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move the dynamix labels to the center of the screen
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I see no labels yet :(
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'set')' in or related to this line: 'label.anchor.set(1, 0.5);' Line Number: 85
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place the dynamic labels on the right
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fiw labels aren't visible
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add dynamic labels on the left of the graph
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Fix : logs "17652VM215:149 Zoom oout from 1 to 0.1"but scaleX never changes
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Fix : Zoom oout from undefined to 0.1
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before gameover, make a zoom out in order to view the whole graph, with all its segments
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make markerAxis transparent
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update the line distance = distance; to Adjust distance to ensure segment's end doesn't exeed lowerLimit
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Fix Bug: 'Timeout.tick error: lowerLimit is not defined' in or related to this line: 'pointA.y = Math.max(lowerLimit, lastSegmentEndY);' Line Number: 288
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Fix Bug: 'Timeout.tick error: lowerLimiy is not defined' in or related to this line: 'pointA.y = Math.max(lowerLimiy, lastSegmentEndY);' Line Number: 288
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in console log "new segment index=..." convert rotation to degrees
/****
* Classes
****/
var GraphSegment = Container.expand(function () {
var self = Container.call(this);
self.stockValue1 = 0;
self.stockValue2 = 0;
self.x1 = 0;
self.y1 = 0;
self.x2 = 0;
self.y2 = 0;
self.isFinished = false;
var verticalSlideRatio = 1;
var interpolationSpeed = 0.12; // Adjust this value for speed
self.updateSlide = function () {
if (moveSegments) {
self.x -= slideAmount * 1;
}
if (moveSegmentsVertically) {
var currentDelta = horizontalAxis.y - game.height * 0.75;
var targetY = self.y1 + currentDelta;
var deltaY = currentDelta * interpolationSpeed;
self.y += deltaY;
if (Math.abs(deltaY) < 1) {
self.y = targetY;
}
//self.y = self.y + currentDelta;
// Current stock value excedent over 100$ (ignore below 100$)
/*
var stockDelta = Math.max(0, stockValuesHistory[graphIndex] - 100);
var targetY = self.y1 + stockDelta * dollarToYPixelRatio;
var deltaY = (targetY - self.y) * interpolationSpeed;
self.y += deltaY;
if (Math.abs(deltaY) < 1) {
self.y = targetY;
}
if (self.stockValue1 == 100) {
//console.log(self.stockValue1 + '->' + self.stockValue2, ' Y1: ' + Math.floor(self.y1) + ' < Y: ' + Math.floor(self.y) + ' < Y2: ' + Math.floor(self.y2), ' / targetY: ' + Math.floor(targetY) + ' -> deltaY: ' + Math.floor(deltaY));
}
*/
/*
//var targetY = Math.abs(self.y2 - self.y1) / 2 + currentDelta;
var targetY = dollarToYPixelRatio * Math.abs(self.stockValue2 - self.stockValue1) / 2 + currentDelta;
// Smooth interpolation
var deltaY = (targetY - self.y) * interpolationSpeed;
self.y += deltaY;
if (Math.abs(deltaY) < 1) {
self.y = targetY;
}
if (self.stockValue1 == 100) {
console.log(self.stockValue1 + '->' + self.stockValue2, ' Y1: ' + Math.floor(self.y1) + ' < Y: ' + Math.floor(self.y) + ' < Y2: ' + Math.floor(self.y2), ' / targetY: ' + Math.floor(targetY) + ' -> deltaY: ' + Math.floor(deltaY) + ' Axis: +' + Math.floor(currentDelta));
}
*/
// var axisAdjust = 1 * Math.floor(horizontalAxis.y - game.height * 0.75);
// self.y += verticalSlideAmount * verticalSlideRatio;
// if (self.stockValue1 == 200) {
// //' Delta = ' + Math.floor(verticalSlideAmount * 0.01) +
// console.log('Current :' + Math.floor(self.y1) + ' < ' + Math.floor(self.y) + ' < ' + Math.floor(self.y2) + ' by dol=' + self.stockValue1 * dollarToYPixelRatio + '-' + self.stockValue2 * dollarToYPixelRatio);
// console.log('Adjusted :' + Math.floor(self.y1) + ' < ' + Math.floor(self.y - axisAdjust) + ' < ' + Math.floor(self.y2) + ' by dol=' + (self.stockValue1 * dollarToYPixelRatio - axisAdjust) + '-' + (self.stockValue2 * dollarToYPixelRatio - axisAdjust) + '(' + axisAdjust + ')');
// }
} else {
if (self.stockValue2 == 100) {
//console.log(self.stockValue1 + '->' + self.stockValue2, ' Y1: ' + Math.floor(self.y1) + ' < Y: ' + Math.floor(self.y) + ' < Y2: ' + Math.floor(self.y2));
}
}
};
var segmentGraphics = self.attachAsset('segment', {
anchorY: 0.5
