User prompt
Update with: function updateCursorPosition() { if (!gameState.logText || !gameState.cursor) { return; } // Get the last log entry var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; var lastLine = lastLogEntry.split("\n").pop(); // Set X position based on the width of the last line gameState.cursor.x = 50 + (lastLine.length * 14 * TEXT_SIZE_MULTIPLIER); // Key issue: The cursor needs to be one line higher than current calculation // Base position from terminal output var baseY = 2732 * 0.15; var lineHeight = 30 * TEXT_SIZE_MULTIPLIER; // Count lines in all entries var totalLines = 0; gameState.terminal.log.forEach(function(entry) { totalLines += entry.split("\n").length; }); // Count spaces between entries (one less than number of entries) var betweenEntrySpaces = Math.max(0, gameState.terminal.log.length - 1); // Calculate Y position - SUBTRACT ONE LINE to move cursor up gameState.cursor.y = baseY + ((totalLines + betweenEntrySpaces - 1) * lineHeight); }
User prompt
Update with: function updateCursorPosition() { if (!gameState.logText || !gameState.cursor) { return; } // Get the last log entry var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; var lastLine = lastLogEntry.split("\n").pop(); // X position - simple character count calculation gameState.cursor.x = 50 + (lastLine.length * 14 * TEXT_SIZE_MULTIPLIER); // Y position - fixed calculation var baseY = 2732 * 0.15; // Same as terminal text var lineHeight = 30 * TEXT_SIZE_MULTIPLIER; // Count actual text lines (including newlines within entries) var totalTextLines = 0; gameState.terminal.log.forEach(function(entry) { totalTextLines += entry.split("\n").length; }); // Add spacing for the blank lines between entries (one less than total entries) var spacingLines = Math.max(0, gameState.terminal.log.length - 1); // Set cursor Y position gameState.cursor.y = baseY + ((totalTextLines + spacingLines) * lineHeight); }
User prompt
Update with: function updateCursorPosition() { if (!gameState.logText || !gameState.cursor) { return; } // Constants for text rendering var charWidth = 14 * TEXT_SIZE_MULTIPLIER; // Average character width var lineHeight = 30 * TEXT_SIZE_MULTIPLIER; // Line height var baseY = 2732 * 0.15; // Base Y position (same as logText.y) // Get the last log entry var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; var lastLine = lastLogEntry.split("\n").pop(); // Set X position based on the width of the last line gameState.cursor.x = 50 + (lastLine.length * charWidth); // Calculate Y position based on total lines var totalLines = 0; // Count actual lines including newlines in each entry gameState.terminal.log.forEach(function(entry, index) { // Count lines within this entry var linesInEntry = entry.split("\n").length; totalLines += linesInEntry; // Add an empty line between entries (except after the last entry) if (index < gameState.terminal.log.length - 1) { totalLines += 1; } }); // Set Y position // No need for -1 adjustment since we want cursor at the end of the last line gameState.cursor.y = baseY + (totalLines * lineHeight); }
User prompt
Fix cursor to stay at the correct y position by using text y position properly.
User prompt
Fix cursor to follow text position properly in terminal.
User prompt
Replace with: function showLaunchScreen() { // Black overlay var overlay = LK.getAsset('overlayBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(overlay); // "Booting up" text - store initial text in a variable var bootMessage = "BOOTING VIBE CODER OS v1.0..."; var bootText = new Text2(bootMessage, { size: 40 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); bootText.anchor.set(0.5, 0.5); bootText.x = 2048 / 2; bootText.y = 2732 / 2; game.addChild(bootText); // Simulate boot sequence - concatenate to our variable instead LK.setTimeout(function () { bootMessage += "\nINITIALIZING TERMINAL..."; bootText.setText(bootMessage); LK.setTimeout(function () { bootMessage += "\nLOADING VIBE DATABASE..."; bootText.setText(bootMessage); LK.setTimeout(function () { bootMessage += "\nCONNECTING TO AI SUBSYSTEMS..."; bootText.setText(bootMessage); LK.setTimeout(function () { bootMessage += "\nREADY!"; bootText.setText(bootMessage); LK.setTimeout(function () { // Fade out tween(overlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(overlay); game.removeChild(bootText); showTitleScreen(); } }); }, 800); }, 800); }, 800); }, 800); }, 800); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Replace with: function updateTerminal() { // Update status line var conceptString = ""; for (var category in gameState.conceptCards) { if (gameState.conceptCards[category]) { conceptString += "#" + gameState.conceptCards[category].replace(/\s+/g, '') + " "; } } var statusText = "DAY: " + gameState.day + "/" + gameState.maxDays + " | VIBES: " + gameState.vibePoints + "%" + " | COHERENCE: " + gameState.codeCoherence + "%" + " | BUGS: " + gameState.bugs + " | " + conceptString; gameState.statusLineText.setText(statusText); // Update main terminal log gameState.logText.setText(gameState.terminal.log.join('\n\n')); // Update cursor position separately updateCursorPosition(); }
