User prompt
do not start the game unless background2 is visible on screen
User prompt
center background2 with the playspace
User prompt
background2 is not visible when the game starts and it doesn't loop correctly fix it
User prompt
background2 is not correctly positioned when the game starts, it should be in the center of the playspace and it's outside of the screen
User prompt
fix it so its there
User prompt
background2 doesn't seamlessly tile correctly, fix it
User prompt
background2 should be centered with the playspace
User prompt
similar to background, instantiate, position and tile background2
User prompt
similar to background, tile background2
User prompt
obstacle can't spawn outside of hero's Y's reach
User prompt
Add more boundary for hero in the top portion of the screen.
User prompt
make both backgrounds overlap a bit more
User prompt
lower hero ground y
User prompt
obstacle can't spawn outside of hero's Y's reach
User prompt
add icon hero in the top right portion of the screen
User prompt
fix #1 Nd #2
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'height')' in or related to this line: 'self.bgGraphics2.y = game.height - self.bgGraphics2.height / 2;' Line Number: 284
User prompt
do #3
User prompt
do it
User prompt
move background in the bottom portion of the screen
User prompt
Move the background and the bottom portion of the stream.
User prompt
Move that around in the bottom portion of the screen.
User prompt
background seams are still visible, fix it
Code edit (1 edits merged)
Please save this source code
User prompt
accelerate the background movement
/**** * 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(); } }; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -3; self._move_migrated = function () {}; }); 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 LK.setInterval(function () { jetfuel.scale.x *= -1; }, 250); 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 && parallax.bgGraphics3.x > 0) { gameStarted = true; // Start the game once the hero reaches the initial position and background2 is visible initializeScoreDisplay(); startObstacleGeneration(); } } }; self.dash = function () { if (!self.isDashing && LK.ticks - self.holdStartTime >= 60 && self.x === self.initialX && !self.isDashing) { 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])) { 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; } } // Trigger game over if hero leaves the screen horizontally if (self.x < 0 || self.x > game.width) { isGameOver = true; } // 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 LK.setInterval(function () { heroGroundGraphics.visible = !heroGroundGraphics.visible; heroGroundGraphicsB.visible = !heroGroundGraphicsB.visible; }, 250); self.speed = 20; self.gravity = 1; self.isJumping = false; self.jumpSpeed = -20; self.initialY = 200; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.y += self.jumpSpeed; } }; self._move_migrated = function () { if (self.isJumping) { self.y += self.gravity; if (self.y >= self.initialY) { self.y = self.initialY; self.isJumping = false; } } }; }); 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.destroy(); } }; }); 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 (bgGraphics.x <= -bgGraphics.width / 2) { bgGraphics.x = self.bgGraphics2.x + bgGraphics.width - 5; // Increase overlap to 5 pixels to prevent visible seams } if (!self.bgGraphics2) { self.bgGraphics2 = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); self.bgGraphics2.x = bgGraphics.x + bgGraphics.width - 5; // Increase overlap to 5 pixels to prevent visible seams self.bgGraphics2.y = game.height - self.bgGraphics2.height / 2; self.addChildAt(self.bgGraphics2, 0); // Ensure bgGraphics2 is behind bgGraphics } else if (self.bgGraphics2.x <= -self.bgGraphics2.width / 2) { self.bgGraphics2.x = bgGraphics.x + bgGraphics.width - 5; // Increase overlap to 5 pixels to prevent visible seams } self.bgGraphics2.x += self.speed; // Instantiate and position background2 if (!self.bgGraphics3) { self.bgGraphics3 = self.attachAsset('background2', { anchorX: 0.5, anchorY: 0.5 }); self.bgGraphics3.x = game.width; // Ensure background2 is initially positioned to be visible on screen self.bgGraphics3.y = game.height / 2; // Center background2 vertically self.addChildAt(self.bgGraphics3, 0); // Ensure bgGraphics3 is behind bgGraphics } else if (self.bgGraphics3.x <= -self.bgGraphics3.width / 2) { self.bgGraphics3.x = game.width / 2; // Ensure seamless looping if (self.bgGraphics3.x <= -self.bgGraphics3.width / 2) { self.bgGraphics3.x = self.bgGraphics2.x + self.bgGraphics2.width - 5; // Ensure seamless looping } } self.bgGraphics3.x += self.speed; }; }); 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) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function startBootSequence() { var bootTexts = ['Calibrating Cybernetic Enhancements...', 'Booting Cybernetic Core Systems...', 'All systems ready...']; var currentBootTextIndex = 0; var bootTextY = game.height / 2 - 100; var displayBootText = function displayBootText() { var bootText = new BootText(bootTexts[currentBootTextIndex]); bootText.x = game.width / 2 + 175; bootText.y = bootTextY + currentBootTextIndex * 120; game.addChild(bootText); LK.setInterval(function () { bootText.fadeIn(); if (bootText.alpha === 1) { LK.setTimeout(function () { bootText.fadeOut(); }, 300); } }, 60); currentBootTextIndex++; if (currentBootTextIndex < bootTexts.length) { LK.setTimeout(displayBootText, 1000); } }; displayBootText(); } var hero, enemies = [], obstacles = [], parallax, score = 0, distanceTraveled = 0, isGameOver = false, gameStarted = false; var generateObstacle = function generateObstacle() { var obstacle = new Obstacle(); obstacle.x = game.width; var heroYMin = Math.max(hero.y - 200, 300); // Adjust this value to set the minimum Y reach of the hero var heroYMax = hero.y + 200; // Adjust this value to set the maximum Y reach of the hero obstacle.y = heroYMin + Math.random() * (heroYMax - heroYMin); obstacles.push(obstacle); game.addChild(obstacle); }; var obstacleGenerationInterval; function startObstacleGeneration() { obstacleGenerationInterval = LK.setInterval(generateObstacle, 2000); } 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()); heroGround.x = hero.x + 175; heroGround.y = game.height - heroGround.height / 2 - 100; hero.x = -100; hero.y = -100; startBootSequence(); 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++) { enemies[i]._move_migrated(); } for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i]._move_migrated(); if (!obstacles[i].parent) { obstacles.splice(i, 1); } } var particles = game.children.filter(function (child) { return child instanceof Particle; }); for (var i = 0; i < particles.length; i++) { particles[i].fadeOut(); } if (!isGameOver) { distanceTraveled += 1 / 60; distanceTxt.setText('Distance: ' + Math.floor(distanceTraveled).toString()); } if (isGameOver) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }); game.on('down', function (x, y, obj) { if (hero.visible) { hero.flipGravity(); hero.onHold(); } else if (heroGround.visible) { heroGround.jump(); } }); game.on('up', function (x, y, obj) { hero.onRelease(); });
===================================================================
--- original.js
+++ change.js
@@ -91,10 +91,10 @@
}
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
+ if (self.y >= targetY && self.x >= targetX && parallax.bgGraphics3.x > 0) {
+ gameStarted = true; // Start the game once the hero reaches the initial position and background2 is visible
initializeScoreDisplay();
startObstacleGeneration();
}
}
@@ -289,9 +289,9 @@
self.bgGraphics3 = self.attachAsset('background2', {
anchorX: 0.5,
anchorY: 0.5
});
- self.bgGraphics3.x = game.width / 2; // Center background2 horizontally
+ self.bgGraphics3.x = game.width; // Ensure background2 is initially positioned to be visible on screen
self.bgGraphics3.y = game.height / 2; // Center background2 vertically
self.addChildAt(self.bgGraphics3, 0); // Ensure bgGraphics3 is behind bgGraphics
} else if (self.bgGraphics3.x <= -self.bgGraphics3.width / 2) {
self.bgGraphics3.x = game.width / 2; // Ensure seamless looping
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