});
});
// Axis class to represent the graph axes
var Axis = Container.expand(function (isVertical) {
var self = Container.call(this);
var interpolationSpeed = 0.02; // Adjust this value for speed
var lowerLimit = game.height * 0.75;
self.isVertical = isVertical; // Property to determine if the axis is vertical
self.yValue = 0; // Track the Y value of the axis for vertical movement
self.updateSlide = function () {
// Current stock value excedent over 100$ (ignore below 100$)
var stockDelta = Math.max(0, stockValuesHistory[graphIndex] - 100);
// Target = base axis + delta in pixels
var targetY = lowerLimit + stockDelta * dollarToYPixelRatio;
if (!self.isVertical) {
// Smooth interpolation
var deltaY = (targetY - self.y) * interpolationSpeed;
self.y += deltaY;
if (Math.abs(deltaY) < 1) {
self.y = targetY;
}
//console.log('moveSegmentsVertically ' + moveSegmentsVertically + ' && self.y (' + self.y + ') == Y0 Axe', moveSegmentsVertically && self.y <= lowerLimit);
if (moveSegmentsVertically && self.y <= lowerLimit) {
self.y = lowerLimit;
console.log('Ok stop Up movement. Stock value:', Math.floor(stockValuesHistory[graphIndex]), 'Axis Y:', Math.floor(self.y), 'Normal Y:', horizontalAxis.yValue);
moveSegmentsVertically = false;
}
}
};
self.drawAxis = function () {
var axisGraphics = self.addChild(LK.getAsset('axis', {
height: 4 // Thin line for the axis
}));
};
});
// ValueIndicator class to represent the current value of the stock on the graph
// 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({});
/****
* Game Code
****/
function setDebugValues() {
stockValuesHistory = [];
var series = [0, 25, 50, 75, 100, 125, 150, 175, 200, 175, 150, 125, 100, 75, 50, 25, 0, 0, 0];
for (var i = 0; i < 1; i++) {
stockValuesHistory = stockValuesHistory.concat(series);
}
}
var slideAmount = 5.0;
var slideAmountVertical = 0.10; // Reduced speed for smoother vertical movement
var moveSegmentsVertically = false;
var verticalSlideThreshold = 500; // Define a global threshold for vertical sliding
// Create and add background asset
var running = false;
var moveSegments = false;
var drawingInProgress = false;
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 1024; // Center x position
background.y = 2732 * 0.80; // Center y position
// Initialize game elements
var player = new Player();
var stocks = [];
// Initialize stock values history with the first value of $10
var stockValuesHistory = [50];
// Define graphIndex and initialize to 0
var graphIndex = 0;
// Declare a global array to store graph segments
var graphSegments = [];
// Generate random deltas and add to previous value for stockValuesHistory
var previousValue = stockValuesHistory[stockValuesHistory.length - 1];
for (var i = 0; i < 100; i++) {
var delta = Math.floor((Math.random() - 0.5) * 100); // Generate a delta between -50 and 50
var newValue = Math.max(0, previousValue + (previousValue == 0 ? Math.abs(delta) : delta));
stockValuesHistory.push(newValue);
previousValue = newValue;
}
setDebugValues();
// Create and draw horizontal axis
var horizontalAxis = game.addChild(new Axis(false)); // false indicates this is a horizontal axis
horizontalAxis.yValue = game.height * 0.75; // Initialize yValue for vertical movement
horizontalAxis.drawAxis();
horizontalAxis.y = horizontalAxis.yValue;
horizontalAxis.width = game.width;
horizontalAxis.height = 10;
horizontalAxis.x = 0; // Move axis to the left side of the screen
// Create and draw fixed horizontal Marker axis
var markerAxis = game.addChild(new Axis(false)); // false indicates this is a horizontal axis
markerAxis.drawAxis();
markerAxis.y = game.height * 0.25; // Set y position for the marker axis
markerAxis.width = game.width;
markerAxis.height = 10;
markerAxis.x = 0; // Move axis to the left side of the screen
// Create and draw vertical axis
var verticalAxis = game.addChild(new Axis(true)); // true indicates this is a vertical axis
verticalAxis.drawAxis();
verticalAxis.rotation = Math.PI / 2; // Rotate to make it vertical
verticalAxis.x = 20; // Move axis to the left side of the screen
verticalAxis.width = game.height;
verticalAxis.height = 10;
verticalAxis.y = 0;
var graphPoints = [];
var graphWidth = game.width;
var segmentWidth = graphWidth / 6; //; / stockValuesHistory.length;
var x, y;
// Compute the coordinates for the graph based on stockValuesHistory
var dollarToYPixelRatio = game.height * 0.5 / 100;
for (var i = 0; i < stockValuesHistory.length; i++) {
x = Math.min(segmentWidth * i, game.width * 0.75);
//y = game.height * 0.5 - (stockValuesHistory[i] - 50) * (game.height * 0.5 / 100); // Calculate Y based on new mapping
