Code edit (1 edits merged)
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Update as needed with: function playCard(card) { // [Previous code...] // Apply context impact with multiplier gameState.contextCollapse += card.contextImpact * gameState.thresholdEffects.contextMultiplier; gameState.contextCollapse = Math.max(0, Math.min(gameState.contextCollapse, MAX_CONTEXT_COLLAPSE)); // Immediately update effects after context change updateContextThresholdEffects(); // [Rest of the function...] } function endDay() { if (gameState.day >= MAX_DAYS) { evaluateProject(); } else { // [Previous day change code...] // Reduce context collapse and update effects gameState.contextCollapse = Math.max(0, gameState.contextCollapse - 10); updateContextThresholdEffects(); // [Rest of the function...] } } function initializeGame() { gameState = { // [Other initializations...] contextCollapse: 0, thresholdEffects: { bugChanceModifier: 0, maxCardsModifier: 0, contextMultiplier: 1, vibeCostModifier: 0 } }; // Make sure effects are initialized properly updateContextThresholdEffects(); // [Rest of the function...] }
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move the threshold effects text to centre on the x axis and move it up 7%
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update as needed with: // Modify updateStatsDisplay() function: function updateStatsDisplay() { // Create effects text let effectsText = ""; if (gameState.thresholdEffects.bugChanceModifier > 0) effectsText += "\nIncreased Bug Chance!"; if (gameState.thresholdEffects.maxCardsModifier < 0) effectsText += "\nReduced Cards Per Day!"; if (gameState.thresholdEffects.contextMultiplier > 1) effectsText += "\nDouble Context Impact!"; if (gameState.thresholdEffects.vibeCostModifier > 0) effectsText += "\nIncreased Vibe Costs!"; // Update stats text with effects statsText.setText( "Code Lines: " + gameState.codeLines + " / " + TARGET_CODE_LINES + "\nVibe Points: " + gameState.vibePoints + "\nBugs: " + gameState.bugs + "/" + MAX_BUGS + "\nCards: " + gameState.cardsPlayed + "/" + Math.max(1, gameState.maxCardsPerDay + gameState.thresholdEffects.maxCardsModifier) + (effectsText ? "\n" + effectsText : "") ); // Rest of function remains the same... }
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update as needed with: // Modify checkForBugs() function: function checkForBugs(bugChance) { // Adjust bug chance based on context collapse and threshold effect var adjustedBugChance = bugChance + (gameState.contextCollapse / MAX_CONTEXT_COLLAPSE * 0.3) + gameState.thresholdEffects.bugChanceModifier; // Rest of the function remains the same... } // Modify playCard() function: function playCard(card) { // Check if player has enough vibe points (including threshold cost) const vibeCost = Math.max(0, -card.vibePoints + gameState.thresholdEffects.vibeCostModifier); if (gameState.vibePoints < vibeCost) { // Return card to hand position card.targetX = card.originalX; card.targetY = card.originalY; return; } // Apply context impact with multiplier gameState.contextCollapse += card.contextImpact * gameState.thresholdEffects.contextMultiplier; gameState.contextCollapse = Math.max(0, Math.min(gameState.contextCollapse, MAX_CONTEXT_COLLAPSE)); // Rest of function remains the same... } // Modify checkGameState() function: function checkGameState() { // Update threshold effects updateContextThresholdEffects(); // Adjust max cards per day based on threshold effect const adjustedMaxCards = gameState.maxCardsPerDay + gameState.thresholdEffects.maxCardsModifier; const canPlayMoreCardsThisDay = gameState.cardsPlayed < Math.max(1, adjustedMaxCards); // Rest of function remains the same... }
