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update gameRef.specialSegment.startText.text and gameRef.specialSegment.endText.text to the position of specialSegment. compute segment start x,y using segment's x,y width and its rotation angle
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'updateSegment')' in this line: 'this.parent.specialSegment.updateSegment(nextX, nextY);' Line Number: 103
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Fix Bug: 'Uncaught ReferenceError: specialSegment is not defined' in this line: 'specialSegment.updateSegment(nextX, nextY);' Line Number: 103
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fix specialSegment ref for function updateTexts(gameRef) to work
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'startText')' in this line: 'specialSegmentPositionText.setText('Start: (' + gameRef.specialSegment.startText.text + ') End: (' + gameRef.specialSegment.endText.text + ')');' Line Number: 254
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update specialSegmentPositionText in function updateTexts(gameRef)
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add new Text2 in the global scope for specialSegment position display
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in function updateTexts(gameRef) log the gameRef
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Add another endtext to the Game and in SpecialGraphSegment call an updateTexts() global Function. Pass a reference to the game to updateTexts()
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add a text to display the special segment start and another to display its end position live
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create a special segment from the begining, set its left x to be the same as the ValueIndicator, then rotate it and increase its with to follow the ValueIndicator position
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updateYPosition calls itself, it's a problem no ?
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segment positioning code is duplicated
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the start of the first segment should be at the 1st position of the ValueIndicator, it's end should be the 2nd position of the ValueIndicator. Then th 2nd segment should start at the end of the 1st segment and end at the 3rd position of the ValueIndicator. and so on
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the start of the first segment should be at the 1st position of the ValueIndicator, it's end should be the 2nd position of the ValueIndicator.
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the segments are parts of the graph line. their height isn't changed, only their width. instead they are rotated to compensate the y change
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add an asset for segments
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in updateYPosition for each historyIndex call update graph to add a new segment going from current ValueIndicator position to the next one
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'updateGraph')' in this line: 'self.graphLine.updateGraph(stockValuesHistory);' Line Number: 53
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graphLine should not be a child of valueIndicator, it should be independant. GraphLine should be composed of multiple GraphSegments
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Fix Bug: 'Uncaught ReferenceError: GraphLine is not defined' in this line: 'self.graphLine = self.addChild(new GraphLine());' Line Number: 33
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remove everything related to the GraphLine
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'updateGraph')' in this line: 'self.graphLine.updateGraph(stockValuesHistory);' Line Number: 26
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the line creation should follow the VI
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create a new line instance for each value of stock then rotate it in the direction of the next value, and strech it until the VI reaches the next value
/****
* Classes
****/
// ValueIndicator class to represent the current value of the stock on the graph
var ValueIndicator = Container.expand(function () {
var self = Container.call(this);
var indicatorGraphics = self.createAsset('valueIndicator', 'Current Stock Value Indicator', 0.5, 0.5);
self.updatePosition = function (price) {
// Position ValueIndicator based on the stock price
self.x = 0; // Start from the left side
self.y = 2732 / 2; // Start from the left side
var targetX = game.width / 2; // Center horizontally
var targetY = game.height / 2; // Center vertically
// Custom tween function to animate the ValueIndicator
var startTime = Date.now();
var duration = 3000; // Duration in milliseconds
var startX = self.x;
var endX = targetX;
var animateX = function animateX() {
var endTime = startTime + duration;
var currentTime = Date.now();
var timeRemaining = endTime - currentTime;
var nextX = startX + (endX - startX) * (1 - timeRemaining / duration);
self.x = nextX;
if (currentTime < endTime) {
LK.setTimeout(animateX, 16);
}
};
animateX();
// Add GraphLine to the ValueIndicator
self.graphLine = self.addChild(new GraphLine());
// Update the graph line whenever the ValueIndicator updates its position
self.graphLine.updateGraph(stockValuesHistory);
// Function to animate the ValueIndicator based on stockValuesHistory
var historyIndex = 0; // Start with the first value in the history
var updateYPosition = function updateYPosition() {
if (historyIndex < stockValuesHistory.length) {
var targetY = game.height / 2 - stockValuesHistory[historyIndex] * 10; // Scale the stock value for display
var startY = self.y;
var duration = 1000; // Duration in milliseconds for Y movement
var startTime = Date.now();
var animateY = function animateY() {
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
var newY = startY + (targetY - startY) * (timeElapsed / duration);
self.y = newY;
if (timeElapsed < duration) {
LK.setTimeout(animateY, 16);
} else {
self.y = targetY; // Ensure final position is set
}
};
animateY();
historyIndex++;
LK.setTimeout(updateYPosition, 1000); // Update position every second
}
};
updateYPosition();
};
});
// GraphLine class to represent the graph line behind the ValueIndicator
var GraphLine = Container.expand(function () {
var self = Container.call(this);
var lineGraphics = self.createAsset('graphLineGraphics', 'Graph Line Graphics', 0, 0);
self.addChild(lineGraphics);
self.updateGraph = function (history) {
lineGraphics.clear();
for (var i = 0; i < history.length - 1; i++) {
var startX = game.width / (history.length - 1) * i;
var startY = game.height / 2 - history[i] * 10;
var endX = game.width / (history.length - 1) * (i + 1);
var endY = game.height / 2 - history[i + 1] * 10;
var lineLength = Math.sqrt(Math.pow(endX - startX, 2) + Math.pow(endY - startY, 2));
var angle = Math.atan2(endY - startY, endX - startX);
var lineAsset = self.createAsset('line', 'Graph Line Segment', 0, 0);
lineAsset.width = lineLength;
lineAsset.height = 2; // Set a small height for the line
lineAsset.rotation = angle;
lineAsset.x = startX;
lineAsset.y = startY;
self.addChild(lineAsset);
}
};
});
// Player class to represent the player's portfolio
var Player = Container.expand(function () {
var self = Container.call(this);
self.balance = 100; // Start with $100
self.stocks = {}; // Object to hold stocks and quantities
self.buyStock = function (stock, quantity) {
var cost = stock.getPrice() * quantity;
if (self.balance >= cost) {
self.balance -= cost;
if (!self.stocks[stock]) {
self.stocks[stock] = 0;
}
self.stocks[stock] += quantity;
}
};
self.sellStock = function (stock, quantity) {
if (self.stocks[stock] && self.stocks[stock] >= quantity) {
self.balance += stock.getPrice() * quantity;
self.stocks[stock] -= quantity;
if (self.stocks[stock] === 0) {
delete self.stocks[stock];
}
}
};
self.getBalance = function () {
return self.balance;
};
self.getPortfolio = function () {
return self.stocks;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No need to set backgroundColor since we are adding a background asset
});
/****
* Game Code
****/
// Create and add background asset
var background = game.addChild(LK.getAsset('background', 'Game background', 0.5, 0.5));
background.x = 1024; // Center x position
background.y = 2732 - background.height / 2; // Center y position
// Initialize game elements
var player = new Player();
var stocks = [];
// Initialize stock values history with the first value of $10
var stockValuesHistory = [10];
// Add 10 other random stock values
for (var i = 0; i < 10; i++) {
stockValuesHistory.push(Math.floor(Math.random() * 100) + 1);
}
var stockDisplay = []; // Array to hold stock display elements
var balanceText = new Text2('Balance: $' + player.getBalance(), {
size: 50,
fill: "#ffffff"
});
// Create and add ValueIndicator to the game
var valueIndicator = game.addChild(new ValueIndicator());
valueIndicator.updatePosition(100); // Example stock price
balanceText.anchor.set(0.5, 0);
LK.gui.top.addChild(balanceText);
// Update the player's balance display
function updateBalanceDisplay() {
balanceText.setText('Balance: $' + player.getBalance().toFixed(2));
}
// Function to handle buying stocks
function buyStock(stock) {
player.buyStock(stock, 1); // Buy 1 stock for simplicity
updateBalanceDisplay();
}
// Function to handle selling stocks
function sellStock(stock) {
player.sellStock(stock, 1); // Sell 1 stock for simplicity
updateBalanceDisplay();
}
// Main game loop
LK.on('tick', function () {
// Check for game over conditions (e.g., player runs out of money)
if (player.getBalance() <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
A Technical dark background. Nothing just a gradiant of colors from black to dark blue. Theme : stock market. background
A modern clean empty rectangular button without borders. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
without shadow
a basic empty ui popup with a black background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.