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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
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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]
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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 StockIcon = Container.expand(function () { var self = Container.call(this); var iconGraphics = self.attachAsset('stockIcon', { anchorX: 0.5, anchorY: 0.5 }); }); var BalanceIcon = Container.expand(function () { var self = Container.call(this); }); var AxisLabel = Container.expand(function (value) { var self = Container.call(this); self.value = value; var label = new Text2('$' + value, { size: 50, fill: "#ffffff" }); label.anchor.set(0.5, 0.5); self.addChild(label); self.alpha = 0; self.updatePosition = function (axisY) { var newY = axisY - self.value * dollarToYPixelRatio - axisLabelFontSize / 2; if (newY > game.height * 0.85) { self.value += (nbMarkers - 1) * 25; label.setText('$' + self.value); } else if (newY < game.height * 0.10) { self.value -= (nbMarkers - 1) * 25; label.setText('$' + self.value); } self.y = axisY - self.value * dollarToYPixelRatio - axisLabelFontSize / 2; // Set alpha based on y position //self.alpha = self.y > game.height * 0.85 ? 0 : 1; // CONTINUER ICI !!! : SI y > .... => value += 200 => y= ... }; }); var GraphSegment = Container.expand(function () { var self = Container.call(this); self.index1 = null; self.stockValue1 = 0; self.stockValue2 = 0; self.x1 = 0; self.y1 = 0; self.x2 = 0; self.y2 = 0; self.isFinished = false; var verticalSlideRatio = 1; var interpolationSpeed = 0.5; // Adjust this value for speed self.updateSlide = function () { if (moveSegments) { self.x -= slideAmount * 1; } if (moveSegmentsVertically) { var currentDelta = horizontalAxis.y - game.height * 0.75; var targetY = game.height * 0.75 - dollarToYPixelRatio * self.stockValue1 + currentDelta; var deltaY = (targetY - self.y) * interpolationSpeed; self.y += deltaY; if (Math.abs(deltaY) <= 1) { self.y = targetY; } } }; var segmentGraphics = self.attachAsset('segment', { anchorY: 0.5 }); }); // Axis class to represent the graph axes var Axis = Container.expand(function (isVertical) { var self = Container.call(this); var interpolationSpeed = 0.02; // Adjust this value for speed var lowerLimit = game.height * 0.75; self.isVertical = isVertical; // Property to determine if the axis is vertical self.yValue = 0; // Track the Y value of the axis for vertical movement self.updateSlide = function () { // Current stock value excedent over 100$ (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 = 0; // Counter to hold stock quantity self.buyStock = function (quantity) { var price = stockValuesHistory[graphIndex]; var cost = price * quantity; if (self.balance >= cost) { self.balance -= cost; self.stocks += 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); buyStock(1); }).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 debug = false; 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 axisLabelFontSize = 50; 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 vertical axis var verticalAxis = 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; // Instantiate axis labels separately var axisLabels = []; var nbMarkers = 7; for (var i = 0; i < nbMarkers; i++) { var axisLabel = new AxisLabel(i * 25); axisLabel.x = verticalAxis.x + 60; // Position labels to the left of the vertical axis axisLabel.updatePosition(horizontalAxis.y); axisLabel.alpha = 1; axisLabels.push(axisLabel); game.addChild(axisLabel); } // 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 balanceIcon = game.addChild(new BalanceIcon()); balanceIcon.x = game.width * 0.5; balanceIcon.y = game.height * 0.025; var stockIcon = game.addChild(new StockIcon()); stockIcon.x = balanceIcon.x + balanceIcon.width + 10; stockIcon.y = balanceIcon.y; var balanceText = new Text2('$' + player.getBalance() + ' ', { size: 100, fill: "#ffffff", anchorX: 0.5 }); balanceText.anchor.set(0.5, -0.7); LK.gui.top.addChild(balanceText); // Create a text display for the verticalSlideAmount labeled VSA var verticalSlideAmount = 0; var vsaText = new Text2('', { size: 50, fill: "#ffffff" }); vsaText.anchor.set(0, 0); LK.gui.topLeft.addChild(vsaText); var stockValueText = new Text2('Price\n$' + stockValuesHistory[stockValuesHistory.length - 1].toFixed(0), { size: 50, fill: "#ffffff" }); stockValueText.anchor.set(1, 0); LK.gui.topRight.addChild(stockValueText); function updateStockValueText() { if (graphIndex < stockValuesHistory.length) { stockValueText.setText('Price\n\t$' + stockValuesHistory[graphIndex + 1].toFixed(0)); } } /**** * Game Functions ****/ // Update the player's balance display function updateBalanceDisplay() { balanceText.setText('$' + player.getBalance() + ' '); } // 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; } if (debug) { 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 position of axis labels based on the y position of the horizontal axis axisLabels.forEach(function (label) { label.updatePosition(horizontalAxis.y); }); if (debug) { // Update the vertical slide amount text periodically vsaText.setText(graphIndex + ' VSA: ' + verticalSlideAmount.toFixed(0) + " " + moveSegmentsVertically); } }); LK.setTimeout(function () { startGame(); }, 1000);
===================================================================
--- original.js
+++ change.js
@@ -7,8 +7,11 @@
anchorX: 0.5,
anchorY: 0.5
});
});
+var BalanceIcon = Container.expand(function () {
+ var self = Container.call(this);
+});
var AxisLabel = Container.expand(function (value) {
var self = Container.call(this);
self.value = value;
var label = new Text2('$' + value, {
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.