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Please fix the bug: 'Uncaught ReferenceError: parallax is not defined' in or related to this line: 'activeMovingSpeechBubble = null, enemies = [], obstacles = [], parallax, score = 0, distanceTraveled = 0, distanceTraveledIncrement = 1 / 60, isGameOver = false, gameStarted = false;' Line Number: 926
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when an event is selected, show the text on screen
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when hero ground intersects with objevents, make sure that objgo, objjump, objrally and objaccelerate do not destroy themselves
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when hero ground intersects with objevents objgo, objjump, objrally and objaccelerate, does not destroy itself
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading '_move_migrated')' in or related to this line: 'if (typeof obstacles[i]._move_migrated === 'function') {' Line Number: 1133
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when hero intersects with objgo, objjump, objrally and objaccelerate, objevents does not destroy itself
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set ongoingevent to false when the game starts
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when heroground intersects with objevents, wait 1 real life second before destroying it
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when heroground intersects with objevents, wait 1.5 real life second before destroying it
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when an event is ongoing, objevents does not spawn
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when hero ground intersects with objevents, destroy obj events and select a random event
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading '_move_migrated')' in or related to this line: 'obstacles[i]._move_migrated();' Line Number: 1132
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its y position should not be random, it should be heroGround.y = game.height - heroGround.height / 2 - 50;
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objevents should spawn at the height of hero ground
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objevents should instantiate itself outside of the playspace on the right side and follow the parralax until it leaves the left side of the screen
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i want to create 3 different events one called Avoid one called Survive and one called Collect, one event is triggered at randomwhen hero ground intersects with objevents, the event selected is shown in text in the upper right corner of the screen at the same height as distance text
Code edit (5 edits merged)
Please save this source code
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remove **After Detachment:** ```JavaScript heroGround.y += 50;
Code edit (1 edits merged)
Please save this source code
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move distance a bit to the right
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reduce the thickness
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make it less bold
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Add a white outline to the distance text
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add a yellow outline
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do it
/**** * Classes ****/ var BootText = Container.expand(function (text) { var self = Container.call(this); var bootText = self.addChild(new Text2(text, { size: 100, fill: "#FFFFFF", fontWeight: 'bolder', stroke: "#000000", // Black outline strokeThickness: 5 // Thickness of the outline })); bootText.anchor.set(0.5, 0); self.alpha = 0; self.fadeIn = function () { if (self.alpha < 1) { self.alpha += 0.05; } }; self.fadeOut = function () { if (self.alpha > 0) { self.alpha -= 0.05; } else { self.destroy(); } }; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -3; self._move_migrated = function () {}; }); var EnemyMiddleRight = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.x = game.width + 200; self.y = game.height / 2; self.alpha = 0; self.fadeInInterval = LK.setInterval(function () { self.alpha += 0.05; if (self.alpha >= 1) { LK.clearInterval(self.fadeInInterval); } }, 16); // Approximately 60 FPS self.animate = function () { var targetX = game.width - 100; // animationSpeed is now defined in the global scope self.animationInterval = LK.setInterval(function () { if (self.x > targetX) { self.x -= animationSpeed; } else { LK.clearInterval(self.animationInterval); LK.setTimeout(function () { self.reverseAnimation(); }, 10000); // Reverse after 10 seconds } }, 16); // Approximately 60 FPS }; self.reverseAnimation = function () { var startX = game.width + 200; self.animationInterval = LK.setInterval(function () { if (self.x < startX) { self.x += animationSpeed; } else { LK.clearInterval(self.animationInterval); self.fadeOutInterval = LK.setInterval(function () { self.alpha -= 0.05; if (self.alpha <= 0) { LK.clearInterval(self.fadeOutInterval); self.visible = false; } }, 16); // Approximately 60 FPS } }, 16); // Approximately 60 FPS }; }); var Hero = Container.expand(function () { var self = Container.call(this); self.createDashTrail = function () { var trailCount = 10; var flashDuration = 50; // Duration for each flash for (var i = 0; i < trailCount; i++) { LK.setTimeout(function () { var trailParticle = new Particle(); trailParticle.x = self.x; trailParticle.y = self.y; game.addChild(trailParticle); var neonColors = [0x39ff14, 0xff073a, 0x00ffff, 0xffff00, 0xff00ff]; var randomColor = neonColors[Math.floor(Math.random() * neonColors.length)]; LK.effects.flashObject(trailParticle, randomColor, flashDuration); }, i * 50); } }; var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 30; // Initialize jetfuel in the center of hero var jetfuel = self.attachAsset('jetfuel', { anchorX: 0.5, anchorY: 0.5 }); jetfuel.x = -50; jetfuel.y = 50; self.addChildAt(jetfuel, 0); // Set interval to flip jetfuel's visual on the x alignment every 0.5 seconds self.jetfuelInterval = LK.setInterval(function () { jetfuel.scale.x *= -1; }, 250); self.on('destroy', function () { LK.clearInterval(self.jetfuelInterval); }); self.dashSpeed = game.width / 2 / 30; // 1/2 of the screen over 0.5 seconds at 60FPS self.dashBackSpeed = self.dashSpeed / 2; // Accelerated return at half of the dash speed self.dashStartTime = 0; // Time when the dash started self.gravity = 1; self.isDashing = false; self.initialX = 200; self.animateToPosition = function () { var targetY = Math.max(2732 / 2, 300); var targetX = self.initialX; var animationSpeed = 10; if (!self.animationStarted) { self.animationDelay = LK.setTimeout(function () { self.animationStarted = true; }, 3000); self.animationStarted = false; } if (self.animationStarted) { if (self.y < targetY) { self.y += animationSpeed; } if (self.x < targetX) { self.x += animationSpeed; } if (self.y >= targetY && self.x >= targetX) { gameStarted = true; // Start the game once the hero reaches the initial position initializeScoreDisplay(); startObstacleGeneration(); } } }; self.dash = function () { if (!self.isDashing && LK.ticks - self.holdStartTime >= 60 && self.x === self.initialX) { self.isDashing = true; self.dashStartTime = LK.ticks; // Save the start time of the dash self.savedX = self.x; // Save the current x position self.dashTargetX = self.x + game.width / 3 * 2; // Set the target X position for the dash, now twice as long // Apply dash effect self.createDashTrail(); self.stopFlashing(); } }; self.isGravityFlipped = false; self.flipGravity = function () { if (!self.isDashing) { self.isGravityFlipped = !self.isGravityFlipped; self.gravity *= -1; } }; self._move_migrated = function () { if (self.isHolding && LK.ticks - self.holdStartTime >= 60 && LK.ticks - self.dashStartTime > 6) { self.dash(); } if (self.isDashing) { if (self.x < self.dashTargetX) { self.x += self.dashSpeed; // Check for collision with obstacles for (var i = obstacles.length - 1; i >= 0; i--) { if (self.intersects(obstacles[i])) { var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y); game.addChild(explosion); if (obstacles[i] instanceof ObjGO) { heroGround.moveToCenterX(); var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y); game.addChild(explosion); var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y); game.addChild(explosion); LK.getSound('snd_powerup').play(); // Play snd_powerup sound handleCollisionWithObj(); // Call handleCollisionWithObj when colliding with ObjGO } else if (obstacles[i] instanceof ObjRALLY) { heroGround.moveToInitialPosition(); var initialHeroGroundX = heroGround.x; var initialHeroGroundY = heroGround.y; LK.getSound('snd_powerup').play(); // Play snd_powerup sound handleCollisionWithObj(); // Call handleCollisionWithObj when colliding with ObjRALLY } else if (obstacles[i] instanceof ObjJUMP) { brother(); LK.getSound('snd_powerup').play(); // Play snd_powerup sound handleCollisionWithObj(); // Call handleCollisionWithObj when colliding with ObjJUMP if (heroGround.idleSpeechBubble) { heroGround.idleSpeechBubble.visible = false; LK.setTimeout(function () { if (heroGround.idleSpeechBubble) { heroGround.idleSpeechBubble.visible = true; } }, 3000); } } else if (obstacles[i] instanceof ObjACCELERATE) { var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y); game.addChild(explosion); LK.getSound('snd_powerup').play(); // Play snd_powerup sound LK.getSound('snd_letsgo').play(); // Play snd_letsgo sound destroyAllObjs(); // Destroy all instances of ObjGO, ObjRALLY, and ObjJUMP // Temporarily increase distanceTraveled increment var originalIncrement = 1 / 60; var acceleratedIncrement = 1 / 15; distanceTraveledIncrement = acceleratedIncrement; // Temporarily increase parallax speed var originalParallaxSpeed = parallax.speed; parallax.speed *= 5; // Add screen shake and flash effect var shakeAmplitude = 10; var shakeDuration = 100; var originalX = game.x; var originalY = game.y; var shakeInterval = LK.setInterval(function () { game.x = originalX + (Math.random() - 0.5) * shakeAmplitude; game.y = originalY + (Math.random() - 0.5) * shakeAmplitude; }, shakeDuration); LK.effects.flashScreen(0xffffff, 5000); // Flash screen for 5 seconds // Instantiate objrush in the center of the playspace for 3 seconds with fade in and fade out effect var objRush = LK.getAsset('objRush', { anchorX: 0.5, anchorY: 