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Please fix the bug: 'TypeError: Sprite is not a constructor' in or related to this line: 'var separator = new Sprite();' Line Number: 299
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Please fix the bug: 'TypeError: Sprite is not a constructor' in or related to this line: 'var screen = new Sprite();' Line Number: 242
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Please fix the bug: 'TypeError: Sprite is not a constructor' in or related to this line: 'var monitor = new Sprite();' Line Number: 235
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var overlay = new Sprite();' Line Number: 964
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var overlay = new Sprite();' Line Number: 964
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var bg = new Sprite();' Line Number: 482
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var bg = new Sprite();' Line Number: 482
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var background = new Sprite();' Line Number: 729
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var background = new Sprite();' Line Number: 732
Code edit (8 edits merged)
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lose the vibe core pulsing when a card is played
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Add special cards to the card particles.
Code edit (3 edits merged)
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Set the vibe core pulse to a true 4/4 time using the scale variables as they are.
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Code edit (3 edits merged)
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Slow the pulse down some more. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Slow the pulse down by half and make the scale change more pronounced.
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Give the vibe core a 4/4 time constant scale oulse. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: var VibeParticle = Container.expand(function(type, index) { var self = Container.call(this); var typeConfig = PARTICLE_TYPES[type]; var assetIndex = Math.floor(Math.random() * 3); var sprite = self.attachAsset(typeConfig.assets[assetIndex], { anchorX: 0.5, anchorY: 0.5 }); // Movement properties for electron-like orbits self.angle = (Math.PI * 2 * index) / typeConfig.count; self.speed = typeConfig.baseSpeed; self.radius = typeConfig.orbitRadius; // Random orbital plane (like electron shells) self.orbitTilt = (Math.random() * Math.PI); // Random tilt self.orbitRotation = Math.random() * Math.PI * 2; // Random rotation self.update = function() { var chaosLevel = Math.min(gameState.contextCollapse / MAX_CONTEXT_COLLAPSE, 1); // Faster angle updates for electron-like movement self.angle += 0.03 * self.speed; // Calculate position on orbital plane var orbitX = Math.cos(self.angle) * self.radius; var orbitY = Math.sin(self.angle) * self.radius; // Apply orbital plane rotation for electron shell effect var x = orbitX * Math.cos(self.orbitTilt) - orbitY * Math.sin(self.orbitTilt); var y = orbitX * Math.sin(self.orbitRotation) + orbitY * Math.cos(self.orbitRotation); // Depth calculation for scaling/alpha var depth = orbitX * Math.sin(self.orbitTilt) + orbitY * Math.cos(self.orbitTilt); var scaleFactor = (depth + self.radius) / (self.radius * 2); // Add slight chaos when context collapse is high if (chaosLevel > 0) { x += (Math.random() - 0.5) * chaosLevel * 15; y += (Math.random() - 0.5) * chaosLevel * 15; } self.x = x; self.y = y; self.scale.set(0.7 + scaleFactor * 0.3); // Less scaling variation self.alpha = 0.6 + scaleFactor * 0.4; // Keep particles more visible // Update pulse effect if active if (self.pulseScale > 1) { self.pulseScale = Math.max(1, self.pulseScale - 0.05); self.scale.set(self.pulseScale * scaleFactor); } }; return self; });
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Update as needed with: var VibeParticle = Container.expand(function(type, index) { var self = Container.call(this); var typeConfig = PARTICLE_TYPES[type]; // Randomly select particle asset var assetIndex = Math.floor(Math.random() * 3); var sprite = self.attachAsset(typeConfig.assets[assetIndex], { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.angle = (Math.PI * 2 * index) / typeConfig.count; self.speed = typeConfig.baseSpeed; self.radius = typeConfig.orbitRadius * (0.8 + Math.random() * 0.4); // Random orbital plane for each particle self.orbitTilt = Math.random() * Math.PI * 2; // Random tilt angle self.orbitRotation = Math.random() * Math.PI * 2; // Random rotation of orbit self.update = function() { var chaosLevel = Math.min(gameState.contextCollapse / MAX_CONTEXT_COLLAPSE, 1); // Update angle self.angle += 0.005 * self.speed; // Slowed down movement // Calculate 3D position on tilted orbital plane var orbitX = Math.cos(self.angle) * self.radius; var orbitY = Math.sin(self.angle) * self.radius; // Apply orbital plane rotation var x = orbitX * Math.cos(self.orbitTilt) - orbitY * Math.sin(self.orbitTilt); var y = orbitX * Math.sin(self.orbitRotation) + orbitY * Math.cos(self.orbitRotation); // Scale and alpha based on position relative to "front" var depth = orbitX * Math.sin(self.orbitTilt) + orbitY * Math.cos(self.orbitTilt); var scaleFactor = (depth + self.radius) / (self.radius * 2); var alphaFactor = scaleFactor; // Add subtle chaos if (chaosLevel > 0) { x += (Math.random() - 0.5) * chaosLevel * 10; y += (Math.random() - 0.5) * chaosLevel * 10; } // Apply position and effects self.x = x; self.y = y; self.scale.set(0.6 + scaleFactor * 0.4); // Less extreme scaling self.alpha = 0.4 + alphaFactor * 0.6; // Less extreme alpha // Update pulse effect if active if (self.pulseScale > 1) { self.pulseScale = Math.max(1, self.pulseScale - 0.05); self.scale.set(self.pulseScale * scaleFactor); } }; return self; });
Code edit (2 edits merged)
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Update with: var VibeParticle = Container.expand(function(type, index) { var self = Container.call(this); var typeConfig = PARTICLE_TYPES[type]; // Randomly select particle asset var assetIndex = Math.floor(Math.random() * 3); var sprite = self.attachAsset(typeConfig.assets[assetIndex], { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.angle = (Math.PI * 2 * index) / typeConfig.count; self.speed = typeConfig.baseSpeed; self.radius = typeConfig.orbitRadius * (0.9 + Math.random() * 0.2); // Add vertical angle for 3D effect self.verticalAngle = Math.random() * Math.PI * 2; self.verticalSpeed = 0.015; // Slow vertical orbit self.update = function() { var chaosLevel = Math.min(gameState.contextCollapse / MAX_CONTEXT_COLLAPSE, 1); // Update angles self.angle += 0.01 * self.speed; self.verticalAngle += self.verticalSpeed; // Calculate position with vertical offset for 3D effect var x = Math.cos(self.angle) * self.radius; var verticalOffset = Math.sin(self.verticalAngle) * self.radius * 0.5; var y = Math.sin(self.angle) * self.radius + verticalOffset; // Scale and alpha based on vertical position (behind/in front of core) var scaleFactor = (Math.sin(self.verticalAngle) + 2) / 3; // Range: 0.33 to 1 var alphaFactor = (Math.sin(self.verticalAngle) + 2) / 3; // Range: 0.33 to 1 // Add subtle chaos if (chaosLevel > 0) { x += (Math.random() - 0.5) * chaosLevel * 10; y += (Math.random() - 0.5) * chaosLevel * 10; } // Apply position and effects self.x = x; self.y = y; self.scale.set(scaleFactor); self.alpha = alphaFactor; // Update pulse effect if active if (self.pulseScale > 1) { self.pulseScale = Math.max(1, self.pulseScale - 0.05); self.scale.set(self.pulseScale * scaleFactor); } }; // Keep existing pulse function return self; });
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Update only as needed with: function playCard(card) { if (currentHand.indexOf(card) === -1) { return; } // ... existing card validation code ... // Add particle group for card type if it doesn't exist var cardType = card.type.toUpperCase(); if (!gameState.particleGroups[cardType]) { var group = new ParticleGroup(cardType); gameState.particleGroups[cardType] = group; gameState.particleContainer.addChild(group); // Fade in new particles group.alpha = 0; tween(group, { alpha: 1 }, { duration: 500 }); } else { // Pulse existing particles of this type gameState.particleGroups[cardType].pulse(); } // ... rest of existing playCard code ... // After card is absorbed into core tween(card, { x: gameState.stackArea.x, y: gameState.stackArea.y, scaleX: 0.2, scaleY: 0.2, alpha: 0 }, { duration: 300, onFinish: function onFinish() { pulseVibeCore(); gameState.cardStack.push(card); checkForBugs(card.bugChance); updateStatsDisplay(); positionCardsInHand(); if (currentHand.length < HAND_SIZE) { drawHand(); } checkGameState(); } }); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Initialize Game ****/ // Core game setup - stripped down to essentials var game = new LK.Game({ backgroundColor: 0x000000 // Dark background for terminal aesthetic }); /**** * Game Code ****/ // Game states var STATES = { TITLE: 'title', PLAYING: 'playing', GAME_OVER: 'gameOver' }; // Game state object - much simplified var gameState = { state: STATES.TITLE, day: 1, maxDays: 10, vibePoints: 100, codeCoherence: 100, bugs: 0, cardsPlayed: 0, maxCardsPerDay: 3, projectDescription: "", conceptCards: { platform: null, visual: null, genre: null, mechanic: