Code edit (1 edits merged)
Please save this source code
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while dashing =true disable hero.onHold(), left-clicking and game down)
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while is dashing = true, disable tapping
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is there a way to disable left clicking while dashing? if so , do it
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also add color change
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while dashing, disable controls until its reset
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amplify the flashing, make it bigger
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the flashing is not obvious enough, spice it up
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exagerate the flashing times three
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var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 30; self.dashSpeed = game.width / 2 / 30; self.dashBackSpeed = self.dashSpeed / 2; self.dashStartTime = 0; self.gravity = 1; self.isDashing = false; self.initialX = 200; self.isHolding = false; self.holdStartTime = 0; self.isGravityFlipped = false; self.flashInterval = null; self.createDashTrail = function () { var trailCount = 10; var flashDuration = 50; 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); LK.effects.flashObject(trailParticle, 0x00ff00, flashDuration); }, i * 50); } }; self.animateToPosition = function () { var targetY = 2732 / 2; 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; initializeScoreDisplay(); startObstacleGeneration(); } } }; self.dash = function () { if (!self.isDashing && LK.ticks - self.holdStartTime >= 60 && self.x === self.initialX) { self.isDashing = true; self.dashStartTime = LK.ticks; self.savedX = self.x; self.dashTargetX = self.x + game.width / 3 * 2; self.createDashTrail(); } }; self.flipGravity = function () { 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; 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; self.tint = 0xffffff; } } if (!self.isDashing && self.dashTargetX === null && self.x !== self.savedX) { var moveBack = self.savedX < self.x ? -self.dashBackSpeed : self.dashBackSpeed; self.x += moveBack; if (Math.abs(self.x - self.savedX) < Math.abs(moveBack)) { self.x = self.savedX; } } if (!self.isHolding) { self.y += self.speed * self.gravity; var boundaryPadding = 200; if (self.y < boundaryPadding) { self.y = boundaryPadding; } if (self.y > game.height - boundaryPadding) { self.y = game.height - boundaryPadding; } } if (self.x < 0 || self.x > game.width) { isGameOver = true; } if (LK.ticks % 5 == 0) { var particle = new Particle(); particle.x = self.x; particle.y = self.y; game.addChild(particle); } }; self.startFlashing = function () { if (!self.flashInterval) { self.flashInterval = LK.setInterval(function () { self.visible = !self.visible; }, 100); // Flash 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.onHold = function () { if (!self.isHolding && !self.isDashing) { self.isHolding = true; self.holdStartTime = LK.ticks; self.startFlashing(); } }; self.onRelease = function () { if (self.isHolding) { self.dash(); } self.isHolding = false; self.holdStartTime = 0; self.stopFlashing(); }; });
User prompt
make the hero flash during hold start time to create an effect
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Please fix the bug: 'Timeout.tick error: flashDuration is not defined' in or related to this line: 'LK.effects.flashObject(trailParticle, 0x00ff00, flashDuration);' Line Number: 54
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self.createDashTrail = function () { var trailCount = 10; var flashDuration = 100; // 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); LK.effects.flashObject(trailParticle, 0x00ff00, flashDuration); }, i * flashDuration); } };
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the way you've done it, he flashes while dashing, i want him to flash repeadtly during the delay before he starts dashing to create a wind up effect
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the hero should flash before dashing
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Migrate to the latest version of LK
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Create a colorful charging up effect before the hero dashes
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Create a flicker up effect before the hero dashes, mimicking somekind of power / charging up effect
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Create a flicker up effect before the hero dashes
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Create a flicker up effect before the hero dashes
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make the charging up effect also flash
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the charge up effect is not visible and or not obvious enough
Code edit (1 edits merged)
Please save this source code
User prompt
Create a charging up effect before the hero dashes
User prompt
Create a charging up effect before the hero dashes
===================================================================
--- original.js
+++ change.js
@@ -1,38 +1,7 @@
/****
* 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'
- }));
- 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;
@@ -169,194 +138,28 @@
self.tint = 0xffffff; // Reset color to default
}
};
self.onHold = function () {
- if (!self.isHolding && !self.isDashing && !self.isDashing) {
+ if (!self.isHolding && !self.isDashing) {
self.isHolding = true;
self.holdStartTime = LK.ticks;
self.startFlashing();
}
};
self.onRelease = function () {
- if (self.isHolding) {
- self.dash();
+ if (!self.isDashing) {
+ if (self.isHolding) {
+ self.dash();
+ }
+ self.isHolding = false;
+ self.holdStartTime = 0;
+ self.stopFlashing();
}
- self.isHolding = false;
- self.holdStartTime = 0;
- self.stopFlashing();
};
});
-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 = 1500;
- self.speed = -2;
- self._move_migrated = function () {
- bgGraphics.x += self.speed;
- if (bgGraphics.x <= -bgGraphics.width / 2) {
- bgGraphics.x = self.bgGraphics2.x + bgGraphics.width;
- }
- if (!self.bgGraphics2) {
- self.bgGraphics2 = self.attachAsset('background', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.bgGraphics2.x = bgGraphics.x + bgGraphics.width - 1; // Overlap by 1 pixel to prevent visible seams
- self.bgGraphics2.y = 1500;
- 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 - 1; // Overlap by 1 pixel to prevent visible seams
- }
- self.bgGraphics2.x += self.speed;
- };
-});
-var Particle = Container.expand(function () {
- var self = Container.call(this);
- var particleGraphics = self.attachAsset('particle', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- 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;
- 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;
- obstacle.y = Math.random() * game.height;
- 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('Δs: 0', {
- size: 112.5,
- // 150 * 0.75 to reduce by 25%
- fill: "#ffffff"
- });
- distanceTxt.anchor.set(.5, 0);
- LK.gui.top.addChild(distanceTxt);
-}
-hero = game.addChild(new Hero());
-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();
- hero._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('Δs: ' + Math.floor(distanceTraveled).toString());
- }
- if (isGameOver) {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
-});
-game.on('down', function (x, y, obj) {
- if (!hero.isDashing) {
- if (!hero.isDashing) {
- hero.flipGravity();
- hero.onHold();
- }
- }
-});
-game.on('up', function (x, y, obj) {
- hero.onRelease();
});
\ No newline at end of file
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