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fix it
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enemy instancing starts 10 seconds after the game has started
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ennemies can't all be instantiated at the same time, it has to be one and theres a random rotation amongst them
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once they reach their target coordinates, they leave the playspace from where they came after 10 seconds
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ennemies must come from outside of the playspace and interpolate to their coordinates
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Please fix the bug: 'Timeout.tick error: self.attackPattern is not a function' in or related to this line: 'self.attackPattern();' Line Number: 138
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do it and i'll eventually adjust it
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play synthwavemusic and loop it
Code edit (1 edits merged)
Please save this source code
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Five not three seconds
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Wait three seconds before attaching it
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Please fix the bug: 'Timeout.tick error: heroGround.contains is not a function' in or related to this line: 'if (heroGround.contains(objGroundTrail)) {' Line Number: 892
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Please fix the bug: 'TypeError: heroGround.contains is not a function' in or related to this line: 'if (!heroGround.contains(objGroundTrail) && heroGround.x >= 0) {' Line Number: 882
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Attach obj ground trail to hero ground only when it comes into the play space
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when the game loads, make sure objgroundtrail is at the indicated coordinates, if they aren't, do it
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backgrounds don't match in size and height when the game initially loads, fix it
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when the game is loaded, teleport objgroundtrail to these coordinates: - **X-coordinate**: `heroGround.width / 2 - 100 ` - **Y-coordinate**: `heroGround.height / 2 - 50` - **Rotation**: -45 degrees
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when the game is loaded, interpolate objgroundtrail to these coordinates: - **X-coordinate**: `heroGround.width / 2 - 100` - **Y-coordinate**: `heroGround.height / 2 - 50` - **Rotation**: -45 degrees
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when the game is loaded, teleport objgroundtrail to these coordinates: - **X-coordinate**: `heroGround.width / 2 ` - **Y-coordinate**: `heroGround.height / 2` - **Rotation**: -45 degrees
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reduce the shake effect
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when the game is loaded, interpolate objgroundtrail to these coordinates: - **X-coordinate**: `heroGround.width / 2 - 200` - **Y-coordinate**: `heroGround.height / 2 - 125` - **Rotation**: -45 degrees
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make sure objgroundtrail is at the correct coordinates
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the first time the game plays , objgroundtrail is not correctly positionned
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hide idlespeechbubble for 3 seconds when hero collides with objjump
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all instances of objgo or objrally or objjump destroy themselves should trigger a particle explosion
===================================================================
--- original.js
+++ change.js
@@ -707,13 +707,15 @@
enemy.on('destroy', function () {
isEnemyActive = false;
});
};
-var enemyGenerationInterval = LK.setInterval(function () {
- if (!isEnemyActive) {
- generateEnemy();
- }
-}, 3000);
+LK.setTimeout(function () {
+ var enemyGenerationInterval = LK.setInterval(function () {
+ if (!isEnemyActive) {
+ generateEnemy();
+ }
+ }, 3000);
+}, 10000);
LK.on('gameOver', function () {
LK.clearInterval(enemyGenerationInterval);
});
var isHeroGroundAttached = false;
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