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check if graphIndex is defined properly
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MOVE function drawNextSegment() { if (graphIndex < graphPoints.length - 1) { var pointA = graphPoints[graphIndex]; var lastSegment = graphSegments.length > 0 ? graphSegments[graphSegments.length - 1] : null; var lastSegmentEndX = lastSegment ? lastSegment.x + Math.cos(lastSegment.rotation) * lastSegment.width : 0; pointA.x = lastSegment ? lastSegmentEndX : 0; var pointB = graphPoints[graphIndex + 1]; var delay = 1; // Reduce delay if segments are moving if (!drawingInProgress) { drawingInProgress = true; drawSegment(game, graphIndex, pointA.x, pointA.y, pointB.x, pointB.y, delay); } graphIndex++; } } to the Global scope. Properly
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move the body drawNextSegment of drawGraph in the global drawNextSegment. ensure variables scope is correct.
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Fix Bug: 'ReferenceError: drawNextSegment is not defined' in this line: 'segmentDrawInterval = LK.setInterval(drawNextSegment, 1000);' Line Number: 110
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Fix Bug: 'ReferenceError: drawNextSegment is not defined' in this line: 'segmentDrawInterval = LK.setInterval(drawNextSegment, 1000);' Line Number: 110
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replace the while (index < points.length - 1) by a function + a call to this function in a tick event, every second
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replace Date.now() - sleepStartTime by a variable waitTime, update waittime in the loop
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after drawSegment call, sleep in another while loop until drawingInProgress is false (add a timeout to avoid infinite loop)
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drawSegment should be called only after the previous call ends. use a boolean not a callback
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drawSegment should be called only once per sec
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put the drawNextSegment(); call in a while loop
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switch from callback system to a while loop
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bug : segmes apear ridiculously small
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all segments should be segmentWidth
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make segments of tick loop as large as the one from drawgraph (segmentWidth)
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use the code : var lastSegment = graphSegments.length > 0 ? graphSegments[graphSegments.length - 1] : null; console.log('lastSegment ' + (graphSegments.length - 1), lastSegment); var lastSegmentEndX = lastSegment ? lastSegment.x + Math.cos(lastSegment.rotation) * lastSegment.width : 0; pointA.x = lastSegment ? lastSegmentEndX : 0; for the segments dran in the tick event
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fix: only 1st segment is visible
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segments should be drawn every sec
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Switch to Another way to chain `drawSegment` calls without using a callback system is to use a game loop or a tick function that is called at a regular interval by the game engine. Since the LK game engine operates at 60 frames per second, you can leverage the `LK.on('tick', function() {...})` event to schedule and control the drawing of segments.
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Fix Bug: 'Timeout.tick error: Cannot read properties of null (reading 'x')' in this line: 'var lastSegmentEndX = lastSegment.x + Math.cos(lastSegment.rotation) * lastSegment.width;' Line Number: 195
===================================================================
--- original.js
+++ change.js
@@ -103,9 +103,9 @@
}
LK.setTimeout(addNewStockValues, 1000); // Continue adding new values every second
}
// Start the continuous addition of new stock values and graph points
-addNewStockValues();
+// Delayed call to addNewStockValues moved to startGame function
var stockDisplay = []; // Array to hold stock display elements
var balanceText = new Text2('Balance: $' + player.getBalance(), {
size: 50,
fill: "#ffffff"
@@ -208,8 +208,9 @@
running = true;
// Pass the series of points to drawGraph
drawGraph(game, graphPoints);
// Add ValueIndicator to the game and update its position
+ LK.setTimeout(addNewStockValues, 1000);
}
LK.setTimeout(function () {
startGame();
}, 1000);
\ No newline at end of file
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.