Code edit (1 edits merged)
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lower hero_ground a little bit after the 3 seconds have been elapsed
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make sure after hero_ground attaches to hero that hero_ground returns to initial coordinates
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move moving speech bubble a bit to the left
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move idlespeechbubble a bit to the left
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lower hero_ground a little bit
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animate objgroundtrail, make it flash slowly
Code edit (2 edits merged)
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rotate objgroundtrail 45 degeres to the left
Code edit (1 edits merged)
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center objGroundTrail with hero_ground
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make sure objgroundtrail is behind hero_ground
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attach it to the feet of hero_ground
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instantiate objgroundtrail to the playspace
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attach objgroundtrail to hero_ground, and make it look and feel like particles emitting from hero_ground
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can you add objgroundtrail behind hero_ground
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wait until the introduction is finished to show the first bubble
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Do it and in terms of how long match it to hero's speed
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while hero_ground is attached replace the idle speech bubble with the moving speech bubble and return it to idle speech bubble after 3 seconds
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hero_ground cannot attach while its already moving
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so after the 3 seconds, move hero_ground to - **Initial X Coordinate**: `hero.x` - **Initial Y Coordinate**: `game.height - heroGround.height / 2 - 100`
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so after the 3 seconds, move hero_ground to - **Initial X Coordinate**: `hero.x + 175` - **Initial Y Coordinate**: `game.height - heroGround.height / 2 - 100`
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hero ground does not properly return to his original spawned coordinates after being attached fix it
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while hero_ground is attached, nothing else can be triggered
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var initialHeroGroundX = heroGround.x;' Line Number: 574
===================================================================
--- original.js
+++ change.js
@@ -556,9 +556,8 @@
* Game Code
****/
var isHeroGroundAttached = false;
var isHeroGroundMoving = false;
-var initialHeroGroundX, initialHeroGroundY;
var brother = function brother() {
if (isHeroGroundAttached || isHeroGroundMoving) {
return;
}
@@ -572,12 +571,16 @@
heroGround.y = hero.y + hero.height / 2 + heroGround.height / 2;
}, 16); // Update position every frame (approximately 60 FPS)
LK.setTimeout(function () {
LK.clearInterval(attachInterval);
- heroGround.x = initialHeroGroundX;
- heroGround.y = initialHeroGroundY;
+ heroGround.x = hero.x;
+ heroGround.y = game.height - heroGround.height / 2 - 150;
isHeroGroundAttached = false;
}, 3000); // Detach after 3 seconds
+ // Lower hero_ground a little bit after 3 seconds have elapsed
+ LK.setTimeout(function () {
+ heroGround.y += 50;
+ }, 3000);
};
var generateObjJUMP = function generateObjJUMP() {
if (obstacles.filter(function (obstacle) {
return obstacle instanceof ObjJUMP;
@@ -817,10 +820,8 @@
heroGround.idleSpeechBubble.y = -heroGround.idleSpeechBubble.height / 2 - 125;
heroGround.initialX = hero.x + 175;
heroGround.x = -heroGround.width;
heroGround.y = game.height - heroGround.height / 2 - 50;
-initialHeroGroundX = heroGround.x;
-initialHeroGroundY = heroGround.y;
hero.x = -100;
hero.y = -100;
startBootSequence();
LK.setTimeout(function () {
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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