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fix it
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enemy instancing starts 10 seconds after the game has started
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ennemies can't all be instantiated at the same time, it has to be one and theres a random rotation amongst them
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once they reach their target coordinates, they leave the playspace from where they came after 10 seconds
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ennemies must come from outside of the playspace and interpolate to their coordinates
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Please fix the bug: 'Timeout.tick error: self.attackPattern is not a function' in or related to this line: 'self.attackPattern();' Line Number: 138
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do it and i'll eventually adjust it
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play synthwavemusic and loop it
Code edit (1 edits merged)
Please save this source code
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Five not three seconds
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Wait three seconds before attaching it
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Please fix the bug: 'Timeout.tick error: heroGround.contains is not a function' in or related to this line: 'if (heroGround.contains(objGroundTrail)) {' Line Number: 892
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Please fix the bug: 'TypeError: heroGround.contains is not a function' in or related to this line: 'if (!heroGround.contains(objGroundTrail) && heroGround.x >= 0) {' Line Number: 882
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Attach obj ground trail to hero ground only when it comes into the play space
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when the game loads, make sure objgroundtrail is at the indicated coordinates, if they aren't, do it
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backgrounds don't match in size and height when the game initially loads, fix it
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when the game is loaded, teleport objgroundtrail to these coordinates: - **X-coordinate**: `heroGround.width / 2 - 100 ` - **Y-coordinate**: `heroGround.height / 2 - 50` - **Rotation**: -45 degrees
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when the game is loaded, interpolate objgroundtrail to these coordinates: - **X-coordinate**: `heroGround.width / 2 - 100` - **Y-coordinate**: `heroGround.height / 2 - 50` - **Rotation**: -45 degrees
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when the game is loaded, teleport objgroundtrail to these coordinates: - **X-coordinate**: `heroGround.width / 2 ` - **Y-coordinate**: `heroGround.height / 2` - **Rotation**: -45 degrees
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reduce the shake effect
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when the game is loaded, interpolate objgroundtrail to these coordinates: - **X-coordinate**: `heroGround.width / 2 - 200` - **Y-coordinate**: `heroGround.height / 2 - 125` - **Rotation**: -45 degrees
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make sure objgroundtrail is at the correct coordinates
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the first time the game plays , objgroundtrail is not correctly positionned
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hide idlespeechbubble for 3 seconds when hero collides with objjump
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all instances of objgo or objrally or objjump destroy themselves should trigger a particle explosion
/**** * Classes ****/ var BootText = Container.expand(function (text) { var self = Container.call(this); var bootText = self.addChild(new Text2(text, { size: 100, fill: "#FFFFFF", fontWeight: 'bolder', stroke: "#000000", // Black outline strokeThickness: 5 // Thickness of the outline })); bootText.anchor.set(0.5, 0); self.alpha = 0; self.fadeIn = function () { if (self.alpha < 1) { self.alpha += 0.05; } }; self.fadeOut = function () { if (self.alpha > 0) { self.alpha -= 0.05; } else { self.destroy(); isEnemyActive = false; } }; }); var Bullet = Container.expand(function (direction) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.direction = direction; // Direction vector {x: number, y: number} self.update = function () { self.x += self.speed * self.direction.x; self.y += self.speed * self.direction.y; // Destroy bullet if it goes off-screen if (self.x < 0 || self.x > game.width || self.y < 0 || self.y > game.height) { self.destroy(); } }; }); var Enemy = Container.expand(function (spawnPosition) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Set spawn position switch (spawnPosition) { case 'topRight': self.spawnX = game.width + 100; // Start outside the play space self.spawnY = -100; // Start outside the play space self.x = self.spawnX; self.y = self.spawnY; self.targetX = game.width; self.targetY = 0; self.attackPattern = self.topRightAttackPattern.bind(self); break; case 'middleRight': self.spawnX = game.width + 100; // Start outside the play space self.spawnY = game.height / 2 - 100; // Start outside the play space self.x = self.spawnX; self.y = self.spawnY; self.targetX = game.width; self.targetY = game.height / 2; self.attackPattern = self.middleRightAttackPattern.bind(self); break; case 'bottomRight': self.spawnX = game.width + 100; // Start outside the play space self.spawnY = game.height + 100; // Start outside the play space self.x = self.spawnX; self.y = self.spawnY; self.targetX = game.width; self.targetY = game.height; self.attackPattern = self.bottomRightAttackPattern.bind(self); break; } // Interpolate to target position self.interpolationSpeed = 10; // Adjust this value to control the speed of interpolation self.update = function () { if (Math.abs(self.x - self.targetX) > self.interpolationSpeed || Math.abs(self.y - self.targetY) > self.interpolationSpeed) { self.x += (self.targetX - self.x) / self.interpolationSpeed; self.y += (self.targetY - self.y) / self.interpolationSpeed; } else { self.x = self.targetX; self.y = self.targetY; if (!self.reachedTarget) { self.reachedTarget = true; LK.setTimeout(self.retreat, 10000); // Retreat after 10 seconds } } }; self.retreat = function () { self.targetX = self.spawnX; self.targetY = self.spawnY; self.update = function () { if (Math.abs(self.x - self.targetX) > self.interpolationSpeed || Math.abs(self.y - self.targetY) > self.interpolationSpeed) { self.x += (self.targetX - self.x) / self.interpolationSpeed; self.y += (self.targetY - self.y) / self.interpolationSpeed; } else { self.destroy(); } }; }; // Attack Patterns self.topRightAttackPattern = function () { // Fire bullets in a spread pattern downwards for (var angle = -45; angle <= 45; angle += 15) { var rad = angle * (Math.PI / 180); var direction = { x: Math.cos(rad), y: Math.sin(rad) }; var bullet = new Bullet(direction); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); } }; self.middleRightAttackPattern = function () { // Fire bullets directly towards the hero var direction = { x: -1, y: (hero.y - self.y) / Math.abs(hero.x - self.x) }; var bullet = new Bullet(direction); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); }; self.bottomRightAttackPattern = function () { // Fire bullets in an upward arc for (var angle = 45; angle <= 135; angle += 15) { var rad = angle * (Math.PI / 180); var direction = { x: Math.cos(rad), y: Math.sin(rad) }; var bullet = new Bullet(direction); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); } }; // Fire bullets at intervals self.fireInterval = LK.setInterval(function () { self.attackPattern(); }, 1000); self.on('destroy', function () { LK.clearInterval(self.fireInterval); isEnemyActive = false; }); }); var Hero = Container.expand(function () { var self = Container.call(this); self.createDashTrail = function () { var trailCount = 10; var flashDuration = 50; // Duration for each flash for (var i = 0; i < trailCount; i++) { LK.setTimeout(function () { var trailParticle = new Particle(); trailParticle.x = self.x; trailParticle.y = self.y; game.addChild(trailParticle); var neonColors = [0x39ff14, 0xff073a, 0x00ffff, 0xffff00, 0xff00ff]; var randomColor = neonColors[Math.floor(Math.random() * neonColors.length)]; LK.effects.flashObject(trailParticle, randomColor, flashDuration); }, i * 50); } }; var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 30; // Initialize jetfuel in the center of hero var jetfuel = self.attachAsset('jetfuel', { anchorX: 0.5, anchorY: 0.5 }); jetfuel.x = -50; jetfuel.y = 50; self.addChildAt(jetfuel, 0); // 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.on('destroy', function () { LK.clearInterval(self.jetfuelInterval); }); self.dashSpeed = game.width / 2 / 30; // 1/2 of the screen over 0.5 seconds at 60FPS self.dashBackSpeed = self.dashSpeed / 2; // Accelerated return at half of the dash speed self.dashStartTime = 0; // Time when the dash started self.gravity = 1; self.isDashing = false; self.initialX = 200; self.animateToPosition = function () { var targetY = Math.max(2732 / 2, 300); var targetX = self.initialX; var animationSpeed = 10; if (!self.animationStarted) { self.animationDelay = LK.setTimeout(function () { self.animationStarted = true; }, 3000); self.animationStarted = false; } if (self.animationStarted) { if (self.y < targetY) { self.y += animationSpeed; } if (self.x < targetX) { self.x += animationSpeed; } if (self.y >= targetY && self.x >= targetX) { gameStarted = true; // Start the game once the hero reaches the initial position initializeScoreDisplay(); startObstacleGeneration(); } } }; self.dash = function () { if (!self.isDashing && LK.ticks - self.holdStartTime >= 60 && self.x === self.initialX) { self.isDashing = true; self.dashStartTime = LK.ticks; // Save the start time of