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User prompt
update as needed with: game.up = function (x, y, obj) { if (draggedCard) { var cardToEndInteraction = draggedCard; // Clear pending preview timer as before... if (cardToEndInteraction.previewMode) { // Handle preview mode as before... } else if (cardToEndInteraction.isDragging) { // Check if card is dropped on the stack area var stackAreaX = 2048 / 2; var stackAreaY = projectAreaY - 150; // Simple rectangular hit testing if (Math.abs(x - stackAreaX) < 225 && Math.abs(y - stackAreaY) < 275) { // Card dropped on the stack playCard(cardToEndInteraction); } else { // Return card to hand position cardToEndInteraction.targetX = cardToEndInteraction.originalX; cardToEndInteraction.targetY = cardToEndInteraction.originalY; } cardToEndInteraction.isDragging = false; } // Nullify the global reference draggedCard = null; } };
User prompt
update as needed with: function createUI() { // Existing UI code... // Create the stack area var stackArea = createStackArea(); // Store reference to the stack area for hit testing gameState.stackArea = stackArea; // Rest of existing UI code... }
Code edit (14 edits merged)
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User prompt
do not set vibe points back to three after ending a day
User prompt
update as needed with: function checkGameState() { // ... existing code // Check if player can play any more cards var canPlayAnyCard = false; if (gameState.cardsPlayed < gameState.maxCardsPerDay) { currentHand.forEach(function(card) { canPlayAnyCard = true; }); } // Update card visual states based on whether they can be played currentHand.forEach(function(card) { if (gameState.cardsPlayed >= gameState.maxCardsPerDay) { // Optional: Add visual indicator that cards can't be played card.alpha = 0.7; // Dim the cards } else { card.alpha = 1.0; } }); // ... rest of function }
Code edit (1 edits merged)
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Code edit (3 edits merged)
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User prompt
Please fix the bug: 'TypeError: draggedCard is null' in or related to this line: 'draggedCard.previewMode = false;' Line Number: 1033
Code edit (11 edits merged)
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User prompt
update with: var Card = Container.expand(function (type, promptText, codeLines, vibePoints, contextImpact, bugChance) { var self = Container.call(this); // ... existing initialization code ... // Add preview mode properties self.previewMode = false; self.holdTimer = null; self.holdDuration = 1500; // 1.5 seconds in milliseconds self.previewScale = 2.5; // Remove the individual card touch handlers as they interfere with the game's drag system return self; }); // Modify the game's drag handling to include preview functionality: game.down = function (x, y, obj) { // First check if we clicked on a card var clickedCard = null; // Look through cards in hand to find the one that was clicked for (var i = 0; i < currentHand.length; i++) { var card = currentHand[i]; var dx = x - card.x; var dy = y - card.y; // Check if click is within card bounds (assume card is 400x500) if (Math.abs(dx) < 200 && Math.abs(dy) < 250) { clickedCard = card; break; } } if (clickedCard && gameState.phase === 'playing') { // Start hold timer for preview clickedCard.holdTimer = LK.setTimeout(function() { if (!clickedCard.isDragging) { // Only preview if not dragging clickedCard.previewMode = true; tween(clickedCard, { scaleX: clickedCard.previewScale, scaleY: clickedCard.previewScale }, { duration: 300 }); } }, clickedCard.holdDuration); // Set up for potential drag draggedCard = clickedCard; dragOffsetX = clickedCard.x - x; dragOffsetY = clickedCard.y - y; clickedCard.targetX = clickedCard.x; clickedCard.targetY = clickedCard.y; // Bring to front game.setChildIndex(clickedCard, game.children.length - 1); } }; game.move = function (x, y, obj) { if (draggedCard) { // If movement detected, clear preview timer and start dragging if (draggedCard.holdTimer) { LK.clearTimeout(draggedCard.holdTimer); draggedCard.holdTimer = null; } if (!draggedCard.previewMode) { draggedCard.isDragging = true; // Update target position with offset draggedCard.targetX = x + dragOffsetX; draggedCard.targetY = y + dragOffsetY; } } }; game.up = function (x, y, obj) { if (draggedCard) { // Clear hold timer if it exists if (draggedCard.holdTimer) { LK.clearTimeout(draggedCard.holdTimer); draggedCard.holdTimer = null; } // If in preview mode, return to normal scale if (draggedCard.previewMode) { tween(draggedCard, { scaleX: 1, scaleY: 1 }, { duration: 300, onFinish: function() { draggedCard.previewMode = false; } }); } else if (draggedCard.isDragging) { // Check if card was dropped in play area if (y < projectAreaY) { playCard(draggedCard); } else { // Return to original position draggedCard.targetX = draggedCard.originalX; draggedCard.targetY = draggedCard.originalY; } } draggedCard.isDragging = false; draggedCard = null; } };
User prompt
