Code edit (1 edits merged)
Please save this source code
User prompt
while dashing =true disable hero.onHold(), left-clicking and game down)
User prompt
while is dashing = true, disable tapping
User prompt
is there a way to disable left clicking while dashing? if so , do it
User prompt
also add color change
User prompt
while dashing, disable controls until its reset
User prompt
amplify the flashing, make it bigger
User prompt
the flashing is not obvious enough, spice it up
User prompt
exagerate the flashing times three
User prompt
var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 30; self.dashSpeed = game.width / 2 / 30; self.dashBackSpeed = self.dashSpeed / 2; self.dashStartTime = 0; self.gravity = 1; self.isDashing = false; self.initialX = 200; self.isHolding = false; self.holdStartTime = 0; self.isGravityFlipped = false; self.flashInterval = null; self.createDashTrail = function () { var trailCount = 10; var flashDuration = 50; for (var i = 0; i < trailCount; i++) { LK.setTimeout(function () { var trailParticle = new Particle(); trailParticle.x = self.x; trailParticle.y = self.y; game.addChild(trailParticle); LK.effects.flashObject(trailParticle, 0x00ff00, flashDuration); }, i * 50); } }; self.animateToPosition = function () { var targetY = 2732 / 2; var targetX = self.initialX; var animationSpeed = 10; if (!self.animationStarted) { self.animationDelay = LK.setTimeout(function () { self.animationStarted = true; }, 3000); self.animationStarted = false; } if (self.animationStarted) { if (self.y < targetY) { self.y += animationSpeed; } if (self.x < targetX) { self.x += animationSpeed; } if (self.y >= targetY && self.x >= targetX) { gameStarted = true; initializeScoreDisplay(); startObstacleGeneration(); } } }; self.dash = function () { if (!self.isDashing && LK.ticks - self.holdStartTime >= 60 && self.x === self.initialX) { self.isDashing = true; self.dashStartTime = LK.ticks; self.savedX = self.x; self.dashTargetX = self.x + game.width / 3 * 2; self.createDashTrail(); } }; self.flipGravity = function () { self.isGravityFlipped = !self.isGravityFlipped; self.gravity *= -1; }; self._move_migrated = function () { if (self.isHolding && LK.ticks - self.holdStartTime >= 60 && LK.ticks - self.dashStartTime > 6) { self.dash(); } if (self.isDashing) { if (self.x < self.dashTargetX) { self.x += self.dashSpeed; for (var i = obstacles.length - 1; i >= 0; i--) { if (self.intersects(obstacles[i])) { obstacles[i].destroy(); obstacles.splice(i, 1); } } } else { self.isDashing = false; self.dashTargetX = null; self.tint = 0xffffff; } } if (!self.isDashing && self.dashTargetX === null && self.x !== self.savedX) { var moveBack = self.savedX < self.x ? -self.dashBackSpeed : self.dashBackSpeed; self.x += moveBack; if (Math.abs(self.x - self.savedX) < Math.abs(moveBack)) { self.x = self.savedX; } } if (!self.isHolding) { self.y += self.speed * self.gravity; var boundaryPadding = 200; if (self.y < boundaryPadding) { self.y = boundaryPadding; } if (self.y > game.height - boundaryPadding) { self.y = game.height - boundaryPadding; } } if (self.x < 0 || self.x > game.width) { isGameOver = true; } if (LK.ticks % 5 == 0) { var particle = new Particle(); particle.x = self.x; particle.y = self.y; game.addChild(particle); } }; self.startFlashing = function () { if (!self.flashInterval) { self.flashInterval = LK.setInterval(function () { self.visible = !self.visible; }, 100); // Flash every 100ms } }; self.stopFlashing = function () { if (self.flashInterval) { LK.clearInterval(self.flashInterval); self.flashInterval = null; self.visible = true; // Ensure hero is visible after stopping flash } }; self.onHold = function () { if (!self.isHolding && !self.isDashing) { self.isHolding = true; self.holdStartTime = LK.ticks; self.startFlashing(); } }; self.onRelease = function () { if (self.isHolding) { self.dash(); } self.isHolding = false; self.holdStartTime = 0; self.stopFlashing(); }; });
User prompt
make the hero flash during hold start time to create an effect
User prompt
Please fix the bug: 'Timeout.tick error: flashDuration is not defined' in or related to this line: 'LK.effects.flashObject(trailParticle, 0x00ff00, flashDuration);' Line Number: 54
