User prompt
destroy all objgo, objrally and objjump when hero collides with objjump and triggers their particle2
User prompt
make sure they still emit particles
User prompt
destroy all objgo, objrally and objjump when hero collides with objjump
User prompt
disable all of this for three seconds when hero_ground attaches to hero
User prompt
disable scripts of objrally and objgo for three seconds when hero_ground attaches to hero
User prompt
i don't want to see any speechbubbles for three seconds when hero_ground attaches to hero even if hero collides with objgo or objrally
User prompt
disable visibility of all current or future idle and moving speechbubbles for three seconds when hero_ground attaches to hero
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of null (setting 'visible')' in or related to this line: 'heroGround.idleSpeechBubble.visible = true; // Re-enable visibility of idleSpeechBubble after 3 seconds' Line Number: 605
User prompt
Disable idlespeechbubble and idlespeechbubble for three seconds when hero_ground attaches to hero
User prompt
disable visibility of idlespeechbubble for three seconds when hero_ground attaches to hero
User prompt
do this, Replace idleSpeechBubble with movingSpeechBubble when heroGround attaches to hero for three seconds
User prompt
fix this: Replace idleSpeechBubble with movingSpeechBubble when heroGround attaches to hero and nothing else
User prompt
while attached the speechbubble that should be showed is movingspeechbubble and not idle
User prompt
there are two bubbles after hero_ground detaches, fix it, there should be only one
User prompt
give these coordinates to movingspeechbubble and also idlespeechbubble in all instances
User prompt
make sure all bubbles have the same coordinate throughout the entire code
User prompt
Move the bubble a bit to the left when hero_ground is attached to hero β Move the bubble a bit to the left when reverting to idleSpeechBubble after 3 seconds
User prompt
move the bubble a bit to the left when hero_ground is attached to hero
User prompt
when hero collides with objjump replace the current speech bubble with movingspeechbubble for 3 seconds
User prompt
when hero collides with objjump replace idlespeechbubble with movingspeechbubble for 3 seconds
User prompt
while attached, change idlespeechbubble to movingspeechbubble
User prompt
make objgroundtrail shake a tiny bit
User prompt
animate objgroundtrail to make it feel like speed
User prompt
create the interpolation and give it a duration of 0.5 seconds
User prompt
please do it
===================================================================
--- original.js
+++ change.js
@@ -561,43 +561,46 @@
if (isHeroGroundAttached || isHeroGroundMoving) {
return;
}
isHeroGroundAttached = true;
+ var startTime = LK.ticks;
+ var duration = 30; // 0.5 seconds at 60 FPS
+ var initialX = heroGround.x;
+ var initialY = heroGround.y;
var targetX = hero.x;
var targetY = hero.y + hero.height / 2 + heroGround.height / 2;
- var interpolationSpeed = 10; // Adjust this value to control the speed of interpolation
var attachInterval = LK.setInterval(function () {
- if (Math.abs(heroGround.x - targetX) < interpolationSpeed && Math.abs(heroGround.y - targetY) < interpolationSpeed) {
+ var elapsed = LK.ticks - startTime;
+ if (elapsed >= duration) {
+ LK.clearInterval(attachInterval);
heroGround.x = targetX;
heroGround.y = targetY;
- LK.clearInterval(attachInterval);
} else {
- heroGround.x += heroGround.x < targetX ? interpolationSpeed : -interpolationSpeed;
- heroGround.y += heroGround.y < targetY ? interpolationSpeed : -interpolationSpeed;
+ var progress = elapsed / duration;
+ heroGround.x = initialX + (targetX - initialX) * progress;
+ heroGround.y = initialY + (targetY - initialY) * progress;
}
}, 16); // Update position every frame (approximately 60 FPS)
LK.setTimeout(function () {
LK.clearInterval(attachInterval);
- var detachInterval = LK.setInterval(function () {
- var detachTargetY = game.height - heroGround.height / 2 - 100;
- if (Math.abs(heroGround.y - detachTargetY) < interpolationSpeed) {
- heroGround.y = detachTargetY;
- LK.clearInterval(detachInterval);
- isHeroGroundAttached = false;
- } else {
- heroGround.y += heroGround.y < detachTargetY ? interpolationSpeed : -interpolationSpeed;
- }
- }, 16); // Update position every frame (approximately 60 FPS)
+ heroGround.x = hero.x;
+ heroGround.y = game.height - heroGround.height / 2 - 100;
+ isHeroGroundAttached = false;
}, 3000); // Detach after 3 seconds
// Lower hero_ground a little bit after 3 seconds have elapsed
LK.setTimeout(function () {
+ var startTime = LK.ticks;
+ var duration = 30; // 0.5 seconds at 60 FPS
+ var initialY = heroGround.y;
+ var targetY = heroGround.y + 50;
var lowerInterval = LK.setInterval(function () {
- var lowerTargetY = heroGround.y + 50;
- if (Math.abs(heroGround.y - lowerTargetY) < interpolationSpeed) {
- heroGround.y = lowerTargetY;
+ var elapsed = LK.ticks - startTime;
+ if (elapsed >= duration) {
LK.clearInterval(lowerInterval);
+ heroGround.y = targetY;
} else {
- heroGround.y += interpolationSpeed;
+ var progress = elapsed / duration;
+ heroGround.y = initialY + (targetY - initialY) * progress;
}
}, 16); // Update position every frame (approximately 60 FPS)
}, 3000);
};
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