Code edit (1 edits merged)
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change their spawn coordinate to be anywhere on the playspace except add a boundary around the playspace of 400
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'collectTimerTxt.x = eventTxt.x;' Line Number: 808
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center the timer with the Event text
Code edit (1 edits merged)
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on the left hand side add a counter that shows "number of events cleared" + counter of random events cleared\
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if collect random event is succesfully completed, add 100 to the distance
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adjust timer to add the deciseconds
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let the timer show the milliseconds
Code edit (2 edits merged)
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'collectTimerTxt.y = collectCounterTxt.y;' Line Number: 799
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Position the timer display on the right-hand side at the same level as the counter
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bring collectcountertext center upper of the screen
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bring back the collectcountertext to the middle of the screen
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set timer display on the right hand side at the same level as the counter
Code edit (1 edits merged)
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set a timer going down to 0 of 20 seconds once randomEvent =='Collect', display the timer on the screen and if data is not all collected within that timer end game
Code edit (1 edits merged)
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only show the counter when randomEvent=='Collect' and reset counter to 0 once event is over
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add a counter text 0 instantiated at 0 that increments by 1 when collision with objData when randomEvent=='Collect'
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add a text that says "Collect the data!" once the randomEvent=='Collect'
Code edit (11 edits merged)
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movement of objdata should be hovering at their instanciated locations
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ensure that objdata object are static once generated
/****
* 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
});
// No speed property to ensure ObjData objects are static
self._move_migrated = function () {
// No movement logic to ensure ObjData objects are static
};
});
var ObjData = Container.expand(function () {
var self = Container.call(this);
var objDataGraphics = self.attachAsset('objData', {
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;
self.y = game.height - heroGround.height / 2 - 50;
}
};
});
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 randomEvent = "";
var objDataCounter = 0;
var objDataArray = [];
var isEventOngoing = false;
var generateObjEvents = function generateObjEvents() {
if (isEventOngoing || obstacles.some(function (obstacle) {
return obstacle instanceof ObjEvents;
})) {
return;
}
LK.setTimeout(function () {
var objEvents = new ObjEvents();
objEvents.x = game.width + objEvents.width;
objEvents.y = game.height - heroGround.height / 2 - 50;
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;
console.log("handleCollisionWithObj called, collisionCounter:", collisionCounter);
if (collisionCounter >= 1) {
destroyAllObjs();
isEventOngoing = true;
//if (eventTxt && eventTxt.text && eventTxt.text.includes('Collect')) {
// generateObjData();
}
}
function generateObjData() {
if (randomEvent == 'Collect') {
for (var i = 0; i < 10; i++) {
(function (index) {
LK.setTimeout(function () {
var objData = new ObjData();
objData.x = Math.random() * (game.width / 2); // Ensure ObjData objects are instantiated on the left half of the screen
var minY = 300;
var maxY = game.height - 300; // Ensure objData spawns within the vertical boundaries
objData.y = minY + Math.random() * (maxY - minY);
objData.y = minY + Math.random() * (maxY - minY);
objDataArray.push(objData);
game.addChild(objData); // Ensure ObjData objects are instantiated on the correct layer
}, index * 300); // Spread instantiation over 3 seconds
})(i);
}
}
}
// 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 && !(obstacles[i] instanceof ObjEvents)) {
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 = null, 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);
isEventOngoing = false;
});
}
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(0.5, 0);
distanceTxt.x = game.width / 2; // Center the distance text horizontally
game.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
game.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--) {
if (obstacles[i] && typeof obstacles[i]._move_migrated === 'function') {
obstacles[i]._move_migrated();
}
if (obstacles[i] instanceof ObjEvents && heroGround.intersects(obstacles[i])) {
console.log("heroGround intersected with ObjEvents at position:", {
x: obstacles[i].x,
y: obstacles[i].y
});
var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y);
game.addChild(explosion);
obstacles[i].destroy();
obstacles.splice(i, 1);
handleCollisionWithObj();
// Ensure event text is displayed
var events = ['Avoid', 'Survive', 'Collect'];
randomEvent = 'Collect';
console.log("Random event selected:", randomEvent);
if (randomEvent === 'Collect') {
eventTxt.setText('Event: ' + randomEvent);
generateObjData();
}
//here add the other event settings
//not forget to set back var randomEvent to "" once event is over.
}
for (var j = objDataArray.length - 1; j >= 0; j--) {
if (objDataArray[j] && typeof objDataArray[j]._move_migrated === 'function') {
objDataArray[j]._move_migrated();
}
if (hero.intersects(objDataArray[j]) || heroGround.intersects(objDataArray[j])) {
objDataCounter += 1;
console.log("ObjData collected, objDataCounter:", objDataCounter);
objDataArray[j].destroy();
objDataArray.splice(j, 1);
if (objDataCounter >= 10) {
console.log("Collect event completed");
isEventOngoing = false;
objDataCounter = 0;
eventTxt.setText('Event: None');
}
}
}
}
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 (eventTxt && eventTxt.text && eventTxt.text.includes('Survive')) {
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);
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