User prompt
self.createDashTrail = function () { var trailCount = 10; var flashDuration = 100; // Duration for each flash for (var i = 0; i < trailCount; i++) { LK.setTimeout(function () { var trailParticle = new Particle(); trailParticle.x = self.x; trailParticle.y = self.y; game.addChild(trailParticle); LK.effects.flashObject(trailParticle, 0x00ff00, flashDuration); }, i * flashDuration); } };
User prompt
the way you've done it, he flashes while dashing, i want him to flash repeadtly during the delay before he starts dashing to create a wind up effect
User prompt
the hero should flash before dashing
User prompt
Migrate to the latest version of LK
User prompt
Create a colorful charging up effect before the hero dashes
User prompt
Create a flicker up effect before the hero dashes, mimicking somekind of power / charging up effect
User prompt
Create a flicker up effect before the hero dashes
User prompt
Create a flicker up effect before the hero dashes
User prompt
make the charging up effect also flash
User prompt
the charge up effect is not visible and or not obvious enough
Code edit (1 edits merged)
Please save this source code
User prompt
Create a charging up effect before the hero dashes
User prompt
Create a charging up effect before the hero dashes
===================================================================
--- original.js
+++ change.js
@@ -171,16 +171,16 @@
self.scale.set(1.0); // Reset scale to default
}
};
self.onHold = function () {
- if (!self.isHolding && !self.isDashing) {
+ if (!self.isHolding && !self.isDashing && !self.isDashing) {
self.isHolding = true;
self.holdStartTime = LK.ticks;
self.startFlashing();
}
};
self.onRelease = function () {
- if (self.isHolding) {
+ if (self.isHolding && !self.isDashing) {
self.dash();
}
self.isHolding = false;
self.holdStartTime = 0;
@@ -351,10 +351,16 @@
LK.showGameOver();
}
});
game.on('down', function (x, y, obj) {
- hero.flipGravity();
- hero.onHold();
+ if (!hero.isDashing) {
+ hero.flipGravity();
+ }
+ if (!hero.isDashing) {
+ hero.onHold();
+ }
});
game.on('up', function (x, y, obj) {
- hero.onRelease();
+ if (!hero.isDashing) {
+ hero.onRelease();
+ }
});
\ No newline at end of file
2d cyberpunk particle of a dash ability. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue jetfuel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art speech bubble that says "?" neon color. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art speech bubble that says "Go" neon color. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art speech bubble that says "Ok" neon color.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a bubble a wing inside in neon color.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art bubble with 2 fast foward arrows neon color. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Gray Cyber neon lit logo of the word Rush. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
side profile of a flying car in the art style of a 16 bit neon cyberpunk game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
retro cyberpunk datadisk in neon colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
retro cyberpunk pole flag in neon colors with the words 'events' on it.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
retro sign that says "Hold to Dash" in neon colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
retro sign that says "Tap to Move" in neon colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
retro sign that says "catch" with an flying drone symbol in neon colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
retro flying drone in neon colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
retro sign that says "Survive" with an face symbol in neon colors... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
neon colored cyberpunk round electricity. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
SynthwaveMusic
Music
snd_letsgo
Sound effect
snd_announcer
Sound effect
snd_powerup
Sound effect
snd_dataacquire
Sound effect
snd_walkie
Sound effect
snd_nice
Sound effect
snd_carhonk
Sound effect
snd_enemy
Sound effect
snd_sphere
Sound effect
snd_windup
Sound effect
snd_spikey
Sound effect
snd_drone
Sound effect