User prompt
Update with: function addToTerminalLogWithEffect(text, callback) { // Hide cursor while typing if (gameState.cursor) { gameState.cursor.visible = false; } var typingState = { text: text, position: 0, currentText: "" }; var logIndex = gameState.terminal.log.length; gameState.terminal.log.push(""); function type() { if (typingState.position < typingState.text.length) { typingState.currentText += typingState.text[typingState.position]; gameState.terminal.log[logIndex] = typingState.currentText; // Update terminal text only gameState.logText.setText(gameState.terminal.log.join('\n\n')); typingState.position++; LK.setTimeout(type, 50); } else { // Position and show cursor only after typing completes updateCursorPosition(); if (gameState.cursor) { gameState.cursor.visible = true; } if (callback) { callback(); } } } type(); }
User prompt
Replace with: function updateCursorPosition() { if (!gameState.logText || !gameState.cursor) { return; } // Get the full terminal text var fullText = gameState.terminal.log.join('\n\n'); // Count total lines var lineCount = fullText.split('\n').length; // Get the last line of text var lastLine = fullText.split('\n').pop() || ""; // Fixed positioning metrics var baseY = 2732 * 0.15; // Base Y position (matches logText.y) var lineHeight = 30 * TEXT_SIZE_MULTIPLIER; // Height per line var charWidth = 14 * TEXT_SIZE_MULTIPLIER; // Width per character // Calculate position gameState.cursor.x = 50 + lastLine.length * charWidth; gameState.cursor.y = baseY + (lineCount - 1) * lineHeight; }
User prompt
Update as needed with: // New approach for typographic effect with cursor positioning function addToTerminalLogWithEffect(text, callback) { // Temporarily hide cursor during typing if (gameState.cursor) { gameState.cursor.visible = false; } var typingState = { text: text, position: 0, currentText: "" }; var logIndex = gameState.terminal.log.length; gameState.terminal.log.push(""); function type() { if (typingState.position < typingState.text.length) { typingState.currentText += typingState.text[typingState.position]; gameState.terminal.log[logIndex] = typingState.currentText; // Update only the text, not cursor position gameState.logText.setText(gameState.terminal.log.join('\n\n')); typingState.position++; LK.setTimeout(type, 50); } else { // Only position cursor after typing is completely finished placeCursorAtEnd(); // Re-enable cursor blinking if (gameState.cursor) { gameState.cursor.visible = true; } if (callback) { callback(); } } } type(); }
User prompt
update only as needed with: // Modify the createTerminal function to use a simpler cursor approach function createTerminal() { // [Keep existing terminal creation code] // Create cursor with a clearer display logic var cursor = new Text2("_", { size: 24 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); cursor.x = 50; // Start at beginning of text area cursor.y = 2732 * 0.15; // Match initial text position terminal.addChild(cursor); gameState.cursor = cursor; // Blink cursor with visibility check LK.setInterval(function() { if (gameState.cursor) { gameState.cursor.visible = !gameState.cursor.visible; } }, 500); }
Code edit (1 edits merged)
Please save this source code
User prompt
Update as needed with: function updateCursorPosition() { if (!gameState.logText || !gameState.cursor) { return; } var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; var lastLine = lastLogEntry.split("\n").pop(); var textWidth = lastLine.length * 14 * TEXT_SIZE_MULTIPLIER; gameState.cursor.x = 50 + textWidth; // Calculate base Y position (15% from top) var baseY = 2732 * 0.15; // Calculate line height and spacing var lineHeight = 30 * TEXT_SIZE_MULTIPLIER; var entrySpacing = 30 * TEXT_SIZE_MULTIPLIER; // Extra space between entries // Count visible lines and spaces var totalHeight = 0; gameState.terminal.log.forEach(function(entry, index) { // Add height for lines in this entry var linesInEntry = entry.split("\n").length; totalHeight += linesInEntry * lineHeight; // Add entry spacing after each entry (except the last one) if (index < gameState.terminal.log.length - 1) { totalHeight += entrySpacing; } }); // Add one more line height plus entry spacing for the cursor position totalHeight += lineHeight + entrySpacing; // Set cursor Y position gameState.cursor.y = baseY + totalHeight; }