null, feature: null }, terminal: { log: [], statusLine: "", currentTask: "", featureTags: [] } }; // Card templates using actual prompts from your document var cardTemplates = [ // Basic prompts { type: 'basic', promptText: "Make the code run faster", vibePoints: 10, coherenceImpact: 5, bugChance: 0.2 }, { type: 'basic', promptText: "Use all the frameworks at the same time", vibePoints: 15, coherenceImpact: 15, bugChance: 0.3 }, // UI prompts { type: 'UI', promptText: "Make the graphics better", vibePoints: 20, coherenceImpact: 10, bugChance: 0.2 }, { type: 'UI', promptText: "Add buttons that read user's minds", vibePoints: 25, coherenceImpact: 20, bugChance: 0.4 }, // Database prompts { type: 'Database', promptText: "Store everything forever", vibePoints: 30, coherenceImpact: 15, bugChance: 0.3 }, { type: 'Database', promptText: "Make the database infinitely fast", vibePoints: 35, coherenceImpact: 25, bugChance: 0.5 } // Add more cards from your prompt list document ]; // Concept cards for the 5 categories var conceptCardTemplates = { platform: ["Mobile", "VR/AR", "Console", "PC", "Blockchain", "Web Browser", "Smart Watch", "Smart Fridge", "Metaverse"], visual: ["Pixel Art", "Voxel", "Realistic", "Hand-drawn", "Low-poly", "Claymation", "ASCII", "Demake", "Corporate PowerPoint"], genre: ["RPG", "Shooter", "Puzzle", "Platformer", "Roguelike", "Simulation", "Horror", "Dating Sim", "Educational", "Idle Clicker"], mechanic: ["Deckbuilding", "Physics-based", "Survival", "Tower Defense", "Match-3", "Rhythm", "Gacha", "Crafting", "Battle Royale", "Auto-battler"], feature: ["Multiplayer", "Procedural Generation", "Time Manipulation", "Player-created Content", "Perma-death", "AI Companions", "Weekly Challenges", "Social Media Integration", "Microtransactions", "Cloud Save"] }; // Response templates for different card types at different coherence levels var responseTemplates = { basic: { high: ["Implementing {feature} with standard protocols", "Adding {feature} functionality as requested", "Building core systems for {feature}"], medium: ["Attempting to create {feature} with questionable methods", "{platform} struggling with {feature} implementation", "Forcing {feature} despite {platform} limitations"], low: ["CRITICAL: {feature} IMPLEMENTATION CAUSING SYSTEM INSTABILITY", "{feature} NOW SENTIENT AND QUESTIONING PURPOSE", "{platform} REJECTING {feature} - ATTEMPTING OVERRIDE"] }, UI: { high: ["Designing {visual} interface for {platform}", "Optimizing {visual} elements for {genre} feel", "Creating intuitive controls for {mechanic}"], medium: ["Stretching {platform} capabilities for {visual} rendering", "Users reporting eye strain from {visual} on {platform}", "{visual} clashing with {genre} expectations"], low: ["VISUALS EXCEEDING REALITY CONSTRAINTS", "{visual} CAUSING UNEXPLAINED PHENOMENA ON {platform}", "USERS REPORTING BEING PULLED INTO {genre} DIMENSION"] } // Add more for other card types }; // Initialize game function initGame() { // Clear screen while (game.children.length > 0) { game.removeChild(game.children[0]); } // Reset game state gameState = { state: STATES.PLAYING, day: 1, maxDays: 10, vibePoints: 100, codeCoherence: 100, bugs: 0, cardsPlayed: 0, maxCardsPerDay: 3, projectDescription: "New Project", conceptCards: { platform: null, visual: null, genre: null, mechanic: null, feature: null }, terminal: { log: ["PROJECT INITIALIZED", "Waiting for instructions..."], statusLine: "", currentTask: "Awaiting first prompt", featureTags: [] } }; // Create main interface createInterface(); // Initialize deck and draw cards initDeck(); drawHand(); // Initialize concept card selection if it's day 1 if (gameState.day === 1) { showConceptCardSelection('platform'); } // Update display updateTerminal(); } // Create main interface function createInterface() { // Create desk/monitor background var background = LK.getAsset('background', {}); game.addChild(background); // Create terminal display createTerminal(); // Create card area at bottom createCardArea(); // Create day indicator var dayText = new Text2("DAY " + gameState.day + "/" + gameState.maxDays, { size: 60, fill: 0x00ff00 // Terminal green }); dayText.x = 100; dayText.y = 100; game.addChild(dayText); gameState.dayText = dayText; // Create end day button var endDayButton = new Button("END DAY", 300, 80, function () { endDay(); }); endDayButton.x = 1848; endDayButton.y = 100; game.addChild(endDayButton); } // Create terminal display function createTerminal() { // Create terminal container var terminal = new Container(); terminal.x = 2048 / 2; terminal.y = 800; // Position in upper half of screen game.addChild(terminal); gameState.terminalContainer = terminal; // Create monitor frame var monitor = LK.getAsset('background', { width: 1600, height: 1000 }); monitor.tint = 0x333333; // Dark gray monitor terminal.addChild(monitor); // Create screen inside monitor var screen = LK.getAsset('background', { width: 1500, height: 900 }); screen.tint = 0x000000; // Black screen terminal.addChild(screen); // Create status line var statusLine = new Text2("PROJECT: [New Project] | VIBES: 100% | COHERENCE: 100%", { size: 30, fill: 0x00ff00 // Terminal green }); statusLine.x = -700; // Relative to terminal container statusLine.y = -400; terminal.addChild(statusLine); gameState.statusLineText = statusLine; // Create terminal log area var logText = new Text2("PROJECT INITIALIZED\nAwaiting instructions...", { size: 24, fill: 0x00ff00, align: 'left', wordWrap: true, wordWrapWidth: 1400 }); logText.x = -700; // Relative to terminal container logText.y = -350; terminal.addChild(logText); gameState.logText = logText; // Create feature tags area var tagsText = new Text2("", { size: 24, fill: 0x00ff00 }); tagsText.x = -700; tagsText.y = 350; terminal.addChild(tagsText); gameState.tagsText = tagsText; // Create blinking cursor var cursor = new Text2("_", { size: 24, fill: 0x00ff00 }); cursor.x = -700; cursor.y = 300; terminal.addChild(cursor); // Make cursor blink LK.setInterval(function () { cursor.visible = !cursor.visible; }, 500); } // Create card area function createCardArea() { // Create hand container var handContainer = new Container(); handContainer.y = 2100; // Position in lower part of screen game.addChild(handContainer); gameState.handContainer = handContainer; // Create separator line var separator = LK.getAsset('background', { width: 2048, height: 2, tint: 0x00ff00, y: 1600 }); game.addChild(separator); // Create hand label var handLabel = new Text2("YOUR PROMPTS", { size: 40, fill: 0x00ff00 }); handLabel.x = 2048 / 2; handLabel.y = 1650; game.addChild(handLabel); } // Card class - simplified from your existing implementation function Card(type, promptText, vibePoints, coherenceImpact, bugChance) { var card = new Container(); // Card properties card.type = type; card.promptText = promptText; card.vibePoints = vibePoints; card.coherenceImpact = coherenceImpact; card.bugChance = bugChance; // Card visuals var cardAsset; switch (type.toLowerCase()) { case 'ui': cardAsset = 'uicard'; break; case 'database': cardAsset = 'databasecard'; break; case 'api': cardAsset = 'apicard'; break; case 'security': cardAsset = 'securitycard'; break; case 'special': cardAsset = 'specialcard'; break; default: cardAsset = 'basiccard'; } var cardBg = LK.getAsset(cardAsset, { anchorX: 0.5, anchorY: 0.5 }); card.addChild(cardBg); // Card title var titleText = new Text2(type.toUpperCase(), { size: 40, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0); titleText.y = -250; card.addChild(titleText); // Card prompt text var promptTextObj = new Text2(promptText, { size: 30, fill: 0xFFFFFF, align: 'center', wordWrap: true, wordWrapWidth: 350 }); promptTextObj.anchor.set(0.5, 0); promptTextObj.y = -180; card.addChild(promptTextObj); // Make card interactive card.interactive = true; card.down = function () { card.scale.set(0.95); }; card.up = function () { card.scale.set(1); playCard(card); }; return card; } // Initialize the deck function initDeck() { gameState.deck = []; gameState.hand = []; // Add multiple copies of each card template cardTemplates.forEach(function (template) { var count = template.type === 'basic' ? 4 : 2; // More basic cards for (var i = 0; i < count; i++) { gameState.deck.push(Object.assign({}, template)); } }); // Shuffle deck shuffleDeck(); } // Shuffle the deck function shuffleDeck() { for (var i = gameState.deck.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = gameState.deck[i]; gameState.deck[i] = gameState.deck[j]; gameState.deck[j] = temp; } } // Draw a hand of cards function drawHand() { // Clear existing hand while (gameState.handContainer.children.length > 0) { gameState.handContainer.removeChild(gameState.handContainer.children[0]); } gameState.hand = []; // Draw 5 cards for (var i = 0; i < 5; i++) { if (gameState.deck.length > 0) { var template = gameState.deck.pop(); var card = new Card(template.type, template.promptText, template.vibePoints, template.coherenceImpact, template.bugChance); gameState.hand.push(card); gameState.handContainer.addChild(card); } } // Position cards positionCardsInHand(); } // Position cards in hand function positionCardsInHand() { var spacing = 420; var handWidth = gameState.hand.length * spacing; var startX = (2048 - handWidth) / 2 + spacing / 2; gameState.hand.forEach(function (card, index) { card.x = startX + index * spacing; card.y = 