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 < 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 = 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 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 = 8;
self.layer = layer || 0;
self.update = function (gameSpeed) {
self.x -= self.speed * gameSpeed;
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 = 15;
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;
self.dashDistance += 15;
} 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;
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
****/
// Constants
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 + distance / 5000;
// 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);
} 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
@@ -142,8 +142,9 @@
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) {
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