User prompt
Update with: function updateCursorPosition() { if (!gameState.logText || !gameState.cursor) { return; } var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; var lastLine = lastLogEntry.split("\n").pop(); var textWidth = lastLine.length * 14 * TEXT_SIZE_MULTIPLIER; gameState.cursor.x = 50 + textWidth; // Calculate base Y position (15% from top) var baseY = 2732 * 0.15; // Calculate line height var lineHeight = 30 * TEXT_SIZE_MULTIPLIER; // Count visible lines var visibleLines = 0; gameState.terminal.log.forEach(function(entry) { // Count newlines in this entry var linesInEntry = entry.split("\n").length; visibleLines += linesInEntry; }); // Add one more line height to position cursor at next line visibleLines += 1; // Set cursor Y position gameState.cursor.y = baseY + (visibleLines - 1) * lineHeight; }
User prompt
Update with: function updateCursorPosition() { if (!gameState.logText || !gameState.cursor) { return; } var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; var lastLine = lastLogEntry.split("\n").pop(); var textWidth = lastLine.length * 14 * TEXT_SIZE_MULTIPLIER; gameState.cursor.x = 50 + textWidth; // Calculate base Y position (15% from top) var baseY = 2732 * 0.15; // Calculate line height var lineHeight = 30 * TEXT_SIZE_MULTIPLIER; // Count visible lines var visibleLines = 0; gameState.terminal.log.forEach(function(entry) { // Count newlines in this entry var linesInEntry = entry.split("\n").length; // Add the entry's lines plus one for spacing between entries visibleLines += linesInEntry; }); // Set cursor Y position gameState.cursor.y = baseY + (visibleLines - 1) * lineHeight; }
User prompt
Make the start button twice as large.
User prompt
Update with: // Helper function to calculate button width based on text length function calculateButtonWidth(text) { var minWidth = 400; // Minimum button width var charWidth = 15 * TEXT_SIZE_MULTIPLIER; // Reduced width per character var calculatedWidth = text.length * charWidth; return Math.max(minWidth, calculatedWidth + 80); // Add padding }
User prompt
Update with: // Updated button creation with more precise width handling function createCommandButton(text, callback, width) { var button = new Container(); // Create a temporary text object to measure actual text width var measureText = new Text2(text, { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); var actualTextWidth = measureText.width + 100; // Add padding var finalWidth = Math.max(width, actualTextWidth); // Add button background with calculated width var bg = LK.getAsset('buttonBg', { width: finalWidth, height: 100, color: 0x333333 }); bg.anchor.set(0.5, 0.5); button.addChild(bg); // Add text var textObj = new Text2(text, { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); textObj.anchor.set(0.5, 0.5); button.addChild(textObj); // Make interactive button.interactive = true; button.down = function() { button.scale.set(0.95); }; button.up = function() { button.scale.set(1); if (callback) { callback(); } }; return button; }
User prompt
Update with: // Helper function to calculate button width based on text length with more generous spacing function calculateButtonWidth(text) { var minWidth = 400; // Minimum button width var charWidth = 25 * TEXT_SIZE_MULTIPLIER; // Increased width per character var textLength = text.length; var calculatedWidth = textLength * charWidth; var paddingWidth = 200; // More generous padding return Math.max(minWidth, calculatedWidth + paddingWidth); }
User prompt
Update as needed with: // Update cursor position calculation function updateCursorPosition() { if (!gameState.logText || !gameState.cursor) { return; } var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; var lastLine = lastLogEntry.split("\n").pop(); var textWidth = lastLine.length * 14 * TEXT_SIZE_MULTIPLIER; gameState.cursor.x = 50 + textWidth; var totalLines = 0; gameState.terminal.log.forEach(function(entry) { totalLines += entry.split("\n").length + 1; }); // Adjust cursor Y position based on new terminal positioning var baseY = 2732 * 0.15; // Match terminal output Y position gameState.cursor.y = baseY + (totalLines - 1) * 30 * TEXT_SIZE_MULTIPLIER; }
User prompt
Update as needed with: // Updated button creation with dynamic width function createCommandButton(text, callback, width) { var button = new Container(); // Add button background with dynamic width var bg = LK.getAsset('buttonBg', { width: width, height: 100, color: 0x333333 }); bg.anchor.set(0.5, 0.5); button.addChild(bg); // Add text var textObj = new Text2(text, { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); textObj.anchor.set(0.5, 0.5); button.addChild(textObj); // Make interactive button.interactive = true; button.down = function() { button.scale.set(0.95); }; button.up = function() { button.scale.set(1); if (callback) { callback(); } }; return button; }
