// ---- DRAW WAVE (the core player) ---- const waveX = 180; const waveRad = WAVE_SIZE/2; ctx.save(); ctx.shadowBlur = 12; ctx.shadowColor = '#00e0ff'; // outer glow ctx.beginPath(); ctx.arc(waveX, waveY+waveRad, waveRad+3, 0, Math.PI*2); ctx.fillStyle = '#20c4ff30'; ctx.fill(); ctx.beginPath(); ctx.arc(waveX, waveY+waveRad, waveRad, 0, Math.PI*2); // gradient fill const gradWave = ctx.createRadialGradient(waveX-3, waveY+waveRad-3, 3, waveX, waveY+waveRad, waveRad); gradWave.addColorStop(0, '#f0f9ff'); gradWave.addColorStop(0.6, '#3cc7ff'); gradWave.addColorStop(1, '#0080c0'); ctx.fillStyle = gradWave; ctx.fill(); ctx.beginPath(); ctx.arc(waveX-2, waveY+waveRad-3, 3, 0, Math.PI*2); ctx.fillStyle = 'white'; ctx.fill(); // "dash" eye ctx.fillStyle = '#021826'; ctx.beginPath(); ctx.arc(waveX+3, waveY+waveRad-2, 2, 0, Math.PI*2); ctx.fill(); ctx.fillStyle = 'white'; ctx.beginPath(); ctx.arc(waveX+4, waveY+waveRad-3, 0.8, 0, Math.PI*2); ctx.fill(); // energy trail for(let i=0;i<3;i++) ctx.beginPath(); ctx.moveTo(waveX-waveRad-2-i*2, waveY+waveRad-2); ctx.lineTo(waveX-waveRad-8-i*3, waveY+waveRad-4+ (gravityDirection===1?4:-2)); ctx.lineWidth = 3; ctx.strokeStyle = `rgba(0, 220, 255, $0.5-i*0.1)`; ctx.stroke();
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Several GitHub repositories and tools provide code for Geometry Dash // ---- DRAW WAVE (the core player) ----
// dimensions let W = 1000; let H = 400; canvas.width = W; canvas.height = H; Can’t copy the link right now
Unlike the standard cube or ship vehicles, the wave reacts instantly to user input: