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hero_ground should move to his original position it is created
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'self.initialY = game.height - heroGround.height / 2 - 100;' Line Number: 267
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obj rally's target coordinates should be the original coordinate hero_ground is created
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objgo and objrally spawn too close to each other, they shouldn't
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if hero_ground is already at the initial position, do nothing.
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when hero destroys objRALLY call the moveToInitialPosition method
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can you copy obstacles behavior and also give it to objRALLY
Code edit (1 edits merged)
Please save this source code
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hero_ground's initial position should be a bit more forward in x
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'moveToInitialPosition')' in or related to this line: 'self.moveToInitialPosition = function () {' Line Number: 671
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Please fix the bug: 'Uncaught TypeError: heroGround.moveToInitialPosition is not a function' in or related to this line: 'heroGround.moveToInitialPosition();' Line Number: 574
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Please fix the bug: 'Uncaught TypeError: heroGround.moveToInitialPosition is not a function' in or related to this line: 'heroGround.moveToInitialPosition();' Line Number: 574
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sounds good to me,
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when hero_ground reaches his destination after the movetox method is called replace the bubble with idlespeechbubble
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there cannot be more than one move speech bubble active at a time
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if when movetox is already called, it cannot be called again
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when movetox method is called, create an interpolation towards the center not a jump to
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when moveToCenterX is called, replace the current speech bubble with movingspeechbubble
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when objGO is destroyed by hero not by leaving the playspace
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do it please
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fix it
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fix it
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gradually move hero ground to the center of the playspace when hero collides with objgo and if movingspeechbubble is visible,
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if movingspeechbubble is active, hero_ground should move forward until it reaches the center of the playspace
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there cannot be more than one objmovingbubble at once
===================================================================
--- original.js
+++ change.js
@@ -233,8 +233,11 @@
heroGroundGraphicsB.visible = !heroGroundGraphicsB.visible;
}, 250);
self.on('destroy', function () {
LK.clearInterval(self.heroGroundInterval);
+ if (self.interpolationInterval) {
+ LK.clearInterval(self.interpolationInterval);
+ }
});
self.speed = 20;
self.gravity = 1;
self.isJumping = false;
@@ -246,9 +249,18 @@
self.y += self.jumpSpeed;
}
};
self.moveToCenterX = function () {
- self.x = game.width / 2;
+ var targetX = game.width / 2;
+ var interpolationSpeed = 10; // Adjust this value to control the speed of interpolation
+ self.interpolationInterval = LK.setInterval(function () {
+ if (Math.abs(self.x - targetX) < interpolationSpeed) {
+ self.x = targetX;
+ LK.clearInterval(self.interpolationInterval);
+ } else {
+ self.x += self.x < targetX ? interpolationSpeed : -interpolationSpeed;
+ }
+ }, 16); // Approximately 60 FPS
// Replace idleSpeechBubble with movingSpeechBubble
if (self.idleSpeechBubble) {
self.idleSpeechBubble.destroy();
self.idleSpeechBubble = null;
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