User prompt
Update as needed with: // Update command prompts with dynamic sizing and adjusted positioning function createCommandPrompts() { if (gameState.promptContainer) { game.removeChild(gameState.promptContainer); } var promptContainer = new Container(); promptContainer.x = 2048 / 2; promptContainer.y = 2732 * 0.75; // Moved to 75% from top game.addChild(promptContainer); gameState.promptContainer = promptContainer; // Get current command set and select 5 random commands var commands = getCurrentCommands(); var availableCommands = shuffleArray(commands).slice(0, 5); // Create END DAY button with dynamic width var endDayText = "END DAY"; var endDayWidth = calculateButtonWidth(endDayText); var endDayButton = createCommandButton(endDayText, function() { endDay(); }, endDayWidth); endDayButton.x = 600; endDayButton.y = 50; promptContainer.addChild(endDayButton); // Create command buttons with dynamic widths availableCommands.forEach(function(command, index) { var buttonText = ">" + command.text; var buttonWidth = calculateButtonWidth(buttonText); var button = createCommandButton(buttonText, function() { if (gameState.commandsUsed < 3) { executeCommand(command); } else { addToTerminalLogWithEffect("ERROR: Maximum commands (3) already used for today"); } }, buttonWidth); button.x = -600; button.y = 50 + index * 120; promptContainer.addChild(button); }); }
Code edit (1 edits merged)
Please save this source code
User prompt
Update with: function createTerminal() { // Create main terminal container var terminal = new Container(); game.addChild(terminal); gameState.terminalContainer = terminal; // Create full screen background - moved down 5% var bg = LK.getAsset('terminalBg', { width: 2048, height: 2732, x: 0, y: 2732 * 0.05 // Move down 5% }); terminal.addChild(bg); // Create status line - moved down additional 5% var statusLine = new Text2("", { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); statusLine.x = 50; statusLine.y = 2732 * 0.10; // Moved to 10% from top terminal.addChild(statusLine); gameState.statusLineText = statusLine; // Create main terminal output - adjusted accordingly var logText = new Text2("", { size: 24 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00, align: 'left', wordWrap: true, wordWrapWidth: 1900 }); logText.x = 50; logText.y = 2732 * 0.15; // Moved to 15% from top terminal.addChild(logText); gameState.logText = logText; // Create blinking cursor with adjusted position var cursor = new Text2("_", { size: 24 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); cursor.x = logText.x; cursor.y = logText.y; terminal.addChild(cursor); gameState.cursor = cursor; LK.setInterval(function() { cursor.visible = !cursor.visible; }, 500); }
Code edit (2 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Initialize Game ****/ // Core game setup with improved text sizes /**** * Core Game Systems ****/ // Initialize game object var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Text size multiplier for readability var TEXT_SIZE_MULTIPLIER = 2; // Game states var STATES = { TITLE: 'title', PLAYING: 'playing', GAME_OVER: 'gameOver' }; // Game state object var gameState = { state: STATES.TITLE, day: 1, maxDays: 10, vibePoints: 100, codeCoherence: 100, bugs: 0, commandsUsed: 0, maxCommandsPerDay: 3, terminal: { log: [], statusLine: "", currentTask: "", featureTags: [] }, conceptCards: { platform: null, visual: null, genre: null, mechanic: null, feature: null } }; // Concept options var conceptOptions = { platform: ["Mobile", "VR", "Console", "PC", "Smart Fridge", "Smart Watch", "Metaverse"], visual: ["Pixel Art", "ASCII", "Hand-drawn", "Corporate PowerPoint", "Low-poly", "Claymation"], genre: ["Horror", "Dating Sim", "RPG", "Educational", "Battle Royale", "Idle Clicker"], mechanic: ["Gacha", "Physics-based", "Deckbuilding", "Match-3", "Auto-battler"], feature: ["Cloud Save", "Microtransactions", "AI Companions", "Procedural Generation", "NFT Integration"] }; // Available commands based on development stage var commandSets = { initial: [ // Basic commands { text: "Make it run faster", response: "Attempting to accelerate undefined systems...", vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Optimize code flow", response: "Restructuring algorithmic pathways...", vibePoints: 15, coherenceImpact: 10, bugChance: 0.2 }, { text: "Debug system", response: "Scanning for anomalies...", vibePoints: 5, coherenceImpact: 5, bugChance: 0.1 }, { text: "Implement AI assistance", response: "WARNING: AI recursion detected", vibePoints: -5, coherenceImpact: 20, bugChance: 0.4 }, { text: "Refactor codebase", response: "Restructuring core systems...", vibePoints: 20, coherenceImpact: 25, bugChance: 0.5 }, { text: "Apply design patterns", response: "Implementing architectural frameworks...", vibePoints: 15, coherenceImpact: 15, bugChance: 0.3 }, { text: "Enable quantum computing", response: "ERROR: Quantum decoherence detected", vibePoints: -10, coherenceImpact: 30, bugChance: 0.6 }], // Platform-specific commands platform_vr: [{ text: "Reduce motion sickness", response: "Implementing anti-nausea protocols...", vibePoints: 15, coherenceImpact: 10, bugChance: 0.2 }, { text: "Enhance hand tracking", response: "Calibrating spatial recognition...", vibePoints: 20, coherenceImpact: 15, bugChance: 0.3 }, { text: "Add haptic feedback", response: "Integrating tactile response systems...", vibePoints: 10, coherenceImpact: 20, bugChance: 0.4 }, { text: "Optimize frame rate", response: "Adjusting refresh cycle timing...", vibePoints: 15, coherenceImpact: 15, bugChance: 0.3 }, { text: "Enable room scaling", response: "Calculating spatial dimensions...", vibePoints: 10, coherenceImpact: 25, bugChance: 0.4 }, { text: "Implement gesture controls", response: "Mapping kinetic inputs...", vibePoints: 15, coherenceImpact: 20, bugChance: 0.4 }, { text: "Add virtual mirrors", response: "WARNING: Reality recursion detected", vibePoints: -5, coherenceImpact: 30, bugChance: 0.6 }] }; var combinationCommands = { "VR_ASCII": [{ text: "Implement 3D text rendering", response: "Converting ASCII to volumetric data...", vibePoints: 15, coherenceImpact: 20, bugChance: 0.4 }, { text: "Add depth perception", response: "Calculating character z-index...", vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 } // Add more specific combinations ] }; /**** * Terminal Interface ****/ function createTerminal() { // Create main terminal container var terminal = new Container(); game.addChild(terminal); gameState.terminalContainer = terminal; // Create full screen background - moved down 5% var bg = LK.getAsset('terminalBg', { width: 2048, height: 2732, x: 0, y: 2732 * 0.05 // Move down 5% }); terminal.addChild(bg); // Create status line - moved down additional 5% var statusLine = new Text2("", { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); statusLine.x = 50; statusLine.y = 2732 * 0.10; // Moved to 10% from top terminal.addChild(statusLine); gameState.statusLineText = statusLine; // Create main terminal output - adjusted accordingly var logText = new Text2("", { size: 24 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00, align: 'left', wordWrap: true, wordWrapWidth: 1900 }); logText.x = 50; logText.y = 2732 * 0.15; // Moved to 15% from top terminal.addChild(logText); gameState.logText = logText; // Create blinking cursor with adjusted position var cursor = new Text2("_", { size: 24 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); cursor.x = logText.x; cursor.y = logText.y; // Initial position, updateTerminal will correct it later terminal.addChild(cursor); gameState.cursor = cursor; // Make cursor blink LK.setInterval(function () { if (gameState.cursor) { // Check if cursor exists before accessing visibility gameState.cursor.visible = !gameState.cursor.visible; } }, 500); // NOTE: Removed createCommandPrompts() from here // Commands will now only be created after platform selection } // Update command prompts with dynamic sizing and adjusted positioning function createCommandPrompts() { if (gameState.promptContainer) { game.removeChild(gameState.promptContainer); } var promptContainer = new Container(); promptContainer.x = 2048 / 2; promptContainer.y = 2732 * 0.75; // Moved to 75% from top game.addChild(promptContainer); gameState.promptContainer = promptContainer; // Get current command set and select 5 random commands var commands = getCurrentCommands(); var availableCommands = shuffleArray(commands).slice(0, 5); // Create END DAY button with dynamic width var endDayText = "END DAY"; var endDayWidth = calculateButtonWidth(endDayText); var endDayButton = createCommandButton(endDayText, function () { endDay(); }, endDayWidth); endDayButton.x = 600; endDayButton.y = 50; promptContainer.addChild(endDayButton); // Create command buttons with dynamic widths availableCommands.forEach(function (command, index) { var buttonText = ">" + command.text; var buttonWidth = calculateButtonWidth(buttonText); var button = createCommandButton(buttonText, function () { if (gameState.commandsUsed < 3) { executeCommand(command); } else { addToTerminalLogWithEffect("ERROR: Maximum commands (3) already used for today"); } }, buttonWidth); button.x = -600; button.y = 50 + index * 120; promptContainer.addChild(button); }); } function getCurrentCommands() { var availableCommands = []; // Add base commands availableCommands = availableCommands.concat(commandSets.initial); // Add platform-specific commands if (gameState.conceptCards.platform) { var platformCommands = commandSets['platform_' + gameState.conceptCards.platform.toLowerCase()]; if (platformCommands) { availableCommands = availableCommands.concat(platformCommands); } } // Add combination-specific commands if (gameState.conceptCards.platform && gameState.conceptCards.visual) { var combinationKey = gameState.conceptCards.platform + "_" + gameState.conceptCards.visual; var combinationSet = combinationCommands[combinationKey]; if (combinationSet) { availableCommands = availableCommands.concat(combinationSet); } } // Add day-specific commands if (gameState.day > 5) { availableCommands = availableCommands.concat(getLateGameCommands()); } return availableCommands; } function executeCommand(command) { if (gameState.commandsUsed >= gameState.maxCommandsPerDay) { addToTerminalLogWithEffect("ERROR: Daily command limit reached"); return; } // Apply command effects gameState.vibePoints = Math.max(0, gameState.vibePoints + command.vibePoints); gameState.codeCoherence = Math.max(0, gameState.codeCoherence - command.coherenceImpact); gameState.commandsUsed++; // Add to terminal log addToTerminalLogWithEffect(">" + command.text); // Show response LK.setTimeout(function () { addToTerminalLogWithEffect(command.response); checkForBugs(command); updateTerminal(); checkGameState(); }, 500); } function addToTerminalLogWithEffect(text, callback) { var typingState = { text: text, position: 0, currentText: "" }; var logIndex = gameState.terminal.log.length; gameState.terminal.log.push(""); function type() { if (typingState.position < typingState.text.length) { typingState.currentText += typingState.text[typingState.position]; gameState.terminal.log[logIndex] = typingState.currentText; updateTerminal(); typingState.position++; LK.setTimeout(type, 50); } else if (callback) { callback(); } } type(); } function updateTerminal() { // Update status line var conceptString = ""; for (var category in gameState.conceptCards) { if (gameState.conceptCards[category]) { conceptString += "#" + gameState.conceptCards[category].replace(/\s+/g, '') + " "; } } var statusText = "DAY: " + gameState.day + "/" + gameState.maxDays + " | VIBES: " + gameState.vibePoints + "%" + " | COHERENCE: " + gameState.codeCoherence + "%" + " | BUGS: " + gameState.bugs + " | " + conceptString; gameState.statusLineText.setText(statusText); // Update main terminal log gameState.logText.setText(gameState.terminal.log.join('\n\n')); // Update cursor position updateCursorPosition(); } function updateCursorPosition() { if (!gameState.logText || !gameState.cursor) { return; } // Get the last log entry var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; var lastLine = lastLogEntry.split("\n").pop(); // Set X position based on the width of the last line gameState.cursor.x = 50 + lastLine.length * 14 * TEXT_SIZE_MULTIPLIER; // Base position from terminal output var baseY = 2732 * 0.15; var lineHeight = 30 * TEXT_SIZE_MULTIPLIER; // Count lines in all entries var totalLines = 0; gameState.terminal.log.forEach(function (entry) { totalLines += entry.split("\n").length; }); // Count spaces between entries (one less than number of entries) var betweenEntrySpaces = Math.max(0, gameState.terminal.log.length - 1); // Calculate Y position - SUBTRACT ONE LINE to move cursor up gameState.cursor.y = baseY + (totalLines + betweenEntrySpaces - 1) * lineHeight; } /**** * Game Flow ****/ function showConceptSelection(category) { // Create selection container var selectionContainer = new Container(); selectionContainer.x = 2048 / 2; selectionContainer.y = 2732 / 2; game.addChild(selectionContainer); // Create background var bg = LK.getAsset('terminalBg', { width: 1800, height: 1200, anchorX: 0.5, anchorY: 0.5 }); selectionContainer.addChild(bg); // Create title var title = new Text2("SELECT " + category.toUpperCase(), { size: 40 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); title.anchor.set(0.5, 0); title.y = -500; selectionContainer.addChild(title); // Get and display options var options = conceptOptions[category].slice(); // Use slice to avoid modifying the original array var selectedOptions = []; while (selectedOptions.length < 3 && options.length > 0) { var index = Math.floor(Math.random() * options.length); selectedOptions.push(options[index]); options.splice(index, 1); // Remove selected option from the