0.5 }); objRush.x = game.width / 2; objRush.y = game.height / 2; objRush.alpha = 0; // Start with alpha 0 for fade in effect game.addChild(objRush); // Fade in effect var fadeInInterval = LK.setInterval(function () { objRush.alpha += 0.05; if (objRush.alpha >= 1) { LK.clearInterval(fadeInInterval); // Start fade out effect after 3 seconds LK.setTimeout(function () { var fadeOutInterval = LK.setInterval(function () { objRush.alpha -= 0.05; if (objRush.alpha <= 0) { LK.clearInterval(fadeOutInterval); objRush.destroy(); } }, 50); // Approximately 20 FPS }, 3000); } }, 50); // Approximately 20 FPS LK.setTimeout(function () { distanceTraveledIncrement = originalIncrement; parallax.speed = originalParallaxSpeed; LK.clearInterval(shakeInterval); game.x = originalX; game.y = originalY; }, 5000); // Reset to normal after 5 seconds } if (obstacles[i]) { obstacles[i].destroy(); obstacles.splice(i, 1); } } } } else { self.isDashing = false; self.dashTargetX = null; // Clear the dash target position // Remove dash effect self.tint = 0xffffff; } } // Gradually move back to the initial position after dashing // Resume normal movement after reaching saved x position if (!self.isDashing && self.dashTargetX === null && self.x !== self.savedX) { var moveBack = self.savedX < self.x ? -self.dashBackSpeed : self.dashBackSpeed; self.x += moveBack; // Clamp the hero's x position to the savedX to prevent overshooting if (Math.abs(self.x - self.savedX) < Math.abs(moveBack)) { self.x = self.savedX; } } // Stop vertical movement while holding down if (!self.isHolding && !self.isDashing) { self.y += self.speed * self.gravity; var boundaryPadding = 300; // Adjust this value to set the top boundary padding if (self.y < boundaryPadding) { self.y = boundaryPadding; } if (self.y > game.height / 2 + 400) { self.y = game.height / 2 + 400; } } // Removed game over condition when hero leaves the screen horizontally // Generate particle trail if (LK.ticks % 5 == 0 && !self.isHolding) { var particle = new Particle(); particle.x = self.x; particle.y = self.y; game.addChildAt(particle, 0); particle.visible = true; // Ensure the particle is visible } }; self.isHolding = false; self.holdStartTime = 0; self.startFlashing = function () { if (!self.flashInterval && !self.isDashing) { self.flashInterval = LK.setInterval(function () { self.scale.set(self.scale.x === 1 ? 1.5 : 1); self.tint = self.tint === 0x0000ff ? 0x00ffff : 0x0000ff; // Transition between blue and cyan }, 100); // Pulse every 100ms } }; self.stopFlashing = function () { if (self.flashInterval) { LK.clearInterval(self.flashInterval); self.flashInterval = null; self.visible = true; // Ensure hero is visible after stopping flash self.tint = 0x9a3986; // Reset color to default self.scale.set(1); // Reset scale to default } }; self.onHold = function () { if (!self.isHolding && !self.isDashing && !self.isDashing) { self.isHolding = true; self.holdStartTime = LK.ticks; self.startFlashing(); } }; self.onRelease = function () { if (self.isHolding && !self.isDashing) { self.dash(); } self.isHolding = false; self.holdStartTime = 0; self.stopFlashing(); }; }); var Hero_Ground = Container.expand(function () { var self = Container.call(this); var heroGroundGraphics = self.attachAsset('heroGround', { anchorX: 0.5, anchorY: 0.5 }); var heroGroundGraphicsB = self.attachAsset('heroGroundB', { anchorX: 0.5, anchorY: 0.5 }); heroGroundGraphicsB.visible = false; self.addChild(heroGroundGraphicsB); // Set interval to switch between heroGround and heroGroundB every 0.5 seconds self.heroGroundInterval = LK.setInterval(function () { heroGroundGraphics.visible = !heroGroundGraphics.visible; 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; self.jumpSpeed = -20; self.jumpVelocity = 0; self.initialY = 200; 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; } }; self.moveToCenterX = function () { if (self.isMovingToCenter || self.isMovingToInitial) { return; } // Prevent multiple calls self.isMovingToCenter = true; // Set flag to indicate movement in progress isHeroGroundMoving = true; 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); self.isMovingToCenter = false; // Reset flag when movement is complete isHeroGroundMoving = false; // Replace movingSpeechBubble with idleSpeechBubble if (self.movingSpeechBubble) { self.movingSpeechBubble.destroy(); self.movingSpeechBubble = null; } self.idleSpeechBubble = LK.getAsset('idleSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.idleSpeechBubble); self.idleSpeechBubble.x = self.width / 2 - 20; self.idleSpeechBubble.y = -self.idleSpeechBubble.height / 2 - 125; } 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; } // Ensure only one moving speech bubble is active at a time if (game.activeMovingSpeechBubble) { game.activeMovingSpeechBubble.destroy(); } self.movingSpeechBubble = LK.getAsset('movingSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.movingSpeechBubble); self.movingSpeechBubble.x = self.width / 2 + 10; self.movingSpeechBubble.y = -self.movingSpeechBubble.height / 2 - 125; game.activeMovingSpeechBubble = self.movingSpeechBubble; }; self._move_migrated = function () { if (self.isJumping) { self.y += self.jumpVelocity; self.jumpVelocity += self.gravity; if (self.y >= self.initialY) { self.y = self.initialY; self.isJumping = false; } } else { self.y += self.gravity; if (self.y > game.height - self.height / 2) { self.y = game.height - self.height / 2; } } }; self.moveToInitialPosition = function () { if (self.isMovingToInitial || self.isMovingToCenter) { return; } // Prevent multiple calls var targetX = heroGround.initialX; if (Math.abs(self.x - targetX) < interpolationSpeed) { return; // Already at the initial position, do nothing } self.isMovingToInitial = true; // Set flag to indicate movement in progress isHeroGroundMoving = true; 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); self.isMovingToInitial = false; // Reset flag when movement is complete isHeroGroundMoving = false; // Replace movingSpeechBubble with idleSpeechBubble if (self.movingSpeechBubble) { self.movingSpeechBubble.destroy(); self.movingSpeechBubble = null; } self.idleSpeechBubble = LK.getAsset('idleSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.idleSpeechBubble); self.idleSpeechBubble.x = self.width / 2 - 20; self.idleSpeechBubble.y = -self.idleSpeechBubble.height / 2 - 125; } 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; } // Ensure only one moving speech bubble is active at a time if (game.activeMovingSpeechBubble) { game.activeMovingSpeechBubble.destroy(); } self.movingSpeechBubble = LK.getAsset('movingSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.movingSpeechBubble); self.movingSpeechBubble.x = self.width / 2 + 10; self.movingSpeechBubble.y = -self.movingSpeechBubble.height / 2 - 125; game.activeMovingSpeechBubble = self.movingSpeechBubble; }; }); var ObjACCELERATE = Container.expand(function () { var self = Container.call(this); var objACCELERATEGraphics = self.attachAsset('objAccelerate', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self._move_migrated = function () { self.x += self.speed; if (self.x < -self.width) { self.x = game.width; var minY = 400; var maxY = game.height / 2 + 200; self.y = minY + Math.random() * (maxY - minY); } self.y += Math.sin(LK.ticks / 10) * 2; }; }); var ObjEvents = Container.expand(function () { var self = Container.call(this); var objEventsGraphics = self.attachAsset('objEvents', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self._move_migrated = function () { self.x += self.speed; if (self.x < -self.width) { self.x = game.width + self.width; var minY = 300; var maxY = game.height / 2; self.y = minY + Math.random() * (maxY - minY); } }; }); var ObjGO = Container.expand(function () { var self = Container.call(this); var objGOGraphics = self.attachAsset('objGO', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self.spawnTime = LK.ticks; self._move_migrated = function () { self.x += self.speed; if (self.x < -self.width) { self.x = game.width; var minY = 400; var maxY = game.height / 2 + 200; self.y = minY + Math.random() * (maxY - minY); return; return; return; } // Add hover effect self.y += Math.sin(LK.ticks / 10) * 2; }; }); var ObjJUMP = Container.expand(function () { var self = Container.call(this); var objJUMPGraphics = self.attachAsset('objJUMP', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self._move_migrated = function () { self.x += self.speed; if (self.x < -self.width) { self.x = game.width; var heroYMin = Math.max(hero.y - hero.height / 2, 0); var heroYMax = Math.min(hero.y + hero.height / 2, game.height); self.y = heroYMin + Math.random() * (heroYMax - heroYMin); } // Add hover effect self.y += Math.sin(LK.ticks / 10) * 2; }; }); var ObjRALLY = Container.expand(function () { var self = Container.call(this); var objRALLYGraphics = self.attachAsset('objRALLY', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self._move_migrated = function () { self.x += self.speed; if (self.x < -self.width) { self.x = game.width; var heroYMin = Math.max(hero.y - hero.height / 2, 0); var heroYMax = Math.min(hero.y + hero.height / 2, game.height); self.y = heroYMin + Math.random() * (heroYMax - heroYMin); } // Add hover effect self.y += Math.sin(LK.ticks / 10) * 2; }; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self._move_migrated = function () { self.x += self.speed; if (self.x < -self.width) { self.x = game.width; var heroYMin = Math.max(hero.y - hero.height / 2, 0); var heroYMax = Math.min(hero.y + hero.height / 2, game.height); self.y = heroYMin + Math.random() * (heroYMax - heroYMin); } }; }); var Parallax = Container.expand(function () { var self = Container.call(this); var bgGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); bgGraphics.x = game.width / 2; bgGraphics.y = game.height - bgGraphics.height / 2; self.speed = -3; self._move_migrated = function () { bgGraphics.x += self.speed; if (!self.bgGraphics2) { self.bgGraphics2 = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); self.bgGraphics2.x = bgGraphics.x + bgGraphics.width; self.bgGraphics2.y = game.height - self.bgGraphics2.height / 2; self.addChildAt(self.bgGraphics2, 1); // Ensure bgGraphics2 is behind bgGraphics } self.bgGraphics2.x += self.speed; if (bgGraphics.x <= -bgGraphics.width / 2) { bgGraphics.x = self.bgGraphics2.x + bgGraphics.width; } if (self.bgGraphics2.x <= -self.bgGraphics2.width / 2) { self.bgGraphics2.x = bgGraphics.x + bgGraphics.width; } }; }); // Call the function every 15 seconds; var ParallaxCity = Container.expand(function () { var self = Container.call(this); var cityGraphics = self.attachAsset('objcity', { anchorX: 0.5, anchorY: 0.5 }); cityGraphics.x = game.width / 2; cityGraphics.y = game.height / 2; self.speed = -3; self._move_migrated = function () { cityGraphics.x += self.speed; if (!self.cityGraphics2) { self.cityGraphics2 = self.attachAsset('objcity', { anchorX: 0.5, anchorY: 0.5 }); self.cityGraphics2.x = cityGraphics.x + cityGraphics.width; self.cityGraphics2.y = game.height / 2; self.addChildAt(self.cityGraphics2, 1); // Ensure cityGraphics2 is behind cityGraphics } self.cityGraphics2.x += self.speed; if (cityGraphics.x <= -cityGraphics.width / 2) { cityGraphics.x = self.cityGraphics2.x + cityGraphics.width; } if (self.cityGraphics2.x <= -self.cityGraphics2.width / 2) { self.cityGraphics2.x = cityGraphics.x + cityGraphics.width; } }; }); var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); var neonColors = [0x39ff14, 0xff073a, 0x00ffff, 0xffff00, 0xff00ff]; particleGraphics.tint = neonColors[Math.floor(Math.random() * neonColors.length)]; self.alpha = 1.0; self.fadeOut = function () { self.alpha -= 0.05; if (self.alpha <= 0) { if (self) { self.destroy(); } } }; }); var Particle2 = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle2', { anchorX: 0.5, anchorY: 0.5 }); var neonColors = [0x39ff14, 0xff073a, 0x00ffff, 0xffff00, 0xff00ff]; particleGraphics.tint = neonColors[Math.floor(Math.random() * neonColors.length)]; self.alpha = 1.0; self.fadeOut = function () { self.alpha -= 0.05; if (self.alpha <= 0) { if (self) { self.destroy(); } } }; }); var ParticleExplosion = Container.expand(function (x, y) { var self = Container.call(this); var particles = []; var particleCount = 20; var speedRange = 20; // Further increased speed range for more exaggerated movement var neonColors = [0x39ff14, 0xff073a, 0x00ffff, 0xffff00, 0xff00ff]; for (var i = 0; i < particleCount; i++) { var particle = new Particle2(); particle.x = x; particle.y = y; particle.vx = (Math.random() - 0.5) * speedRange; particle.vy = (Math.random() - 0.5) * speedRange; particle.rotationSpeed = (Math.random() - 0.5) * 0.2; // Further increased rotation speed for more exaggerated movement particle.tint = neonColors[Math.floor(Math.random() * neonColors.length)]; particles.push(particle); self.addChild(particle); } self.update = function () { for (var i = particles.length - 1; i >= 0; i--) { particles[i].x += particles[i].vx; particles[i].y += particles[i].vy; particles[i].rotation += particles[i].rotationSpeed; // Apply rotation particles[i].alpha -= 0.02; if (particles[i].alpha <= 0) { if (particles[i]) { particles[i].destroy(); particles.splice(i, 1); } } } if (particles.length === 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var generateObjEvents = function generateObjEvents() { if (obstacles.filter(function (obstacle) { return obstacle instanceof ObjEvents; }).length >= 1) { return; } LK.setTimeout(function () { var objEvents = new ObjEvents(); objEvents.x = game.width + objEvents.width; var minY = 300; var maxY = game.height / 2; objEvents.y = minY + Math.random() * (maxY - minY); obstacles.push(objEvents); game.addChild(objEvents); }, 500 + Math.random() * 2000); }; var generateObjACCELERATE = function generateObjACCELERATE() { if (obstacles.filter(function (obstacle) { return obstacle instanceof ObjACCELERATE; }).length >= 1) { return; } // Removed minimum delay of 60 ticks for ObjACCELERATE spawning LK.setTimeout(function () { var objACCELERATE = new ObjACCELERATE(); objACCELERATE.x = game.width; var minY = 300; // Top boundary var maxY = game.height / 2; // Adjusted bottom boundary to avoid spawning near the bottom of the playspace objACCELERATE.y = minY + Math.random() * (maxY - minY); // Ensure objACCELERATE does not spawn too close to other objects for (var i = 0; i < obstacles.length; i++) { if (Math.abs(obstacles[i].x - objACCELERATE.x) < 600) { objACCELERATE.x = obstacles[i].x + 600; } } obstacles.push(objACCELERATE); game.addChild(objACCELERATE); }, 500 + Math.random() * 2000); }; var isHeroGroundAttached = false; var isHeroGroundMoving = false; var collisionCounter = 0; // Initialize the collision counter var brother = function brother() { if (isHeroGroundAttached || isHeroGroundMoving) { return; } isHeroGroundAttached = true; heroGround.x = hero.x; heroGround.y = hero.y + hero.height / 2 + heroGround.height / 2; var originalX = heroGround.x; var originalY = heroGround.y; var attachInterval = LK.setInterval(function () { heroGround.x = hero.x; heroGround.y = hero.y + hero.height / 2 + heroGround.height / 2 - 200; }, 16); // Update position every frame (approximately 60 FPS) LK.setTimeout(function () { LK.clearInterval(attachInterval); heroGround.x = hero.x; heroGround.y = game.height - heroGround.height / 2 - 100; isHeroGroundAttached = false; }, 3000); // Detach after 3 seconds }; // Function to handle collision and update the counter function handleCollisionWithObj() { collisionCounter += 1; if (collisionCounter >= 1) { destroyAllObjs(); // Define event types var events = ['Avoid', 'Survive', 'Collect']; // Select a random event var randomEvent = events[Math.floor(Math.random() * events.length)]; // Display the selected event eventTxt.setText('Event: ' + randomEvent); } } // Function to destroy all instances of ObjGO, ObjRALLY, and ObjJUMP function destroyAllObjs() { for (var i = obstacles.length - 1; i >= 0; i--) { if (obstacles[i] instanceof ObjGO || obstacles[i] instanceof ObjRALLY || obstacles[i] instanceof ObjJUMP || obstacles[i] instanceof ObjACCELERATE) { if (obstacles[i]) { var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y); game.addChild(explosion); obstacles[i].destroy(); obstacles.splice(i, 1); } } } } var generateObjJUMP = function generateObjJUMP() { if (obstacles.filter(function (obstacle) { return obstacle instanceof ObjJUMP; }).length >= 1) { return; } // Add delay to avoid two ObjJUMP spawning on top of each other // Removed minimum delay of 60 ticks for ObjGO spawning LK.setTimeout(function () { var objJUMP = new ObjJUMP(); objJUMP.x = game.width; var minY = 300; // Top boundary var maxY = game.height / 2; // Adjusted bottom boundary to avoid spawning near the bottom of the playspace objJUMP.y = minY + Math.random() * (maxY - minY); // Ensure objJUMP does not spawn too close to other objects for (var i = 0; i < obstacles.length; i++) { if (Math.abs(obstacles[i].x - objJUMP.x) < 600) { objJUMP.x = obstacles[i].x + 600; } } obstacles.push(objJUMP); game.addChild(objJUMP); }, 500 + Math.random() * 2000); }; function startBootSequence() { var bootTexts = ['Work together to...', 'Reach maximum distance...', 'And clear events...', 'Begin Rush..!']; var currentBootTextIndex = 0; var bootTextY = game.height / 2 - 100; var displayBootText = function displayBootText() { var bootText = new BootText(bootTexts[currentBootTextIndex]); bootText.x = game.width / 2 + 50; bootText.y = bootTextY + currentBootTextIndex * 120; game.addChild(bootText); var fadeInInterval = LK.setInterval(function () { bootText.fadeIn(); if (bootText.alpha === 1) { LK.setTimeout(function () { bootText.fadeOut(); }, 300); } }, 60); bootText.on('destroy', function () { LK.clearInterval(fadeInInterval); }); currentBootTextIndex++; if (currentBootTextIndex < bootTexts.length) { LK.setTimeout(displayBootText, 1000); } }; displayBootText(); } var eventTxt = null, activeMovingSpeechBubble = null, enemies = [], obstacles = [], parallax, score = 0, distanceTraveled = 0, distanceTraveledIncrement = 1 / 60, isGameOver = false, gameStarted = false; var generateObstacle = function generateObstacle() { if (obstacles.filter(function (obstacle) { return obstacle instanceof Obstacle; }).length >= 1) { return; } // Add delay to avoid two Obstacle spawning on top of each other // Removed minimum delay of 60 ticks for ObjRALLY spawning LK.setTimeout(function () { var obstacle = new Obstacle(); obstacle.x = game.width; var minY = 400; // Minimum Y position var maxY = game.height / 2 + 200; // Maximum Y position if (hero.x >= 0 && hero.x <= game.width) { var heroYMin = Math.max(hero.y - hero.height / 2, minY); // Ensure obstacle spawns within the top boundary of the hero var heroYMax = Math.min(hero.y + hero.height / 2, maxY); // Ensure obstacle spawns within the bottom boundary of the hero var randomOffset = (Math.random() - 0.5) * hero.height * 2; // Augmented random offset within 2 times the hero's height obstacle.y = hero.y + randomOffset; // Ensure obstacle stays within the game boundaries var obstacleHalfHeight = obstacle.height / 2; obstacle.y = Math.max(obstacleHalfHeight, Math.min(game.height - obstacleHalfHeight, obstacle.y)); } else { obstacle.y = minY + Math.random() * (maxY - minY); // Spawn obstacle anywhere within the boundaries if hero is off screen } obstacles.push(obstacle); game.addChild(obstacle); }, 500 + Math.random() * 2000); }; var generateObjGO = function generateObjGO() { if (obstacles.filter(function (obstacle) { return obstacle instanceof ObjGO; }).length >= 1) { return; } // Add delay to avoid two ObjGO spawning on top of each other // Removed minimum delay of 60 ticks for ObjJUMP spawning LK.setTimeout(function () { var objGO = new ObjGO(); objGO.x = game.width; var minY = 300; // Top boundary var maxY = game.height / 2; // Adjusted bottom boundary to avoid spawning near the bottom of the playspace objGO.y = minY + Math.random() * (maxY - minY); // Ensure objGO does not spawn too close to other objects for (var i = 0; i < obstacles.length; i++) { if (Math.abs(obstacles[i].x - objGO.x) < 600) { objGO.x = obstacles[i].x + 600; } } obstacles.push(objGO); game.addChild(objGO); }, 500 + Math.random() * 2000); }; var generateObjRALLY = function generateObjRALLY() { if (obstacles.filter(function (obstacle) { return obstacle instanceof ObjRALLY; }).length >= 1) { return; } // Add delay to avoid two ObjRALLY spawning on top of each other if (obstacles.length > 0) { var lastObstacle = obstacles[obstacles.length - 1]; if (LK.ticks - lastObstacle.spawnTime < 60) { return; } } LK.setTimeout(function () { var objRALLY = new ObjRALLY(); objRALLY.x = game.width; var minY = 300; // Top boundary var maxY = game.height / 2; // Adjusted bottom boundary to avoid spawning near the bottom of the playspace objRALLY.y = minY + Math.random() * (maxY - minY); // Ensure objRALLY does not spawn too