User prompt
Add more boundary for hero in the top portion of the screen.
User prompt
Add more boundary for hero in the top portion of the screen.
User prompt
Add a boundary for hero in the top portion of the screen.
Code edit (2 edits merged)
Please save this source code
User prompt
Add some padding for a hero at the top of the screen.
User prompt
Limit Hero to the upper portion of the screen all the way to the center maximum.
User prompt
Create a two-frame animation with hero ground and hero ground B.
User prompt
create a repeating animation with heroground and herogroundb
User prompt
create the hero_ground asset but don't instantiate it on the playspace
User prompt
Hero_Ground should not appear on screen yet until called
User prompt
do #1 and #2
Code edit (1 edits merged)
Please save this source code
User prompt
its not at all visible fix it
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Add a blue outline around hero during the scaling effect
User prompt
i cant see it fix it
User prompt
make the blue outline more obvious
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add a blue outline during the scaling effect
User prompt
Please fix the bug: 'Timeout.tick error: jetfuel is not defined' in or related to this line: 'jetfuel.scale.x *= -1;' Line Number: 280
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Every 0.5 seconds, flip jetfuels visual on the x alignment
User prompt
animate jetfuel, make it shake a little bit
User prompt
Please fix the bug: 'Uncaught Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.addChildAt(jetfuel, game.getChildIndex(self));' Line Number: 72
User prompt
move jetfuel behind hero
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
move jetfuel a little bit to the left and a little bit down
/****
* Classes
****/
var BootText = Container.expand(function (text) {
var self = Container.call(this);
var bootText = self.addChild(new Text2(text, {
size: 100,
fill: "#FFFFFF",
fontWeight: 'bolder'
}));
bootText.anchor.set(0.5, 0);
self.alpha = 0;
self.fadeIn = function () {
if (self.alpha < 1) {
self.alpha += 0.05;
}
};
self.fadeOut = function () {
if (self.alpha > 0) {
self.alpha -= 0.05;
} else {
self.destroy();
}
};
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -3;
self._move_migrated = function () {};
});
var Hero = Container.expand(function () {
var self = Container.call(this);
self.createDashTrail = function () {
var trailCount = 10;
var flashDuration = 50; // 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 * 50);
}
};
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 30;
// Initialize jetfuel in the center of hero
var jetfuel = self.attachAsset('jetfuel', {
anchorX: 0.5,
anchorY: 0.5
});
jetfuel.x = -10;
jetfuel.y = 10;
self.dashSpeed = game.width / 2 / 30; // 1/2 of the screen over 0.5 seconds at 60FPS
self.dashBackSpeed = self.dashSpeed / 2; // Accelerated return at half of the dash speed
self.dashStartTime = 0; // Time when the dash started
self.gravity = 1;
self.isDashing = false;
self.initialX = 200;
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; // Start the game once the hero reaches the initial position
initializeScoreDisplay();
startObstacleGeneration();
}
}
};
self.dash = function () {
if (!self.isDashing && LK.ticks - self.holdStartTime >= 60 && self.x === self.initialX && !self.isDashing) {
self.isDashing = true;
self.dashStartTime = LK.ticks; // Save the start time of the dash
self.savedX = self.x; // Save the current x position
self.dashTargetX = self.x + game.width / 3 * 2; // Set the target X position for the dash, now twice as long
// Apply dash effect
self.createDashTrail();
self.stopFlashing();
}
};
self.isGravityFlipped = false;
self.flipGravity = function () {
if (!self.isDashing) {
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;
// Check for collision with obstacles
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; // Clear the dash target position
// Remove dash effect
self.tint = 0xffffff;
}
}
// Gradually move back to the initial position after dashing
// Resume normal movement after reaching saved x position
if (!self.isDashing && self.dashTargetX === null && self.x !== self.savedX) {
var moveBack = self.savedX < self.x ? -self.dashBackSpeed : self.dashBackSpeed;
self.x += moveBack;
// Clamp the hero's x position to the savedX to prevent overshooting
if (Math.abs(self.x - self.savedX) < Math.abs(moveBack)) {
self.x = self.savedX;
}
}
// Stop vertical movement while holding down
if (!self.isHolding && !self.isDashing) {
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;
}
}
// Trigger game over if hero leaves the screen horizontally
if (self.x < 0 || self.x > game.width) {
isGameOver = true;
}
// Generate particle trail
if (LK.ticks % 5 == 0 && !self.isHolding) {
var particle = new Particle();
particle.x = self.x;
particle.y = self.y;
game.addChildAt(particle, 0);
}
};
self.isHolding = false;
self.holdStartTime = 0;
