User prompt
replace the jump method with: var hero_ground = Container.expand(function () { var self = Container.call(this); var dinosaurGraphics = self.attachAsset('hero_ground', { anchorX: 1.0, anchorY: 1.0 }); self.isJumping = false; self.jumpSpeed = 0; self.gravity = 0.6; self.jump = function () { if (!self.isJumping && self.y >= game.floorLevel) { self.isJumping = true; self.jumpSpeed = -30; } }; self._update_migrated = function () { if (self.isJumping) { self.y += self.jumpSpeed; self.jumpSpeed += self.gravity; } if (self.y > game.floorLevel) { self.y = game.floorLevel; self.isJumping = false; } }; }); ```
User prompt
the jump method should create an interpolation
User prompt
when jump is destroyed by hero, replace the bubble with okspeechbubble
User prompt
add a delay to avoid all objects to spawn on top of each other
User prompt
the jump still doesn't work, hero_ground does nothing
User prompt
add a delay to avoid two of the same object to spawn on top of each other
User prompt
spawn and respawn of these objects should be within the highest Y and lowest Y of hero
User prompt
Add Boundary Detection and Respawn Logic: Implement logic to check if these objects leave the screen's bounds and then reset them to a valid position
User prompt
theres a bug: if obstacle, objgo, objrally or objjump leaves the playspace , they do not respawn
User prompt
if obstacle, objgo, objrally or objjump leaves the playspace destroy them but do not trigger their code
User prompt
call it when hero destroys objjump not when objjump leaves the playspace
User prompt
fix it
User prompt
instead of the jump method, call _move_migrated method
User prompt
call the jump method and right after the move migrated method
User prompt
only call the jump method if hero destroys objjump
User prompt
hero_ground has to jump like super mario, fix it please
User prompt
when objJUMP is destroyed by hero call the jump method
User prompt
when objJUMP is destroyed by hero hero_ground should jump
User prompt
when objJUMP is destroyed by hero
User prompt
ok do it
User prompt
if hero collides with obstacle, trigger game over
User prompt
a lot more space between objgo and objrally
User prompt
add more space between objgo and objrally
User prompt
make sure to only have a maximum of two objgo and objrally on screen at once and one obstacle
User prompt
if hero_ground is moving and a bubble gets destroyed, do nothing
===================================================================
--- original.js
+++ change.js
@@ -382,14 +382,8 @@
if (self.x < -self.width) {
self.destroy();
}
};
- // Add event listener for objJUMP destruction
- self.on('destroy', function () {
- if (self.intersects(hero)) {
- heroGround.jump();
- }
- });
});
var ObjRALLY = Container.expand(function () {
var self = Container.call(this);
var objRALLYGraphics = self.attachAsset('objRALLY', {
@@ -522,8 +516,20 @@
/****
* Game Code
****/
+var generateObjJUMP = function generateObjJUMP() {
+ if (obstacles.filter(function (obstacle) {
+ return obstacle instanceof ObjJUMP;
+ }).length >= 1) {
+ return;
+ }
+ var objJUMP = new ObjJUMP();
+ objJUMP.x = game.width;
+ objJUMP.y = Math.random() * game.height;
+ obstacles.push(objJUMP);
+ game.addChild(objJUMP);
+};
function startBootSequence() {
var bootTexts = ['Booting Core Systems...', 'Calibrating Enhancements...', 'All systems ready...'];
var currentBootTextIndex = 0;
var bootTextY = game.height / 2 - 100;
@@ -625,14 +631,8 @@
objJUMP.x = game.width;
objJUMP.y = Math.random() * game.height;
obstacles.push(objJUMP);
game.addChild(objJUMP);
- // Add event listener for objJUMP destruction
- objJUMP.on('destroy', function () {
- if (objJUMP.intersects(hero)) {
- heroGround.jump();
- }
- });
};
var generateObjRALLY = function generateObjRALLY() {
if (obstacles.filter(function (obstacle) {
return obstacle instanceof ObjRALLY;
@@ -667,13 +667,15 @@
obstacleGenerationInterval = LK.setInterval(generateObstacle, 2000);
var objGOGenerationInterval = LK.setInterval(generateObjGO, 2000);
var objRALLYGenerationInterval = LK.setInterval(generateObjRALLY, 2000);
var objJUMPGenerationInterval = LK.setInterval(generateObjJUMP, 2000);
+ var objJUMPGenerationInterval = LK.setInterval(generateObjJUMP, 2000);
LK.on('gameOver', function () {
LK.clearInterval(objJUMPGenerationInterval);
LK.clearInterval(obstacleGenerationInterval);
LK.clearInterval(objGOGenerationInterval);
LK.clearInterval(objRALLYGenerationInterval);
+ LK.clearInterval(objJUMPGenerationInterval);
});
}
parallax = game.addChild(new Parallax());
var distanceTxt;
@@ -729,8 +731,11 @@
}
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i]._move_migrated();
if (!obstacles[i].parent) {
+ if (obstacles[i] instanceof ObjJUMP) {
+ heroGround.jump();
+ }
obstacles.splice(i, 1);
}
}
var particles = game.children.filter(function (child) {
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