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 = LK.getAsset('dashEffect', { anchorX: 0, anchorY: 0 }); dashBg.width = 200; dashBg.height = 20; dashBg.tint = 0x333333; dashMeter.addChild(dashBg); var dashFill = LK.getAsset('dashEffect', { anchorX: 0, anchorY: 0 }); dashFill.width = 200; dashFill.height = 20; dashFill.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); // 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
@@ -277,17 +277,23 @@
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();
+var dashBg = LK.getAsset('dashEffect', {
+ anchorX: 0,
+ anchorY: 0
+});
+dashBg.width = 200;
+dashBg.height = 20;
+dashBg.tint = 0x333333;
dashMeter.addChild(dashBg);
-var dashFill = new Graphics();
-dashFill.beginFill(0x00ffaa);
-dashFill.drawRect(0, 0, 200, 20);
-dashFill.endFill();
+var dashFill = LK.getAsset('dashEffect', {
+ anchorX: 0,
+ anchorY: 0
+});
+dashFill.width = 200;
+dashFill.height = 20;
+dashFill.tint = 0x00ffaa;
dashMeter.addChild(dashFill);
var dashTxt = new Text2('DASH', {
size: 30,
fill: 0xffffff
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