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also make it scale 0.7 - 1.2
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change objspikey's rotation to the other way
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in objspikey's movement add a simple rotation as well
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in objspikey's movement add a simple rotation as well
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when objspikey intersects with hero trigger gameover
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can you give similar behavior to objspikey, instantiation wise
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add a failsafe to make sure objevents always spawns
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Please fix the bug: 'Uncaught ReferenceError: distanceTraveled is not defined' in or related to this line: 'var collectCounterTxt = new Text2('0' + (distanceTraveled >= 501 ? "/15" : "/10"), {' Line Number: 893
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if distanceTraveled is greater or equal to 501 objDataCounterTxt = 0/15 and objdata instantiated is 15
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make sure randomEvent reflects it
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if distanceTraveled is less or equal to 500 var events = Avoid, Collect if distanceTraveled is greater or equal to 501 var events = Avoid, Collect, Catch, Survive
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When the "Collect" event is triggered, wait until objdata is active to instantiate objDataCounterTxt
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Add objDataCounterTxt to the game when objdata is active
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do the same thing for whatever tracks how many objdata has been collected
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When the "Collect" event is triggered wait until objdata is active to instantiate and activate collecttimertxt and collecttimerinterval
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Adjust countdown and collectext to also spawn after objcollectsign has faded out
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adjust countdown and collectext accordingly
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fade in and out objcollectsign over 2 seconds and when it fades out start spawning objdata
Code edit (4 edits merged)
Please save this source code
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Move boottext higher
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Make boottext font bigger
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
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Extend the timeout for removing help2 and help to 9 seconds
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Extend the timeout for removing help2 and help to 9 seconds
===================================================================
--- original.js
+++ change.js
@@ -1298,9 +1298,8 @@
var checkObjDataActive = LK.setInterval(function () {
if (objDataArray.length > 0) {
collectTimerTxt.setText(collectTimer.toString());
game.addChild(collectTimerTxt);
- game.addChild(collectCounterTxt); // Add objDataCounterTxt to the game
collectTimerInterval = LK.setInterval(function () {
collectTimer -= 0.1;
collectTimerTxt.setText(collectTimer.toFixed(1).toString());
if (collectTimer <= 0) {
@@ -1338,9 +1337,14 @@
}, 60);
}, 2000);
}
}, 60);
- game.addChild(collectCounterTxt);
+ var checkObjDataActiveForCounter = LK.setInterval(function () {
+ if (objDataArray.length > 0) {
+ game.addChild(collectCounterTxt);
+ LK.clearInterval(checkObjDataActiveForCounter);
+ }
+ }, 100);
} else if (randomEvent === 'Avoid') {
// Instantiate objcarsign in the center of the playspace
var objCarSign = LK.getAsset('objcarsign', {
anchorX: 0.5,
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