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; 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 = 7; 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; // 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 < 60) { self.y = 60; self.verticalDirection *= -1; } else if (self.y > 2732 - 100) { self.y = 2732 - 100; 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 = 10; self.update = function (gameSpeed) { self.x -= self.speed * gameSpeed; 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 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.speed = 15; self.jumpForce = -20; self.gravity = 1; self.isJumping = false; self.isDashing = false; self.dashCooldown = 0; self.dashDuration = 0; self.hasShield = false; self.shieldObj = null; self.particles = []; self.jump = function () { if (!self.isJumping) { self.velocity.y = self.jumpForce; self.isJumping = true; } }; self.dash = function () { if (self.dashCooldown <= 0) { self.isDashing = true; self.dashDuration = 15; self.dashCooldown = 60; // 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 (self.isJumping) { self.velocity.y += self.gravity; } // Update position self.y += self.velocity.y; // Handle dash if (self.isDashing) { self.dashDuration--; if (self.dashDuration <= 0) { self.isDashing = false; } } // Update dash cooldown if (self.dashCooldown > 0) { self.dashCooldown--; } // Floor collision if (self.y > 2732 - 100) { self.y = 2732 - 100; self.velocity.y = 0; self.isJumping = false; } // Ceiling collision if (self.y < 60) { self.y = 60; self.velocity.y = 0; } // 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 i = self.particles.length - 1; i >= 0; i--) { if (self.particles[i].update()) { self.particles.splice(i, 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; 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 ****/ // Background var background = game.attachAsset('background', {}); game.addChildAt(background, 0); // Game variables var player = game.addChild(new Player()); player.x = 300; player.y = 2732 / 2; var obstacles = []; var powerups = []; var enemies = []; var effects = []; var scorePopups = []; var score = 0; var distance = 0; var gameSpeed = 1; var isGameOver = false; // 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 Graphics(); dashBg.beginFill(0x333333); dashBg.drawRect(0, 0, 200, 20); dashBg.endFill(); dashMeter.addChild(dashBg); var dashFill = new Graphics(); dashFill.beginFill(0x00ffaa); dashFill.drawRect(0, 0, 200, 20); dashFill.endFill(); 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); // Input handling game.on('down', function (x, y, obj) { if (isGameOver) { return; } var event = obj; var pos = game.toLocal(event.global); if (pos.y < 2732 / 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 + distance / 5000; // Update distance distance += gameSpeed; distanceTxt.setText('DISTANCE: ' + Math.floor(distance) + 'm'); // Spawn obstacles if (LK.ticks % Math.floor(60 / gameSpeed) === 0 && Math.random() < 0.3) { var obstacle = new Obstacle(); obstacle.x = 2048 + 100; obstacle.y = 2732 - 100 - Math.random() * (2732 - 200); obstacles.push(obstacle); game.addChild(obstacle); } // Spawn powerups if (LK.ticks % Math.floor(180 / gameSpeed) === 0 && Math.random() < 0.5) { var powerup = new PowerUp(); powerup.x = 2048 + 100; powerup.y = 100 + Math.random() * (2732 - 200); powerups.push(powerup); game.addChild(powerup); } // Spawn enemies if (LK.ticks % Math.floor(120 / gameSpeed) === 0 && Math.random() < 0.4) { var enemy = new Enemy(); enemy.x = 2048 + 100; enemy.y = 100 + Math.random() * (2732 - 200); enemies.push(enemy); game.addChild(enemy); } // 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); } 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); } 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
@@ -1,147 +1,459 @@
-/****
+/****
* Classes
-****/
-// Enemy class representing enemies in the game
+****/
+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;
+ if (self.lifetime <= 0) {
+ self.destroy();
+ return true;
+ }
+ return false;
+ };
+});
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();
- }
- };
+ var self = Container.call(this);
+ var enemyGraphics = self.attachAsset('enemyShape', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 7;
+ 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;
+ // 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 < 60) {
+ self.y = 60;
+ self.verticalDirection *= -1;
+ } else if (self.y > 2732 - 100) {
+ self.y = 2732 - 100;
+ self.verticalDirection *= -1;
+ }
