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1. **Random Deltas for Stock Values:** - Instead of assigning random values directly to the stockValuesHistory array, you would generate random deltas (changes in value). - These deltas would be added to the previous value in the stockValuesHistory to create a more realistic fluctuation in stock prices.
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Stop the game after the last graphPoint is reached
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graphPoints x should not exeed game.width*0.75
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ensure drawingInProgress is set to false when segment is finished drawing
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Fix : drawNextSegment is never called
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in drawGraph, use tick event to call drawNextSegment every second
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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
===================================================================
--- original.js
+++ change.js
@@ -199,20 +199,28 @@
return;
} // Need at least two points to draw a segment
var index = 0;
while (index < points.length - 1) {
+ var pointA = points[index];
+ 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;
+ var pointB = points[index + 1];
+ var delay = 1; // Reduce delay if segments are moving
if (!drawingInProgress) {
- var pointA = points[index];
- 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;
- var pointB = points[index + 1];
- var delay = 1; // Reduce delay if segments are moving
drawingInProgress = true;
+ console.log('start draw ' + index);
drawSegment(gameRef, index, pointA.x, pointA.y, pointB.x, pointB.y, delay);
- index++;
+ console.log('end draw ' + index);
+ // Sleep in a while loop until drawingInProgress is false
+ var sleepStartTime = Date.now();
+ var sleepTimeout = 2000; // 2 seconds timeout to avoid infinite loop
+ while (drawingInProgress && Date.now() - sleepStartTime < sleepTimeout) {
+ LK.setTimeout(function () {}, 16); // Sleep for roughly one frame
+ }
}
+ index++;
}
console.log('Finished drawing graph');
}
function startGame() {
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.