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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'confetti.destroy();' Line Number: 353
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make confetti rotation random
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fix the conffetti colors not applying
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Fix Bug: 'Timeout.tick error: game.getChildByName is not a function' in or related to this line: 'if (profit > 0 && !game.getChildByName('confetti')) {' Line Number: 333
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Confettiis called to much times
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Fix Bug: 'Timeout.tick error: confettiColors is not defined' in or related to this line: 'var particle = self.addChild(LK.getAsset('segment', {' Line Number: 265
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in Confetti Change the ' Math.random() * 0xFFFFFF,' , use an array of colors instead
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add a conffeti animation and call it in gameResult if profit > 0
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after liquidate update balanceText and stocksNumber
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if profit is >0 set profitText color to green
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add a function liquidate() to player object and call it in gameResult
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in the gameResult display a Text with the final balance
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when hasFinished call a gameResult function. in this function show a 'popup' asset at the center of the screen then call GameOver
/****
* Classes
****/
var BalanceIcon = Container.expand(function () {
var self = Container.call(this);
var iconGraphics = self.attachAsset('balanceIcon', {
anchorX: 0.5,
anchorY: 0.5
});
});
var TimerIcon = Container.expand(function () {
var self = Container.call(this);
var iconGraphics = self.attachAsset('timerIcon', {
anchorX: 0.5,
anchorY: 0.5
});
});
var StockIcon = Container.expand(function () {
var self = Container.call(this);
var iconGraphics = self.attachAsset('stockIcon', {
anchorX: 0.5,
anchorY: 0.5
});
});
var AxisLabel = Container.expand(function (value) {
var self = Container.call(this);
self.value = value;
var label = new Text2('$' + value, {
size: 70,
fill: "#ffffff"
});
label.anchor.set(0.5, 0.5);
self.addChild(label);
self.alpha = 0;
self.updatePosition = function (axisY) {
var newY = axisY - self.value * dollarToYPixelRatio - axisLabelFontSize / 2;
if (newY > game.height * 0.82) {
self.value += (nbMarkers - 1) * 25;
label.setText('$' + self.value);
} else if (newY < game.height * 0.07) {
self.value -= (nbMarkers - 1) * 25;
label.setText('$' + self.value);
}
self.y = axisY - self.value * dollarToYPixelRatio - axisLabelFontSize / 2;
};
});
var GraphSegment = Container.expand(function () {
var self = Container.call(this);
self.index1 = null;
self.stockValue1 = 0;
self.stockValue2 = 0;
self.x1 = 0;
self.y1 = 0;
self.x2 = 0;
self.y2 = 0;
self.isFinished = false;
var interpolationSpeed = .2; // Adjust this value for speed
self.updateSlide = function () {
if (moveSegments) {
if (self.index1 == graphIndex) {
var dynamicSlideAdjustment = Math.abs(self.x - game.width * 0.25) / (game.width * 0.5);
if (self.x < game.width * 0.35) {
slideAmount = Math.max(1, slideAmount * (1 - dynamicSlideAdjustment));
} else if (self.x > game.width * 0.65) {
slideAmount = Math.min(15, slideAmount * (1 + dynamicSlideAdjustment));
}
}
self.x -= slideAmount * 1;
}
if (moveSegmentsVertically) {
var currentDelta = horizontalAxis.y - lowerLimit;
var targetY = lowerLimit - self.stockValue1 * dollarToYPixelRatio + currentDelta;
var deltaY = (targetY - self.y) * interpolationSpeed;
self.y += deltaY;
if (Math.abs(deltaY) <= 1) {
self.y = targetY;
}
}
};
var segmentGraphics = self.attachAsset('segment', {
anchorY: 0.5
});
});
// Axis class to represent the graph axes
var Axis = Container.expand(function (isVertical) {
var self = Container.call(this);
var interpolationSpeed = 0.02; // Adjust this value for speed
var lowerLimit = game.height * 0.75;
self.isVertical = isVertical; // Property to determine if the axis is vertical
self.yValue = 0; // Track the Y value of the axis for vertical movement
self.updateSlide = function () {
// Current stock value excedent over 100$ (ignore below 100$)
var stockDelta = Math.max(0, stockValuesHistory[graphIndex + 1] - 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 = 0;
}
// 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.orders = 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.orders++;