0; }); } // Show concept card selection function showConceptCardSelection(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('background', { width: 1800, height: 1200 }); bg.alpha = 0.9; selectionContainer.addChild(bg); // Create title var title = new Text2("SELECT " + category.toUpperCase(), { size: 60, fill: 0x00ff00 }); title.anchor.set(0.5, 0); title.y = -550; selectionContainer.addChild(title); // Get options for this category var options = conceptCardTemplates[category]; // Choose 3 random options 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); } // Create option buttons selectedOptions.forEach(function (option, index) { var button = new Button(option, 500, 100, function () { // Set concept card gameState.conceptCards[category] = option; // Update terminal addToTerminalLog("SELECTED " + category.toUpperCase() + ": " + option); updateTerminal(); // Remove selection container game.removeChild(selectionContainer); // Add to feature tags updateFeatureTags(); }); button.x = 0; button.y = -200 + index * 200; selectionContainer.addChild(button); }); } // Button class function Button(text, width, height, callback) { var button = new Container(); // Button background var bg = LK.getAsset('menuButton', { width: width, height: height }); bg.tint = 0x333333; button.addChild(bg); // Button text var textObj = new Text2(text, { size: 30, fill: 0x00ff00 }); textObj.anchor.set(0.5, 0.5); button.addChild(textObj); // Make button interactive button.interactive = true; button.down = function () { bg.color = 0x555555; }; button.up = function () { bg.color = 0x333333; if (callback) { callback(); } }; return button; } // Play a card function playCard(card) { if (gameState.cardsPlayed >= gameState.maxCardsPerDay) { addToTerminalLog("CANNOT PLAY MORE CARDS TODAY"); return; } // Generate response for this card var response = generateResponse(card); // Apply card effects gameState.vibePoints = Math.max(0, gameState.vibePoints + card.vibePoints); gameState.codeCoherence = Math.max(0, gameState.codeCoherence - card.coherenceImpact); gameState.cardsPlayed++; // Add response to terminal addToTerminalLog("IMPLEMENTING: \"" + card.promptText + "\""); addToTerminalLog(response); // Check for bugs checkForBugs(card); // Remove card from hand var index = gameState.hand.indexOf(card); if (index !== -1) { gameState.hand.splice(index, 1); gameState.handContainer.removeChild(card); } // Update terminal updateTerminal(); // Reposition remaining cards positionCardsInHand(); // Check game state checkGameState(); } // Generate response for a card function generateResponse(card) { // Determine coherence level var coherenceLevel = getCoherenceLevel(); // Get templates for this card type and coherence level var templates = responseTemplates[card.type.toLowerCase()] || responseTemplates.basic; var levelTemplates = templates[coherenceLevel]; // Select random template var template = levelTemplates[Math.floor(Math.random() * levelTemplates.length)]; // Replace placeholders with concept card values var response = template.replace(/{(\w+)}/g, function (match, term) { return gameState.conceptCards[term] || match; }); return response; } // Get coherence level based on current code coherence function getCoherenceLevel() { if (gameState.codeCoherence > 70) { return "high"; } if (gameState.codeCoherence > 30) { return "medium"; } return "low"; } // Add text to terminal log function addToTerminalLog(text) { gameState.terminal.log.push(text); // Keep only last 8 entries if (gameState.terminal.log.length > 8) { gameState.terminal.log.shift(); } } // Update terminal display function updateTerminal() { // Update status line var conceptString = ""; for (var category in gameState.conceptCards) { if (gameState.conceptCards[category]) { if (conceptString) { conceptString += " "; } conceptString += gameState.conceptCards[category]; } } var statusText = "PROJECT: [" + conceptString + "] | VIBES: " + gameState.vibePoints + "% | COHERENCE: " + gameState.codeCoherence + "% | BUGS: " + gameState.bugs; gameState.statusLineText.setText(statusText); // Update terminal log gameState.logText.setText(gameState.terminal.log.join('\n\n')); // Update feature tags updateFeatureTags(); } // Update feature tags function updateFeatureTags() { var tags = []; for (var category in gameState.conceptCards) { if (gameState.conceptCards[category]) { tags.push("#" + gameState.conceptCards[category].replace(/\s+/g, '')); } } gameState.tagsText.setText(tags.join(' ')); } // Check for bugs function checkForBugs(card) { var bugChance = card.bugChance * (1 + (100 - gameState.codeCoherence) / 100); if (Math.random() < bugChance) { gameState.bugs++; // Add bug message to terminal var bugMessages = ["WARNING: Bug detected in " + card.type + " implementation", "ERROR: Unexpected behavior in " + card.promptText, "CRITICAL: System instability increasing", "BUG ALERT: Code coherence affected"]; addToTerminalLog(bugMessages[Math.floor(Math.random() * bugMessages.length)]); } } // Check game state function checkGameState() { // Check for game over conditions if (gameState.bugs >= 10) { gameOver("TOO MANY BUGS - PROJECT CRASHED"); return; } if (gameState.codeCoherence <= 0) { gameOver("CODE COHERENCE ZERO - AI HALLUCINATING"); return; } // Check if all cards have been played for this day if (gameState.cardsPlayed >= gameState.maxCardsPerDay) { addToTerminalLog("DAILY CARD LIMIT REACHED - END DAY TO CONTINUE"); } } // End the day function endDay() { gameState.day++; if (gameState.day > gameState.maxDays) { evaluateProject(); return; } // Update day text gameState.dayText.setText("DAY " + gameState.day + "/" + gameState.maxDays); // Reset cards played gameState.cardsPlayed = 0; // Recover some code coherence gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10); // Draw new hand drawHand(); // Add day change to terminal addToTerminalLog("DAY " + gameState.day + " STARTED"); updateTerminal(); // Check if it's a concept card day var conceptDays = { 1: 'platform', 3: 'visual', 5: 'genre', 7: 'mechanic', 9: 'feature' }; if (conceptDays[gameState.day]) { showConceptCardSelection(conceptDays[gameState.day]); } } // Evaluate project at end of game function evaluateProject() { // Calculate score based on vibes, features implemented, bugs, coherence 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(score); // Generate review text var reviewText = generateReview(score); // Show game over with review gameOver("PROJECT COMPLETE! SCORE: " + score + "/100\n\n" + reviewText); } // Generate review text based on game results function generateReview(score) { var platform = gameState.conceptCards.platform || "Unknown Platform"; var visual = gameState.conceptCards.visual || "Unknown Visual Style"; var genre = gameState.conceptCards.genre || "Unknown Genre"; var mechanic = gameState.conceptCards.mechanic || "Unknown Mechanic"; var feature = gameState.conceptCards.feature || "Unknown Feature"; // Create compatibility assessment var compatibility = "surprisingly effective"; if (platform === "Smart Watch" && visual === "Realistic" || platform === "Blockchain" && mechanic === "Rhythm") { compatibility = "technically impossible"; } else if (platform === "Smart Fridge" && genre === "Horror" || visual === "ASCII" && feature === "Procedural Generation") { compatibility = "bizarrely compelling"; } // Generate review based on score if (score >= 80) { return "GameDev Weekly Review: " + score + "%\n\n" + "The " + platform + " " + genre + " with " + visual + " visuals is a breakthrough hit! " + "The " + mechanic + " mechanics combined with " + feature + " create a " + compatibility + " experience. " + "Despite the odd bug, players can't stop talking about this unique creation."; } else if (score >= 50) { return "GameDev Weekly Review: " + score + "%\n\n" + "This " + visual + " " + genre + " for " + platform + " is an ambitious mess. " + "The " + mechanic + " system is interesting but poorly implemented, and " + feature + " feels tacked on as an afterthought. This " + compatibility + " combination " + "shows promise but needs serious bug fixing."; } else { return "GameDev Weekly Review: " + score + "%\n\n" + "What were they thinking? A " + genre + " game with " + visual + " visuals on " + platform + "?! " + "The " + mechanic + " mechanics are completely broken, and " + feature + " crashes constantly. " + "This " + compatibility + " disaster sets a new standard for technical problems. " + "However, it's so bad it might become a cult classic for ironic enjoyment."; } } // Game over function gameOver(message) { gameState.state = STATES.GAME_OVER; // Create game over container var gameOverContainer = new Container(); gameOverContainer.x = 2048 / 2; gameOverContainer.y = 2732 / 2; game.addChild(gameOverContainer); // Create background var bg = LK.getAsset('background', { width: 1800, height: 1500 }); bg.alpha = 0.9; gameOverContainer.addChild(bg); // Create game over text var gameOverText = new Text2(message, { size: 40, fill: 0x00ff00, align: 'left', wordWrap: true, wordWrapWidth: 1600 }); gameOverText.anchor.set(0.5, 0.5); gameOverContainer.addChild(gameOverText); // Create restart button var restartButton = new Button("NEW PROJECT", 400, 100, function () { initGame(); }); restartButton.y = 600; gameOverContainer.addChild(restartButton); } // Create title screen 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('background', { width: 2048, height: 2732 }); game.addChild(background); // Create title var title = new Text2("VIBE CODER", { size: 120, fill: 0x00ff00 }); title.x = 2048 / 2; title.y = 800; game.addChild(title); // Create subtitle var subtitle = new Text2("The AI Coding Simulator", { size: 60, fill: 0x00ff00 }); subtitle.x = 2048 / 2; subtitle.y = 900; game.addChild(subtitle); // Create start button var startButton = new Button("START", 400, 100, function () { initGame(); }); startButton.x = 2048 / 2; startButton.y = 1200; game.addChild(startButton); } // Start the game showTitleScreen(); // Game update function - called every frame game.update = function () { if (gameState.state !