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02/13/2026 7:57 PM
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// -------------------- SETUP --------------------
// Setting the scene: The Office
setBackgroundImageAs("Office_Background_1");
// The Night Watch (Player)
makeNewSpriteAnon("guard", {"x":200,"y":200});
setProp(({costume:"guard"}), "speed", 5);
addBehaviorSimple(({costume:"guard"}), new Behavior(moving_with_arrow_keys, []));
// -------------------- THE ANIMATRONICS --------------------
function spawnSecurityDroids() {
// These represent the 'Endoskeletons' or hallway threats
var hallPositions = [[30,304],[28,226],[28,144],[374,106],[370,180],[368,252]];
for (var i = 0; i < hallPositions.length; i++) {
makeNewSpriteAnon("endoskeleton", {
"x": hallPositions[i][0],
"y": hallPositions[i][1]
});
setProp(({costume:"endoskeleton"}), "speed", 3);
addBehaviorSimple(({costume:"endoskeleton"}), new Behavior(patrolling, []));
}
}
spawnSecurityDroids();
// -------------------- SURVIVAL MECHANICS --------------------
// JUMPSCARE: If any animatronic touches the guard, it's Game Over
checkTouching("when", ({costume:"guard"}), "any_animatronic", function () {
destroy(({costume:"guard"}));
setBackgroundImageAs("Jumpscare_Static_Screen");
// Optimization: You can replace "any_animatronic" with specific tags if your engine supports it
});
// -------------------- THE NIGHT PROGRESSION --------------------
// 1 AM: Bonnie (Purple Bunny) enters
atTime(10, "seconds", function () {
makeNewSpriteAnon("purple bunny", {"x":72,"y":212});
addBehaviorSimple(({costume:"purple bunny"}), new Behavior(stalking, []));
});
// 3 AM: Chica (The Chick) joins the hunt
atTime(30, "seconds", function () {
makeNewSpriteAnon("chick_1_1", {"x":148,"y":122});
setProp(({costume:"chick_1_1"}), "speed", 3);
addBehaviorSimple(({costume:"chick_1_1"}), new Behavior(wandering, []));
});
// 5 AM: Foxy (The Fox) starts sprinting
atTime(50, "seconds", function () {
makeNewSpriteAnon("cuteanimals_fox_hello_1", {"x":352,"y":74});
setProp(({costume:"cuteanimals_fox_hello_1"}), "speed", 6); // Fast like Foxy!
addBehaviorSimple(({costume:"cuteanimals_fox_hello_1"}), new Behavior(patrolling, []));
});
// -------------------- WIN CONDITION: 6 AM --------------------
atTime(60, "seconds", function () {
destroy(({costume:"guard"}));
destroy(({costume:"purple bunny"}));
destroy(({costume:"chick_1_1"}));
destroy(({costume:"cuteanimals_fox_hello_1"}));
setBackgroundImageAs("6AM_Success_Screen");
print("IT'S 6 AM! YOU SURVIVED.");
});
// -------------------- BEHAVIORS --------------------
function stalking(this_sprite) {
// Stalking behavior: Moves toward the player slowly
if (math_random_int(0, 10) == 0) {
pointTowards(this_sprite, ({costume:"guard"}));
}
moveForward(this_sprite, 2);
}
// (Keep your existing wandering, patrolling, and moving_with_arrow_keys functions below)
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