+ return self.x < -100;
+ };
});
-// 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();
- }
- };
+ var self = Container.call(this);
+ var obstacleGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.update = function (gameSpeed) {
+ self.x -= self.speed * gameSpeed;
+ return self.x < -100;
+ };
});
-//<Assets used in the game will automatically appear here>
-//<Write imports for supported plugins here>
-// Player class representing the main character
+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 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
- };
+ 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.speed = 15;
+ self.jumpForce = -20;
+ self.gravity = 1;
+ self.isJumping = false;
+ self.isDashing = false;
+ self.dashCooldown = 0;
+ self.dashDuration = 0;
+ self.hasShield = false;
+ self.shieldObj = null;
+ self.particles = [];
+ self.jump = function () {
+ if (!self.isJumping) {
+ self.velocity.y = self.jumpForce;
+ self.isJumping = true;
+ }
+ };
+ self.dash = function () {
+ if (self.dashCooldown <= 0) {
+ self.isDashing = true;
+ self.dashDuration = 15;
+ self.dashCooldown = 60;
+ // 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 (self.isJumping) {
+ self.velocity.y += self.gravity;
+ }
+ // Update position
+ self.y += self.velocity.y;
+ // Handle dash
+ if (self.isDashing) {
+ self.dashDuration--;
+ if (self.dashDuration <= 0) {
+ self.isDashing = false;
+ }
+ }
+ // Update dash cooldown
+ if (self.dashCooldown > 0) {
+ self.dashCooldown--;
+ }
+ // Floor collision
+ if (self.y > 2732 - 100) {
+ self.y = 2732 - 100;
+ self.velocity.y = 0;
+ self.isJumping = false;
+ }
+ // Ceiling collision
+ if (self.y < 60) {
+ self.y = 60;
+ self.velocity.y = 0;
+ }
+ // 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 i = self.particles.length - 1; i >= 0; i--) {
+ if (self.particles[i].update()) {
+ self.particles.splice(i, 1);
+ }
+ }
+ };
});
-// 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
- };
+ 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;
+ 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: 0x000000 //Init game with black background
+ backgroundColor: 0x000033
});
-/****
+/****
* Game Code
-****/
-// Initialize player
+****/
+// Background
+var background = game.attachAsset('background', {});
+game.addChildAt(background, 0);
+// Game variables
var player = game.addChild(new Player());
-player.x = 200;
-player.y = 1366; // Centered vertically
-// Arrays to keep track of game elements
+player.x = 300;
+player.y = 2732 / 2;
var obstacles = [];
-var powerUps = [];
+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();
- }
-};
\ No newline at end of file
+var effects = [];
+var scorePopups = [];
+var score = 0;
+var distance = 0;
+var gameSpeed = 1;
+var isGameOver = false;
+// 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 Graphics();
+dashBg.beginFill(0x333333);
+dashBg.drawRect(0, 0, 200, 20);
+dashBg.endFill();
+dashMeter.addChild(dashBg);
+var dashFill = new Graphics();
+dashFill.beginFill(0x00ffaa);
+dashFill.drawRect(0, 0, 200, 20);
+dashFill.endFill();
+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);
+// Input handling
+game.on('down', function (x, y, obj) {
+ if (isGameOver) {
+ return;
+ }
+ var event = obj;
+ var pos = game.toLocal(event.global);
+ if (pos.y < 2732 / 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 + distance / 5000;
+ // Update distance
+ distance += gameSpeed;
+ distanceTxt.setText('DISTANCE: ' + Math.floor(distance) + 'm');
+ // Spawn obstacles
+ if (LK.ticks % Math.floor(60 / gameSpeed) === 0 && Math.random() < 0.3) {
+ var obstacle = new Obstacle();
+ obstacle.x = 2048 + 100;
+ obstacle.y = 2732 - 100 - Math.random() * (2732 - 200);
+ obstacles.push(obstacle);
+ game.addChild(obstacle);
+ }
+ // Spawn powerups
+ if (LK.ticks % Math.floor(180 / gameSpeed) === 0 && Math.random() < 0.5) {
+ var powerup = new PowerUp();
+ powerup.x = 2048 + 100;
+ powerup.y = 100 + Math.random() * (2732 - 200);
+ powerups.push(powerup);
+ game.addChild(powerup);
+ }
+ // Spawn enemies
+ if (LK.ticks % Math.floor(120 / gameSpeed) === 0 && Math.random() < 0.4) {
+ var enemy = new Enemy();
+ enemy.x = 2048 + 100;
+ enemy.y = 100 + Math.random() * (2732 - 200);
+ enemies.push(enemy);
+ game.addChild(enemy);
+ }
+ // 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);
+ } 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);
+ }
+ 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();
+}
\ No newline at end of file
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