Code edit (1 edits merged)
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Add a new text2 named socksNumber, in the same way as balanceText
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Code edit (18 edits merged)
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Fix Bug: 'Uncaught ReferenceError: BalanceIcon is not defined' in or related to this line: 'var balanceIcon = game.addChild(new BalanceIcon());' Line Number: 307
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Add a new stockIcon asset similar to balanceIcon, place it at the right of balanceIcon
Code edit (1 edits merged)
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add a new icon for balance
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Code edit (7 edits merged)
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'reuse' the axis labels and ensure that values are always visible without creating too many Text label instances, you can implement a recycling mechanism for the labels.
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make axis labels values dynamic so that visible values are always centered on stockValuesHistory[graphIndex + 1]
Code edit (2 edits merged)
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call labels updatePosition with the y position of horizontal axis
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instiate axis labels (but not as children of vertical axis)
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detach the labels from the vertical axis : the should not be children of vertivalAxis
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Rotate labels by -90°
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AxisLabels should not be rotated like the axis
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add to the vertical axis dynamic values with a step of 50
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add dynamic values (step of 50) to the vertical axis
/**** * Classes ****/ var GraphSegment = Container.expand(function () { var self = Container.call(this); self.index1 = null; 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 = 0.5; // 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 = game.height * 0.75 - dollarToYPixelRatio * self.stockValue1 + currentDelta; var deltaY = (targetY - self.y) * interpolationSpeed; self.y += deltaY; if (Math.abs(deltaY) <= 1) { self.y = targetY; } } }; 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; } if (moveSegmentsVertically && self.y <= lowerLimit) { self.y = lowerLimit; moveSegmentsVertically = false; } // Set alpha based on y position self.alpha = self.y > game.height * 0.85 ? 0 : 1; } }; 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; }; }); var BuyButton = Container.expand(function () { var self = Container.call(this); self.currentText = "ON"; self.setText = function (text, isPressed) { self.currentText = text; var buttonTextSize = isPressed ? 230 : 250; var buttonText = new Text2(text, { size: buttonTextSize, fill: "#ffffff", font: "'Arial-BoldMT', 'Arial', sans-serif" }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); }; var buttonGraphics = self.attachAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFA500 }); self.on('down', function () { buttonGraphics = self.attachAsset('bigButtonPressed', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFA500 }); LK.effects.flashScreen(0xFFA500, 100); self.setText(self.currentText, true); if (currentStock) { buyStock(currentStock); } }).on('up', function () { buttonGraphics = self.attachAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFA500 }); self.setText(self.currentText); }); }); var SellButton = Container.expand(function () { var self = Container.call(this); self.currentText = "ON"; self.setText = function (text, isPressed) { self.currentText = text; var buttonTextSize = isPressed ? 230 : 250; var buttonText = new Text2(text, { size: buttonTextSize, fill: "#ffffff", font: "'Arial-BoldMT', 'Arial', sans-serif" }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); }; var buttonGraphics = self.attachAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, tint: 0x008000 }); self.on('down', function () { buttonGraphics = self.attachAsset('bigButtonPressed', { anchorX: 0.5, anchorY: 0.5, tint: 0x008000 }); LK.effects.flashScreen(0x008000, 100); self.setText(self.currentText, true); if (currentStock) { sellStock(currentStock); } }).on('up', function () { buttonGraphics = self.attachAsset('bigButton', { anchorX: 0.5, anchorY: 0.5, tint: 0x008000 }); self.setText(self.currentText); }); }); /**** * Initialize Game ****/ var game = new LK.Game({}); /**** * Game Code ****/ var slideAmount = 6.5; var slideAmountVertical = 0.10; // Reduced speed for smoother vertical movement var moveSegmentsVertically = false; var