update as needed with: game.down = function (x, y, obj) { // First check if we clicked on a card var clickedCard = null; // Look through cards in hand to find the one that was clicked for (var i = 0; i < currentHand.length; i++) { var card = currentHand[i]; var dx = x - card.x; var dy = y - card.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if click is within card bounds (assume card is 400x500) if (Math.abs(dx) < 200 && Math.abs(dy) < 250) { clickedCard = card; break; } } if (clickedCard && gameState.phase === 'playing' && !clickedCard.previewMode) { draggedCard = clickedCard; dragOffsetX = clickedCard.x - x; dragOffsetY = clickedCard.y - y; // Set initial target position clickedCard.targetX = clickedCard.x; clickedCard.targetY = clickedCard.y; clickedCard.isDragging = true; // Bring to front game.setChildIndex(clickedCard, game.children.length - 1); } };
User prompt
update as needed with: var Card = Container.expand(function (type, promptText, codeLines, vibePoints, contextImpact, bugChance) { var self = Container.call(this); // ... existing initialization code ... // Add preview mode properties self.previewMode = false; self.holdTimer = null; self.holdDuration = 1500; // 1.5 seconds in milliseconds self.previewScale = 2.5; // Add touch/mouse handlers for preview self.down = function(x, y, obj) { if (self.previewMode) return; // Prevent dragging while in preview // Start hold timer for preview self.holdTimer = LK.setTimeout(function() { if (!self.isDragging) { // Only preview if not dragging self.previewMode = true; tween(self, { scaleX: self.previewScale, scaleY: self.previewScale }, { duration: 300 }); } }, self.holdDuration); }; self.move = function(x, y, obj) { // If movement detected before preview, clear timer and flag as dragging if (self.holdTimer && !self.previewMode) { LK.clearTimeout(self.holdTimer); self.holdTimer = null; } }; self.up = function(x, y, obj) { // Clear hold timer if it exists if (self.holdTimer) { LK.clearTimeout(self.holdTimer); self.holdTimer = null; } // If in preview mode, return to normal scale if (self.previewMode) { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 300, onFinish: function() { self.previewMode = false; } }); } }; return self; }); āŖš” Consider importing and using the following plugins: @upit/tween.v1
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User prompt
Update with: self.down = function(x, y, obj) { if (gameState.phase !== 'playing') return; self.isDragging = true; self.targetX = x; self.targetY = y; // Bring to front self.parent.setChildIndex(self, self.parent.children.length - 1); }; self.move = function(x, y, obj) { if (!self.isDragging) return; // Update target position self.targetX = x; self.targetY = y; }; self.up = function(x, y, obj) { if (!self.isDragging) return; self.isDragging = false; // Check if card was dropped in play area if (y < projectAreaY) { playCard(self); } else { // Return to hand position with smooth animation self.targetX = self.originalX; self.targetY = self.originalY; } }; // Add update method for smooth movement self.update = function() { if (self.isDragging) { // Smooth follow while dragging self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y) * self.moveSpeed; // Constrain to game bounds self.x = Math.max(200, Math.min(self.x, 2048 - 200)); self.y = Math.max(200, Math.min(self.y, 2732 - 200)); } else if (self.x !== self.targetX || self.y !== self.targetY) { // Smooth return to position self.x += (self.targetX - self.x) * self.moveSpeed; self.y += (self.targetY - self.y) * self.moveSpeed; } }; return self; });
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User prompt
Update as needed with: self.down = function (x, y, obj) { if (gameState.phase !== 'playing') { return; } // Convert global coordinates to local if needed var localPos = self.parent.toLocal({x: x, y: y}); // Store offset from local point to card center self.dragOffsetX = self.x - localPos.x; self.dragOffsetY = self.y - localPos.y; self.dragStartX = localPos.x; self.dragStartY = localPos.y; // ... rest of down handler }; self.move = function (x, y, obj) { if (self.holdTimer && (Math.abs(x - self.dragStartX) > 10 || Math.abs(y - self.dragStartY) > 10)) { LK.clearTimeout(self.holdTimer); self.holdTimer = null; if (!self.isScaled) { self.isDragging = true; self.parent.setChildIndex(self, self.parent.children.length - 1); } } if (self.isDragging) { // Convert incoming coordinates to local space var localPos = self.parent.toLocal({x: x, y: y}); // Direct position update in local space self.x = localPos.x + self.dragOffsetX; self.y = localPos.y + self.dragOffsetY; // Bounds checking in local space self.x = Math.max(200, Math.min(self.x, 2048 - 200)); self.y = Math.max(200, Math.min(self.y, 2732 - 200)); } };
User prompt
Update with: self.move = function (x, y, obj) { if (self.holdTimer && (Math.abs(x - self.dragStartX) > 10 || Math.abs(y - self.dragStartY) > 10)) { LK.clearTimeout(self.holdTimer); self.holdTimer = null; if (!self.isScaled) { self.isDragging = true; self.parent.setChildIndex(self, self.parent.children.length - 1); // Initialize both positions to the same spot trueCard.x = x + self.dragOffsetX; trueCard.y = y + self.dragOffsetY; self.x = trueCard.x; self.y = trueCard.y; } } if (self.isDragging) { // Update true position to exactly match finger trueCard.x = x + self.dragOffsetX; trueCard.y = y + self.dragOffsetY; // Visible card smoothly follows true position var dx = trueCard.x - self.x; var dy = trueCard.y - self.y; self.x += dx * SMOOTH_FACTOR; self.y += dy * SMOOTH_FACTOR; // Bounds checking on both positions trueCard.x = Math.max(200, Math.min(trueCard.x, 2048 - 200)); trueCard.y = Math.max(200, Math.min(trueCard.y, 2732 - 200)); self.x = Math.max(200, Math.min(self.x, 2048 - 200)); self.y = Math.max(200, Math.min(self.y, 2732 - 200)); } };
Code edit (1 edits merged)
