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make sure objsphere spawns on the y position of hero
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Accelerate the negative x movement of objSphere
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accelerate the negative x movement of objsphere
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objsphere is too high, the boundaries should mimic anywhere hero can go vertically
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add a wider arc in the vertical
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add slower vertical movement to obj sphere
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when objevents is destroyed, also destroy objspikey
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obj spheres movement is too erratic
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the x movement of objsphere is not fast enough
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the pulsating is not very obvious
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objSphere cannot reach the bottom part of the playspace, only middle to upper part of the playspace\
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add a pulsating effect instead
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add an stretch animation of -5% +5% to objsphere
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when enemy middle right is destroyed 7. **Increase `distanceTraveled`**: The distance traveled by the player is increased by 100 units. 8. **Play Sounds**: The sounds `snd_powerup` and `snd_nice` are played. 9. **Destroy All Objects**: All instances of `ObjGO`, `ObjRALLY`, `ObjJUMP`, `ObjACCELERATE`, and `ObjSPIKEY` are destroyed. 10. **Increase `distanceTraveledIncrement`**: The increment for the distance traveled is temporarily increased from `1/60` to `1/15`. 6. **Reset `randomEvent`**: The variable holding the current random event is reset to an empty string. 11. **Increase `parallax` Speed**: The speed of the parallax background is temporarily increased by a factor of 5. 12. **Screen Shake and Flash Effect**: A screen shake effect and a white flash effect are applied for 5 seconds. 13. **Instantiate `objRush`**: An `objRush` asset is instantiated in the center of the playspace with a fade-in and fade-out effect over 3 seconds. 14. **Reset `distanceTraveledIncrement` and `parallax` Speed**: After 5 seconds, the `distanceTraveledIncrement` and `parallax` speed are reset to their original values. 15. **Clear Screen Shake Interval**: The interval responsible for the screen shake effect is cleared, and the game's position is reset to its original coordinates.
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when enemy middle right is destroyed 6. **Update `eventTxt`**: The text displaying the current event is updated to 'Event: None'. 7. **Reset `randomEvent`**: The variable holding the current random event is reset to an empty string.
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when EnemyMiddleRight is destroyed, event is completed
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change `objsphere` instances are instantiated 4 seconds after `objwindup` is created.
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changed that to 5
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apply randomness to obj spheres X movement
===================================================================
--- original.js
+++ change.js
@@ -1985,9 +1985,8 @@
}
}
obstacles.push(objSPIKEY);
game.addChild(objSPIKEY);
- game.addChild(objSPIKEY);
}, 500 + Math.random() * 2000);
};
ObjDrone.prototype.update = function () {
// Check for collision with hero or heroGround
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