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Please fix the bug: 'ReferenceError: math is not defined' in or related to this line: 'lastNightFilterDistance = math.floor(distanceTraveled / 100);' Line Number: 2028
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add and remove objnightfilter every 100 distance
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play snd_drone when objdrone is destroyed
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lower a little bit obj laser
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instantiate objnightfilter above objcity with an transparency of 80%
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when the hero is dashing and intersecting with objspikey, not just dashing
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When the hero is dashing and intersects with multiple `ObjSPIKEY` instances simultaneously, all of those instances will be destroyed and play snd_spikey
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can you check for: 3. **Game Events**: Certain game events or mechanics might trigger the destruction of multiple `ObjSPIKEY` instances at once. For example, a power-up or special ability might destroy all `ObjSPIKEY` instances within a certain radius or on the screen.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'on')' in or related to this line: 'self.on('destroy', function () {' Line Number: 2193
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when objspikeys custom collision is destroyed play snd_spikey
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objspikeys custom collision alpha should be at 25%
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objspikeys alpha should be at 25%
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objspikeys custom collision should be black
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objspikeys custom collision should be dark purple
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sometimes objspikey is invisible, fix it
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1. **Collision with Hero**: If the `ObjSPIKEY` intersects with the `hero` and the `hero` is dashing, the `ObjSPIKEY` is destroyed, and the `snd_spikey` sound is played.
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play snd_spikey when objspikey is destroyed
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play snd_sphere when objsphere is instantiated
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play sndwindup when objwindup is instantiated
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play sndsphere when objsphere is instantiated
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play snd_enemy when objlaser is instantiated
===================================================================
--- original.js
+++ change.js
@@ -414,8 +414,16 @@
if (obstacles[i]) {
obstacles[i].destroy();
obstacles.splice(i, 1);
}
+ } else if (obstacles[i] instanceof ObjSPIKEY) {
+ if (hero.isDashing) {
+ var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y);
+ game.addChild(explosion);
+ LK.getSound('snd_spikey').play(); // Play snd_spikey sound
+ obstacles[i].destroy();
+ obstacles.splice(i, 1);
+ }
}
}
} else {
self.isDashing = false;
@@ -1134,20 +1142,8 @@
/****
* Game Code
****/
-function destroyAllObjSPIKEY() {
- for (var i = obstacles.length - 1; i >= 0; i--) {
- if (obstacles[i] instanceof ObjSPIKEY) {
- if (obstacles[i]) {
- var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y);
- game.addChild(explosion);
- obstacles[i].destroy();
- obstacles.splice(i, 1);
- }
- }
- }
-}
var collectCounterTxt = new Text2('0' + "/10", {
size: 75,
fill: "#add8e6",
// Light blue color
@@ -1288,9 +1284,8 @@
collisionCounter += 1;
console.log("handleCollisionWithObj called, collisionCounter:", collisionCounter);
if (collisionCounter >= 1) {
destroyAllObjs();
- destroyAllObjSPIKEY(); // Destroy all instances of ObjSPIKEY
isEventOngoing = true;
}
}
function generateObjData() {
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