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User prompt
Update with: self.move = function (x, y, obj) { if (self.holdTimer && (Math.abs(x - self.dragStartX) > 10 || Math.abs(y - self.dragStartY) > 10)) { LK.clearTimeout(self.holdTimer); self.holdTimer = null; if (!self.isScaled) { self.isDragging = true; self.parent.setChildIndex(self, self.parent.children.length - 1); // Set initial position exactly where the finger is lastX = x + self.dragOffsetX; lastY = y + self.dragOffsetY; self.x = lastX; self.y = lastY; } } if (self.isDragging) { // New exact position where the card should be var newX = x + self.dragOffsetX; var newY = y + self.dragOffsetY; // Set position exactly where finger is self.x = newX; self.y = newY; // Store this position lastX = newX; lastY = newY; // Bounds checking self.x = Math.max(200, Math.min(self.x, 2048 - 200)); self.y = Math.max(200, Math.min(self.y, 2732 - 200)); } };
Code edit (2 edits merged)
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User prompt
Update with: self.move = function (x, y, obj) { if (self.holdTimer && (Math.abs(x - self.dragStartX) > 10 || Math.abs(y - self.dragStartY) > 10)) { LK.clearTimeout(self.holdTimer); self.holdTimer = null; if (!self.isScaled) { self.isDragging = true; self.parent.setChildIndex(self, self.parent.children.length - 1); visualOffsetX = 0; visualOffsetY = 0; } } if (self.isDragging) { // True position follows finger exactly var trueX = x + self.dragOffsetX; var trueY = y + self.dragOffsetY; // Smooth out the visual offset visualOffsetX = visualOffsetX * (1 - SMOOTH_FACTOR); visualOffsetY = visualOffsetY * (1 - SMOOTH_FACTOR); // Apply true position plus smoothed offset self.x = trueX + visualOffsetX; self.y = trueY + visualOffsetY; // Bounds checking self.x = Math.max(200, Math.min(self.x, 2048 - 200)); self.y = Math.max(200, Math.min(self.y, 2732 - 200)); } };
Code edit (5 edits merged)
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User prompt
Update with: self.move = function (x, y, obj) { if (self.holdTimer && (Math.abs(x - self.dragStartX) > 10 || Math.abs(y - self.dragStartY) > 10)) { LK.clearTimeout(self.holdTimer); self.holdTimer = null; if (!self.isScaled) { self.isDragging = true; self.parent.setChildIndex(self, self.parent.children.length - 1); // Initialize current position when starting drag currentX = self.x; currentY = self.y; } } if (self.isDragging) { // Calculate target position var targetX = x + self.dragOffsetX; var targetY = y + self.dragOffsetY; // Update current position to catch up with finger currentX = targetX; currentY = targetY; // Smooth the visual position self.x = self.x + (currentX - self.x) * SMOOTH_FACTOR; self.y = self.y + (currentY - self.y) * SMOOTH_FACTOR; // Bounds checking self.x = Math.max(200, Math.min(self.x, 2048 - 200)); self.y = Math.max(200, Math.min(self.y, 2732 - 200)); } };
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/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Bug = Container.expand(function () {
var self = Container.call(this);
var bugGraphic = self.attachAsset('bug', {
anchorX: 0.5,
anchorY: 0.5
});
self.codeLinesCost = Math.floor(Math.random() * 10) + 5;
self.vibePointsCost = Math.floor(Math.random() * 3) + 1;
var costText = new Text2("-" + self.codeLinesCost + " lines\n-" + self.vibePointsCost + " VP", {
size: 50,
fill: 0xFFFFFF
});
costText.anchor.set(0.5, 0.5);
self.addChild(costText);
self.down = function (x, y, obj) {
if (gameState.vibePoints >= self.vibePointsCost) {
// Fix bug
gameState.codeLines -= self.codeLinesCost;
gameState.vibePoints -= self.vibePointsCost;
gameState.bugs--;
LK.getSound('bugFix').play();
updateStatsDisplay();
// Remove bug with effect
tween(self, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
self.parent.removeChild(self);
self.destroy();
}
});
}
};
return self;
});
var Card = Container.expand(function (type, promptText, codeLines, vibePoints, contextImpact, bugChance) {
var self = Container.call(this);
self.type = type || 'basic';
self.promptText = promptText || "Just a vibe, you know?";
self.codeLines = codeLines || 10;
self.vibePoints = vibePoints || 1;
self.contextImpact = contextImpact || 5;
self.bugChance = bugChance || 0.2;
// Card state tracking
self.isDragging = false;
self.isScaled = false;
// Add preview mode properties
self.previewMode = false;
self.holdTimer = null;
self.holdDuration = 500; // .5 seconds
self.previewScale = 2.5;
// Card background
var cardBg = self.attachAsset('card', {
anchorX: 0.5,
anchorY: 0.5
});
// Card text
self.titleText = new Text2(self.type.toUpperCase(), {
size: 55,
fill: 0x000000
});
self.titleText.anchor.set(0.5, 0);
self.titleText.x = 0;
self.titleText.y = -220;
self.addChild(self.titleText);
self.promptTextObj = new Text2(self.promptText, {
size: 45,
fill: 0x000000
});
self.promptTextObj.anchor.set(0.5, 0);
self.promptTextObj.x = 0;
self.promptTextObj.y = -160;
self.promptTextObj.width = 350;
self.addChild(self.promptTextObj);
// Card stats
var statsText = "Code Lines: " + self.codeLines + "\n" + "Vibe Points: " + self.vibePoints + "\n" + "Context Impact: " + self.contextImpact + "\n" + "Bug Chance: " + Math.round(self.bugChance * 100) + "%";
self.statsTextObj = new Text2(statsText, {
size: 45,
fill: 0x000000
});
self.statsTextObj.anchor.set(0.5, 0);
self.statsTextObj.x = 0;
self.statsTextObj.y = 50;
self.addChild(self.statsTextObj);
// Individual card touch handlers are removed as they are handled globally by game.down, game.move, game.up