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update as needed with: // Add to gameState initialization: gameState.thresholdEffects = { bugChanceModifier: 0, maxCardsModifier: 0, contextMultiplier: 1, vibeCostModifier: 0 }; // New function to check and apply threshold effects function updateContextThresholdEffects() { // Reset modifiers gameState.thresholdEffects = { bugChanceModifier: 0, maxCardsModifier: 0, contextMultiplier: 1, vibeCostModifier: 0 }; const collapseRatio = gameState.contextCollapse / MAX_CONTEXT_COLLAPSE; // Apply effects based on thresholds (cumulative) if (collapseRatio >= 0.25) { gameState.thresholdEffects.bugChanceModifier += 0.1; } if (collapseRatio >= 0.5) { gameState.thresholdEffects.maxCardsModifier -= 1; } if (collapseRatio >= 0.75) { gameState.thresholdEffects.contextMultiplier = 2; } if (collapseRatio >= 0.9) { gameState.thresholdEffects.vibeCostModifier += 1; } }
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update only as needed with: // Inside createUI() function, after creating the context bar: // Add threshold indicators const thresholds = [0.25, 0.5, 0.75, 0.9]; thresholds.forEach(threshold => { // Create vertical line indicator const indicator = new Text2("│", { size: 80, fill: 0xFF0000 }); indicator.anchor.set(0.5, 0.5); indicator.x = 224 + (1600 * threshold); // Position based on bar width indicator.y = 660; // Match context bar y position game.addChild(indicator); // Add percentage text const percentText = new Text2(`${threshold * 100}%`, { size: 35, fill: 0xFF0000 }); percentText.anchor.set(0.5, 1); percentText.x = indicator.x; percentText.y = indicator.y - 45; game.addChild(percentText); });
Code edit (1 edits merged)
Please save this source code
User prompt
Center the labels for both meters to the center of the meters.
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Move the context collapse meter up by 50 pixels.
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Double the height of both of the meters
Code edit (1 edits merged)
Please save this source code
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Update as needed with: 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 with a tween if (draggedCard.previewMode) { draggedCard.previewMode = false; tween(draggedCard, { scaleX: 1, scaleY: 1 }, { duration: 150, onFinish: function() { // Only start dragging after scale tween completes draggedCard.isDragging = true; // Update position after scale reset draggedCard.x = x + dragOffsetX; draggedCard.y = y + dragOffsetY; draggedCard.targetX = draggedCard.x; draggedCard.targetY = draggedCard.y; } }); return; // Exit early while transitioning from preview } // Normal drag handling if not in preview mode if (!draggedCard.isDragging) { draggedCard.isDragging = true; } draggedCard.x = x + dragOffsetX; draggedCard.y = y + dragOffsetY; draggedCard.targetX = draggedCard.x; draggedCard.targetY = draggedCard.y; } } }; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move the required features display into the vibe window.
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Move the context collapse meter and project meter down by 15%
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Change the size and coordinates of the window on the right to mirror the console window.
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Move the code line counter display from the top of the screen to centered underneath the console window.
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Move the code line counter display under the console window.
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Move the placement of the cursor in the console window left by 2% and move code animation location to match.
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Increase the height of the console window by 10% and the width by 5%
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Increase the speed of the coding animation.