y = game.height * 0.75 - stockValuesHistory[i] * dollarToYPixelRatio; // Calculate Y based on new mapping
graphPoints.push({
x: x,
y: y
});
}
var segmentDrawInterval = null;
var secondsPerSegment = 2.0;
var stockDisplay = []; // Array to hold stock display elements
var balanceText = new Text2('Balance: $' + player.getBalance(), {
size: 50,
fill: "#ffffff"
});
// Create a text display for the verticalSlideAmount labeled VSA
var verticalSlideAmount = 0;
var vsaText = new Text2('VSA: ' + verticalSlideAmount.toFixed(0), {
size: 50,
fill: "#ffffff"
});
vsaText.anchor.set(0, 0);
LK.gui.topLeft.addChild(vsaText);
var stockValueText = new Text2('Stock Value: $' + stockValuesHistory[stockValuesHistory.length - 1].toFixed(2), {
size: 50,
fill: "#ffffff"
});
stockValueText.anchor.set(1, 0);
LK.gui.topRight.addChild(stockValueText);
function updateStockValueText() {
stockValueText.setText('Stock Value: $' + stockValuesHistory[graphIndex].toFixed(0));
}
balanceText.anchor.set(0.5, 0);
LK.gui.top.addChild(balanceText);
// Update the player's balance display
function updateBalanceDisplay() {
balanceText.setText('Balance: $' + player.getBalance().toFixed(2));
}
// Function to handle buying stocks
function buyStock(stock) {
player.buyStock(stock, 1); // Buy 1 stock for simplicity
updateBalanceDisplay();
}
// Function to handle selling stocks
function sellStock(stock) {
player.sellStock(stock, 1); // Sell 1 stock for simplicity
updateBalanceDisplay();
}
function drawNextSegment() {
//console.log("drawNextSegment " + graphIndex + ' isDrawing = ' + drawingInProgress);
var hasFinished = graphIndex >= graphPoints.length - 1;
if (hasFinished) {
running = false;
LK.showGameOver();
return;
}
if (!drawingInProgress) {
updateStockValueText();
var pointA = graphPoints[graphIndex];
var pointB = graphPoints[graphIndex + 1];
var nextSegmentRotation = Math.atan2(pointB.y - pointA.y, pointB.x - pointA.x); // Calculate next segment rotation based on pointA and pointB coordinates
var distance = Math.sqrt(Math.pow(pointB.x - pointA.x, 2) + Math.pow(pointB.y - pointA.y, 2)); // Calculate the distance between points A and B
var delay = 0.5; // Reduce delay to speed up the drawing of segments
drawingInProgress = true;
drawSegment(game, graphIndex, pointA.x, pointA.y, nextSegmentRotation, distance, delay);
graphIndex++;
}
}
function drawSegment(gameRef, index, x1, y1, rotation, width, delay) {
var segment = gameRef.addChild(new GraphSegment());
segment.stockValue1 = stockValuesHistory[index];
segment.stockValue2 = stockValuesHistory[index + 1];
segment.x1 = x1;
segment.y1 = y1;
segment.rotation = rotation;
segment.width = 1; // Start with a width of 1 and animate to the target width
segment.height = 20;
// Add the new segment to the global graphSegments array
graphSegments.push(segment);
console.log('new segment index=' + index + '-' + (index + 1) + " " + stockValuesHistory[index] + "-" + stockValuesHistory[index + 1] + "$", Math.floor(x1), Math.floor(y1), 'rotation=' + (rotation * (180 / Math.PI)).toFixed(2) + ' degrees', 'width=' + width);
segment.x = x1;
segment.y = y1;
var startTime = Date.now();
var endTime = startTime + delay * 1000 * secondsPerSegment;
var updateWidth = function updateWidth() {
if (!running) {
return;
}
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
var newWidth = Math.min(timeElapsed / (delay * 1000 * secondsPerSegment) * width, width);
segment.width = newWidth;
if (currentTime < endTime) {
LK.setTimeout(updateWidth, 16);
} else {
if (!moveSegments && segment.x + segment.width / 2 >= game.width * 0.5) {
moveSegments = true;
console.log("Past center !");
}
segment.isFinished = true;
drawingInProgress = false;
}
};
updateWidth();
}
function startGame() {
// Initialize and start the game logic here
running = true;
// Set up a tick event to call drawNextSegment every second
segmentDrawInterval = LK.setInterval(drawNextSegment, 20);
}
// Main game loop
LK.on('tick', function () {
if (!running) {
return;
}
// Update slide for each graph segment and the horizontal axis
graphSegments.forEach(function (segment) {
segment.updateSlide();
});
horizontalAxis.updateSlide(); // Slide the horizontal axis vertically
// Update the vertical slide amount text periodically
vsaText.setText(graphIndex + ' VSA: ' + verticalSlideAmount.toFixed(0) + " " + moveSegmentsVertically);
// Check for game over conditions (e.g., player runs out of money)
if (player.getBalance() <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
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.