self.update = function () {
// Only move towards target position if NOT in preview mode
if (!self.previewMode && !self.isDragging) {
// Smoothly move toward target position (if this was in the original update)
self.x = self.x + (self.targetX - self.x) * 0.2;
self.y = self.y + (self.targetY - self.y) * 0.2;
}
};
return self;
});
var DayIndicator = Container.expand(function () {
var self = Container.call(this);
var circle = self.attachAsset('dayIndicator', {
anchorX: 0.5,
anchorY: 0.5
});
self.dayText = new Text2("DAY\n1", {
size: 65,
fill: 0xFFFFFF
});
self.dayText.anchor.set(0.5, 0.5);
self.addChild(self.dayText);
self.updateDay = function (day) {
self.dayText.setText("DAY\n" + day);
// Pulse animation
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
});
};
return self;
});
var MenuButton = Container.expand(function (text, callback) {
var self = Container.call(this);
var buttonBg = self.attachAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5
});
var buttonText = new Text2(text, {
size: 55,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.down = function (x, y, obj) {
tween(self, {
scaleX: 0.95,
scaleY: 0.95
}, {
duration: 100
});
};
self.up = function (x, y, obj) {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 100,
onFinish: function onFinish() {
if (callback) {
callback();
}
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1e2329
});
/****
* Game Code
****/
// Game constants
var MAX_DAYS = 10;
var TARGET_CODE_LINES = 800;
var MAX_CONTEXT_COLLAPSE = 100;
var HAND_SIZE = 5;
var MAX_BUGS = 10;
// Game state variables
var gameState = {
day: 1,
codeLines: 0,
vibePoints: 5,
contextCollapse: 0,
cardsPlayed: 0,
maxCardsPerDay: 3,
bugs: 0,
phase: 'menu',
// 'menu', 'playing', 'dayEnd', 'gameOver'
canPlayCard: true,
features: {
ui: false,
database: false,
api: false,
security: false
}
};
// Card position constants
var projectAreaY = 2732 * 0.6;
var handY = 2732 - 300;
var deckX = 200;
var deckY = handY;
// Card templates
var cardTemplates = [
// Basic cards
{
type: 'basic',
promptText: "Make it work like that app, you know the one",
codeLines: 15,
vibePoints: 1,
contextImpact: 5,
bugChance: 0.2
}, {
type: 'basic',
promptText: "Just spaghetti code it for now",
codeLines: 25,
vibePoints: 1,
contextImpact: 15,
bugChance: 0.4
}, {
type: 'basic',
promptText: "It should be like... clean and efficient",
codeLines: 12,
vibePoints: 2,
contextImpact: 3,
bugChance: 0.1
}, {
type: 'basic',
promptText: "Use that coding pattern with the factory thing",
codeLines: 20,
vibePoints: 2,
contextImpact: 8,
bugChance: 0.2
},
// UI cards
{
type: 'UI',
promptText: "Make it look like Apple but not too much",
codeLines: 30,
vibePoints: 3,
contextImpact: 10,
bugChance: 0.2,
feature: 'ui'
}, {
type: 'UI',
promptText: "I want that Material Design vibe but more flat",
codeLines: 35,
vibePoints: 3,
contextImpact: 12,
bugChance: 0.3,
feature: 'ui'
},
// Database cards
{
type: 'Database',
promptText: "Store stuff efficiently, you know?",
codeLines: 40,
vibePoints: 4,
contextImpact: 15,
bugChance: 0.3,
feature: 'database'
}, {
type: 'Database',
promptText: "Like SQL but without actual SQL",
codeLines: 45,
vibePoints: 4,
contextImpact: 20,
bugChance: 0.4,
feature: 'database'
},
// API cards
{
type: 'API',
promptText: "Make endpoints that just work",
codeLines: 35,
vibePoints: 3,
contextImpact: 12,
bugChance: 0.25,
feature: 'api'
}, {
type: 'API',
promptText: "RESTful but also GraphQL-ish",
codeLines: 40,
vibePoints: 4,
contextImpact: 15,
bugChance: 0.3,
feature: 'api'
},
// Security cards
{
type: 'Security',
promptText: "Make it unhackable please",
codeLines: 25,
vibePoints: 3,
contextImpact: 10,
bugChance: 0.2,
feature: 'security'
}, {
type: 'Security',
promptText: "Do that OAuth thing everyone uses",
codeLines: 30,
vibePoints: 3,
contextImpact: 12,
bugChance: 0.25,
feature: 'security'
},
// Special cards
{
type: 'refactor',
promptText: "Clean up that spaghetti code, please",
codeLines: 5,
vibePoints: 2,
contextImpact: -20,
bugChance: 0.1
}, {
type: 'coffee',
promptText: "Need caffeine to think straight",
codeLines: 0,
vibePoints: 3,
contextImpact: 0,
bugChance: 0
}, {
type: 'debug',
promptText: "Find and squash all those little bugs",
codeLines: -10,
vibePoints: 3,
contextImpact: -5,
bugChance: -0.5
}];
// Current hand and deck of cards
var currentHand = [];
var cardDeck = [];
var discardPile = [];
var bugContainer;
// UI Elements
var statsText;
var contextBar;
var progressBar;
var dayIndicator;
var endDayButton;
var deckVisual;
var codebaseContainer = null;
// Initialize the game
function initializeGame() {
gameState = {
day: 1,
codeLines: 0,
vibePoints: 5,
contextCollapse: 0,
bugs: 0,
cardsPlayed: 0,
maxCardsPerDay: 3,
phase: 'playing',
canPlayCard: true,
features: {
ui: false,
database: false,
api: false,
security: false
}
};
// Clear existing elements
while (game.children.length > 0) {
game.removeChild(game.children[0]);
}
// Reset card collections
currentHand = [];
cardDeck = [];
discardPile = [];
// Create background
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
// Create UI elements
createUI();
// Create the stack area
var stackArea = createStackArea();
// Store reference to the stack area for hit testing
gameState.stackArea = stackArea;
// Create bug container
bugContainer = new Container();
bugContainer.x = 2048 / 2;
bugContainer.y = 500;
game.addChild(bugContainer);
// Initialize deck
initializeDeck();
// Draw initial hand
drawHand();
