User prompt
Thats too fast make all 0.7 times what its now
User prompt
make the game go faster in general
User prompt
apply the "background" music to play when the game is playing in a loop
User prompt
apply the pick powerup and pick shield sounds to their respective places
User prompt
use jump sound when player jumps
User prompt
Use dash-fast when the player dashes
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < platforms.length; i++) {' Line Number: 225
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var dashBg = new Graphics();' Line Number: 293
Code edit (1 edits merged)
Please save this source code
Initial prompt
Neon Dash
/**** * Classes ****/ var DashEffect = Container.expand(function () { var self = Container.call(this); var effectGraphics = self.attachAsset('dashEffect', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 10; self.alpha = 0.8; self.update = function () { self.lifetime--; self.alpha = self.lifetime / 10; self.x -= 15 * 0.7; if (self.lifetime <= 0) { self.destroy(); return true; } return false; }; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyShape', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.verticalSpeed = Math.random() * 4 - 2; self.verticalDirection = 1; self.verticalDistance = 0; self.maxVerticalDistance = 100 + Math.random() * 200; self.update = function (gameSpeed) { self.x -= self.speed * gameSpeed * 0.7; // Vertical movement self.verticalDistance += Math.abs(self.verticalSpeed); if (self.verticalDistance > self.maxVerticalDistance) { self.verticalDirection *= -1; self.verticalDistance = 0; } self.y += self.verticalSpeed * self.verticalDirection; // Keep within bounds if (self.y < self.height / 2) { self.y = self.height / 2; self.verticalDirection *= -1; } else if (self.y > 2732 - 400) { self.y = 2732 - 400; self.verticalDirection *= -1; } return self.x < -100; }; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function (gameSpeed) { self.x -= self.speed * gameSpeed * 0.7; return self.x < -100; }; }); var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 30; self.alpha = 1; self.scale.set(1); self.update = function () { self.lifetime--; self.alpha = self.lifetime / 30; self.scale.set(1 - self.lifetime / 30 * 0.5); if (self.lifetime <= 0) { self.destroy(); return true; } return false; }; }); var Platform = Container.expand(function (width, layer) { var self = Container.call(this); var platformWidth = width || 200; var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5, width: platformWidth }); // Color platforms based on layer var layerColors = [0x00ffff, 0x00ccff, 0x0099ff, 0x0066ff, 0x0033ff]; if (layer !== undefined && layer < layerColors.length) { platformGraphics.tint = layerColors[layer]; } self.speed = 12; self.layer = layer || 0; self.update = function (gameSpeed) { self.x -= self.speed * gameSpeed * 0.7; return self.x < -platformWidth / 2; }; self.getWidth = function () { return platformWidth; }; self.getHeight = function () { return platformGraphics.height; }; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60 }); playerGraphics.tint = 0x00ffaa; self.velocity = { x: 0, y: 0 }; self.baseX = 300; self.speed = 20; self.jumpForce = -25; self.gravity = 1; self.isJumping = false; self.isDashing = false; self.dashCooldown = 0; self.dashDuration = 0; self.dashDistance = 0; self.dashMaxDistance = 200; self.hasShield = false; self.shieldObj = null; self.particles = []; self.onPlatform = false; self.currentPlatform = null; self.jump = function () { if (!self.isJumping || self.onPlatform) { self.velocity.y = self.jumpForce; self.isJumping = true; self.onPlatform = false; self.currentPlatform = null; LK.getSound('jump').play(); // Play jump sound } }; self.dash = function () { if (self.dashCooldown <= 0) { LK.getSound('dash-fast').play(); self.isDashing = true; self.dashDuration = 15; self.dashCooldown = 60; self.dashDistance = 0; // Create dash effect var effect = new DashEffect(); effect.x = self.x - 50; effect.y = self.y; self.parent.addChild(effect); } }; self.activateShield = function () { self.hasShield = true; if (!self.shieldObj) { self.shieldObj = self.addChild(new Shield()); } }; self.deactivateShield = function () { self.hasShield = false; if (self.shieldObj) { self.shieldObj.destroy(); self.shieldObj = null; } }; self.update = function () { // Apply gravity if jumping if (self.isJumping && !self.onPlatform) { self.velocity.y += self.gravity; } // Update position self.y += self.velocity.y; // Handle dash if (self.isDashing) { if (self.dashDistance < self.dashMaxDistance) { self.x += 15 * 0.7; self.dashDistance += 15 * 0.7; } else { self.x = Math.max(self.x - 10, self.baseX); if (self.x <= self.baseX) { self.isDashing = false; } } self.dashDuration--; if (self.dashDuration <= 0) { self.isDashing = false; } } else { // Return to base position if not dashing if (self.x > self.baseX) { self.x = Math.max(self.x - 5, self.baseX); } } // Update dash cooldown if (self.dashCooldown > 0) { self.dashCooldown--; } // Ceiling collision if (self.y < 60) { self.y = 60; self.velocity.y = 0; } // Platform collision self.onPlatform = false; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; // Check if player is above platform and falling if (self.velocity.y >= 0 && self.y + 30 >= platform.y - platform.getHeight() / 2 && self.y - 30 <= platform.y - platform.getHeight() / 2 && self.x + 30 >= platform.x - platform.getWidth() / 2 && self.x - 30 <= platform.x + platform.getWidth() / 2) { self.y = platform.y - platform.getHeight() / 2 - 30; self.velocity.y = 0; self.isJumping = false; self.onPlatform = true; self.currentPlatform = platform; break; } } // If was on platform but platform moved away if (self.currentPlatform && !self.onPlatform) { self.isJumping = true; self.currentPlatform = null; } // Create trail particles if (LK.ticks % 3 === 0) { var particle = new Particle(); particle.x = self.x - 30; particle.y = self.y; particle.tint = self.isDashing ? 0xffffff : 0x00ffaa; self.parent.addChild(particle); self.particles.push(particle); } // Update particles for (var j = self.particles.length - 1; j >= 0; j--) { if (self.particles[j].update()) { self.particles.splice(j, 1); } } }; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.type = Math.random() < 0.5 ? 'shield' : 'score'; powerupGraphics.tint = self.type === 'shield' ? 0x3399ff : 0xffff00; self.speed = 8; self.rotation = 0; self.update = function (gameSpeed) { self.x -= self.speed * gameSpeed * 0.7; self.rotation += 0.05; return self.x < -100; }; }); var ScorePopup = Container.expand(function (value, color) { var self = Container.call(this); var scoreTxt = new Text2("+" + value, { size: 40, fill: color || 0xffff00 }); scoreTxt.anchor.set(0.5); self.addChild(scoreTxt); self.lifetime = 30; self.update = function () { self.lifetime--; self.y -= 2; self.alpha = self.lifetime / 30; if (self.lifetime <= 0) { self.destroy(); return true; } return false; }; }); var Shield = Container.expand(function () { var self = Container.call(this); var shieldGraphics = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5 }); shieldGraphics.alpha = 0.5; self.update = function () { self.rotation += 0.02; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000033 }); /**** * Game Code ****/ // Play background music in a loop LK.playMusic('background', { loop: true }); // Update player var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var PLATFORM_SPEED = 8; var PLAYER_WIDTH = 60; var MIN_GAP = PLAYER_WIDTH * 2; var LAYERS = 3; var LAYER_HEIGHT = 250; var FLOOR_HEIGHT = GAME_HEIGHT - 350; // Background var background = game.attachAsset('background', {}); game.addChildAt(background, 0); // Death zone var deathZone = game.attachAsset('deathZone', { anchorX: 0.5, anchorY: 0 }); deathZone.x = GAME_WIDTH / 2; deathZone.y = GAME_HEIGHT - 100; deathZone.alpha = 0.5; game.addChildAt(deathZone, 1); // Game variables var player = game.addChild(new Player()); player.x = 300; player.y = FLOOR_HEIGHT - 400; var obstacles = []; var powerups = []; var enemies = []; var platforms = []; var rightmostPlatforms = []; // Tracks the rightmost platform in each layer var effects = []; var scorePopups = []; var score = 0; var distance = 0; var gameSpeed = 1; var isGameOver = false; // Initialize rightmostPlatforms array for (var i = 0; i < LAYERS; i++) { rightmostPlatforms[i] = null; } // Create initial platforms for (var layer = 0; layer < LAYERS; layer++) { var layerY = FLOOR_HEIGHT - layer * LAYER_HEIGHT; // Create wider starting platforms for each layer var initialWidth = layer === 0 ? 