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Create an animation to generate pseudo code in the console window whenever a card with code lines is played. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move the console right by 2% and down by 2%
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Move the console left by 5% and up by 5%
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Make the console thinner by 10%
/****
* 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 = 300; // .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 CodeGenerator = Container.expand(function () {
var self = Container.call(this);
// Store lines of pseudo code that have been typed
self.displayedText = "";
// Queue of code lines to generate
self.codeQueue = [];
// Reference to the text display element
self.textDisplay = null;
// Reference to cursor element
self.cursor = null;
// Character typing delay - reduced for faster animation
self.charDelay = 20;
// Current typing timer
self.typingTimer = null;
// Current line being typed
self.currentLine = "";
// Current position in line
self.currentPos = 0;
// Set text display reference
self.setTextDisplay = function (textElement, cursorElement) {
self.textDisplay = textElement;
self.cursor = cursorElement;
};
// Add a line of code to generate
self.addCodeLine = function (lineText) {
self.codeQueue.push(lineText);
if (!self.typingTimer) {
self.typeNextLine();
}
};
// Generate multiple lines based on card type and code lines
self.generateCodeFromCard = function (card) {
// Clear any existing text
self.displayedText = "";
self.updateDisplay();
// Add initial comment line
self.addCodeLine("// " + card.type.toUpperCase() + " IMPLEMENTATION");
// Generate pseudo code based on card type and lines
if (card.type === "UI") {
self.addCodeLine("function renderUI() {");
self.addCodeLine(" const elements = createElements();");
self.addCodeLine(" applyStyles(elements);");
self.addCodeLine(" return elements;");
self.addCodeLine("}");
} else if (card.type === "Database") {
self.addCodeLine("class DatabaseManager {");
self.addCodeLine(" constructor() {");
self.addCodeLine(" this.connection = initDB();");
self.addCodeLine(" }");
self.addCodeLine(" query(sql) { /* ... */ }");
self.addCodeLine("}");
} else if (card.type === "API") {
self.addCodeLine("async function fetchData() {");
self.addCodeLine(" const response = await fetch('/api');");
self.addCodeLine(" return response.json();");
self.addCodeLine("}");
} else if (card.type === "Security") {
self.addCodeLine("function authenticate(user) {");
self.addCodeLine(" const token = generateToken(user);");
self.addCodeLine(" return validateAccess(token);");
self.addCodeLine("}");
} else if (card.type === "refactor") {
self.addCodeLine("// Cleaning up code structure");
self.addCodeLine("function refactorModule() {");
self.addCodeLine(" removeDuplication();");
self.addCodeLine(" improveNaming();");
self.addCodeLine("}");
} else if (card.type === "debug") {
self.addCodeLine("// Bug fixing process");
self.addCodeLine("console.log('Finding issues...');");
self.addCodeLine("debugger;");
self.addCodeLine("fixBugs();");
} else {
// Generic code for other card types
self.addCodeLine("function implement" + card.type + "() {");
self.addCodeLine(" // TODO: Implementation");
self.addCodeLine(" return success;");
self.addCodeLine("}");
}
};
// Start typing the next line in the queue
self.typeNextLine = function () {
if (self.codeQueue.length === 0) {
self.typingTimer = null;
return;
}
self.currentLine = self.codeQueue.shift();
self.currentPos = 0;
self.typeNextChar();
};
// Type the next character in the current line
self.typeNextChar = function () {
if (self.currentPos < self.currentLine.length) {
// Add next character
self.displayedText += self.currentLine.charAt(self.currentPos);
self.currentPos++;
self.updateDisplay();
// Schedule next character
self.typingTimer = LK.setTimeout(self.typeNextChar, self.charDelay);
} else {
// Line complete, add newline
self.displayedText += "\n";
self.updateDisplay();
// Schedule next line - reduced delay multiplier