self.startFlashing = function () {
if (!self.flashInterval && !self.isDashing) {
self.flashInterval = LK.setInterval(function () {
self.scale.set(self.scale.x === 1 ? 1.5 : 1);
self.tint = self.tint === 0x0000ff ? 0x00ffff : 0x0000ff; // Transition between blue and cyan
}, 100); // Pulse 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.tint = 0x9a3986; // Reset color to default
self.scale.set(1); // Reset scale to default
}
};
self.onHold = function () {
if (!self.isHolding && !self.isDashing && !self.isDashing) {
self.isHolding = true;
self.holdStartTime = LK.ticks;
self.startFlashing();
}
};
self.onRelease = function () {
if (self.isHolding && !self.isDashing) {
self.dash();
}
self.isHolding = false;
self.holdStartTime = 0;
self.stopFlashing();
};
});
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._move_migrated = function () {
self.x += self.speed;
if (self.x < -self.width) {
self.destroy();
}
};
});
var Parallax = Container.expand(function () {
var self = Container.call(this);
var bgGraphics = self.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
bgGraphics.x = game.width / 2;
bgGraphics.y = 1500;
self.speed = -2;
self._move_migrated = function () {
bgGraphics.x += self.speed;
if (bgGraphics.x <= -bgGraphics.width / 2) {
bgGraphics.x = self.bgGraphics2.x + bgGraphics.width;
}
if (!self.bgGraphics2) {
self.bgGraphics2 = self.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
self.bgGraphics2.x = bgGraphics.x + bgGraphics.width - 1; // Overlap by 1 pixel to prevent visible seams
self.bgGraphics2.y = 1500;
self.addChildAt(self.bgGraphics2, 0); // Ensure bgGraphics2 is behind bgGraphics
} else if (self.bgGraphics2.x <= -self.bgGraphics2.width / 2) {
self.bgGraphics2.x = bgGraphics.x + bgGraphics.width - 1; // Overlap by 1 pixel to prevent visible seams
}
self.bgGraphics2.x += self.speed;
};
});
var Particle = Container.expand(function () {
var self = Container.call(this);
var particleGraphics = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
particleGraphics.tint = 0x000080; // Apply a dark blue tint to the particle
self.alpha = 1.0;
self.fadeOut = function () {
self.alpha -= 0.05;
if (self.alpha <= 0) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
function startBootSequence() {
var bootTexts = ['Calibrating Cybernetic Enhancements...', 'Booting Cybernetic Core Systems...', 'All systems ready...'];
var currentBootTextIndex = 0;
var bootTextY = game.height / 2 - 100;
var displayBootText = function displayBootText() {
var bootText = new BootText(bootTexts[currentBootTextIndex]);
bootText.x = game.width / 2;
bootText.y = bootTextY + currentBootTextIndex * 120;
game.addChild(bootText);
LK.setInterval(function () {
bootText.fadeIn();
if (bootText.alpha === 1) {
LK.setTimeout(function () {
bootText.fadeOut();
}, 300);
}
}, 60);
currentBootTextIndex++;
if (currentBootTextIndex < bootTexts.length) {
LK.setTimeout(displayBootText, 1000);
}
};
displayBootText();
}
var hero,
enemies = [],
obstacles = [],
parallax,
score = 0,
distanceTraveled = 0,
isGameOver = false,
gameStarted = false;
var generateObstacle = function generateObstacle() {
var obstacle = new Obstacle();
obstacle.x = game.width;
obstacle.y = Math.random() * game.height;
obstacles.push(obstacle);
game.addChild(obstacle);
};
var obstacleGenerationInterval;
function startObstacleGeneration() {
obstacleGenerationInterval = LK.setInterval(generateObstacle, 2000);
}
parallax = game.addChild(new Parallax());
var distanceTxt;
function initializeScoreDisplay() {
// Remove BootText from the screen
var bootTexts = game.children.filter(function (child) {
return child instanceof BootText;
});
for (var i = 0; i < bootTexts.length; i++) {
bootTexts[i].destroy();
}
// Initialize score display
distanceTxt = new Text2('Δs: 0', {
size: 112.5,
// 150 * 0.75 to reduce by 25%
fill: "#ffffff"
});
distanceTxt.anchor.set(.5, 0);
LK.gui.top.addChild(distanceTxt);
}
hero = game.addChild(new Hero());
hero.x = -100;
hero.y = -100;
startBootSequence();
LK.on('tick', function () {
if (!gameStarted) {
hero.animateToPosition();
return; // Skip the rest of the game logic until the animation is complete
}
parallax._move_migrated();
hero._move_migrated();
for (var i = 0; i < enemies.length; i++) {
enemies[i]._move_migrated();
}
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i]._move_migrated();
if (!obstacles[i].parent) {
obstacles.splice(i, 1);
}
}
var particles = game.children.filter(function (child) {
return child instanceof Particle;
});
for (var i = 0; i < particles.length; i++) {
particles[i].fadeOut();
}
if (!isGameOver) {
distanceTraveled += 1 / 60;
distanceTxt.setText('Δs: ' + Math.floor(distanceTraveled).toString());
}
if (isGameOver) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
game.on('down', function (x, y, obj) {
hero.flipGravity();
hero.onHold();
});
game.on('up', function (x, y, obj) {
hero.onRelease();
});
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