the dash self.savedX = self.x; // Save the current x position self.dashTargetX = self.x + game.width / 3 * 2; // Set the target X position for the dash, now twice as long // Apply dash effect self.createDashTrail(); self.stopFlashing(); } }; self.isGravityFlipped = false; self.flipGravity = function () { if (!self.isDashing) { self.isGravityFlipped = !self.isGravityFlipped; self.gravity *= -1; } }; self._move_migrated = function () { if (self.isHolding && LK.ticks - self.holdStartTime >= 60 && LK.ticks - self.dashStartTime > 6) { self.dash(); } if (self.isDashing) { if (self.x < self.dashTargetX) { self.x += self.dashSpeed; // Check for collision with obstacles for (var i = obstacles.length - 1; i >= 0; i--) { if (self.intersects(obstacles[i])) { var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y); game.addChild(explosion); if (obstacles[i] instanceof ObjGO) { heroGround.moveToCenterX(); var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y); game.addChild(explosion); var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y); game.addChild(explosion); handleCollisionWithObj(); // Call handleCollisionWithObj when colliding with ObjGO } else if (obstacles[i] instanceof ObjRALLY) { heroGround.moveToInitialPosition(); var initialHeroGroundX = heroGround.x; var initialHeroGroundY = heroGround.y; handleCollisionWithObj(); // Call handleCollisionWithObj when colliding with ObjRALLY } else if (obstacles[i] instanceof ObjJUMP) { brother(); handleCollisionWithObj(); // Call handleCollisionWithObj when colliding with ObjJUMP if (heroGround.idleSpeechBubble) { heroGround.idleSpeechBubble.visible = false; LK.setTimeout(function () { heroGround.idleSpeechBubble.visible = true; }, 3000); } } if (obstacles[i]) { obstacles[i].destroy(); obstacles.splice(i, 1); } } } } else { self.isDashing = false; self.dashTargetX = null; // Clear the dash target position // Remove dash effect self.tint = 0xffffff; } } // Gradually move back to the initial position after dashing // Resume normal movement after reaching saved x position if (!self.isDashing && self.dashTargetX === null && self.x !== self.savedX) { var moveBack = self.savedX < self.x ? -self.dashBackSpeed : self.dashBackSpeed; self.x += moveBack; // Clamp the hero's x position to the savedX to prevent overshooting if (Math.abs(self.x - self.savedX) < Math.abs(moveBack)) { self.x = self.savedX; } } // Stop vertical movement while holding down if (!self.isHolding && !self.isDashing) { self.y += self.speed * self.gravity; var boundaryPadding = 300; // Adjust this value to set the top boundary padding if (self.y < boundaryPadding) { self.y = boundaryPadding; } if (self.y > game.height / 2 + 400) { self.y = game.height / 2 + 400; } } // Removed game over condition when hero leaves the screen horizontally // Generate particle trail if (LK.ticks % 5 == 0 && !self.isHolding) { var particle = new Particle(); particle.x = self.x; particle.y = self.y; game.addChildAt(particle, 0); } }; self.isHolding = false; self.holdStartTime = 0; self.startFlashing = function () { if (!self.flashInterval && !self.isDashing) { self.flashInterval = LK.setInterval(function () { self.scale.set(self.scale.x === 1 ? 1.5 : 1); self.tint = self.tint === 0x0000ff ? 0x00ffff : 0x0000ff; // Transition between blue and cyan }, 100); // Pulse every 100ms } }; self.stopFlashing = function () { if (self.flashInterval) { LK.clearInterval(self.flashInterval); self.flashInterval = null; self.visible = true; // Ensure hero is visible after stopping flash self.tint = 0x9a3986; // Reset color to default self.scale.set(1); // Reset scale to default } }; self.onHold = function () { if (!self.isHolding && !self.isDashing && !self.isDashing) { self.isHolding = true; self.holdStartTime = LK.ticks; self.startFlashing(); } }; self.onRelease = function () { if (self.isHolding && !self.isDashing) { self.dash(); } self.isHolding = false; self.holdStartTime = 0; self.stopFlashing(); }; }); var Hero_Ground = Container.expand(function () { var self = Container.call(this); var heroGroundGraphics = self.attachAsset('heroGround', { anchorX: 0.5, anchorY: 0.5 }); var heroGroundGraphicsB = self.attachAsset('heroGroundB', { anchorX: 0.5, anchorY: 0.5 }); heroGroundGraphicsB.visible = false; self.addChild(heroGroundGraphicsB); // Set interval to switch between heroGround and heroGroundB every 0.5 seconds self.heroGroundInterval = LK.setInterval(function () { heroGroundGraphics.visible = !heroGroundGraphics.visible; heroGroundGraphicsB.visible = !heroGroundGraphicsB.visible; }, 250); self.on('destroy', function () { LK.clearInterval(self.heroGroundInterval); if (self.interpolationInterval) { LK.clearInterval(self.interpolationInterval); } }); self.speed = 20; self.gravity = 1; self.isJumping = false; self.jumpSpeed = -20; self.jumpVelocity = 0; self.initialY = 200; self._update_migrated = function () { if (self.isJumping) { self.y += self.jumpSpeed; self.jumpSpeed += self.gravity; } if (self.y > game.floorLevel) { self.y = game.floorLevel; self.isJumping = false; } }; self.moveToCenterX = function () { if (self.isMovingToCenter || self.isMovingToInitial) { return; } // Prevent multiple calls self.isMovingToCenter = true; // Set flag to indicate movement in progress isHeroGroundMoving = true; var targetX = game.width / 2; var interpolationSpeed = 10; // Adjust this value to control the speed of interpolation self.interpolationInterval = LK.setInterval(function () { if (Math.abs(self.x - targetX) < interpolationSpeed) { self.x = targetX; LK.clearInterval(self.interpolationInterval); self.isMovingToCenter = false; // Reset flag when movement is complete isHeroGroundMoving = false; // Replace movingSpeechBubble with idleSpeechBubble if (self.movingSpeechBubble) { self.movingSpeechBubble.destroy(); self.movingSpeechBubble = null; } self.idleSpeechBubble = LK.getAsset('idleSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.idleSpeechBubble); self.idleSpeechBubble.x = self.width / 2 - 20; self.idleSpeechBubble.y = -self.idleSpeechBubble.height / 2 - 125; } else { self.x += self.x < targetX ? interpolationSpeed : -interpolationSpeed; } }, 16); // Approximately 60 FPS // Replace idleSpeechBubble with movingSpeechBubble if (self.idleSpeechBubble) { self.idleSpeechBubble.destroy(); self.idleSpeechBubble = null; } // Ensure only one moving speech bubble is active at a time if (game.activeMovingSpeechBubble) { game.activeMovingSpeechBubble.destroy(); } self.movingSpeechBubble = LK.getAsset('movingSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.movingSpeechBubble); self.movingSpeechBubble.x = self.width / 2 + 10; self.movingSpeechBubble.y = -self.movingSpeechBubble.height / 2 - 125; game.activeMovingSpeechBubble = self.movingSpeechBubble; }; self._move_migrated = function () { if (self.isJumping) { self.y += self.jumpVelocity; self.jumpVelocity += self.gravity; if (self.y >= self.initialY) { self.y = self.initialY; self.isJumping = false; } } else { self.y += self.gravity; if (self.y > game.height - self.height / 2) { self.y = game.height - self.height / 2; } } }; self.moveToInitialPosition = function () { if (self.isMovingToInitial || self.isMovingToCenter) { return; } // Prevent multiple calls var targetX = heroGround.initialX; if (Math.abs(self.x - targetX) < interpolationSpeed) { return; // Already at the initial position, do nothing } self.isMovingToInitial = true; // Set flag to indicate movement in progress isHeroGroundMoving = true; var interpolationSpeed = 10; // Adjust this value to control the speed of interpolation self.interpolationInterval = LK.setInterval(function () { if (Math.abs(self.x - targetX) < interpolationSpeed) { self.x = targetX; LK.clearInterval(self.interpolationInterval); self.isMovingToInitial = false; // Reset flag when movement is complete isHeroGroundMoving = false; // Replace movingSpeechBubble with idleSpeechBubble if (self.movingSpeechBubble) { self.movingSpeechBubble.destroy(); self.movingSpeechBubble = null; } self.idleSpeechBubble = LK.getAsset('idleSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.idleSpeechBubble); self.idleSpeechBubble.x = self.width / 2 - 20; self.idleSpeechBubble.y = -self.idleSpeechBubble.height / 2 - 125; } else { self.x += self.x < targetX ? interpolationSpeed : -interpolationSpeed; } }, 16); // Approximately 60 FPS // Replace idleSpeechBubble with movingSpeechBubble if (self.idleSpeechBubble) { self.idleSpeechBubble.destroy(); self.idleSpeechBubble = null; } // Ensure only one moving speech bubble is active at a time if (game.activeMovingSpeechBubble) { game.activeMovingSpeechBubble.destroy(); } self.movingSpeechBubble = LK.getAsset('movingSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.movingSpeechBubble); self.movingSpeechBubble.x = self.width / 2 + 10; self.movingSpeechBubble.y = -self.movingSpeechBubble.height / 2 - 125; game.activeMovingSpeechBubble = self.movingSpeechBubble; }; }); var ObjGO = Container.expand(function () { var self = Container.call(this); var objGOGraphics = self.attachAsset('objGO', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self.spawnTime = LK.ticks; self.spawnTime = LK.ticks; self.spawnTime = LK.ticks; self.spawnTime = LK.ticks; self._move_migrated = function () { self.x += self.speed; if (self.x < -self.width) { self.x = game.width; var heroYMin = Math.max(hero.y - hero.height / 2, 0); var heroYMax = Math.min(hero.y + hero.height / 2, game.height); self.y = heroYMin + Math.random() * (heroYMax - heroYMin); return; return; return; } }; }); var ObjJUMP = Container.expand(function () { var self = Container.call(this); var objJUMPGraphics = self.attachAsset('objJUMP', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self._move_migrated = function () { self.x += self.speed; if (self.x < -self.width) { self.x = game.width; var heroYMin = Math.max(hero.y - hero.height / 2, 0); var heroYMax = Math.min(hero.y + hero.height / 2, game.height); self.y = heroYMin + Math.random() * (heroYMax - heroYMin); } }; }); var ObjRALLY = Container.expand(function () { var self = Container.call(this); var objRALLYGraphics = self.attachAsset('objRALLY', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self._move_migrated = function () { self.x += self.speed; if (self.x < -self.width) { self.x = game.width; var heroYMin = Math.max(hero.y - hero.height / 2, 0); var heroYMax = Math.min(hero.y + hero.height / 2, game.height); self.y = heroYMin + Math.random() * (heroYMax - heroYMin); } }; }); var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self._move_migrated = function () { self.x += self.speed; if (self.x < -self.width) { self.x = game.width; var heroYMin = Math.max(hero.y - hero.height / 2, 0); var heroYMax = Math.min(hero.y + hero.height / 2, game.height); self.y = heroYMin + Math.random() * (heroYMax - heroYMin); } }; }); var Parallax = Container.expand(function () { var self = Container.call(this); var bgGraphics = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); bgGraphics.x = game.width / 2; bgGraphics.y = game.height - bgGraphics.height / 2; self.speed = -3; self._move_migrated = function () { bgGraphics.x += self.speed; if (!self.bgGraphics2) { self.bgGraphics2 = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); self.bgGraphics2.x = bgGraphics.x + bgGraphics.width; self.bgGraphics2.y = game.height - self.bgGraphics2.height / 2; self.addChildAt(self.bgGraphics2, 1); // Ensure bgGraphics2 is behind bgGraphics } self.bgGraphics2.x += self.speed; if (bgGraphics.x <= -bgGraphics.width / 2) { bgGraphics.x = self.bgGraphics2.x + bgGraphics.width; } if (self.bgGraphics2.x <= -self.bgGraphics2.width / 2) { self.bgGraphics2.x = bgGraphics.x + bgGraphics.width; } }; }); var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); var neonColors = [0x39ff14, 0xff073a, 0x00ffff, 0xffff00, 0xff00ff]; particleGraphics.tint = neonColors[Math.floor(Math.random() * neonColors.length)]; self.alpha = 1.0; self.fadeOut = function () { self.alpha -= 0.05; if (self.alpha <= 0) { if (self) { self.destroy(); } } }; }); var Particle2 = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle2', { anchorX: 0.5, anchorY: 0.5 }); var neonColors = [0x39ff14, 0xff073a, 0x00ffff, 0xffff00, 0xff00ff]; particleGraphics.tint = neonColors[Math.floor(Math.random() * neonColors.length)]; self.alpha = 1.0; self.fadeOut = function () { self.alpha -= 0.05; if (self.alpha <= 0) { if (self) { self.destroy(); } } }; }); var ParticleExplosion = Container.expand(function (x, y) { var self = Container.call(this); var particles = []; var particleCount = 20; var speedRange = 20; // Further increased speed range for more exaggerated movement var neonColors = [0x39ff14, 0xff073a, 0x00ffff, 0xffff00, 0xff00ff]; for (var i = 0; i < particleCount; i++) { var particle = new Particle2(); particle.x = x; particle.y = y; particle.vx = (Math.random() - 0.5) * speedRange; particle.vy = (Math.random() - 0.5) * speedRange; particle.rotationSpeed = (Math.random() - 0.5) * 0.2; // Further increased rotation speed for more exaggerated movement particle.tint = neonColors[Math.floor(Math.random() * neonColors.length)]; particles.push(particle); self.addChild(particle); } self.update = function () { for (var i = particles.length - 1; i >= 0; i--) { particles[i].x += particles[i].vx; particles[i].y += particles[i].vy; particles[i].rotation += particles[i].rotationSpeed; // Apply rotation particles[i].alpha -= 0.02; if (particles[i].alpha <= 0) { if (particles[i]) { particles[i].destroy(); particles.splice(i, 1); } } } if (particles.length === 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var isEnemyActive = false; var generateEnemy = function generateEnemy() { if (isEnemyActive) { return; } var spawnPositions = ['topRight', 'middleRight', 'bottomRight']; var spawnPosition = spawnPositions[Math.floor(Math.random() * spawnPositions.length)]; var enemy = new Enemy(spawnPosition); console.log("Enemy created at spawn position:", spawnPosition); game.addChild(enemy); enemies.push(enemy); isEnemyActive = true; enemy.on('destroy', function () { console.log("Enemy destroyed"); isEnemyActive = false; }); }; LK.setTimeout(function () { var enemyGenerationInterval = LK.setInterval(function () { if (!isEnemyActive) { generateEnemy(); } }, 3000); }, 10000); LK.on('gameOver', function () { LK.clearInterval(enemyGenerationInterval); }); var isHeroGroundAttached = false; var isHeroGroundMoving = false; var collisionCounter = 0; // Initialize the collision counter var brother = function brother() { if (isHeroGroundAttached || isHeroGroundMoving) { return; } isHeroGroundAttached = true; heroGround.x = hero.x; heroGround.y = hero.y + hero.height / 2 + heroGround.height / 2; var originalX = heroGround.x; var originalY = heroGround.y; var attachInterval = LK.setInterval(function () { heroGround.x = hero.x; heroGround.y = hero.y + hero.height / 2 + heroGround.height / 2 - 200; }, 