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Code edit (5 edits merged)
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Make sure the text is infront of hero not above
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Move the text to the right side of hero
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Attach the text to hero so it moves with hero
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rather than spawning that text infront of the hero, just center it with the screen
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(Hold to dash and break the bubbles should be under Be prepared!
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display the text after 5.5 seconds and make it smaller
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7 seconds after the game is loaded, show text infront of hero that says, Sending orders your way ! Be prepared ! (Hold to dash and break the bubbles)
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after obj_help1 is destroyed, show text in the center of the screen 'Break a bubble with dash to send a message to the runner'
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make sure the objnighttimefilter does not exist anymore once it is destroyed
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make sure objnightfilter gets generated on the highest layer
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ensure objnightfilter gets generated on top of parallaxcity
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===================================================================
--- original.js
+++ change.js
@@ -1690,10 +1690,8 @@
//get a random number between 0 and 1 to get the index randomly selected.
var indexEvent = Math.round(Math.random());
// set the random events selection depending on the background that is present.
//night we want a random between catcha and survive.
- console.log("objnight filter" + objNightFilter);
- console.log("eventCounter" + eventCounter);
if (objNightFilter) {
randomEvent = eventsNight[indexEvent];
}
//if we are during the day we want to choose between avoid and collect
@@ -2028,9 +2026,10 @@
} else {
//we check if the event counter is 0;
//if we have reached 0 and there is no night filter we want to add the night filter and reset the counter
//that way for the next switch we will be able to have the number to decrease until we get to the day time.
- if (eventCounter <= 0 && !objNightFilter) {
+ console.log("event counter: " + eventCounter + " objnightfilter" + objNightFilter);
+ if (eventCounter <= 1 && !objNightFilter) {
eventCounter = randomIntFromInterval(1, 3);
objNightFilter = LK.getAsset('objnightfilter', {
anchorX: 0.5,
anchorY: 0.5
@@ -2041,9 +2040,9 @@
game.addChildAt(objNightFilter, game.getChildIndex(parallaxCity) + 1); // Ensure objNightFilter is above objcity
}
//here we reset the event counter and we remove the night filter
//that way the new counter for the next event decrease is going to be there.
- else if (eventCounter <= 0 && objNightFilter) {
+ else if (eventCounter <= 1 && objNightFilter) {
eventCounter = randomIntFromInterval(1, 3);
objNightFilter.destroy();
}
}
@@ -2153,8 +2152,16 @@
}
}
LK.setInterval(selectAndAnimateEnemy, 15000);
var parallaxCity = game.addChildAt(new ParallaxCity(), 0);
+objNightFilter = LK.getAsset('objnightfilter', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+objNightFilter.alpha = 0.6; // Set transparency to 80%
+objNightFilter.x = game.width / 2;
+objNightFilter.y = game.height / 2;
+game.addChildAt(objNightFilter, game.getChildIndex(parallaxCity) + 1); // Ensure objNightFilter is above parallaxCity
ObjDrone.prototype.update = function () {
// Check for collision with hero or heroGround
if (this.intersects(hero) || this.intersects(heroGround)) {
this.destroy();
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