verticalSlideThreshold = 500; // Define a global threshold for vertical sliding var upperLimit = game.height * 0.35; var lowerLimit = game.height * 0.75; // Define lowerLimit for use in segment positioning var running = false; var moveSegments = false; var drawingInProgress = false; // 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 = []; // Define a global variable for the current stock var currentStock = null; var graphPoints = []; var graphWidth = game.width; var segmentWidth = graphWidth / 5; //; / stockValuesHistory.length; var dollarToYPixelRatio = game.height * 0.5 / 100; var segmentDrawInterval = null; var secondsPerSegment = 2.0; var stockDisplay = []; // Array to hold stock display elements /**** * UI Elements ****/ var farBackground = game.addChild(LK.getAsset('farBackground', { anchorX: 0.5, anchorY: 0.5, alpha: 0.25 })); farBackground.x = game.width / 2; farBackground.y = game.height / 2; var boardBackground = game.addChild(LK.getAsset('board', { anchorX: 0.5, anchorY: 0.5 })); boardBackground.x = game.width / 2; boardBackground.y = game.height * 0.9; var boardBorder = game.addChild(LK.getAsset('boardBorder', { anchorX: 0.5, anchorY: 0.5 })); boardBorder.x = game.width / 2; boardBorder.y = game.height * 0.85; var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); background.x = 1024; // Center x position background.y = 2732 * 0.71; // Center y position // 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 // 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; // Create buttons var buyButton = game.addChild(new BuyButton()); buyButton.setText('Buy'); buyButton.x = game.width * 0.25; buyButton.y = game.height - buyButton.height / 2 - 20; var sellButton = game.addChild(new SellButton()); sellButton.setText('Sell'); sellButton.x = game.width * 0.75; sellButton.y = game.height - sellButton.height / 2 - 20; 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() { if (graphIndex < stockValuesHistory.length) { stockValueText.setText('Stock Value: $' + stockValuesHistory[graphIndex + 1].toFixed(0)); } } balanceText.anchor.set(0.5, 0); LK.gui.top.addChild(balanceText); /**** * Game Functions ****/ // 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 lastSegment = graphSegments.length > 0 ? graphSegments[graphSegments.length - 1] : null; var lastSegmentEndX = lastSegment ? lastSegment.x + Math.cos(lastSegment.rotation) * lastSegment.width : graphPoints[graphIndex].x; var lastSegmentEndY = lastSegment ? lastSegment.y + Math.sin(lastSegment.rotation) * lastSegment.width : graphPoints[graphIndex].y; var pointAXMovement = lastSegmentEndX - pointA.x; var pointAYMovement = lastSegmentEndY - pointA.y; pointA.x = lastSegmentEndX; pointA.y = lastSegmentEndY > lowerLimit ? lowerLimit : lastSegmentEndY; var nextSegmentEndY = pointA.y + Math.sin(nextSegmentRotation) * distance; // Adjust distance to ensure segment's end doesn't exceed lowerLimit if (nextSegmentEndY > lowerLimit) { distance = (lowerLimit - pointA.y) / Math.sin(nextSegmentRotation); } if (nextSegmentEndY < upperLimit || nextSegmentEndY > upperLimit && stockValuesHistory[graphIndex + 1] >= 100) { moveSegmentsVertically = true; } 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); } } function drawSegment(gameRef, index, x1, y1, rotation, width, delay) { var segment = gameRef.addChild(new GraphSegment()); segment.index1 = index; 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; graphIndex++; drawingInProgress = false; } }; updateWidth(); } function setDebugValues() { stockValuesHistory = []; var series = [0, 25, 50, 75, 100, 125, 150, 175, 200, 175, 150, 125, 100, 75, 50, 25, 0, 0, 0]; //series = [0, 25, 50, 75, 100, 125, 125, 125, 125, 100, 75, 50, 25, 0, 0, 0]; for (var i = 0; i < 1; i++) { stockValuesHistory = stockValuesHistory.concat(series); } } function startGame() { // Initialize // 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(); // DEBUG MODE var x, y; // Compute the coordinates for the graph based on stockValuesHistory for (var i = 0; i < stockValuesHistory.length; i++) { x = segmentWidth * i; y = game.height * 0.75 - stockValuesHistory[i] * dollarToYPixelRatio; // Calculate Y based on new mapping graphPoints.push({ x: x, y: y }); } 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);
===================================================================
--- original.js
+++ change.js
@@ -182,138 +182,8 @@
/****
* Game Code
****/
-function _typeof(o) {
- "@babel/helpers - typeof";
- return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
- return typeof o;
- } : function (o) {
- return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
- }, _typeof(o);
-}
-function _classCallCheck(instance, Constructor) {
- if (!(instance instanceof Constructor)) {
- throw new TypeError("Cannot call a class as a function");