self.typingTimer = LK.setTimeout(self.typeNextLine, self.charDelay * 2);
}
};
// Update the displayed text
self.updateDisplay = function () {
if (self.textDisplay) {
self.textDisplay.setText(self.displayedText);
// Position cursor at end of text
if (self.cursor) {
var textWidth = self.displayedText.split("\n").pop().length * 15;
var lines = self.displayedText.split("\n").length - 1;
self.cursor.x = self.textDisplay.x + textWidth - 41; // Move cursor left by 2% of screen width (2048 * 0.02)
self.cursor.y = self.textDisplay.y + lines * 30;
}
}
};
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
},
thresholdEffects: {
bugChanceModifier: 0,
maxCardsModifier: 0,
contextMultiplier: 1,
vibeCostModifier: 0
}
};
// Card position constants
var projectAreaY = 2732 * 0.7; // Moved down 10% from 0.6
var handY = 2732 - 400;
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;
var featuresText; // Declare globally
// 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
},
thresholdEffects: {
// Initialize here as well
bugChanceModifier: 0,
maxCardsModifier: 0,
contextMultiplier: 1,
vibeCostModifier: 0
},
cardStack: [] // Initialize empty card stack
};
// 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');
}
// New function to check and apply threshold effects
function updateContextThresholdEffects() {
// Reset modifiers
gameState.thresholdEffects = {
bugChanceModifier: 0,
maxCardsModifier: 0,
contextMultiplier: 1,
vibeCostModifier: 0
};
var collapseRatio = gameState.contextCollapse / MAX_CONTEXT_COLLAPSE;
// Apply effects based on thresholds (cumulative)
if (collapseRatio >= 0.25) {
gameState.thresholdEffects.bugChanceModifier += 0.1;
}
if (collapseRatio >= 0.5) {
gameState.thresholdEffects.maxCardsModifier -= 1;
}
if (collapseRatio >= 0.75) {
gameState.thresholdEffects.contextMultiplier = 2;
}
if (collapseRatio >= 0.9) {
gameState.thresholdEffects.vibeCostModifier += 1;
}
}
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: 660,
// Moved up by 50 pixels (from 710 to 660)
height: 80 // Doubled height from 40 to 80
});
game.addChild(contextBarBg);
// Context collapse bar
contextBar = LK.getAsset('progressBar', {
anchorX: 0,
anchorY: 0.5,
x: 224,
y: 660,
// Moved up by 50 pixels (from 710 to 660)
width: 0,
height: 80 // Doubled height from 40 to 80
});
game.addChild(contextBar);
// Context bar label
var contextLabel = new Text2("Context Collapse:", {
size: 45,
fill: 0xFFFFFF
});
contextLabel.anchor.set(0.5, 0.5); // Center anchor
contextLabel.x = 224 + 1600 / 2; // Center horizontally over the bar
contextLabel.y = 660; // Moved up by 50 pixels (from 710 to 660)
game.addChild(contextLabel);
// Add threshold indicators
var thresholds = [0.25, 0.5, 0.75, 0.9];
thresholds.forEach(function (threshold) {
// Create vertical line indicator
var indicator = new Text2("│", {
size: 80,
fill: 0xFF0000
});
indicator.anchor.set(0.5, 0.5);
indicator.x = 224 + 1600 * threshold; // Position based on bar width
indicator.y = 660; // Match context bar y position
game.addChild(indicator);
// Add percentage text
var percentText = new Text2("".concat(threshold * 100, "%"), {
size: 35,
fill: 0xFF0000
});
percentText.anchor.set(0.5, 1);
percentText.x = indicator.x;
percentText.y = indicator.y - 45; // Position above the indicator line
game.addChild(percentText);
});
// Progress bar background
var progressBarBg = LK.getAsset('progressBarBg', {
anchorX: 0,
anchorY: 0.5,
x: 224,
y: 790,
// Moved down 15% (380 + 2732 * 0.15)
height: 80 // Doubled height from 40 to 80
});
game.addChild(progressBarBg);
// Progress bar
progressBar = LK.getAsset('progressBar', {
anchorX: 0,
anchorY: 0.5,
x: 224,
y: 790,
// Moved down 15%
width: 0,
height: 80 // Doubled height from 40 to 80
});
game.addChild(progressBar);
// Progress bar label
var progressLabel = new Text2("Project Progress:", {
size: 45,
fill: 0xFFFFFF
});
progressLabel.anchor.set(0.5, 0.5); // Center anchor
progressLabel.x = 224 + 1600 / 2; // Center horizontally over the bar
progressLabel.y = 790; // Moved down 15%
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("───────────────────────────────────────────────", {
