ });
+}
+// Continue next round after transition
+function continueNextRound() {
+ 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 tasks and prepare for boss fight!');
+ } else {
+ gameStateTxt.setText('Round ' + roundNumber + ' - Complete tasks and avoid impostors!');
+ }
+ // Flash screen to indicate new round
+ LK.effects.flashScreen(0x0000ff, 500);
+}
// Start next round
function startNextRound() {
roundNumber++;
tasksCompleted = 0;
@@ -416,8 +486,11 @@
currentLevel = Math.min(currentLevel + 1, maxLevel);
createLevelBackground();
levelTxt.setText('Level ' + currentLevel + ': ' + levelNames[currentLevel - 1]);
LK.getSound('levelComplete').play();
+ // Start level transition 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++) {
@@ -470,8 +543,12 @@
};
// Main game update loop
game.update = function () {
if (!player.isAlive) return;
+ // Skip game logic during level transition
+ if (isLevelTransition || gameState === 'transition') {
+ return;
+ }
// Update voting timer
if (gameState === 'voting') {
votingTimer += 16.67; // Approximately 1/60th of a second
var timeLeft = Math.ceil((votingDuration - votingTimer) / 1000);