close to other objects for (var i = 0; i < obstacles.length; i++) { if (Math.abs(obstacles[i].x - objRALLY.x) < 600) { objRALLY.x = obstacles[i].x + 600; } } obstacles.push(objRALLY); game.addChild(objRALLY); }, 500 + Math.random() * 2000); }; var obstacleGenerationInterval; function startObstacleGeneration() { obstacleGenerationInterval = LK.setInterval(generateObstacle, 2000); var objGOGenerationInterval = LK.setInterval(generateObjGO, 1500); var objRALLYGenerationInterval = LK.setInterval(generateObjRALLY, 2000); var objACCELERATEGenerationInterval = LK.setInterval(generateObjACCELERATE, 8000); var objJUMPGenerationInterval = LK.setInterval(generateObjJUMP, 2000); var objEventsGenerationInterval = LK.setInterval(generateObjEvents, 10000); LK.on('gameOver', function () { LK.clearInterval(objJUMPGenerationInterval); LK.clearInterval(obstacleGenerationInterval); LK.clearInterval(objGOGenerationInterval); LK.clearInterval(objRALLYGenerationInterval); LK.clearInterval(objJUMPGenerationInterval); LK.clearInterval(objACCELERATEGenerationInterval); LK.clearInterval(objEventsGenerationInterval); }); } parallax = game.addChild(new Parallax()); var originalParallaxSpeed = parallax.speed; var parallaxSpeedIncrement = 0.05; // Speed increment per second var parallaxSpeedUpdateInterval = 500; // Update interval in milliseconds LK.setInterval(function () { parallax.speed -= parallaxSpeedIncrement; }, parallaxSpeedUpdateInterval); var distanceTxt; function initializeScoreDisplay() { // Remove BootText from the screen var bootTexts = game.children.filter(function (child) { return child instanceof BootText; }); for (var i = 0; i < bootTexts.length; i++) { bootTexts[i].destroy(); } // Initialize score display distanceTxt = new Text2('Distance: 0', { size: 75, fill: "#ffffff", stroke: "#ffffff", strokeThickness: 2, fontWeight: 'normal' // Make the text less bold }); distanceTxt.anchor.set(.5, 0); distanceTxt.x -= 175; // Move the distance text 50 pixels to the right LK.gui.top.addChild(distanceTxt); // Add event text display in the upper right corner eventTxt = new Text2('Event: None', { size: 75, fill: "#ffffff", stroke: "#ffffff", strokeThickness: 2, fontWeight: 'normal' // Make the text less bold }); eventTxt.anchor.set(1, 0); // Anchor to the top right corner eventTxt.x = game.width - 50; // Position it 50 pixels from the right edge eventTxt.y = distanceTxt.y; // Align it with the distance text LK.gui.top.addChild(eventTxt); } hero = game.addChild(new Hero()); var heroGround = game.addChild(new Hero_Ground()); var objGroundTrail = LK.getAsset('objGroundTrail', { anchorX: 0.5, anchorY: 0.5 }); heroGround.addChildAt(objGroundTrail, 0); objGroundTrail.rotation = -Math.PI / 4; // Rotate 45 degrees to the left objGroundTrail.x = heroGround.width / 2 - 200; objGroundTrail.y = heroGround.height / 2 - 125; // Add shake effect to objGroundTrail var shakeAmplitude = 5; // Amplitude of the shake var shakeDuration = 100; // Duration of each shake in milliseconds var originalX = objGroundTrail.x; var originalY = objGroundTrail.y; var shakeInterval = LK.setInterval(function () { objGroundTrail.x = originalX + (Math.random() - 0.5) * shakeAmplitude; objGroundTrail.y = originalY + (Math.random() - 0.5) * shakeAmplitude; }, shakeDuration); heroGround.idleSpeechBubble = LK.getAsset('idleSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); heroGround.addChild(heroGround.idleSpeechBubble); heroGround.idleSpeechBubble.x = heroGround.width / 2 + 20; 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; hero.x = -100; hero.y = -100; startBootSequence(); LK.playMusic('SynthwaveMusic', { loop: true }); LK.setTimeout(function () { heroGround.moveToInitialPosition(); }, 3000); // Start animation after 3 seconds // Play snd_announcer sound 5 second after the game starts LK.setTimeout(function () { LK.getSound('snd_announcer').play(); }, 5000); LK.on('tick', function () { if (!gameStarted) { hero.animateToPosition(); return; // Skip the rest of the game logic until the animation is complete } parallax._move_migrated(); parallaxCity._move_migrated(); if (hero.visible) { hero._move_migrated(); } else if (heroGround.visible) { heroGround._move_migrated(); } for (var i = 0; i < enemies.length; i++) { enemies[i]._move_migrated(); } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i]._move_migrated(); // Removed collision detection between hero_ground and obstacles if (obstacles[i] instanceof ObjEvents && heroGround.intersects(obstacles[i])) { handleCollisionWithObj(); } } var particles = game.children.filter(function (child) { return child instanceof Particle; }); for (var i = 0; i < particles.length; i++) { if (particles[i] instanceof ParticleExplosion) { particles[i].update(); } else { particles[i].fadeOut(); } } if (!isGameOver) { distanceTraveled += distanceTraveledIncrement; distanceTxt.setText('Distance: ' + Math.floor(distanceTraveled).toString()); } if (isGameOver) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }); game.on('down', function (x, y, obj) { if (hero.visible) { hero.flipGravity(); hero.onHold(); } }); game.on('up', function (x, y, obj) { hero.onRelease(); }); Hero_Ground.prototype.moveToInitialPosition = function () { if (this.isMovingToInitial) { return; } // Prevent