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 will be added to the vibe display area
// 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 && gameState.cardStack.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);
}
// 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 = 60; // Increased spacing further for wider hand
var overlap = 200; // Keep overlap the same for now
var centerIndex = Math.floor((currentHand.length - 1) / 2);
var fanAngle = 0.09; // Slightly increased rotation for wider fan
// Calculate positions with cards closer to center
currentHand.forEach(function (card, index) {
// Calculate distance from center card (0 to n)
var distanceFromCenter = Math.abs(index - centerIndex);
// Cards closer to edges move more towards center
var compressionFactor = distanceFromCenter * 0.35; // Reduced compression strength
var adjustedSpacing = spacing + overlap * compressionFactor;
// Calculate x position with compression toward center
var centerX = 2048 / 2;
var direction = index < centerIndex ? -1 : 1; // Left or right of center
if (index === centerIndex) {
// Center card
card.x = centerX;
} else {
// Side cards with compression
var positionFromCenter = direction * (cardWidth / 2 + adjustedSpacing * distanceFromCenter);
card.x = centerX + positionFromCenter;
}
card.y = handY + Math.abs(index - (currentHand.length - 1) / 2) * 20; // Arc up in middle
card.rotation = (index - (currentHand.length - 1) / 2) * fanAngle; // Fan rotation
// Animate to new positions with tween
tween(card, {
x: card.x,
y: card.y,
rotation: card.rotation
}, {
duration: 300,
easing: tween.easeOutQuad
});
// Update target and original positions
card.targetX = card.x;
card.targetY = card.y;
card.originalX = card.x;
card.originalY = card.y;
card.originalRotation = card.rotation;
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;
}
// Check if player has enough vibe points (including threshold cost)
var vibeCost = Math.max(0, -card.vibePoints + gameState.thresholdEffects.vibeCostModifier); // Vibe points are added, so cost is the negative value
if (gameState.vibePoints < vibeCost) {
// Return card to hand position
card.targetX = card.originalX;
card.targetY = card.originalY;
return;
}
// Apply all game state changes
gameState.vibePoints += card.vibePoints; // Still apply the card's base points
gameState.vibePoints -= vibeCost; // Deduct the calculated cost (handles modifier)
gameState.codeLines += card.codeLines;
// Apply context impact with multiplier
gameState.contextCollapse += card.contextImpact * gameState.thresholdEffects.contextMultiplier;
gameState.contextCollapse = Math.max(0, Math.min(gameState.contextCollapse, MAX_CONTEXT_COLLAPSE));
if (card.feature) {
gameState.features[card.feature] = true;
}
LK.getSound('cardPlace').play();
// Generate code in console when a card with code lines is played
if (card.codeLines > 0 && gameState.stackArea && gameState.stackArea.codeGenerator) {
// Animate console to highlight it
var consoleBg = gameState.stackArea.children[0].children[0];
tween(consoleBg, {
alpha: 1.0,
scaleX: 1.05,
scaleY: 1.05
}, {
duration: 300,
onFinish: function onFinish() {
tween(consoleBg, {
alpha: 0.8,
scaleX: 1.0,
scaleY: 1.0
}, {
duration: 300
});
}
});
// Generate code based on card type
gameState.stackArea.codeGenerator.generateCodeFromCard(card);
}
// Remove from hand
var index = currentHand.indexOf(card);
if (index > -1) {
currentHand.splice(index, 1);
// Add to discard pile data (but keep the card visual)
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++;
// Position the card in the stack with slight offset based on stack size
var stackPosition = gameState.cardStack.length;
var offsetX = stackPosition * 5 - 10; // Small horizontal offset
var offsetY = stackPosition * -10; // Stack cards upward
// Animate card to stack position
tween(card, {
x: gameState.stackArea.x + offsetX,
y: gameState.stackArea.y + offsetY,
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 300,
onFinish: function onFinish() {
// Add to stack AFTER animation completes
gameState.cardStack.push(card);
checkForBugs(card.bugChance);
