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 = 8000; // 8 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('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;
// 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('Entering ' + levelNames[currentLevel - 1] + '...');
tween(levelTransitionTxt, {
alpha: 1
}, {
duration: 1000,
onFinish: function onFinish() {
// Show "Prepare for Prayer" text after initial fade in
LK.setTimeout(function () {
levelTransitionTxt.setText('Prepare for Prayer');
tween(levelTransitionTxt, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(levelTransitionTxt, {
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 600,
easing: tween.easeIn
});
}
});
}, 1500);
// Keep text visible for transition duration
LK.setTimeout(function () {
// Fade out transition text
tween(levelTransitionTxt, {
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
isLevelTransition = false;
gameState = 'playing';
// Continue with round setup
continueNextRound();
}
});
}, levelTransitionDuration - 1500); // 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 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;
// 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 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
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
@@ -242,17 +242,17 @@
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
+var levelTransitionDuration = 8000; // 8 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!', {
+var gameStateTxt = new Text2('Visit mosques to pray and avoid the pursuers!', {
size: 60,
fill: 0xFFFF00
});
gameStateTxt.anchor.set(0.5, 0);
@@ -420,29 +420,49 @@
function startLevelTransition() {
isLevelTransition = true;
gameState = 'transition';
// Show transition text with fade in animation
- levelTransitionTxt.setText('Level ' + currentLevel + ': ' + levelNames[currentLevel - 1]);
+ levelTransitionTxt.setText('Entering ' + levelNames[currentLevel - 1] + '...');
tween(levelTransitionTxt, {
alpha: 1
}, {
- duration: 500,
+ duration: 1000,
onFinish: function onFinish() {
+ // Show "Prepare for Prayer" text after initial fade in
+ LK.setTimeout(function () {
+ levelTransitionTxt.setText('Prepare for Prayer');
+ tween(levelTransitionTxt, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 800,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(levelTransitionTxt, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 600,
+ easing: tween.easeIn
+ });
+ }
+ });
+ }, 1500);
// Keep text visible for transition duration
LK.setTimeout(function () {
// Fade out transition text
tween(levelTransitionTxt, {
alpha: 0
}, {
- duration: 500,
+ duration: 1000,
onFinish: function onFinish() {
isLevelTransition = false;
gameState = 'playing';
// Continue with round setup
continueNextRound();
}
});
- }, levelTransitionDuration - 1000); // Show for most of the transition time
+ }, levelTransitionDuration - 1500); // Show for most of the transition time
}
});
}
// Continue next round after transition
@@ -469,11 +489,11 @@
// 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!');
+ gameStateTxt.setText('BOSS ROUND ' + roundNumber + ' - Complete prayers and prepare for final confrontation!');
} else {
- gameStateTxt.setText('Round ' + roundNumber + ' - Complete tasks and avoid impostors!');
+ gameStateTxt.setText('Round ' + roundNumber + ' - Complete prayers and avoid the pursuers!');
}
// Flash screen to indicate new round
LK.effects.flashScreen(0x0000ff, 500);
}
@@ -514,11 +534,11 @@
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!');
+ gameStateTxt.setText('BOSS ROUND ' + roundNumber + ' - Complete prayers and prepare for final confrontation!');
} else {
- gameStateTxt.setText('Round ' + roundNumber + ' - Complete tasks and avoid impostors!');
+ gameStateTxt.setText('Round ' + roundNumber + ' - Complete prayers and avoid the pursuers!');
}
// Flash screen to indicate new round
LK.effects.flashScreen(0x0000ff, 500);
}