== STATES.PLAYING) { return; // Skip updates if not in playing state } // Update blinking cursor position if needed updateCursorPosition(); // Add any other frame-by-frame updates needed }; // Update cursor position based on current terminal text function updateCursorPosition() { if (!gameState.logText || !gameState.terminalContainer) { return; } var cursor = gameState.terminalContainer.children.find(function (child) { return child instanceof Text2 && child.text === "_"; }); if (cursor) { // Get last line of text var lines = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; var lastLine = lines.split("\n").pop(); // Position cursor after the last line var textWidth = lastLine.length * 14; // Approximate width per character cursor.x = -700 + textWidth; // Start position + text width // Calculate y position based on number of lines in log var totalLines = 0; gameState.terminal.log.forEach(function (entry) { totalLines += entry.split("\n").length + 1; // +1 for spacing }); cursor.y = -350 + totalLines * 30; // Starting y + line height * lines } } // Game touch/click event handlers game.down = function (x, y, obj) { // Object-specific handlers will trigger first if clicked }; game.move = function (x, y, obj) { // Handle drag operations if needed }; game.up = function (x, y, obj) { // Handle any touch/click releases not caught by objects }; // Add cards to hand with dragging functionality function addCardToHand(cardData) { var card = new Card(cardData.type, cardData.promptText, cardData.vibePoints, cardData.coherenceImpact, cardData.bugChance); // Add dragging behavior card.isDragging = false; card.dragOffsetX = 0; card.dragOffsetY = 0; card.originalX = 0; card.originalY = 0; // Override default handlers with drag functionality card.down = function (x, y) { this.isDragging = true; this.dragOffsetX = this.x - x; this.dragOffsetY = this.y - y; this.originalX = this.x; this.originalY = this.y; // Bring to front if (this.parent) { this.parent.setChildIndex(this, this.parent.children.length - 1); } // Visual feedback this.scale.set(1.1); }; card.move = function (x, y) { if (this.isDragging) { this.x = x + this.dragOffsetX; this.y = y + this.dragOffsetY; } }; card.up = function (x, y) { this.isDragging = false; this.scale.set(1); // Check if dropped on terminal var terminalBounds = { x: gameState.terminalContainer.x - 800, y: gameState.terminalContainer.y - 500, width: 1600, height: 1000 }; if (x > terminalBounds.x && x < terminalBounds.x + terminalBounds.width && y > terminalBounds.y && y < terminalBounds.y + terminalBounds.height) { // Card dropped on terminal playCard(this); } else { // Return to original position this.x = this.originalX; this.y = this.originalY; } }; gameState.hand.push(card); gameState.handContainer.addChild(card); return card; } // More detailed implementation of card drawing // Enhanced terminal text handling with typing effect function addToTerminalLogWithEffect(text) { // Store the text to be added var typingState = { fullText: text, currentPosition: 0, typingSpeed: 50 // ms per character }; // Save reference to typing state gameState.currentTyping = typingState; // Add empty string to log first gameState.terminal.log.push(""); // Start typing effect typeNextCharacter(); function typeNextCharacter() { if (!typingState.fullText || !gameState.terminal) { return; } if (typingState.currentPosition < typingState.fullText.length) { // Get current log text var logEntry = gameState.terminal.log[gameState.terminal.log.length - 1]; // Add next character logEntry += typingState.fullText[typingState.currentPosition]; // Update log gameState.terminal.log[gameState.terminal.log.length - 1] = logEntry; // Update display updateTerminal(); // Increment position typingState.currentPosition++; // Schedule next character LK.setTimeout(typeNextCharacter, typingState.typingSpeed); } else { // Typing complete gameState.currentTyping = null; // Keep only last 8 entries if (gameState.terminal.log.length > 8) { gameState.terminal.log.shift(); updateTerminal(); } } } } // Enhanced version of playCard with visual effects // Enhanced day transition with effects function endDayWithEffects() { // Animate day transition var dayTransition = new Text2("END OF DAY " + gameState.day, { size: 80, fill: 0x00ff00 }); dayTransition.x = 2048 / 2; dayTransition.y = 2732 / 2; dayTransition.alpha = 0; game.addChild(dayTransition); // Fade in tween(dayTransition, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { // Hold for a moment LK.setTimeout(function () { // Fade out tween(dayTransition, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(dayTransition); // Proceed with day end gameState.day++; if (gameState.day > gameState.maxDays) { evaluateProject(); return; } // Update day text gameState.dayText.setText("DAY " + gameState.day + "/" + gameState.maxDays); // Reset cards played gameState.cardsPlayed = 0; // Recover some code coherence gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10); // Draw new hand drawHand(); // Add day change to terminal addToTerminalLogWithEffect("DAY " + gameState.day + " STARTED"); updateTerminal(); // Check if it's a concept card day var conceptDays = { 1: 'platform', 3: 'visual', 5: 'genre', 7: 'mechanic', 9: 'feature' }; if (conceptDays[gameState.day]) { LK.setTimeout(function () { showConceptCardSelection(conceptDays[gameState.day]); }, 500); } } }); }, 1000); } }); } // Launch Screen special effect function showLaunchScreen() { // Black overlay var overlay = LK.getAsset('background', { width: 2048, height: 2732 }); overlay.tint = 0x000000; game.addChild(overlay); // "Booting up" text var bootText = new Text2("BOOTING VIBE CODER OS v1.0...", { size: 40, fill: 0x00ff00 }); bootText.x = 2048 / 2; bootText.y = 2732 / 2; game.addChild(bootText); // Simulate boot sequence LK.setTimeout(function () { bootText.setText(bootText.text + "\nINITIALIZING TERMINAL..."); LK.setTimeout(function () { bootText.setText(bootText.text + "\nLOADING VIBE DATABASE..."); LK.setTimeout(function () { bootText.setText(bootText.text + "\nCONNECTING TO AI SUBSYSTEMS..."); LK.setTimeout(function () { bootText.setText(bootText.text + "\nREADY!"); LK.setTimeout(function () { // Fade out tween(overlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(overlay); game.removeChild(bootText); // Show the title screen showTitleScreen(); } }); }, 800); }, 800); }, 800); }, 800); }, 800); } // Enhanced game initialization with intro sequence function initGameWithIntro() { // Reset game state gameState = { state: STATES.PLAYING, day: 1, maxDays: 10, vibePoints: 100, codeCoherence: 100, bugs: 0, cardsPlayed: 0, maxCardsPerDay: 3, projectDescription: "New Project", conceptCards: { platform: null, visual: null, genre: null, mechanic: null, feature: null }, terminal: { log: [], statusLine: "", currentTask: "Awaiting first prompt", featureTags: [] }, deck: [], hand: [] }; // Clear screen with fade effect var fadeOverlay = new Sprite(); fadeOverlay.width = 2048; fadeOverlay.height = 2732; fadeOverlay.color = 0x000000; fadeOverlay.alpha = 0; game.addChild(fadeOverlay); // Fade to black tween(fadeOverlay, { alpha: 1 }, { duration: 500, onFinish: function onFinish() { // Clear screen while (game.children.length > 0) { game.removeChild(game.children[0]); } // Create main interface createInterface(); // Initialize deck and draw cards initDeck(); drawHand(); // Add initial terminal messages addToTerminalLogWithEffect("VIBE CODER OS v1.0 INITIALIZED"); LK.setTimeout(function () { addToTerminalLogWithEffect("NEW PROJECT CREATED"); LK.setTimeout(function () { addToTerminalLogWithEffect("AWAITING CONCEPT SELECTION..."); updateTerminal(); // Initialize concept card selection for day 1 LK.setTimeout(function () { showConceptCardSelection('platform'); }, 500); }, 1000); }, 1000); // Fade from black fadeOverlay.alpha = 1; game.addChild(fadeOverlay); tween(fadeOverlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { game.removeChild(fadeOverlay); } }); } }); } // Start the application with boot sequence showLaunchScreen();
===================================================================
--- original.js
+++ change.js
@@ -255,13 +255,14 @@
handContainer.y = 2100; // Position in lower part of screen
game.addChild(handContainer);
gameState.handContainer = handContainer;
// Create separator line
- var separator = new Sprite();
- separator.width = 2048;
- separator.height = 2;
- separator.color = 0x00ff00;
- separator.y = 1600;
+ var separator = LK.getAsset('background', {
+ width: 2048,
+ height: 2,
+ tint: 0x00ff00,
+ y: 1600
+ });
game.addChild(separator);
// Create hand label
var handLabel = new Text2("YOUR PROMPTS", {
size: 40,
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