updateStatsDisplay();
positionCardsInHand();
if (currentHand.length < HAND_SIZE) {
drawHand();
}
checkGameState();
}
});
}
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 - 450;
// 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: 0xFFFFFF
});
stackLabel.anchor.set(0.5, 0);
stackLabel.y = -250;
stackContainer.addChild(stackLabel);
// Simple border using Text2 with underscores and pipes
var topBorder = new Text2("┌────────────────────────────┐", {
size: 30,
fill: 0x4a86e8
});
topBorder.anchor.set(0.5, 0.5);
topBorder.y = -260;
stackContainer.addChild(topBorder);
var bottomBorder = new Text2("└────────────────────────────┘", {
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("│", {
size: 30,
fill: 0x4a86e8
});
leftBorder.anchor.set(0.5, 0.5);
leftBorder.x = -225;
leftBorder.y = i;
stackContainer.addChild(leftBorder);
var rightBorder = new Text2("│", {
size: 30,
fill: 0x4a86e8
});
rightBorder.anchor.set(0.5, 0.5);
rightBorder.x = 225;
rightBorder.y = i;
stackContainer.addChild(rightBorder);
}
game.addChild(stackContainer);
// Add code console on left:
var codeConsole = new Container();
codeConsole.x = -750 + 2048 * 0.02; // Move right by 2% of screen width
codeConsole.y = -136 + 2732 * 0.02; // Move down by 2% of screen height
var consoleBg = LK.getAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5,
width: 473,
// Increased by 5% (450 * 1.05)
height: 688,
// Increased by 10% (625 * 1.10)
color: 0x000000,
alpha: 0.8
});
codeConsole.addChild(consoleBg);
var codeText = new Text2("", {
size: 30,
fill: 0x00FF00
});
codeText.x = -221; // -180 - (2048 * 0.02)
codeText.y = -230;
codeConsole.addChild(codeText);
// Add blinking cursor
var cursor = new Text2("_", {
size: 30,
fill: 0x00FF00
});
cursor.x = codeText.x; // Match updated codeText position
cursor.y = codeText.y;
codeConsole.addChild(cursor);
// Blink cursor
LK.setInterval(function () {
cursor.visible = !cursor.visible;
}, 500);
stackContainer.addChild(codeConsole);
// Create code generator and attach to stack area
var codeGenerator = new CodeGenerator();
codeGenerator.setTextDisplay(codeText, cursor);
stackContainer.codeGenerator = codeGenerator;
// Add vibe points display on right, mirroring the code console position:
var vibeDisplay = new Container();
vibeDisplay.x = 750 - 2048 * 0.02; // Mirror console's horizontal offset from center
vibeDisplay.y = -136 + 2732 * 0.02; // Match console's vertical offset
var vibeBg = LK.getAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5,
width: 473,
// Match console background width
height: 688,
// Match console background height
color: 0x4a86e8,
alpha: 0.2
});
vibeDisplay.addChild(vibeBg);
// Add features checklist inside the vibe display
featuresText = new Text2("Required Features:\n□ UI Framework\n□ Database\n□ API Integration\n□ Security", {
size: 35,
// Slightly smaller to fit
fill: 0xFFFFFF,
align: 'left',
wordWrap: true,
wordWrapWidth: vibeBg.width * 0.9 // Fit within the background
});
featuresText.anchor.set(0, 0); // Anchor top-left
featuresText.x = -vibeBg.width / 2 + 30; // Position inside the vibeBg
featuresText.y = -vibeBg.height / 2 + 30;
vibeDisplay.addChild(featuresText);
stackContainer.addChild(vibeDisplay);
return stackContainer;
}
function checkForBugs(bugChance) {
// Adjust bug chance based on context collapse and threshold effect
var adjustedBugChance = bugChance + gameState.contextCollapse / MAX_CONTEXT_COLLAPSE * 0.3 + gameState.thresholdEffects.bugChanceModifier;
// 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 using the global reference
var featuresStatus = "Required Features:\n" + (gameState.features.ui ? "☑" : "□") + " UI Framework\n" + (gameState.features.database ? "☑" : "□") + " Database\n" + (gameState.features.api ? "☑" : "□") + " API Integration\n" + (gameState.features.security ? "☑" : "□") + " Security";
if (featuresText) {
featuresText.setText(featuresStatus);
}
updateCodebaseVisualization();
}
function checkGameState() {
// Update threshold effects first
updateContextThresholdEffects();
// 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*
// Adjust max cards per day based on threshold effect
