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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
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Use dash-fast when the player dashes
Code edit (1 edits merged)
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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)
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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)
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Initial prompt
Neon Dash
/**** * Classes ****/ // Enemy class representing enemies in the game var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -7; self.update = function () { self.x += self.speed; if (self.x < -self.width) { self.destroy(); } }; }); // Obstacle class representing obstacles in the game var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self.update = function () { self.x += self.speed; if (self.x < -self.width) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Player class representing the main character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Player update logic }; }); // PowerUp class representing power-ups in the game var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Power-up update logic }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player var player = game.addChild(new Player()); player.x = 200; player.y = 1366; // Centered vertically // Arrays to keep track of game elements var obstacles = []; var powerUps = []; var enemies = []; // Function to spawn obstacles function spawnObstacle() { var obstacle = new Obstacle(); obstacle.x = 2048; obstacle.y = Math.random() * 2732; obstacles.push(obstacle); game.addChild(obstacle); } // Function to spawn power-ups function spawnPowerUp() { var powerUp = new PowerUp(); powerUp.x = 2048; powerUp.y = Math.random() * 2732; powerUps.push(powerUp); game.addChild(powerUp); } // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = 2048; enemy.y = Math.random() * 2732; enemies.push(enemy); game.addChild(enemy); } // Handle player movement game.move = function (x, y, obj) { player.x = x; player.y = y; }; // Game update loop game.update = function () { // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; obstacle.update(); if (player.intersects(obstacle)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Update power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; powerUp.update(); if (player.intersects(powerUp)) { LK.setScore(LK.getScore() + 10); powerUp.destroy(); powerUps.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); if (player.intersects(enemy)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Spawn new elements periodically if (LK.ticks % 60 === 0) { spawnObstacle(); } if (LK.ticks % 180 === 0) { spawnPowerUp(); } if (LK.ticks % 120 === 0) { spawnEnemy(); } };
/****
* Classes
****/
// Enemy class representing enemies in the game
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -7;
self.update = function () {
self.x += self.speed;
if (self.x < -self.width) {
self.destroy();
}
};
});
// Obstacle class representing obstacles in the game
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -5;
self.update = function () {
self.x += self.speed;
if (self.x < -self.width) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Player class representing the main character
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Player update logic
};
});
// PowerUp class representing power-ups in the game
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Power-up update logic
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize player
var player = game.addChild(new Player());
player.x = 200;
player.y = 1366; // Centered vertically
// Arrays to keep track of game elements
var obstacles = [];
var powerUps = [];
var enemies = [];
// Function to spawn obstacles
function spawnObstacle() {
var obstacle = new Obstacle();
obstacle.x = 2048;
obstacle.y = Math.random() * 2732;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Function to spawn power-ups
function spawnPowerUp() {
var powerUp = new PowerUp();
powerUp.x = 2048;
powerUp.y = Math.random() * 2732;
powerUps.push(powerUp);
game.addChild(powerUp);
}
// Function to spawn enemies
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = 2048;
enemy.y = Math.random() * 2732;
enemies.push(enemy);
game.addChild(enemy);
}
// Handle player movement
game.move = function (x, y, obj) {
player.x = x;
player.y = y;
};
// Game update loop
game.update = function () {
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obstacle = obstacles[i];
obstacle.update();
if (player.intersects(obstacle)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update power-ups
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
powerUp.update();
if (player.intersects(powerUp)) {
LK.setScore(LK.getScore() + 10);
powerUp.destroy();
powerUps.splice(i, 1);
}
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
enemy.update();
if (player.intersects(enemy)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Spawn new elements periodically
if (LK.ticks % 60 === 0) {
spawnObstacle();
}
if (LK.ticks % 180 === 0) {
spawnPowerUp();
}
if (LK.ticks % 120 === 0) {
spawnEnemy();
}
};
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