800 : 600 - layer * 50; var startingPlatform = new Platform(initialWidth, layer); startingPlatform.x = initialWidth / 2 + 100; startingPlatform.y = layerY; platforms.push(startingPlatform); game.addChild(startingPlatform); rightmostPlatforms[layer] = startingPlatform; // Add a series of additional starting platforms for each layer for (var p = 0; p < 3; p++) { var additionalWidth = initialWidth * 0.7; var additionalPlatform = new Platform(additionalWidth, layer); var gap = layer === 0 ? MIN_GAP + 20 : MIN_GAP + layer * 40; additionalPlatform.x = rightmostPlatforms[layer].x + rightmostPlatforms[layer].getWidth() / 2 + gap + additionalWidth / 2; additionalPlatform.y = layerY; platforms.push(additionalPlatform); game.addChild(additionalPlatform); rightmostPlatforms[layer] = additionalPlatform; } } // Place player on the first platform player.y = rightmostPlatforms[0].y - rightmostPlatforms[0].getHeight() / 2 - player.height / 2; // UI elements var scoreTxt = new Text2('SCORE: 0', { size: 50, fill: 0xffffff }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 20; scoreTxt.y = 20; LK.gui.top.addChild(scoreTxt); var distanceTxt = new Text2('DISTANCE: 0m', { size: 50, fill: 0xffffff }); distanceTxt.anchor.set(0, 0); distanceTxt.x = 20; distanceTxt.y = 80; LK.gui.top.addChild(distanceTxt); var dashMeter = new Container(); dashMeter.x = 20; dashMeter.y = 140; LK.gui.top.addChild(dashMeter); var dashBg = new Container(); var dashBgGraphics = dashBg.attachAsset('dashEffect', { anchorX: 0, anchorY: 0 }); dashBgGraphics.width = 200; dashBgGraphics.height = 20; dashBgGraphics.tint = 0x333333; dashMeter.addChild(dashBg); var dashFill = new Container(); var dashFillGraphics = dashFill.attachAsset('dashEffect', { anchorX: 0, anchorY: 0 }); dashFillGraphics.width = 200; dashFillGraphics.height = 20; dashFillGraphics.tint = 0x00ffaa; dashMeter.addChild(dashFill); var dashTxt = new Text2('DASH', { size: 30, fill: 0xffffff }); dashTxt.anchor.set(0, 0.5); dashTxt.x = 210; dashTxt.y = 10; dashMeter.addChild(dashTxt); // Control hints var controlsContainer = new Container(); controlsContainer.y = GAME_HEIGHT - 150; game.addChild(controlsContainer); var leftControlBg = new Container(); var leftControlGraphics = leftControlBg.attachAsset('platform', { anchorX: 0, anchorY: 0, width: GAME_WIDTH / 2, height: 100 }); leftControlGraphics.alpha = 0.2; controlsContainer.addChild(leftControlBg); var rightControlBg = new Container(); var rightControlGraphics = rightControlBg.attachAsset('platform', { anchorX: 0, anchorY: 0, width: GAME_WIDTH / 2, height: 100 }); rightControlGraphics.alpha = 0.2; rightControlBg.x = GAME_WIDTH / 2; controlsContainer.addChild(rightControlBg); var jumpTxt = new Text2('JUMP', { size: 40, fill: 0xffffff }); jumpTxt.anchor.set(0.5); jumpTxt.x = GAME_WIDTH / 4; jumpTxt.y = 50; controlsContainer.addChild(jumpTxt); var dashControlTxt = new Text2('DASH', { size: 40, fill: 0xffffff }); dashControlTxt.anchor.set(0.5); dashControlTxt.x = GAME_WIDTH / 4 * 3; dashControlTxt.y = 50; controlsContainer.addChild(dashControlTxt); // Input handling game.on('down', function (x, y, obj) { if (isGameOver) { return; } var event = obj; var pos = game.toLocal(event.global); if (pos.x < GAME_WIDTH / 2) { player.jump(); } else { player.dash(); } }); // Game loop LK.on('tick', function () { if (isGameOver) { return; } // Update player player.update(); // Update dash meter dashFill.scale.x = (60 - player.dashCooldown) / 60; // Update game speed gameSpeed = (1.5 + distance / 5000) * 0.7; // Update distance distance += gameSpeed; distanceTxt.setText('DISTANCE: ' + Math.floor(distance) + 'm'); // Check if player fell to death zone if (player.y > GAME_HEIGHT - 160) { gameOver(); return; } // Platform generation logic for (var layer = 0; layer < LAYERS; layer++) { // Calculate layer-specific values var layerY = FLOOR_HEIGHT - layer * LAYER_HEIGHT; var platformWidth = 400 - layer * 70 + Math.random() * 100; // Wider platforms at bottom var gapMultiplier = 