- }
-}
-function _defineProperties(target, props) {
- for (var i = 0; i < props.length; i++) {
- var descriptor = props[i];
- descriptor.enumerable = descriptor.enumerable || false;
- descriptor.configurable = true;
- if ("value" in descriptor) {
- descriptor.writable = true;
- }
- Object.defineProperty(target, _toPropertyKey(descriptor.key), descriptor);
- }
-}
-function _createClass(Constructor, protoProps, staticProps) {
- if (protoProps) {
- _defineProperties(Constructor.prototype, protoProps);
- }
- if (staticProps) {
- _defineProperties(Constructor, staticProps);
- }
- Object.defineProperty(Constructor, "prototype", {
- writable: false
- });
- return Constructor;
-}
-function _toPropertyKey(t) {
- var i = _toPrimitive(t, "string");
- return "symbol" == _typeof(i) ? i : String(i);
-}
-function _toPrimitive(t, r) {
- if ("object" != _typeof(t) || !t) {
- return t;
- }
- var e = t[Symbol.toPrimitive];
- if (void 0 !== e) {
- var i = e.call(t, r || "default");
- if ("object" != _typeof(i)) {
- return i;
- }
- throw new TypeError("@@toPrimitive must return a primitive value.");
- }
- return ("string" === r ? String : Number)(t);
-}
-function _inherits(subClass, superClass) {
- if (typeof superClass !== "function" && superClass !== null) {
- throw new TypeError("Super expression must either be null or a function");
- }
- subClass.prototype = Object.create(superClass && superClass.prototype, {
- constructor: {
- value: subClass,
- writable: true,
- configurable: true
- }
- });
- Object.defineProperty(subClass, "prototype", {
- writable: false
- });
- if (superClass) {
- _setPrototypeOf(subClass, superClass);
- }
-}
-function _setPrototypeOf(o, p) {
- _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
- o.__proto__ = p;
- return o;
- };
- return _setPrototypeOf(o, p);
-}
-function _createSuper(Derived) {
- var hasNativeReflectConstruct = _isNativeReflectConstruct();
- return function _createSuperInternal() {
- var Super = _getPrototypeOf(Derived),
- result;
- if (hasNativeReflectConstruct) {
- var NewTarget = _getPrototypeOf(this).constructor;
- result = Reflect.construct(Super, arguments, NewTarget);
- } else {
- result = Super.apply(this, arguments);
- }
- return _possibleConstructorReturn(this, result);
- };
-}
-function _possibleConstructorReturn(self, call) {
- if (call && (_typeof(call) === "object" || typeof call === "function")) {
- return call;
- } else if (call !== void 0) {
- throw new TypeError("Derived constructors may only return object or undefined");
- }
- return _assertThisInitialized(self);
-}
-function _assertThisInitialized(self) {
- if (self === void 0) {
- throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
- }
- return self;
-}
-function _isNativeReflectConstruct() {
- if (typeof Reflect === "undefined" || !Reflect.construct) {
- return false;
- }
- if (Reflect.construct.sham) {
- return false;
- }
- if (typeof Proxy === "function") {
- return true;
- }
- try {
- Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
- return true;
- } catch (e) {
- return false;
- }
-}
-function _getPrototypeOf(o) {
- _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) {
- return o.__proto__ || Object.getPrototypeOf(o);
- };
- return _getPrototypeOf(o);
-}
var slideAmount = 6.5;
var slideAmountVertical = 0.10; // Reduced speed for smoother vertical movement
var moveSegmentsVertically = false;
var verticalSlideThreshold = 500; // Define a global threshold for vertical sliding
@@ -376,44 +246,11 @@
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
-// Create and draw vertical axis with dynamic values
-var DynamicVerticalAxis = /*#__PURE__*/function (_Axis) {
- _inherits(DynamicVerticalAxis, _Axis);
- var _super = _createSuper(DynamicVerticalAxis);
- function DynamicVerticalAxis() {
- var _this;
- _classCallCheck(this, DynamicVerticalAxis);
- _this = _super.call(this, true);
- _this.drawAxisWithValues();
- return _this;
- }
- _createClass(DynamicVerticalAxis, [{
- key: "drawAxisWithValues",
- value: function drawAxisWithValues() {
- this.drawAxis();
- var step = 50;
- var currentValue = 0;
- var axisHeight = game.height * 0.5;
- var numSteps = axisHeight / (dollarToYPixelRatio * step);
- for (var i = 0; i <= numSteps; i++) {
- var valueText = new Text2('$' + currentValue, {
- size: 30,
- fill: "#ffffff"
- });
- valueText.anchor.set(0.5, 0);
- valueText.rotation = -Math.PI / 2;
- valueText.x = -10;
- valueText.y = game.height * 0.75 - i * dollarToYPixelRatio * step;
- this.addChild(valueText);
- currentValue += step;
- }
- }
- }]);
- return DynamicVerticalAxis;
-}(Axis);
-var verticalAxis = game.addChild(new DynamicVerticalAxis());
+// 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;
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.