16); // Update position every frame (approximately 60 FPS) LK.setTimeout(function () { LK.clearInterval(attachInterval); heroGround.x = hero.x; heroGround.y = game.height - heroGround.height / 2 - 100; isHeroGroundAttached = false; }, 3000); // Detach after 3 seconds // Lower hero_ground a little bit after 3 seconds have elapsed LK.setTimeout(function () { heroGround.y += 50; }, 3000); }; // Function to handle collision and update the counter function handleCollisionWithObj() { collisionCounter += 1; if (collisionCounter >= 1) { destroyAllObjs(); } } // Function to destroy all instances of ObjGO, ObjRALLY, and ObjJUMP function destroyAllObjs() { for (var i = obstacles.length - 1; i >= 0; i--) { if (obstacles[i] instanceof ObjGO || obstacles[i] instanceof ObjRALLY || obstacles[i] instanceof ObjJUMP) { if (obstacles[i]) { var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y); game.addChild(explosion); obstacles[i].destroy(); obstacles.splice(i, 1); } } } } var generateObjJUMP = function generateObjJUMP() { if (obstacles.filter(function (obstacle) { return obstacle instanceof ObjJUMP; }).length >= 1) { return; } // Add delay to avoid two ObjJUMP spawning on top of each other if (obstacles.length > 0) { var lastObstacle = obstacles[obstacles.length - 1]; if (LK.ticks - lastObstacle.spawnTime < 60) { return; } } LK.setTimeout(function () { var objJUMP = new ObjJUMP(); objJUMP.x = game.width; var minY = 400; // Minimum Y position var maxY = game.height / 2 + 200; // Maximum Y position objJUMP.y = minY + Math.random() * (maxY - minY); obstacles.push(objJUMP); game.addChild(objJUMP); }, 500 + Math.random() * 2000); }; function startBootSequence() { var bootTexts = ['Booting Core Systems...', 'Calibrating Enhancements...', 'All systems ready...', 'Begin Dash..!']; var currentBootTextIndex = 0; var bootTextY = game.height / 2 - 100; var displayBootText = function displayBootText() { var bootText = new BootText(bootTexts[currentBootTextIndex]); bootText.x = game.width / 2 + 50; bootText.y = bootTextY + currentBootTextIndex * 120; game.addChild(bootText); var fadeInInterval = LK.setInterval(function () { bootText.fadeIn(); if (bootText.alpha === 1) { LK.setTimeout(function () { bootText.fadeOut(); }, 300); } }, 60); bootText.on('destroy', function () { LK.clearInterval(fadeInInterval); }); currentBootTextIndex++; if (currentBootTextIndex < bootTexts.length) { LK.setTimeout(displayBootText, 1000); } }; displayBootText(); } var activeMovingSpeechBubble = null, enemies = [], obstacles = [], parallax, score = 0, distanceTraveled = 0, isGameOver = false, gameStarted = false; var generateObstacle = function generateObstacle() { if (obstacles.filter(function (obstacle) { return obstacle instanceof Obstacle; }).length >= 1) { return; } // Add delay to avoid two Obstacle spawning on top of each other if (obstacles.length > 0) { var lastObstacle = obstacles[obstacles.length - 1]; if (LK.ticks - lastObstacle.spawnTime < 60) { return; } } LK.setTimeout(function () { var obstacle = new Obstacle(); obstacle.x = game.width; var minY = 400; // Minimum Y position var maxY = game.height / 2 + 200; // Maximum Y position if (hero.x >= 0 && hero.x <= game.width) { var heroYMin = Math.max(hero.y - hero.height / 2, minY); // Ensure obstacle spawns within the top boundary of the hero var heroYMax = Math.min(hero.y + hero.height / 2, maxY); // Ensure obstacle spawns within the bottom boundary of the hero var randomOffset = (Math.random() - 0.5) * hero.height * 2; // Augmented random offset within 2 times the hero's height obstacle.y = hero.y + randomOffset; // Ensure obstacle stays within the game boundaries var obstacleHalfHeight = obstacle.height / 2; obstacle.y = Math.max(obstacleHalfHeight, Math.min(game.height - obstacleHalfHeight, obstacle.y)); } else { obstacle.y = minY + Math.random() * (maxY - minY); // Spawn obstacle anywhere within the boundaries if hero is off screen } obstacles.push(obstacle); game.addChild(obstacle); }, 500 + Math.random() * 2000); }; var generateObjGO = function generateObjGO() { if (obstacles.filter(function (obstacle) { return obstacle instanceof ObjGO; }).length >= 2) { return; } // Add delay to avoid two ObjGO spawning on top of each other if (obstacles.length > 0) { var lastObstacle = obstacles[obstacles.length - 1]; if (LK.ticks - lastObstacle.spawnTime < 60) { return; } } LK.setTimeout(function () { var objGO = new ObjGO(); objGO.x = game.width; var minY = 400; // Minimum Y position var maxY = game.height / 2 + 200; // Maximum Y position if (hero.x >= 0 && hero.x <= game.width) { var heroYMin = Math.max(hero.y - hero.height / 2, minY); // Ensure objGO spawns within the top boundary of the hero var heroYMax = Math.min(hero.y + hero.height / 2, maxY); // Ensure objGO spawns within the bottom boundary of the hero var randomOffset = (Math.random() - 0.5) * hero.height * 2; // Augmented random offset within 2 times the hero's height objGO.y = hero.y + randomOffset; // Ensure