// Update stats display
updateStatsDisplay();
// Play background music
LK.playMusic('gameMusic');
}
function createUI() {
// Stats display
statsText = new Text2("Code Lines: 0 / " + TARGET_CODE_LINES + "\nVibe Points: 5\nBugs: 0/" + MAX_BUGS, {
size: 55,
fill: 0xFFFFFF
});
statsText.anchor.set(0, 0);
statsText.x = 150;
statsText.y = 150;
game.addChild(statsText);
// Project title
var projectTitle = new Text2("PROJECT: VIBE CODER", {
size: 75,
fill: 0xFFFFFF
});
projectTitle.anchor.set(0.5, 0);
projectTitle.x = 2048 / 2;
projectTitle.y = 50;
game.addChild(projectTitle);
// Context collapse bar background
var contextBarBg = LK.getAsset('progressBarBg', {
anchorX: 0,
anchorY: 0.5,
x: 224,
y: 300
});
game.addChild(contextBarBg);
// Context collapse bar
contextBar = LK.getAsset('progressBar', {
anchorX: 0,
anchorY: 0.5,
x: 224,
y: 300,
width: 0
});
game.addChild(contextBar);
// Context bar label
var contextLabel = new Text2("Context Collapse:", {
size: 45,
fill: 0xFFFFFF
});
contextLabel.anchor.set(0, 0.5);
contextLabel.x = 150;
contextLabel.y = 300;
game.addChild(contextLabel);
// Progress bar background
var progressBarBg = LK.getAsset('progressBarBg', {
anchorX: 0,
anchorY: 0.5,
x: 224,
y: 380
});
game.addChild(progressBarBg);
// Progress bar
progressBar = LK.getAsset('progressBar', {
anchorX: 0,
anchorY: 0.5,
x: 224,
y: 380,
width: 0
});
game.addChild(progressBar);
// Progress bar label
var progressLabel = new Text2("Project Progress:", {
size: 45,
fill: 0xFFFFFF
});
progressLabel.anchor.set(0, 0.5);
progressLabel.x = 150;
progressLabel.y = 380;
game.addChild(progressLabel);
// Day indicator
dayIndicator = new DayIndicator();
dayIndicator.x = 1848;
dayIndicator.y = 200;
game.addChild(dayIndicator);
// End day button
endDayButton = new MenuButton("END DAY", endDay);
endDayButton.x = 1848;
endDayButton.y = 400;
game.addChild(endDayButton);
// Project area separator
var separator = new Text2("āāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāāā", {
size: 55,
fill: 0xFFFFFF
});
separator.anchor.set(0.5, 0.5);
separator.x = 2048 / 2;
separator.y = projectAreaY;
game.addChild(separator);
// Project area label
var projectAreaLabel = new Text2("PROJECT AREA", {
size: 45,
fill: 0xFFFFFF
});
projectAreaLabel.anchor.set(0.5, 0);
projectAreaLabel.x = 2048 / 2;
projectAreaLabel.y = projectAreaY - 80;
game.addChild(projectAreaLabel);
// Features checklist
var featuresText = new Text2("Required Features:\nā” UI Framework\nā” Database\nā” API Integration\nā” Security", {
size: 45,
fill: 0xFFFFFF
});
featuresText.anchor.set(0, 0);
featuresText.x = 1600;
featuresText.y = 150;
game.addChild(featuresText);
// Deck visual
deckVisual = LK.getAsset('deck', {
anchorX: 0.5,
anchorY: 0.5,
x: deckX,
y: deckY
});
game.addChild(deckVisual);
// Deck label
var deckLabel = new Text2("DECK", {
size: 45,
fill: 0xFFFFFF
});
deckLabel.anchor.set(0.5, 0);
deckLabel.x = deckX;
deckLabel.y = deckY + 270;
game.addChild(deckLabel);
// Hand area label
var handLabel = new Text2("YOUR HAND", {
size: 45,
fill: 0xFFFFFF
});
handLabel.anchor.set(0.5, 0);
handLabel.x = 2048 / 2;
handLabel.y = handY - 280;
game.addChild(handLabel);
// Codebase visualization
var codebaseContainer = new Container();
codebaseContainer.x = 2048 / 2;
codebaseContainer.y = projectAreaY - 200;
game.addChild(codebaseContainer);
}
function initializeDeck() {
// Create a copy of all card templates
cardDeck = [];
// Add multiple copies of each card template to the deck
cardTemplates.forEach(function (template) {
// Add more basic cards
var count = template.type === 'basic' ? 3 : template.type === 'refactor' || template.type === 'coffee' || template.type === 'debug' ? 1 : 2;
for (var i = 0; i < count; i++) {
cardDeck.push(Object.assign({}, template));
}
});
// Shuffle the deck
shuffleDeck(cardDeck);
}
function shuffleDeck(deck) {
for (var i = deck.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var _ref = [deck[j], deck[i]];
deck[i] = _ref[0];
deck[j] = _ref[1];
}
}
function drawHand() {
// Only remove cards from display that aren't in the currentHand anymore
for (var i = game.children.length - 1; i >= 0; i--) {
var child = game.children[i];
if (child instanceof Card && currentHand.indexOf(child) === -1 && !child.isDragging) {
game.removeChild(child);
}
}
// Check if we need to reshuffle the discard pile
if (cardDeck.length < HAND_SIZE - currentHand.length && discardPile.length > 0) {
// Add discard pile back to deck and shuffle
cardDeck = cardDeck.concat(discardPile);
discardPile = [];
shuffleDeck(cardDeck);
// Animate the deck
tween(deckVisual, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
onFinish: function onFinish() {
tween(deckVisual, {
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
});
}
// Draw up to hand size but don't remove current cards
while (currentHand.length < HAND_SIZE && cardDeck.length > 0) {
var cardTemplate = cardDeck.pop();
var card = new Card(cardTemplate.type, cardTemplate.promptText, cardTemplate.codeLines, cardTemplate.vibePoints, cardTemplate.contextImpact, cardTemplate.bugChance);
// Add feature property if it exists
if (cardTemplate.feature) {
card.feature = cardTemplate.feature;
}
currentHand.push(card);
game.addChild(card);
}
// Position cards in hand
positionCardsInHand();
}
function positionCardsInHand() {
var cardWidth = 400;
var spacing = 50;
var totalWidth = currentHand.length * cardWidth + (currentHand.length - 1) * spacing;
var startX = (2048 - totalWidth) / 2 + cardWidth / 2;