1 + layer * 0.4; // Larger gaps at higher layers var minGap = MIN_GAP * gapMultiplier; var maxGap = minGap * 1.5; var actualGap = minGap + Math.random() * (maxGap - minGap); // Check if we need to generate a new platform if (!rightmostPlatforms[layer] || rightmostPlatforms[layer].x < GAME_WIDTH + 200) { // Determine new platform position var newX; if (rightmostPlatforms[layer]) { newX = rightmostPlatforms[layer].x + rightmostPlatforms[layer].getWidth() / 2 + actualGap + platformWidth / 2; } else { newX = GAME_WIDTH + platformWidth / 2; } // Create new platform var newPlatform = new Platform(platformWidth, layer); newPlatform.x = newX; newPlatform.y = layerY; platforms.push(newPlatform); game.addChild(newPlatform); rightmostPlatforms[layer] = newPlatform; } } // Spawn obstacles (less frequently) if (LK.ticks % Math.floor(90 / gameSpeed) === 0 && Math.random() < 0.3) { var obstacle = new Obstacle(); obstacle.x = GAME_WIDTH + 100; // Place obstacles on platforms or in air if (platforms.length > 0 && Math.random() < 0.7) { // Find platforms that are currently on screen or just off to the right var viablePlatforms = platforms.filter(function (p) { return p.x > player.x && p.x < GAME_WIDTH + 200; }); if (viablePlatforms.length > 0) { var randomPlatform = viablePlatforms[Math.floor(Math.random() * viablePlatforms.length)]; obstacle.x = randomPlatform.x; obstacle.y = randomPlatform.y - randomPlatform.getHeight() / 2 - obstacle.height / 2; } else { obstacle.y = player.y + (Math.random() * 200 - 100); } } else { obstacle.y = player.y + (Math.random() * 200 - 100); } obstacles.push(obstacle); game.addChild(obstacle); } // Spawn enemies (more frequently) if (LK.ticks % Math.floor(60 / gameSpeed) === 0 && Math.random() < 0.6) { var enemy = new Enemy(); enemy.x = GAME_WIDTH + 100; // Spawn enemies close to player height enemy.y = player.y + (Math.random() * 300 - 150); // Keep within playable bounds enemy.y = Math.max(100, Math.min(GAME_HEIGHT - 400, enemy.y)); enemies.push(enemy); game.addChild(enemy); } // Spawn powerups (occasionally) if (LK.ticks % Math.floor(180 / gameSpeed) === 0 && Math.random() < 0.4) { var powerup = new PowerUp(); powerup.x = GAME_WIDTH + 100; // Place powerups on platforms or in air if (platforms.length > 0 && Math.random() < 0.7) { // Find platforms that are currently on screen or just off to the right var viablePlatforms = platforms.filter(function (p) { return p.x > GAME_WIDTH / 2 && p.x < GAME_WIDTH + 200; }); if (viablePlatforms.length > 0) { var randomPlatform = viablePlatforms[Math.floor(Math.random() * viablePlatforms.length)]; powerup.x = randomPlatform.x; powerup.y = randomPlatform.y - randomPlatform.getHeight() / 2 - powerup.height / 2; } else { powerup.y = FLOOR_HEIGHT - 200 - Math.random() * 300; } } else { powerup.y = FLOOR_HEIGHT - 200 - Math.random() * 300; } powerups.push(powerup); game.addChild(powerup); } // Update platforms for (var p = platforms.length - 1; p >= 0; p--) { if (platforms[p].update(gameSpeed)) { // If this was a rightmost platform, clear that reference for (var l = 0; l < LAYERS; l++) { if (rightmostPlatforms[l] === platforms[p]) { rightmostPlatforms[l] = null; } } platforms[p].destroy(); platforms.splice(p, 1); } } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { if (obstacles[i].update(gameSpeed)) { obstacles[i].destroy(); obstacles.splice(i, 1); continue; } // Collision with player if (obstacles[i].intersects(player)) { if (player.isDashing) { // Destroy obstacle when dashing var points = 50; score += points; var popup = new ScorePopup(points, 0x00ffaa); popup.x = obstacles[i].x; popup.y = obstacles[i].y; scorePopups.push(popup); game.addChild(popup); obstacles[i].destroy(); obstacles.splice(i, 1); } else if (player.hasShield) { // Shield protects from one hit player.deactivateShield(); obstacles[i].destroy(); obstacles.splice(i, 1); } else { // Game over gameOver(); } } } // Update powerups for (var j = powerups.length - 1; j >= 0; j--) { if (powerups[j].update(gameSpeed)) { powerups[j].destroy(); powerups.splice(j, 1); continue; } // Collision with player if (powerups[j].intersects(player)) { if (powerups[j].type === 'shield') { player.activateShield(); var