copy } selectedOptions.forEach(function (option, index) { var button = createCommandButton(">" + option, function () { // Changed createButton to createCommandButton gameState.conceptCards[category] = option; game.removeChild(selectionContainer); // Sequence the post-selection events addToTerminalLogWithEffect("SELECTED " + category.toUpperCase() + ": " + option, function () { LK.setTimeout(function () { addToTerminalLogWithEffect("INITIALIZING COMMAND INTERFACE...", function () { LK.setTimeout(function () { createCommandPrompts(); // Create commands only after initialization text updateTerminal(); // Update terminal *after* prompts are created }, 500); }); }, 500); }); }); button.x = 0; // Keep x centered relative to container button.y = -200 + index * 150; // Adjusted spacing for button height selectionContainer.addChild(button); }); } // Updated button creation with more precise width handling function createCommandButton(text, callback, width) { var button = new Container(); // Create a temporary text object to measure actual text width var measureText = new Text2(text, { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); var actualTextWidth = measureText.width + 100; // Add padding var finalWidth = Math.max(width, actualTextWidth); // Add button background with calculated width var bg = LK.getAsset('buttonBg', { width: finalWidth, height: 100, color: 0x333333 }); bg.anchor.set(0.5, 0.5); button.addChild(bg); // Add text var textObj = new Text2(text, { size: 30 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); textObj.anchor.set(0.5, 0.5); button.addChild(textObj); // Make interactive button.interactive = true; button.down = function () { button.scale.set(0.95); }; button.up = function () { button.scale.set(1); if (callback) { callback(); } }; return button; } // Launch sequence functions function showLaunchScreen() { // Black overlay var overlay = LK.getAsset('overlayBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(overlay); // "Booting up" text - store initial text in a variable var bootMessage = "BOOTING VIBE CODER OS v1.0..."; var bootText = new Text2(bootMessage, { size: 40 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); bootText.anchor.set(0.5, 0.5); bootText.x = 2048 / 2; bootText.y = 2732 / 2; game.addChild(bootText); // Simulate boot sequence - concatenate to our variable instead LK.setTimeout(function () { bootMessage += "\nINITIALIZING TERMINAL..."; bootText.setText(bootMessage); LK.setTimeout(function () { bootMessage += "\nLOADING VIBE DATABASE..."; bootText.setText(bootMessage); LK.setTimeout(function () { bootMessage += "\nCONNECTING TO AI SUBSYSTEMS..."; bootText.setText(bootMessage); LK.setTimeout(function () { bootMessage += "\nREADY!"; bootText.setText(bootMessage); LK.setTimeout(function () { // Fade out tween(overlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(overlay); game.removeChild(bootText); showTitleScreen(); } }); }, 800); }, 800); }, 800); }, 800); }, 800); } function showTitleScreen() { // Clear screen while (game.children.length > 0) { game.removeChild(game.children[0]); } // Set state gameState.state = STATES.TITLE; // Create background var background = LK.getAsset('overlayBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); // Create title var title = new Text2("VIBE CODER", { size: 120 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); title.anchor.set(0.5, 0.5); title.x = 2048 / 2; title.y = 800; game.addChild(title); // Create subtitle var subtitle = new Text2("The AI Coding Simulator", { size: 60 * TEXT_SIZE_MULTIPLIER, fill: 0x00ff00 }); subtitle.anchor.set(0.5, 0.5); subtitle.x = 2048 / 2; subtitle.y = 1000; game.addChild(subtitle); // Create start button - twice as large var startButton = createCommandButton(">START", function () { // Changed createButton to createCommandButton initGameWithIntro(); }); startButton.scale.set(2); // Make the button twice as large startButton.x = 2048 / 2; startButton.y = 1400; game.addChild(startButton); } function initGameWithIntro() { // Clear screen with fade effect var fadeOverlay = LK.getAsset('overlayBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0 }); game.addChild(fadeOverlay); // Fade to black tween(fadeOverlay, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { // Clear screen and init game state while (game.children.length > 0) { game.removeChild(game.children[0]); } initGame(); // Fade from black fadeOverlay.alpha = 1; game.addChild(fadeOverlay); tween(fadeOverlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(fadeOverlay); } }); } }); } // Helper function to calculate button width based on text length function calculateButtonWidth(text) { var minWidth = 400; // Minimum button width var charWidth = 15 * TEXT_SIZE_MULTIPLIER; // Reduced width per character var calculatedWidth = text.length * charWidth; return Math.max(minWidth, calculatedWidth + 80); // Add padding } function shuffleArray(array) { for (var i = array.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var _ref = [array[j], array[i]]; array[i] = _ref[0]; array[j] = _ref[1]; } return array; } function endDay() { gameState.day++; if (gameState.day > gameState.maxDays) { evaluateProject(); return; } gameState.commandsUsed = 0; gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10); addToTerminalLogWithEffect("DAY " + gameState.day + " INITIALIZED"); updateTerminal(); // Check if it's a concept selection day var conceptDays = { 1: 'platform', 3: 'visual', 5: 'genre', 7: 'mechanic', 9: 'feature' }; if (conceptDays[gameState.day]) { LK.setTimeout(function () { showConceptSelection(conceptDays[gameState.day]); }, 500); } } function checkForBugs(command) { var bugChance = command.bugChance * (1 + (100 - gameState.codeCoherence) / 100); if (Math.random() < bugChance) { gameState.bugs++; addToTerminalLogWithEffect("WARNING: Bug detected in system"); } } function checkGameState() { if (gameState.bugs >= 10) { gameOver("CRITICAL FAILURE: TOO MANY BUGS"); return; } if (gameState.codeCoherence <= 0) { gameOver("FATAL ERROR: CODE COHERENCE LOST"); return; } if (gameState.commandsUsed >= gameState.maxCommandsPerDay) { addToTerminalLogWithEffect("NOTICE: Daily command limit reached. END DAY to continue."); } } function evaluateProject() { var score = gameState.vibePoints * 0.4 + Object.values(gameState.conceptCards).filter(Boolean).length * 10 + (10 - gameState.bugs) * 5 + gameState.codeCoherence * 0.2; score = Math.round(Math.min(100, score)); gameOver("PROJECT COMPLETE!\nFINAL SCORE: " + score + "/100\n\n" + generateReview(score)); } function generateReview(score) { // [Previous review generation code remains the same] } function gameOver(message) { gameState.state = STATES.GAME_OVER; addToTerminalLogWithEffect(message); addToTerminalLogWithEffect("\n>PRESS ANY KEY TO RESTART"); // Simple click anywhere to restart var overlay = new Container(); overlay.width = 2048; overlay.height = 2732; overlay.interactive = true; overlay.down = initGame; game.addChild(overlay); } function initGame() { // Reset game state gameState = { state: STATES.PLAYING, day: 1, maxDays: 10, vibePoints: 100, codeCoherence: 100, bugs: 0, commandsUsed: 0, maxCommandsPerDay: 3, terminal: { log: [], statusLine: "", currentTask: "", featureTags: [] }, conceptCards: { platform: null, visual: null, genre: null, mechanic: null, feature: null } }; createTerminal(); // Sequence the initial text LK.setTimeout(function () { addToTerminalLogWithEffect("VIBE CODER OS v1.0", function () { LK.setTimeout(function () { addToTerminalLogWithEffect("INITIALIZING NEW PROJECT...", function () { LK.setTimeout(function () { addToTerminalLogWithEffect("SELECT PLATFORM TO BEGIN", function () { LK.setTimeout(function () { showConceptSelection('platform'); }, 500); }); }, 500); }); }, 500); }); }, 500); } // Start with launch screen showLaunchScreen();
===================================================================
--- original.js
+++ change.js
@@ -348,22 +348,22 @@
}
// Get the last log entry
var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || "";
var lastLine = lastLogEntry.split("\n").pop();
- // X position - simple character count calculation
+ // Set X position based on the width of the last line
gameState.cursor.x = 50 + lastLine.length * 14 * TEXT_SIZE_MULTIPLIER;
- // Y position - fixed calculation
- var baseY = 2732 * 0.15; // Same as terminal text
+ // Base position from terminal output
+ var baseY = 2732 * 0.15;
var lineHeight = 30 * TEXT_SIZE_MULTIPLIER;
- // Count actual text lines (including newlines within entries)
- var totalTextLines = 0;
+ // Count lines in all entries
+ var totalLines = 0;
gameState.terminal.log.forEach(function (entry) {
- totalTextLines += entry.split("\n").length;
+ totalLines += entry.split("\n").length;
});
- // Add spacing for the blank lines between entries (one less than total entries)
- var spacingLines = Math.max(0, gameState.terminal.log.length - 1);
- // Set cursor Y position
- gameState.cursor.y = baseY + (totalTextLines + spacingLines) * lineHeight;
+ // Count spaces between entries (one less than number of entries)
+ var betweenEntrySpaces = Math.max(0, gameState.terminal.log.length - 1);
+ // Calculate Y position - SUBTRACT ONE LINE to move cursor up
+ gameState.cursor.y = baseY + (totalLines + betweenEntrySpaces - 1) * lineHeight;
}
/****
* Game Flow
****/
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