User prompt
make a sound when I grab the ring
User prompt
Make a song like Sonic's but not so similar so they don't copyright me.
Code edit (1 edits merged)
Please save this source code
User prompt
Sonic Rush Roblox - Carrera de Anillos
User prompt
Quiero crear un juego para que juege mi hermano quiero que sea de sonic de roblox en español
Initial prompt
Quiero crear un juego para que juege mi hermano quiero que sea de sonic de roblox
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1 }); self.speed = gameSpeed; self.update = function () { self.x -= self.speed; // Simple enemy animation enemyGraphics.scaleX = 1 + Math.sin(LK.ticks * 0.15) * 0.1; enemyGraphics.scaleY = 1 + Math.sin(LK.ticks * 0.15) * 0.1; }; return self; }); var Ground = Container.expand(function () { var self = Container.call(this); var groundGraphics = self.attachAsset('ground', { anchorX: 0, anchorY: 0 }); self.speed = gameSpeed; self.update = function () { self.x -= self.speed; }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1 }); self.speed = gameSpeed; self.update = function () { self.x -= self.speed; }; return self; }); var Ring = Container.expand(function () { var self = Container.call(this); var ringGraphics = self.attachAsset('ring', { anchorX: 0.5, anchorY: 0.5 }); self.speed = gameSpeed; self.collected = false; self.update = function () { self.x -= self.speed; // Floating animation ringGraphics.y = Math.sin(LK.ticks * 0.1) * 5; ringGraphics.rotation += 0.1; }; return self; }); var Sonic = Container.expand(function () { var self = Container.call(this); var sonicGraphics = self.attachAsset('sonic', { anchorX: 0.5, anchorY: 0.5 }); self.velocityY = 0; self.isJumping = false; self.groundY = 0; self.jump = function () { if (!self.isJumping) { self.velocityY = -18; self.isJumping = true; LK.getSound('jump').play(); } }; self.update = function () { // Gravity self.velocityY += 0.8; self.y += self.velocityY; // Check if landed if (self.y >= self.groundY) { self.y = self.groundY; self.velocityY = 0; self.isJumping = false; } // Simple running animation sonicGraphics.rotation += 0.2; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var gameSpeed = 6; var groundLevel = 2400; var spawnDistance = 0; var distanceScore = 0; var speedIncreaseTimer = 0; var currentMusicTrack = 'bgmusic'; var musicSpeedThreshold = 12; // Game objects arrays var groundPieces = []; var obstacles = []; var rings = []; var enemies = []; // Create Sonic var sonic = game.addChild(new Sonic()); sonic.x = 300; sonic.y = groundLevel - 100; sonic.groundY = groundLevel - 100; // UI Elements var ringScoreText = new Text2('Anillos: 0', { size: 60, fill: 0xFFFFFF }); ringScoreText.anchor.set(0, 0); LK.gui.topLeft.addChild(ringScoreText); ringScoreText.x = 120; ringScoreText.y = 20; var distanceText = new Text2('Distancia: 0m', { size: 50, fill: 0xFFFFFF }); distanceText.anchor.set(0.5, 0); LK.gui.top.addChild(distanceText); distanceText.y = 20; // Initialize ground for (var i = 0; i < 15; i++) { var ground = game.addChild(new Ground()); ground.x = i * 200; ground.y = groundLevel; groundPieces.push(ground); } // Input handling game.down = function (x, y, obj) { sonic.jump(); }; function spawnObstacle() { var obstacle = game.addChild(new Obstacle()); obstacle.x = 2048 + 100; obstacle.y = groundLevel; obstacles.push(obstacle); } function spawnRing() { var ring = game.addChild(new Ring()); ring.x = 2048 + 100; ring.y = groundLevel - 80 - Math.random() * 120; rings.push(ring); } function spawnEnemy() { var enemy = game.addChild(new Enemy()); enemy.x = 2048 + 100; enemy.y = groundLevel; enemies.push(enemy); } function updateScore() { ringScoreText.setText('Anillos: ' + LK.getScore()); distanceText.setText('Distancia: ' + Math.floor(distanceScore) + 'm'); } game.update = function () { // Update distance score distanceScore += gameSpeed * 0.1; // Increase speed over time speedIncreaseTimer++; if (speedIncreaseTimer >= 300) { // Every 5 seconds gameSpeed += 0.5; speedIncreaseTimer = 0; // Switch to speed-up music when game gets faster if (gameSpeed >= musicSpeedThreshold && currentMusicTrack !