multiple calls this.isMovingToInitial = true; // Set flag to indicate movement in progress // Set initial position outside the play space this.x = -this.width; this.y = game.height - this.height / 2 - 100; var targetX = hero.x + 175; var interpolationSpeed = hero.speed; // Match hero's speed this.interpolationInterval = LK.setInterval(function () { if (Math.abs(this.x - targetX) < interpolationSpeed) { this.x = targetX; LK.clearInterval(this.interpolationInterval); this.isMovingToInitial = false; // Reset flag when movement is complete // Replace movingSpeechBubble with idleSpeechBubble if (this.movingSpeechBubble) { this.movingSpeechBubble.destroy(); this.movingSpeechBubble = null; } this.idleSpeechBubble = LK.getAsset('idleSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); this.addChild(this.idleSpeechBubble); this.idleSpeechBubble.x = this.width / 2 - 20; this.idleSpeechBubble.y = -this.idleSpeechBubble.height / 2 - 125; } else { this.x += this.x < targetX ? interpolationSpeed : -interpolationSpeed; } }.bind(this), 16); // Approximately 60 FPS // Replace idleSpeechBubble with movingSpeechBubble if (this.idleSpeechBubble) { this.idleSpeechBubble.destroy(); this.idleSpeechBubble = null; } // Ensure only one moving speech bubble is active at a time if (game.activeMovingSpeechBubble) { game.activeMovingSpeechBubble.destroy(); } this.movingSpeechBubble = LK.getAsset('movingSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); this.addChild(this.movingSpeechBubble); this.movingSpeechBubble.x = this.width / 2 + 10; this.movingSpeechBubble.y = -this.movingSpeechBubble.height / 2 - 125; game.activeMovingSpeechBubble = this.movingSpeechBubble; }; var animationSpeed = 2; // Define animationSpeed in the global scope var enemyMiddleRight; var enemySpawnedCount = 0; function selectAndAnimateEnemy() { if (enemySpawnedCount === 0) { enemyMiddleRight = new EnemyMiddleRight(); } var enemies = [enemyMiddleRight]; var selectedEnemies = [enemies[enemySpawnedCount % enemies.length]]; selectedEnemies.forEach(function (enemy) { game.addChild(enemy); enemy.animate(); }); enemySpawnedCount += selectedEnemies.length; LK.setTimeout(function () { selectedEnemies.forEach(function (enemy) { enemy.destroy(); }); if (enemySpawnedCount >= enemies.length) { enemySpawnedCount = 0; // Reset the count to restart the sequence } }, 15000); // Destroy the enemies after 15 seconds } LK.setInterval(selectAndAnimateEnemy, 15000); var parallaxCity = game.addChildAt(new ParallaxCity(), 0);
===================================================================
--- original.js
+++ change.js
@@ -512,8 +512,25 @@
}
self.y += Math.sin(LK.ticks / 10) * 2;
};
});
+var ObjEvents = Container.expand(function () {
+ var self = Container.call(this);
+ var objEventsGraphics = self.attachAsset('objEvents', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -5;
+ self._move_migrated = function () {
+ self.x += self.speed;
+ if (self.x < -self.width) {
+ self.x = game.width + self.width;
+ var minY = 300;
+ var maxY = game.height / 2;
+ self.y = minY + Math.random() * (maxY - minY);
+ }
+ };
+});
var ObjGO = Container.expand(function () {
var self = Container.call(this);
var objGOGraphics = self.attachAsset('objGO', {
anchorX: 0.5,
@@ -731,8 +748,24 @@
/****
* Game Code
****/
+var generateObjEvents = function generateObjEvents() {
+ if (obstacles.filter(function (obstacle) {
+ return obstacle instanceof ObjEvents;
+ }).length >= 1) {
+ return;
+ }
+ LK.setTimeout(function () {
+ var objEvents = new ObjEvents();
+ objEvents.x = game.width + objEvents.width;
+ var minY = 300;
+ var maxY = game.height / 2;
+ objEvents.y = minY + Math.random() * (maxY - minY);
+ obstacles.push(objEvents);
+ game.addChild(objEvents);
+ }, 500 + Math.random() * 2000);
+};
var generateObjACCELERATE = function generateObjACCELERATE() {
if (obstacles.filter(function (obstacle) {
return obstacle instanceof ObjACCELERATE;
}).length >= 1) {
@@ -952,15 +985,17 @@
var objGOGenerationInterval = LK.setInterval(generateObjGO, 1500);
var objRALLYGenerationInterval = LK.setInterval(generateObjRALLY, 2000);
var objACCELERATEGenerationInterval = LK.setInterval(generateObjACCELERATE, 8000);
var objJUMPGenerationInterval = LK.setInterval(generateObjJUMP, 2000);
+ var objEventsGenerationInterval = LK.setInterval(generateObjEvents, 10000);
LK.on('gameOver', function () {
LK.clearInterval(objJUMPGenerationInterval);
LK.clearInterval(obstacleGenerationInterval);
LK.clearInterval(objGOGenerationInterval);
LK.clearInterval(objRALLYGenerationInterval);
LK.clearInterval(objJUMPGenerationInterval);
LK.clearInterval(objACCELERATEGenerationInterval);
+ LK.clearInterval(objEventsGenerationInterval);
});
}
parallax = game.addChild(new Parallax());
var originalParallaxSpeed = parallax.speed;
@@ -1061,8 +1096,11 @@
}
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i]._move_migrated();
// Removed collision detection between hero_ground and obstacles
+ if (obstacles[i] instanceof ObjEvents && heroGround.intersects(obstacles[i])) {
+ handleCollisionWithObj();
+ }
}
var particles = game.children.filter(function (child) {
return child instanceof Particle;
});
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