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add objspikey to destroyallobstacles function
Code edit (2 edits merged)
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reset catchtimer to 15.0 when collision of hero or heroground with objdrone
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add to catchtimer to see the deciseconds
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show deciseconds on catchtimer
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remove catchtimer from screen once the timer reaches 0
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stop and remove the countdown timer when obj drone is destroyed
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start the countdown only when objdrone is on screen
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when objdrone is destroyed, stop the countdown
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only start the countdown after objcatch has faded
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similar to objcollect event, during catch event, add a countdown timer that starts at 15 and counts to 0, if 0, trigger game over
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'setText')' in or related to this line: 'eventTxt.setText('Event: None');' Line Number: 183
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add a boundary for objdrone
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duplicate what happens to when objcar is destroyed and also set it for when objdrone is destroyed
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Please fix the bug: 'ReferenceError: objDrone is not defined' in or related to this line: 'objDrone.destroy();' Line Number: 1819
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DO THIS 1. **Collision with Hero or HeroGround**: If `objDrone` intersects with the `hero` or `heroGround`, it can be destroyed. This is typically handled within the game's collision detection logic.
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do #1
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Check for intersection between hero or heroGround and objDrone, and destroy objDrone if they intersect
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✅ Check for intersection between hero or heroGround and objDrone, and destroy objDrone if they intersect ✅ Add intersection check for hero and heroGround with objDrone in the update method ✅ Ensure objDrone update method is called in the game tick
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fix it
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if hero or hero ground intersects with objdrone, destroy objdrone
===================================================================
--- original.js
+++ change.js
@@ -115,78 +115,8 @@
// 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.update = function () {
- // Ensure objDrone stays within game bounds
- if (this.x < 0) {
- this.x = 0;
- } else if (this.x > game.width) {
- this.x = game.width;
- }
- if (this.y < 0) {
- this.y = 0;
- } else if (this.y > game.height) {
- this.y = game.height;
- }
- // Check for collision with hero or heroGround
- if (this.intersects(hero) || this.intersects(heroGround)) {
- this.destroy();
- isEventOngoing = false;
- if (eventTxt) {
- eventTxt.setText('Event: None');
- }
- randomEvent = "";
- distanceTraveled += 100;
- LK.getSound('snd_powerup').play();
- LK.getSound('snd_nice').play();
- destroyAllObjs();
- var originalIncrement = 1 / 60;
- var acceleratedIncrement = 1 / 15;
- distanceTraveledIncrement = acceleratedIncrement;
- var originalParallaxSpeed = parallax.speed;
- parallax.speed *= 5;
- 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);
- var objRush = LK.getAsset('objRush', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- objRush.x = game.width / 2;
- objRush.y = game.height / 2;
- objRush.alpha = 0;
- game.addChild(objRush);
- var fadeInInterval = LK.setInterval(function () {
- objRush.alpha += 0.05;
- if (objRush.alpha >= 1) {
- LK.clearInterval(fadeInInterval);
- LK.setTimeout(function () {
- var fadeOutInterval = LK.setInterval(function () {
- objRush.alpha -= 0.05;
- if (objRush.alpha <= 0) {
- LK.clearInterval(fadeOutInterval);
- objRush.destroy();
- }
- }, 50);
- }, 3000);
- }
- }, 50);
- LK.setTimeout(function () {
- distanceTraveledIncrement = originalIncrement;
- parallax.speed = originalParallaxSpeed;
- LK.clearInterval(shakeInterval);
- game.x = originalX;
- game.y = originalY;
- }, 5000);
- }
- };
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
@@ -600,11 +530,9 @@
self.x += self.speed;
if (self.x < -self.width) {
self.destroy();
isEventOngoing = false;
- if (eventTxt) {
- eventTxt.setText('Event: None');
- }
+ eventTxt.setText('Event: None');
randomEvent = "";
distanceTraveled += 100;
// Trigger acceleration effects
LK.getSound('snd_powerup').play(); // Play snd_powerup sound
@@ -1031,8 +959,21 @@
collectTimerTxt.y = 100;
var collectTimer = 20.0;
var collectTimerInterval;
var randomEvent = "";
+var catchTimer = 15;
+var catchTimerTxt = new Text2(catchTimer.toString(), {
+ size: 75,
+ fill: "#ffcccb",
+ // Pink color
+ stroke: "#000000",
+ strokeThickness: 2,
+ fontWeight: 'bolder'
+});
+catchTimerTxt.anchor.set(0.5, 0);
+catchTimerTxt.x = game.width / 2;
+catchTimerTxt.y = 100;
+var catchTimerInterval;
var objDataCounter = 0;
var objDataArray = [];
var isEventOngoing = false;
var generateObjEvents = function generateObjEvents() {
@@ -1435,14 +1376,11 @@
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 ObjDrone) {
+ if (obstacles[i] instanceof ObjDrone || obstacles[i] instanceof ObjCar) {
obstacles[i].update();
}
- if (obstacles[i] instanceof ObjCar) {
- obstacles[i].update();
- }
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
@@ -1584,8 +1522,20 @@
}, 60); // Approximately 16.67 FPS
}
//catch event
else if (randomEvent === 'Catch') {
+ catchTimer = 15;
+ catchTimerTxt.setText(catchTimer.toString());
+ game.addChild(catchTimerTxt);
+ catchTimerInterval = LK.setInterval(function () {
+ catchTimer -= 1;
+ catchTimerTxt.setText(catchTimer.toString());
+ if (catchTimer <= 0) {
+ LK.clearInterval(catchTimerInterval);
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+ }, 1000);
// Instantiate objdrone in the center of the playspace
var objCatch = LK.getAsset('objCatch', {
anchorX: 0.5,
anchorY: 0.5
@@ -1839,21 +1789,12 @@
}, 500 + Math.random() * 2000);
};
ObjDrone.prototype.update = function () {
// Check for collision with hero or heroGround
- // Ensure objDrone stays within game bounds
- if (this.x < 0) {
- this.x = 0;
- } else if (this.x > game.width) {
- this.x = game.width;
- }
- if (this.y < 0) {
- this.y = 0;
- } else if (this.y > game.height) {
- this.y = game.height;
- }
if (this.intersects(hero) || this.intersects(heroGround)) {
this.destroy();
+ LK.clearInterval(catchTimerInterval);
+ game.removeChild(catchTimerTxt);
isEventOngoing = false;
eventTxt.setText('Event: None');
randomEvent = "";
distanceTraveled += 100;
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