currentHand.forEach(function (card, index) {
// Set both the current position and target position
card.x = startX + index * (cardWidth + spacing);
card.y = handY;
card.targetX = card.x; // Make sure to set the target coordinates
card.targetY = card.y;
card.originalX = card.x;
card.originalY = card.y;
card.isDragging = false;
});
}
function playCard(card) {
if (currentHand.indexOf(card) === -1) {
return;
}
if (gameState.cardsPlayed >= gameState.maxCardsPerDay) {
// Return card to hand position
card.targetX = card.originalX;
card.targetY = card.originalY;
return;
}
// Apply all game state changes
gameState.vibePoints += card.vibePoints;
gameState.codeLines += card.codeLines;
gameState.contextCollapse += card.contextImpact;
gameState.contextCollapse = Math.max(0, Math.min(gameState.contextCollapse, MAX_CONTEXT_COLLAPSE));
if (card.feature) {
gameState.features[card.feature] = true;
}
LK.getSound('cardPlace').play();
// Remove from hand and add to discard
var index = currentHand.indexOf(card);
if (index > -1) {
currentHand.splice(index, 1);
discardPile.push({
type: card.type,
promptText: card.promptText,
codeLines: card.codeLines,
vibePoints: card.vibePoints,
contextImpact: card.contextImpact,
bugChance: card.bugChance,
feature: card.feature
});
}
gameState.cardsPlayed++;
// Fade out card AFTER it's been in place for a moment
LK.setTimeout(function () {
tween(card, {
alpha: 0
}, {
duration: 400,
onFinish: function onFinish() {
game.removeChild(card);
card.destroy();
checkForBugs(card.bugChance);
updateStatsDisplay();
positionCardsInHand();
if (currentHand.length < HAND_SIZE) {
drawHand();
}
checkGameState();
}
});
}, 500); // Wait half a second before fading
}
function updateCodebaseVisualization() {
if (!codebaseContainer) {
return;
}
// Clear existing visualization
while (codebaseContainer.children.length > 0) {
codebaseContainer.removeChild(codebaseContainer.children[0]);
}
// Calculate how many code blocks to show based on current code lines
var totalBlocks = Math.min(20, Math.floor(gameState.codeLines / 50));
// Create blocks
for (var i = 0; i < totalBlocks; i++) {
var block = new Container();
// Create a code block shape
var blockShape = new Sprite();
blockShape.width = 50;
blockShape.height = 30;
blockShape.color = Math.random() > 0.5 ? 0x4a86e8 : 0x34a853;
block.addChild(blockShape);
// Position in a grid or pattern
block.x = i % 10 * 60 - 270;
block.y = Math.floor(i / 10) * 40 - 20;
codebaseContainer.addChild(block);
}
}
// Create a Stack area where cards are played
function createStackArea() {
// Create stack container
var stackContainer = new Container();
stackContainer.x = 2048 / 2;
stackContainer.y = projectAreaY - 150;
// Create background for the stack area using a shape asset
var stackBg = LK.getAsset('card', {
anchorX: 0.5,
anchorY: 0.5,
width: 450,
height: 550,
color: 0x1a1f26 // Slightly lighter than background
});
stackBg.alpha = 0.5;
stackContainer.addChild(stackBg);
// Stack label
var stackLabel = new Text2("THE STACK", {
size: 45,
fill: 0x4a86e8
});
stackLabel.anchor.set(0.5, 0);
stackLabel.y = -250;
stackContainer.addChild(stackLabel);
// Simple border using Text2 with underscores and pipes
var topBorder = new Text2("āāāāāāāāāāāāāāāāāāāāāāāāāāāāāā", {
size: 30,
fill: 0x4a86e8
});
topBorder.anchor.set(0.5, 0.5);
topBorder.y = -260;
stackContainer.addChild(topBorder);
var bottomBorder = new Text2("āāāāāāāāāāāāāāāāāāāāāāāāāāāāāā", {
size: 30,
fill: 0x4a86e8
});
bottomBorder.anchor.set(0.5, 0.5);
bottomBorder.y = 260;
stackContainer.addChild(bottomBorder);
// Side borders
for (var i = -220; i <= 220; i += 40) {
var leftBorder = new Text2("ā", {
size: 30,
fill: 0x4a86e8
});
leftBorder.anchor.set(0.5, 0.5);
leftBorder.x = -225;
leftBorder.y = i;
stackContainer.addChild(leftBorder);
var rightBorder = new Text2("ā", {
size: 30,
fill: 0x4a86e8
});
rightBorder.anchor.set(0.5, 0.5);
rightBorder.x = 225;
rightBorder.y = i;
stackContainer.addChild(rightBorder);
}
game.addChild(stackContainer);
return stackContainer;
}
function checkForBugs(bugChance) {
// Adjust bug chance based on context collapse
var adjustedBugChance = bugChance + gameState.contextCollapse / MAX_CONTEXT_COLLAPSE * 0.3;
// Special case for debug card
if (bugChance < 0) {
// Reduce bugs by a fixed amount
var bugsToRemove = Math.min(gameState.bugs, Math.abs(Math.floor(bugChance * 10)));
for (var i = 0; i < bugsToRemove; i++) {
if (bugContainer.children.length > 0) {
var bug = bugContainer.children[bugContainer.children.length - 1];
bugContainer.removeChild(bug);
bug.destroy();
}
}
gameState.bugs -= bugsToRemove;
return;
}
// Roll for bug
if (Math.random() < adjustedBugChance && gameState.bugs < MAX_BUGS) {
// Create a new bug
var bug = new Bug();
// Position randomly in the project area
bug.x = Math.random() * 1600 - 800; // -800 to 800
bug.y = Math.random() * 400 - 200; // -200 to 200
bugContainer.addChild(bug);
gameState.bugs++;
// Play bug sound
LK.getSound('bugAppear').play();
// Animate bug appearance
bug.scale.set(0);
tween(bug, {
scaleX: 1,
scaleY: 1
}, {
duration: 300
});
}
}
function updateStatsDisplay() {
// Update stats text
statsText.setText("Code Lines: " + gameState.codeLines + " / " + TARGET_CODE_LINES + "\nVibe Points: " + gameState.vibePoints + "\nBugs: " + gameState.bugs + "/" + MAX_BUGS + "\nCards: " + gameState.cardsPlayed + "/" + gameState.maxCardsPerDay);
// Update context bar
var contextWidth = gameState.contextCollapse / MAX_CONTEXT_COLLAPSE * 1600;