== 'speedup_music') { currentMusicTrack = 'speedup_music'; LK.playMusic('speedup_music', { fade: { start: 0.3, end: 0.9, duration: 1000 } }); } } // Update spawn distance spawnDistance += gameSpeed; // Spawn objects if (spawnDistance >= 300) { var rand = Math.random(); if (rand < 0.3) { spawnObstacle(); } else if (rand < 0.6) { spawnRing(); } else if (rand < 0.8) { spawnEnemy(); } spawnDistance = 0; } // Update ground pieces for (var i = groundPieces.length - 1; i >= 0; i--) { var ground = groundPieces[i]; ground.speed = gameSpeed; if (ground.x <= -200) { ground.x = (groundPieces.length - 1) * 200; } } // Update and check obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; obstacle.speed = gameSpeed; if (obstacle.x < -100) { obstacle.destroy(); obstacles.splice(i, 1); continue; } // Collision with sonic if (sonic.intersects(obstacle)) { LK.getSound('hit').play(); LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } } // Update and check rings for (var i = rings.length - 1; i >= 0; i--) { var ring = rings[i]; ring.speed = gameSpeed; if (ring.x < -100) { ring.destroy(); rings.splice(i, 1); continue; } // Collection check if (!ring.collected && sonic.intersects(ring)) { ring.collected = true; LK.setScore(LK.getScore() + 1); LK.getSound('ring').play(); // Ring collection effect tween(ring, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, onFinish: function onFinish() { ring.destroy(); } }); rings.splice(i, 1); } } // Update and check enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.speed = gameSpeed; if (enemy.x < -100) { enemy.destroy(); enemies.splice(i, 1); continue; } // Collision with sonic if (sonic.intersects(enemy)) { LK.getSound('hit').play(); LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } } // Update UI updateScore(); // Win condition - collect 50 rings if (LK.getScore() >= 50) { LK.playMusic('victory_music', { loop: false, fade: { start: 0.2, end: 0.7, duration: 800 } }); LK.showYouWin(); return; } }; // Start background music with fade-in effect LK.playMusic('bgmusic', { fade: { start: 0, end: 0.8, duration: 1500 } });
===================================================================
--- original.js
+++ change.js
@@ -107,8 +107,10 @@
var groundLevel = 2400;
var spawnDistance = 0;
var distanceScore = 0;
var speedIncreaseTimer = 0;
+var currentMusicTrack = 'bgmusic';
+var musicSpeedThreshold = 12;
// Game objects arrays
var groundPieces = [];
var obstacles = [];
var rings = [];
@@ -175,8 +177,19 @@
if (speedIncreaseTimer >= 300) {
// Every 5 seconds
gameSpeed += 0.5;
speedIncreaseTimer = 0;
+ // Switch to speed-up music when game gets faster
+ if (gameSpeed >= musicSpeedThreshold && currentMusicTrack !== 'speedup_music') {
+ currentMusicTrack = 'speedup_music';
+ LK.playMusic('speedup_music', {
+ fade: {
+ start: 0.3,
+ end: 0.9,
+ duration: 1000
+ }
+ });
+ }
}
// Update spawn distance
spawnDistance += gameSpeed;
// Spawn objects
@@ -264,10 +277,24 @@
// Update UI
updateScore();
// Win condition - collect 50 rings
if (LK.getScore() >= 50) {
+ LK.playMusic('victory_music', {
+ loop: false,
+ fade: {
+ start: 0.2,
+ end: 0.7,
+ duration: 800
+ }
+ });
LK.showYouWin();
return;
}
};
-// Start background music
-LK.playMusic('bgmusic');
\ No newline at end of file
+// Start background music with fade-in effect
+LK.playMusic('bgmusic', {
+ fade: {
+ start: 0,
+ end: 0.8,
+ duration: 1500
+ }
+});
\ No newline at end of file
creates a yellow ring like Sonic's. In-Game asset. 2d
Make a Sonic enemy but in Roblox form. In-Game asset. High contrast. No shadows. 2d
make the typical Sonic 1 floor. In-Game asset. 2d. High contrast. No shadows. 2d
Make an obstacle like Sonic's. In-Game asset. High contrast. No shadows. 2d
make sonic into ball form. In-Game asset. High contrast. No shadows. 2d