objGO stays within the game boundaries var objGOHalfHeight = objGO.height / 2; objGO.y = Math.max(objGOHalfHeight, Math.min(game.height - objGOHalfHeight, objGO.y)); } else { objGO.y = minY + Math.random() * (maxY - minY); // Spawn objGO anywhere within the boundaries if hero is off screen } // Ensure objGO does not spawn too close to objRALLY if (obstacles.length > 0) { var lastObstacle = obstacles[obstacles.length - 1]; if (lastObstacle instanceof ObjRALLY && Math.abs(lastObstacle.x - objGO.x) < 600) { objGO.x = lastObstacle.x + 600; } } obstacles.push(objGO); game.addChild(objGO); }, 500 + Math.random() * 2000); }; var generateObjJUMP = function generateObjJUMP() { if (obstacles.filter(function (obstacle) { return obstacle instanceof ObjJUMP; }).length >= 1) { return; } var objJUMP = new ObjJUMP(); objJUMP.x = game.width; objJUMP.y = Math.random() * game.height; obstacles.push(objJUMP); game.addChild(objJUMP); }; var generateObjRALLY = function generateObjRALLY() { if (obstacles.filter(function (obstacle) { return obstacle instanceof ObjRALLY; }).length >= 2) { return; } // Add delay to avoid two ObjRALLY spawning on top of each other if (obstacles.length > 0) { var lastObstacle = obstacles[obstacles.length - 1]; if (LK.ticks - lastObstacle.spawnTime < 60) { return; } } LK.setTimeout(function () { var objRALLY = new ObjRALLY(); objRALLY.x = game.width; var minY = 400; // Minimum Y position var maxY = game.height / 2 + 200; // Maximum Y position if (hero.x >= 0 && hero.x <= game.width) { var heroYMin = Math.max(hero.y - hero.height / 2, minY); // Ensure objRALLY spawns within the top boundary of the hero var heroYMax = Math.min(hero.y + hero.height / 2, maxY); // Ensure objRALLY spawns within the bottom boundary of the hero var randomOffset = (Math.random() - 0.5) * hero.height * 2; // Augmented random offset within 2 times the hero's height objRALLY.y = hero.y + randomOffset; // Ensure objRALLY stays within the game boundaries var objRALLYHalfHeight = objRALLY.height / 2; objRALLY.y = Math.max(objRALLYHalfHeight, Math.min(game.height - objRALLYHalfHeight, objRALLY.y)); } else { objRALLY.y = minY + Math.random() * (maxY - minY); // Spawn objRALLY anywhere within the boundaries if hero is off screen } // Ensure objRALLY does not spawn too close to objGO if (obstacles.length > 0) { var lastObstacle = obstacles[obstacles.length - 1]; if (lastObstacle instanceof ObjGO && Math.abs(lastObstacle.x - objRALLY.x) < 600) { objRALLY.x = lastObstacle.x + 600; } } obstacles.push(objRALLY); game.addChild(objRALLY); }, 500 + Math.random() * 2000); }; var obstacleGenerationInterval; function startObstacleGeneration() { obstacleGenerationInterval = LK.setInterval(generateObstacle, 2000); var objGOGenerationInterval = LK.setInterval(generateObjGO, 2000); var objRALLYGenerationInterval = LK.setInterval(generateObjRALLY, 2000); var objJUMPGenerationInterval = LK.setInterval(generateObjJUMP, 2000); var objJUMPGenerationInterval = LK.setInterval(generateObjJUMP, 2000); LK.on('gameOver', function () { LK.clearInterval(objJUMPGenerationInterval); LK.clearInterval(obstacleGenerationInterval); LK.clearInterval(objGOGenerationInterval); LK.clearInterval(objRALLYGenerationInterval); LK.clearInterval(objJUMPGenerationInterval); }); } parallax = game.addChild(new Parallax()); var distanceTxt; function initializeScoreDisplay() { // Remove BootText from the screen var bootTexts = game.children.filter(function (child) { return child instanceof BootText; }); for (var i = 0; i < bootTexts.length; i++) { bootTexts[i].destroy(); } // Initialize score display distanceTxt = new Text2('Distance: 0', { size: 75, // Reduced size fill: "#ffffff", stroke: "#000000", // Black outline strokeThickness: 5 // Thickness of the outline }); distanceTxt.anchor.set(.5, 0); LK.gui.top.addChild(distanceTxt); } hero = game.addChild(new Hero()); var heroGround = game.addChild(new Hero_Ground()); var objGroundTrail = LK.getAsset('objGroundTrail', { anchorX: 0.5, anchorY: 0.5 }); heroGround.addChildAt(objGroundTrail, 0); objGroundTrail.rotation = -Math.PI / 4; // Rotate 45 degrees to the left objGroundTrail.x = heroGround.width / 2 - 200; objGroundTrail.y = heroGround.height / 2 - 125; // Add shake effect to objGroundTrail var shakeAmplitude = 5; // Amplitude of the shake var shakeDuration = 100; // Duration of each shake in milliseconds var originalX = objGroundTrail.x; var originalY = objGroundTrail.y; var shakeInterval = LK.setInterval(function () { objGroundTrail.x = originalX + (Math.random() - 0.5) * shakeAmplitude; objGroundTrail.y = originalY + (Math.random() - 0.5) * shakeAmplitude; }, shakeDuration); heroGround.idleSpeechBubble = LK.getAsset('idleSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); heroGround.addChild(heroGround.idleSpeechBubble); heroGround.idleSpeechBubble.x = heroGround.width / 2 + 20; heroGround.idleSpeechBubble.y = -heroGround.idleSpeechBubble.height / 2 - 125; heroGround.initialX = hero.x + 175; heroGround.x = -heroGround.width; heroGround.y = game.height - heroGround.height / 2 - 50; hero.x = -100; hero.y = -100; startBootSequence(); LK.playMusic('SynthwaveMusic', { loop: true }); LK.setTimeout(function () { heroGround.moveToInitialPosition(); }, 3000); // Start animation after 3 seconds LK.on('tick', function () { if (!gameStarted) { hero.animateToPosition(); return; // Skip the rest of the game logic until the animation is complete } parallax._move_migrated(); if (hero.visible) { hero._move_migrated(); } else if (heroGround.visible) { heroGround._move_migrated(); } for (var i = 0; i < enemies.length; i++) { if (enemies[i]) { enemies[i].update(); } } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i]._move_migrated(); // Removed collision detection between hero_ground and obstacles } var particles = game.children.filter(function (child) { return child instanceof Particle; }); for (var i = 0; i < particles.length; i++) { if (particles[i] instanceof ParticleExplosion) { particles[i].update(); } else { particles[i].fadeOut(); } } if (!isGameOver) { distanceTraveled += 1 / 60; distanceTxt.setText('Distance: ' + Math.floor(distanceTraveled).toString()); } if (isGameOver) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Update bullets var bullets = game.children.filter(function (child) { return child instanceof Bullet; }); for (var i = 0; i < bullets.length; i++) { bullets[i].update(); } }); game.on('down', function (x, y, obj) { if (hero.visible) { hero.flipGravity(); hero.onHold(); } }); game.on('up', function (x, y, obj) { hero.onRelease(); }); Hero_Ground.prototype.moveToInitialPosition = function () { if (this.isMovingToInitial) { return; } // Prevent multiple calls this.isMovingToInitial = true; // Set flag to indicate movement in progress // Set initial position outside the play space this.x = -this.width; this.y = game.height - this.height / 2 - 100; var targetX = hero.x + 175; var interpolationSpeed = hero.speed; // Match hero's speed this.interpolationInterval = LK.setInterval(function () { if (Math.abs(this.x - targetX) < interpolationSpeed) { this.x = targetX; LK.clearInterval(this.interpolationInterval); this.isMovingToInitial = false; // Reset flag when movement is complete // Replace movingSpeechBubble with idleSpeechBubble if (this.movingSpeechBubble) { this.movingSpeechBubble.destroy(); this.movingSpeechBubble = null; } this.idleSpeechBubble = LK.getAsset('idleSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); this.addChild(this.idleSpeechBubble); this.idleSpeechBubble.x = this.width / 2 - 20; this.idleSpeechBubble.y = -this.idleSpeechBubble.height / 2 - 125; } else { this.x += this.x < targetX ? interpolationSpeed : -interpolationSpeed; } }.bind(this), 16); // Approximately 60 FPS // Replace idleSpeechBubble with movingSpeechBubble if (this.idleSpeechBubble) { this.idleSpeechBubble.destroy(); this.idleSpeechBubble = null; } // Ensure only one moving speech bubble is active at a time if (game.activeMovingSpeechBubble) { game.activeMovingSpeechBubble.destroy(); } this.movingSpeechBubble = LK.getAsset('movingSpeechBubble', { anchorX: 0.5, anchorY: 0.5 }); this.addChild(this.movingSpeechBubble); this.movingSpeechBubble.x = this.width / 2 + 10; this.movingSpeechBubble.y = -this.movingSpeechBubble.height / 2 - 125; game.activeMovingSpeechBubble = this.movingSpeechBubble; };
===================================================================
--- original.js
+++ change.js
@@ -80,9 +80,9 @@
self.attackPattern = self.bottomRightAttackPattern.bind(self);
break;
}
// Interpolate to target position
- self.interpolationSpeed = 5; // Adjust this value to control the speed of interpolation
+ self.interpolationSpeed = 10; // Adjust this value to control the speed of interpolation
self.update = function () {
if (Math.abs(self.x - self.targetX) > self.interpolationSpeed || Math.abs(self.y - self.targetY) > self.interpolationSpeed) {
self.x += (self.targetX - self.x) / self.interpolationSpeed;
self.y += (self.targetY - self.y) / self.interpolationSpeed;
@@ -700,12 +700,14 @@
}
var spawnPositions = ['topRight', 'middleRight', 'bottomRight'];
var spawnPosition = spawnPositions[Math.floor(Math.random() * spawnPositions.length)];
var enemy = new Enemy(spawnPosition);
- enemies.push(enemy);
+ console.log("Enemy created at spawn position:", spawnPosition);
game.addChild(enemy);
+ enemies.push(enemy);
isEnemyActive = true;
enemy.on('destroy', function () {
+ console.log("Enemy destroyed");
isEnemyActive = false;
});
};
LK.setTimeout(function () {
@@ -1034,9 +1036,11 @@
} else if (heroGround.visible) {
heroGround._move_migrated();
}
for (var i = 0; i < enemies.length; i++) {
- enemies[i].update();
+ if (enemies[i]) {
+ enemies[i].update();
+ }
}
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i]._move_migrated();
// Removed collision detection between hero_ground and obstacles
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