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accelerate the two frame animation
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backgrounds don't tile fast enough
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there is still a seam that appears later, fix it
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there should not be a seam between both backgrounds
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the second background image that is tiled should be flipped in X
Code edit (5 edits merged)
Please save this source code
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Move boot text a bit to the right
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Add a black outline to boot texts.
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Boot text is not centered, it's two to the left.
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Center boot text to the play space.
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Add a black outline to boot text.
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The score should say distance and also be smaller and have a black outline.
Code edit (1 edits merged)
Please save this source code
User prompt
Move the hero ground a bit forward.
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Move the hero ground to the same X position as hero.
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Move hero ground in the bottom of the screen.
Code edit (1 edits merged)
Please save this source code
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Add a lot less boundaries for hero in the center of the screen.
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Add less boundaries for Hiro in the center of the screen.
Code edit (1 edits merged)
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Add more boundary for hero in the top portion of the screen.
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Add more boundary for hero in the top portion of the screen.
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Add a boundary for hero in the top portion of the screen.
Code edit (2 edits merged)
Please save this source code
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Add some padding for a hero at the top of the screen.
/****
* 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 = -50;
jetfuel.y = 50;
self.addChildAt(jetfuel, 0);
// Set interval to flip jetfuel's visual on the x alignment every 0.5 seconds
LK.setInterval(function () {
jetfuel.scale.x *= -1;
}, 500);
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 = 0;
if (self.y < boundaryPadding + 50) {
// Adding 50 pixels of padding at the top
self.y = boundaryPadding + 50;
}
if (self.y > game.height / 2) {
self.y = game.height / 2;
}
}
// 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 Hero_Ground = Container.expand(function () {
var self = Container.call(this);
var heroGroundGraphics = self.attachAsset('heroGround', {
anchorX: 0.5,
anchorY: 0.5
});
var heroGroundGraphicsB = self.attachAsset('heroGroundB', {
anchorX: 0.5,
anchorY: 0.5
});
heroGroundGraphicsB.visible = false;
self.addChild(heroGroundGraphicsB);
// Set interval to switch between heroGround and heroGroundB every 0.5 seconds
LK.setInterval(function () {
heroGroundGraphics.visible = !heroGroundGraphics.visible;
heroGroundGraphicsB.visible = !heroGroundGraphicsB.visible;
}, 500);
self.speed = 20;
self.gravity = 1;
self.isJumping = false;
self.jumpSpeed = -20;
self.initialY = 200;
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.y += self.jumpSpeed;
}
};
self._move_migrated = function () {
if (self.isJumping) {
self.y += self.gravity;
if (self.y >= self.initialY) {
self.y = self.initialY;
self.isJumping = false;
}
}
};
});
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);
}
var boundaryPadding = 50; // Set boundary padding for the hero
hero = game.addChild(new Hero());
var heroGround = game.addChild(new Hero_Ground());
heroGround.x = 200;
heroGround.y = 200;
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();
if (hero.visible) {
hero._move_migrated();
} else if (heroGround.visible) {
heroGround._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) {
if (hero.visible) {
hero.flipGravity();
hero.onHold();
} else if (heroGround.visible) {
heroGround.jump();
}
});
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