var adjustedMaxCards = gameState.maxCardsPerDay + gameState.thresholdEffects.maxCardsModifier;
var canPlayMoreCardsThisDay = gameState.cardsPlayed < Math.max(1, adjustedMaxCards); // Ensure at least 1 card can be played
// 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();
// Animate stack cards flying away
gameState.cardStack.forEach(function (card, index) {
tween(card, {
x: 2048 + 300,
y: 300 + index * 30,
rotation: 0.3,
alpha: 0
}, {
duration: 500,
delay: index * 50,
onFinish: function onFinish() {
game.removeChild(card);
card.destroy();
}
});
});
// Clear the stack
gameState.cardStack = [];
// 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 = [];
// Reset for new day
gameState.cardsPlayed = 0;
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 > 40) {
// Cancel preview mode and timer
if (draggedCard.holdTimer) {
LK.clearTimeout(draggedCard.holdTimer);
draggedCard.holdTimer = null;
}
// If in preview mode, exit it first with a tween
if (draggedCard.previewMode) {
draggedCard.previewMode = false;
tween(draggedCard, {
scaleX: 1,
scaleY: 1,
y: draggedCard.originalY // Return to original Y while scaling down
}, {
duration: 150,
onFinish: function onFinish() {
// Only start dragging after scale tween completes
draggedCard.isDragging = true;
// Update position after scale reset
draggedCard.x = x + dragOffsetX;
draggedCard.y = y + dragOffsetY;
draggedCard.targetX = draggedCard.x;
draggedCard.targetY = draggedCard.y;
}
});
return; // Exit early while transitioning from preview
}
// Normal drag handling if not in preview mode
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 - 450;
// 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
@@ -818,12 +818,22 @@
card.targetX = card.originalX;
card.targetY = card.originalY;
return;
}
+ // Check if player has enough vibe points (including threshold cost)
+ var vibeCost = Math.max(0, -card.vibePoints + gameState.thresholdEffects.vibeCostModifier); // Vibe points are added, so cost is the negative value
+ if (gameState.vibePoints < vibeCost) {
+ // Return card to hand position
+ card.targetX = card.originalX;
+ card.targetY = card.originalY;
+ return;
+ }
// Apply all game state changes
- gameState.vibePoints += card.vibePoints;
+ gameState.vibePoints += card.vibePoints; // Still apply the card's base points
+ gameState.vibePoints -= vibeCost; // Deduct the calculated cost (handles modifier)
gameState.codeLines += card.codeLines;
- gameState.contextCollapse += card.contextImpact;
+ // Apply context impact with multiplier
+ gameState.contextCollapse += card.contextImpact * gameState.thresholdEffects.contextMultiplier;
gameState.contextCollapse = Math.max(0, Math.min(gameState.contextCollapse, MAX_CONTEXT_COLLAPSE));
if (card.feature) {
gameState.features[card.feature] = true;
}
@@ -1046,10 +1056,10 @@
stackContainer.addChild(vibeDisplay);
return stackContainer;
}
function checkForBugs(bugChance) {
- // Adjust bug chance based on context collapse
- var adjustedBugChance = bugChance + gameState.contextCollapse / MAX_CONTEXT_COLLAPSE * 0.3;
+ // Adjust bug chance based on context collapse and threshold effect
+ var adjustedBugChance = bugChance + gameState.contextCollapse / MAX_CONTEXT_COLLAPSE * 0.3 + gameState.thresholdEffects.bugChanceModifier;
// 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)));
@@ -1108,8 +1118,10 @@
}
updateCodebaseVisualization();
}
function checkGameState() {
+ // Update threshold effects first
+ updateContextThresholdEffects();
// Check for game over conditions
if (gameState.bugs >= MAX_BUGS) {
showGameOver("Too many bugs! Your project crashed!");
return;
@@ -1118,9 +1130,11 @@
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;
+ // Adjust max cards per day based on threshold effect
+ var adjustedMaxCards = gameState.maxCardsPerDay + gameState.thresholdEffects.maxCardsModifier;
+ var canPlayMoreCardsThisDay = gameState.cardsPlayed < Math.max(1, adjustedMaxCards); // Ensure at least 1 card can be played
// 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
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