User prompt
if movingspeechbubble is already there, don't do anything
User prompt
when hero collides with objgo, replace idlespeechbubble with movingspeechbubble
User prompt
can you copy obstacles behavior and also give it to objGO
Code edit (1 edits merged)
Please save this source code
User prompt
move idlespeechbubble a bit to the right
User prompt
instantiate and attach idlespeechbubble to heroground
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.bgGraphics2.x += self.speed;' Line Number: 297
User prompt
the background stopped tiling correctly, fix it
User prompt
remove the game over condition from hero
User prompt
add an animation intro to hero_ground
User prompt
Do it,
User prompt
if obstacle leaves the playspace and gets destroyed, do not trigger particle explosion 2
User prompt
replace distance with score
User prompt
add more movement to particle 2, like twice
User prompt
exagerate the movement of particle2
User prompt
don't replace the particle asset , create a new particle asset called particle2 and assign it small circle
User prompt
when hero collides with obstacle, the particle explosion should be smallcircle, not particle
User prompt
don't replace the particles on hero
User prompt
do it
User prompt
the particle explosion should trigger at the last coordinates that the obstacle was destroyed, thats usually where hero is
User prompt
not entirely sure how to explain this one but when obstacle gets destroyed, replace it with small dots going in every direction flashing colorfully until they leave the playspace and destroy themselves
User prompt
when hero collides with obstacles and obstacles destroy itself, make sure it explodes in a light show particle
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
the offset of the obstacles cannot surpass the boundaries limits of Y
===================================================================
--- original.js
+++ change.js
@@ -130,16 +130,20 @@
// Check for collision with obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
if (self.intersects(obstacles[i])) {
if (obstacles[i] instanceof ObjGO) {
- idleSpeechBubble.destroy();
- var movingSpeechBubble = LK.getAsset('movingSpeechBubble', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- heroGround.addChild(movingSpeechBubble);
- movingSpeechBubble.x = heroGround.width / 2 + 20;
- movingSpeechBubble.y = -movingSpeechBubble.height / 2 - 125;
+ if (!heroGround.children.some(function (child) {
+ return child.assetId === 'movingSpeechBubble';
+ })) {
+ idleSpeechBubble.destroy();
+ var movingSpeechBubble = LK.getAsset('movingSpeechBubble', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ heroGround.addChild(movingSpeechBubble);
+ movingSpeechBubble.x = heroGround.width / 2 + 20;
+ movingSpeechBubble.y = -movingSpeechBubble.height / 2 - 125;
+ }
}
var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y);
game.addChild(explosion);
var explosion = new ParticleExplosion(obstacles[i].x, obstacles[i].y);
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