tween(contextBar, {
width: contextWidth
}, {
duration: 300
});
// Update progress bar
var progressWidth = Math.min(gameState.codeLines / TARGET_CODE_LINES, 1) * 1600;
tween(progressBar, {
width: progressWidth
}, {
duration: 300
});
// Update features checklist text
var featuresStatus = "Required Features:\n" + (gameState.features.ui ? "ā" : "ā”") + " UI Framework\n" + (gameState.features.database ? "ā" : "ā”") + " Database\n" + (gameState.features.api ? "ā" : "ā”") + " API Integration\n" + (gameState.features.security ? "ā" : "ā”") + " Security";
// Find and update features text
game.children.forEach(function (child) {
if (child instanceof Text2 && child.getText && typeof child.getText === 'function') {
var text = child.getText();
if (text && text.includes("Required Features")) {
child.setText(featuresStatus);
}
}
});
updateCodebaseVisualization();
}
function checkGameState() {
// Check for game over conditions
if (gameState.bugs >= MAX_BUGS) {
showGameOver("Too many bugs! Your project crashed!");
return;
}
if (gameState.contextCollapse >= MAX_CONTEXT_COLLAPSE) {
showGameOver("Context collapse! Your AI forgot what it was doing!");
return;
}
// Check if player can play any more cards *this day*
var canPlayMoreCardsThisDay = gameState.cardsPlayed < gameState.maxCardsPerDay;
// Update card visual states based on whether they can be played this day
currentHand.forEach(function (card) {
if (!canPlayMoreCardsThisDay) {
// Optional: Add visual indicator that cards can't be played
card.alpha = 0.7; // Dim the cards
} else {
card.alpha = 1.0; // Ensure cards are fully visible if playable
}
});
// Determine if *any* card in hand is playable currently (based on daily limit and having cards)
var canPlayAnyCardCurrently = false;
if (canPlayMoreCardsThisDay && currentHand.length > 0) {
// If within daily limit and hand is not empty, player can potentially play a card.
// (Add resource checks here if needed in the future)
canPlayAnyCardCurrently = true;
}
gameState.canPlayCard = canPlayAnyCardCurrently; // Update the global state
// Check if player needs to end their day automatically (stuck condition)
// This happens if they *cannot* play any card currently AND have no way to draw more cards.
if (!canPlayAnyCardCurrently && cardDeck.length === 0 && discardPile.length === 0) {
endDay();
}
}
function endDay() {
if (gameState.day >= MAX_DAYS) {
// Final evaluation
evaluateProject();
} else {
// Advance to next day
gameState.day++;
dayIndicator.updateDay(gameState.day);
// Play day change sound
LK.getSound('dayChange').play();
// Discard current hand
currentHand.forEach(function (card) {
discardPile.push({
type: card.type,
promptText: card.promptText,
codeLines: card.codeLines,
vibePoints: card.vibePoints,
contextImpact: card.contextImpact,
bugChance: card.bugChance,
feature: card.feature
});
game.removeChild(card);
card.destroy();
});
currentHand = [];
// Vibe points now persist between days
gameState.cardsPlayed = 0;
// Reduce context collapse slightly
gameState.contextCollapse = Math.max(0, gameState.contextCollapse - 10);
// Draw new hand
drawHand();
// Update stats
updateStatsDisplay();
}
}
function evaluateProject() {
var featureCount = (gameState.features.ui ? 1 : 0) + (gameState.features.database ? 1 : 0) + (gameState.features.api ? 1 : 0) + (gameState.features.security ? 1 : 0);
var codeProgress = gameState.codeLines / TARGET_CODE_LINES;
// Calculate score (out of 100)
var score = codeProgress * 50 + featureCount * 10 + Math.max(0, 10 - gameState.bugs) * 2;
score = Math.round(score);
// Set the final score
LK.setScore(score);
if (score >= 80) {
showYouWin("Project Success! Score: " + score + "/100");
} else if (score >= 50) {
showGameOver("Project Submitted With Issues. Score: " + score + "/100");
} else {
showGameOver("Project Failed! Score: " + score + "/100");
}
}
function showYouWin(message) {
// Show win message
var messageText = new Text2(message, {
size: 75,
fill: 0xFFFFFF
});
messageText.anchor.set(0.5, 0.5);
messageText.x = 2048 / 2;
messageText.y = 2732 / 2 - 100;
game.addChild(messageText);
// Add some delay before showing game win
LK.setTimeout(function () {
LK.showYouWin();
}, 2000);
}
function showGameOver(message) {
// Show game over message
var messageText = new Text2(message, {
size: 75,
fill: 0xFFFFFF
});
messageText.anchor.set(0.5, 0.5);
messageText.x = 2048 / 2;
messageText.y = 2732 / 2 - 100;
game.addChild(messageText);
// Add some delay before showing game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
}
function showMainMenu() {
// Clear existing elements
while (game.children.length > 0) {
game.removeChild(game.children[0]);
}
// Create background
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
// Title
var titleText = new Text2("VIBE CODER", {
size: 135,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 600;
game.addChild(titleText);
// Subtitle
var subtitleText = new Text2("The AI Coding Simulator", {
size: 75,
fill: 0x4A86E8
});
subtitleText.anchor.set(0.5, 0.5);
subtitleText.x = 2048 / 2;
subtitleText.y = 700;
game.addChild(subtitleText);
// Description
var descText = new Text2("Build a project in 10 days using vague AI prompts.\nBalance code lines, vibe points, and technical debt.\nAvoid bugs and context collapse!", {
size: 55,
fill: 0xFFFFFF
});
descText.anchor.set(0.5, 0.5);
descText.x = 2048 / 2;
descText.y = 900;
game.addChild(descText);
// Start button
var startButton = new MenuButton("START GAME", initializeGame);