shieldPopup = new ScorePopup("SHIELD", 0x3399ff); shieldPopup.x = powerups[j].x; shieldPopup.y = powerups[j].y; scorePopups.push(shieldPopup); game.addChild(shieldPopup); LK.getSound('pick-shield').play(); // Play pick-shield sound } else { var bonusPoints = 100; score += bonusPoints; var scoreBonus = new ScorePopup(bonusPoints); scoreBonus.x = powerups[j].x; scoreBonus.y = powerups[j].y; scorePopups.push(scoreBonus); game.addChild(scoreBonus); LK.getSound('pick-powerup').play(); // Play pick-powerup sound } powerups[j].destroy(); powerups.splice(j, 1); } } // Update enemies for (var k = enemies.length - 1; k >= 0; k--) { if (enemies[k].update(gameSpeed)) { enemies[k].destroy(); enemies.splice(k, 1); continue; } // Collision with player if (enemies[k].intersects(player)) { if (player.isDashing) { // Destroy enemy when dashing var enemyPoints = 200; score += enemyPoints; var enemyPopup = new ScorePopup(enemyPoints, 0xff00ff); enemyPopup.x = enemies[k].x; enemyPopup.y = enemies[k].y; scorePopups.push(enemyPopup); game.addChild(enemyPopup); enemies[k].destroy(); enemies.splice(k, 1); } else if (player.hasShield) { // Shield protects from one hit player.deactivateShield(); enemies[k].destroy(); enemies.splice(k, 1); } else { // Game over gameOver(); } } } // Update shield if (player.shieldObj) { player.shieldObj.update(); } // Update score popups for (var m = scorePopups.length - 1; m >= 0; m--) { if (scorePopups[m].update()) { scorePopups.splice(m, 1); } } // Update score score += Math.floor(gameSpeed); scoreTxt.setText('SCORE: ' + score); LK.setScore(score); }); function gameOver() { isGameOver = true; LK.showGameOver(); }
===================================================================
--- original.js
+++ change.js
@@ -11,9 +11,9 @@
self.alpha = 0.8;
self.update = function () {
self.lifetime--;
self.alpha = self.lifetime / 10;
- self.x -= 15;
+ self.x -= 15 * 0.7;
if (self.lifetime <= 0) {
self.destroy();
return true;
}
@@ -31,9 +31,9 @@
self.verticalDirection = 1;
self.verticalDistance = 0;
self.maxVerticalDistance = 100 + Math.random() * 200;
self.update = function (gameSpeed) {
- self.x -= self.speed * gameSpeed;
+ self.x -= self.speed * gameSpeed * 0.7;
// Vertical movement
self.verticalDistance += Math.abs(self.verticalSpeed);
if (self.verticalDistance > self.maxVerticalDistance) {
self.verticalDirection *= -1;
@@ -58,9 +58,9 @@
anchorY: 0.5
});
self.speed = 15;
self.update = function (gameSpeed) {
- self.x -= self.speed * gameSpeed;
+ self.x -= self.speed * gameSpeed * 0.7;
return self.x < -100;
};
});
var Particle = Container.expand(function () {
@@ -98,9 +98,9 @@
}
self.speed = 12;
self.layer = layer || 0;
self.update = function (gameSpeed) {
- self.x -= self.speed * gameSpeed;
+ self.x -= self.speed * gameSpeed * 0.7;
return self.x < -platformWidth / 2;
};
self.getWidth = function () {
return platformWidth;
@@ -182,10 +182,10 @@
self.y += self.velocity.y;
// Handle dash
if (self.isDashing) {
if (self.dashDistance < self.dashMaxDistance) {
- self.x += 15;
- self.dashDistance += 15;
+ self.x += 15 * 0.7;
+ self.dashDistance += 15 * 0.7;
} else {
self.x = Math.max(self.x - 10, self.baseX);
if (self.x <= self.baseX) {
self.isDashing = false;
@@ -256,9 +256,9 @@
powerupGraphics.tint = self.type === 'shield' ? 0x3399ff : 0xffff00;
self.speed = 8;
self.rotation = 0;
self.update = function (gameSpeed) {
- self.x -= self.speed * gameSpeed;
+ self.x -= self.speed * gameSpeed * 0.7;
self.rotation += 0.05;
return self.x < -100;
};
});
@@ -481,9 +481,9 @@
player.update();
// Update dash meter
dashFill.scale.x = (60 - player.dashCooldown) / 60;
// Update game speed
- gameSpeed = 1.5 + distance / 5000;
+ gameSpeed = (1.5 + distance / 5000) * 0.7;
// Update distance
distance += gameSpeed;
distanceTxt.setText('DISTANCE: ' + Math.floor(distance) + 'm');
// Check if player fell to death zone
neon for obstacle in endless runner game, like a spiky obstacle but still many rectangle or angled surfaces, not round, pink neon colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. neon. polygon shapes
flying neon enemy, blocky, sharp angles. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows