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remove everything related to ValueIndicator. clean the code
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remove ValueIndicator without altering segments algorithm
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when moveSegments is true, take into account the slide in drawsegment
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Ensure the linkage between segments. adjuste to account for the distance that the existing segments have already moved to the left. This would ensure that the new segment is connected to the end of the last segment after it has slid, rather than where it was before sliding.
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Fix new segments not visible when moveSegments is true
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maintain the linkage between segments, the starting position of the new segment (`x1`, `y1`) need to be adjusted to account for the distance that the existing segments have already moved to the left. This would ensure that the new segment is connected to the end of the last segment after it has slid, rather than where it was before sliding.
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when moveSegments = true continuously add new stockValuesHistory & graphPoints values
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continuously add new stockValuesHistory & graphPoints values
Code edit (8 edits merged)
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keep current ValueIndictor functions and add an additional equivalent slide function to the value indicator
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add an equivalent slide function to the value indicator
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tune drawNextSegment to have the pointB always follow the ValueIndictor position
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in drawNextSegment update the points & delay calculation to take into account slideAmount when moveSegments is true
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in drawSegment update the width calculation to take into account slideAmount when moveSegments is true
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graphpoints x shoud never exeed game center
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graphPoints x should never exeed game center
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like for the indicator, segments (x+width) should never exeed the game center
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move var slideAmount = 4.0; to global scope
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updateSlide call is missinf
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segments are not sliding when moveSegments is true
/****
* Classes
****/
var GraphSegment = Container.expand(function () {
var self = Container.call(this);
self.initSlide = function (distance) {
self.distanceToSlide = distance;
self.startX = self.x;
};
self.updateSlide = function (deltaTime) {
if (self.distanceToSlide && moveSegments) {
var slideAmount = Math.min(self.distanceToSlide, deltaTime * self.slideSpeed);
self.x -= slideAmount;
self.distanceToSlide -= slideAmount;
if (self.distanceToSlide <= 0) {
self.distanceToSlide = null;
}
}
};
self.slideSpeed = 0.1; // Adjust slide speed as necessary
var segmentGraphics = self.createAsset('segment', 'Graph Segment', 0, 0.5);
// Function to slide the segment to the left
});
// 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) {
if (!running) {
return;
}
// 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 and update SpecialGraphSegment
var startTime = Date.now();
var duration = 5500; // Duration in milliseconds
var startX = self.x;
var endX = targetX;
var startY = self.y;
var endY = targetY;
var animateX = function animateX() {
var endTime = startTime + duration;
var currentTime = Date.now();
var timeRemaining = endTime - currentTime;
var nextX = startX + (endX - startX) * (1 - timeRemaining / duration);
var nextY = startY + (endY - startY) * (1 - timeRemaining / duration);
self.x = nextX;
if (currentTime < endTime) {
LK.setTimeout(animateX, 16);
}
};
animateX();
// Function to animate the ValueIndicator based on stockValuesHistory
var historyIndex = 1; // 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 nextX = self.x;
console.log('ValueIndicator moving to next position: ' + stockValuesHistory[historyIndex], nextX, 1366 - targetY);
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(function () {
updateYPosition();
}, 1000); // Update position every second and add a new segment
}
};
updateYPosition();
};
});
// 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 running = false;
var moveSegments = false;
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];
// Declare a global array to store graph segments
var graphSegments = [];
// Add 10 other random stock values
for (var i = 0; i < 10; i++) {
stockValuesHistory.push(Math.floor(Math.random() * 100) + 1);
}
// Instantiate ValueIndicator
var valueIndicator = new ValueIndicator();
game.addChild(valueIndicator);
// Compute the coordinates for ValueIndicator based on stockValuesHistory
var graphPoints = [];
var graphWidth = game.width;
var segmentWidth = graphWidth / stockValuesHistory.length;
// Set the first graphPoints to match the start coordinates of valueIndicator
var x = 0;
var y = 1366;
console.log('valueIndicator start at', {
x: Math.round(x),
y: Math.round(1366 - y)
});
graphPoints.push({
x: x,
y: y
});
// Compute the remaining coordinates
for (var i = 1; i < stockValuesHistory.length; i++) {
x = segmentWidth * i;
y = game.height / 2 - stockValuesHistory[i] * 10; // Scale the stock value for display
graphPoints.push({
x: x,
y: y
});
}
// Draw a sample square using drawGraph
var stockDisplay = []; // Array to hold stock display elements
var balanceText = new Text2('Balance: $' + player.getBalance(), {
size: 50,
fill: "#ffffff"
});
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 () {
if (!running) {
return;
}
// Update slide for each graph segment
graphSegments.forEach(function (segment) {
segment.updateSlide(LK.tickDeltaTime);
});
// Check for game over conditions (e.g., player runs out of money)
if (player.getBalance() <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
function drawSegment(gameRef, x1, y1, x2, y2, delay, callback) {
var segment = gameRef.addChild(new GraphSegment());
// Add the new segment to the global graphSegments array
graphSegments.push(segment);
segment.x = x1;
segment.y = y1;
segment.width = 1;
segment.height = 20;
var deltaX = x2 - x1;
var deltaY = y2 - y1;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
segment.rotation = Math.atan2(deltaY, deltaX);
var startTime = Date.now();
var endTime = startTime + delay * 1000;
var updateWidth = function updateWidth() {
if (!running) {
return;
}
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
var newWidth = Math.min(timeElapsed / (delay * 1000) * distance, distance);
segment.width = newWidth;
if (currentTime < endTime) {
LK.setTimeout(updateWidth, 16);
} else {
console.log("Past center ? " + (segment.x + segment.width / 2 >= game.width / 2));
if (segment.x + segment.width / 2 >= game.width / 2) {
moveSegments = true;
}
if (typeof callback === 'function') {
callback();
}
}
};
updateWidth();
}
function drawGraph(gameRef, points) {
console.log('Starting to draw graph');
if (points.length < 2) {
console.log('Not enough points to draw a graph segment.');
return;
} // Need at least two points to draw a segment
function drawNextSegment(index) {
if (index < points.length - 1) {
var pointA = points[index];
var pointB = points[index + 1];
console.log('Drawing segment from', {
x: Math.round(pointA.x),
y: Math.round(1366 - pointA.y)
}, 'to', {
x: Math.round(pointB.x),
y: Math.round(1366 - pointB.y)
});
drawSegment(gameRef, pointA.x, pointA.y, pointB.x, pointB.y, 1, function () {
/*console.log('Segment drawn from', {
x: Math.round(pointA.x),
y: Math.round(pointA.y)
}, 'to', {
x: Math.round(pointB.x),
y: Math.round(pointB.y)
});*/
drawNextSegment(index + 1);
});
} else {
console.log('Finished drawing graph');
}
}
drawNextSegment(0);
}
function startGame() {
// Initialize and start the game logic here
running = true;
// Pass the series of points to drawGraph
drawGraph(game, graphPoints);
// Add ValueIndicator to the game and update its position
valueIndicator.updatePosition(100); // Example stock price
}
LK.setTimeout(function () {
startGame();
}, 1000);
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.