startButton.x = 2048 / 2;
startButton.y = 1200;
game.addChild(startButton);
// Play music
LK.playMusic('gameMusic', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
});
}
game.update = function () {
// Skip updates if game isn't in playing state
if (gameState.phase !== 'playing') {
return;
}
// Update all cards for smooth movement
this.children.forEach(function (child) {
if (child instanceof Card && child.update) {
child.update();
}
});
// Can add other game updates here like:
// - Animations
// - Visual effects
// - Game state checks
};
// Game drag state
var dragNode = null;
var draggedCard = null;
var dragOffsetX = 0;
var dragOffsetY = 0;
var dragStartX = 0;
var dragStartY = 0;
// Global move handler
// Game event handlers
// In the down handler, modify how the preview mode works:
game.down = function (x, y, obj) {
// Reset drag tracking
dragStartX = x;
dragStartY = y;
// Find clicked card
var clickedCard = null;
for (var i = 0; i < currentHand.length; i++) {
var card = currentHand[i];
var dx = x - card.x;
var dy = y - card.y;
if (Math.abs(dx) < 200 && Math.abs(dy) < 250) {
clickedCard = card;
break;
}
}
if (clickedCard && gameState.phase === 'playing') {
draggedCard = clickedCard;
dragOffsetX = clickedCard.x - x;
dragOffsetY = clickedCard.y - y;
// Store original values
draggedCard.originalX = draggedCard.x;
draggedCard.originalY = draggedCard.y;
// Set up preview timer
draggedCard.holdTimer = LK.setTimeout(function () {
// Only preview if we haven't moved much from start position
var dx = x - dragStartX;
var dy = y - dragStartY;
var distance = Math.sqrt(dx * dx + dy * dy);
if (!draggedCard.isDragging && distance < 10) {
// Set preview mode
draggedCard.previewMode = true;
// Move card up by a fixed amount
var previewY = draggedCard.originalY - 600;
// Apply scale and move up in same tween
tween(draggedCard, {
scaleX: draggedCard.previewScale,
scaleY: draggedCard.previewScale,
y: previewY
}, {
duration: 300
});
// Bring to front
game.setChildIndex(draggedCard, game.children.length - 1);
}
}, draggedCard.holdDuration);
// Set initial target position
draggedCard.targetX = draggedCard.x;
draggedCard.targetY = draggedCard.y;
// Bring to front
game.setChildIndex(draggedCard, game.children.length - 1);
}
};
// In the move handler
game.move = function (x, y, obj) {
if (draggedCard) {
// Calculate distance moved
var dx = x - dragStartX;
var dy = y - dragStartY;
var distance = Math.sqrt(dx * dx + dy * dy);
// If we've moved significantly, cancel preview and start drag
if (distance > 10) {
// Cancel preview mode and timer
if (draggedCard.holdTimer) {
LK.clearTimeout(draggedCard.holdTimer);
draggedCard.holdTimer = null;
}
// If in preview mode, exit it first
if (draggedCard.previewMode) {
draggedCard.previewMode = false;
draggedCard.scaleX = 1;
draggedCard.scaleY = 1;
}
// Start dragging
if (!draggedCard.isDragging) {
draggedCard.isDragging = true;
}
// Direct 1:1 movement - set actual position, not just target
draggedCard.x = x + dragOffsetX;
draggedCard.y = y + dragOffsetY;
// Also update target position for consistency
draggedCard.targetX = draggedCard.x;
draggedCard.targetY = draggedCard.y;
}
}
};
// In the up handler
game.up = function (x, y, obj) {
if (draggedCard) {
var cardToEndInteraction = draggedCard; // Store reference locally
// Clear any pending preview timer
if (cardToEndInteraction.holdTimer) {
LK.clearTimeout(cardToEndInteraction.holdTimer);
cardToEndInteraction.holdTimer = null;
}
if (cardToEndInteraction.previewMode) {
// End preview mode - return to original position and scale
tween(cardToEndInteraction, {
scaleX: 1,
scaleY: 1,
y: cardToEndInteraction.originalY
}, {
duration: 300,
onFinish: function onFinish() {
if (cardToEndInteraction) {
cardToEndInteraction.previewMode = false;
}
}
});
cardToEndInteraction.isDragging = false;
} else if (cardToEndInteraction.isDragging) {
// Handle card drop
// Check if card is dropped on the stack area
var stackAreaX = 2048 / 2;
var stackAreaY = projectAreaY - 150;
// Simple rectangular hit testing
if (Math.abs(x - stackAreaX) < 225 && Math.abs(y - stackAreaY) < 275) {
// Card dropped on the stack
playCard(cardToEndInteraction);
} else {
// Return card to hand position
cardToEndInteraction.targetX = cardToEndInteraction.originalX;
cardToEndInteraction.targetY = cardToEndInteraction.originalY;
}
cardToEndInteraction.isDragging = false;
}
// Nullify the global reference
draggedCard = null;
}
};
// Initialize with main menu
showMainMenu(); ===================================================================
--- original.js
+++ change.js
@@ -1144,9 +1144,14 @@
});
cardToEndInteraction.isDragging = false;
} else if (cardToEndInteraction.isDragging) {
// Handle card drop
- if (y < projectAreaY) {
+ // Check if card is dropped on the stack area
+ var stackAreaX = 2048 / 2;
+ var stackAreaY = projectAreaY - 150;
+ // Simple rectangular hit testing
+ if (Math.abs(x - stackAreaX) < 225 && Math.abs(y - stackAreaY) < 275) {
+ // Card dropped on the stack
playCard(cardToEndInteraction);
} else {
// Return card to hand position
cardToEndInteraction.targetX = cardToEndInteraction.originalX;
vibebeat1
Music
vibebeat2
Music
vibebeat3
Music
vibebeat4
Music
vibebeat5
Music
vibebeat6
Music
buttonsound
Sound effect
endday
Sound effect
startsound
Sound effect
bugsquish
Sound effect
conceptbutton
Sound effect
wheelstart
Sound effect
wheelspin
Sound effect
wheelstop
Sound effect
keytype
Sound effect