sellButton.updateButtonState();
} else {
LK.effects.flashScreen(0xFF0000, 100);
}
};
self.sellStock = function (quantity) {
if (self.stocks > 0) {
var price = stockValuesHistory[graphIndex];
self.balance += price * quantity;
self.stocks -= quantity;
self.orders++;
sellButton.updateButtonState();
}
};
self.getBalance = function () {
return self.balance;
};
self.getStockCount = function () {
return self.stocks;
};
self.getPortfolio = function () {
return self.stocks;
};
});
var BuyButton = Container.expand(function () {
var self = Container.call(this);
self.currentText = "Buy";
self.updateButtonState = function () {
var stockPrice = stockValuesHistory[graphIndex];
var canBuy = player.getBalance() >= stockPrice && stockPrice > 0;
this.alpha = canBuy ? 1 : 0.5;
this.interactive = canBuy;
};
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 () {
if (self.interactive) {
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);
self.updateButtonState();
});
self.updateButtonState();
});
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);
sellStock(1);
}).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
****/
function gameResult() {
var popup = game.addChild(LK.getAsset('popup', {
anchorX: 0.5,
anchorY: 0.5
}));
popup.x = game.width / 2;
popup.y = game.height / 2;
LK.setTimeout(function () {
LK.showGameOver();
}, 1000); // Delay GameOver to allow the popup to be seen
}
var debug = true;
var slideAmount = 6.5;
var slideAmountVertical = 0.10; // Reduced speed for smoother vertical movement
var moveSegmentsVertically = 0;
var verticalSlideThreshold = 500; // Define a global threshold for vertical sliding
var upperLimit = game.height * 0.5; //0.25
var lowerLimit = game.height * 0.75; // Define lowerLimit for use in segment positioning
var axisLabelFontSize = 70;
var running = false;
var moveSegments = false;
var drawingInProgress = false;
// Initialize game elements
var player = new Player();
var nbTotalValues = 180; // Graph lenght <=> Round duration
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 beginingValueDelta = 10;
var maxValueDelta = 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;
sellButton.updateButtonState = function () {
if (player.getStockCount() > 0) {
this.alpha = 1;
this.interactive = true;
} else {
this.alpha = 0.5;
this.interactive = false;
}
};
sellButton.updateButtonState();
var timerIcon = game.addChild(new TimerIcon());
var timerText = new Text2('000', {
size: 100,
fill: "#ffffff",
anchorX: 0.5
});
timerText.anchor.set(-.95, -0.7);
LK.gui.topLeft.addChild(timerText);
timerIcon.x = game.width * 0.165; // Position to the left of the balance icon
timerIcon.y = game.height * 0.025;
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 = game.width * 0.94;
stockIcon.y = game.height * 0.028;
var balanceText = new Text2('$' + player.getBalance() + ' ', {
size: 100,
fill: "#ffffff",
anchorX: 0.5
});
balanceText.anchor.set(.5, -0.7);
LK.gui.top.addChild(balanceText);
// Create a text display for the number of stocks the player holds
var stocksNumber = new Text2(player.getPortfolio(), {
size: 100,
fill: "#ffffff",
anchorX: 0.5
});
stocksNumber.anchor.set(1.6, -0.7);
LK.gui.topRight.addChild(stocksNumber);
// 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('', {
size: 75,
fill: "#FFFFFF"
});
stockValueText.anchor.set(1, 2);
stockValueText.alpha = 0;
LK.gui.right.addChild(stockValueText);
function updateStockValueText() {
if (graphIndex < stockValuesHistory.length) {
stockValueText.setText('$' + stockValuesHistory[graphIndex + 1].toFixed(0));
}
}
/****
* Game Functions
****/
// Update the player's balance display
function updateBalanceDisplay() {
balanceText.setText('$' + player.getBalance() + ' ');
stocksNumber.setText(player.getStockCount());
buyButton.updateButtonState();
}
// 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() {
var hasFinished = graphIndex >= graphPoints.length - 1;
if (hasFinished) {
gameResult();
return;
}
if (!drawingInProgress) {
updateStockValueText();
// Update the BuyButton status when the stock value changes
buyButton.updateButtonState();
var pointA = graphPoints[graphIndex];
var pointB = graphPoints[graphIndex + 1];
var deltaY = pointB.y - pointA.y; // Calculate next segment rotation based on pointA and pointB coordinates
var deltaX = pointB.x - pointA.x;
var nextSegmentRotation = Math.atan2(deltaY, deltaX);
if (deltaX < 0 || deltaY > 0) {
//nextSegmentRotation += Math.PI;
}
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;
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 >= game.height * 0.5 && stockValuesHistory[graphIndex + 1] >= 100 && deltaY != 0) {
moveSegmentsVertically = -1 * Math.sign(deltaY);
} else {
moveSegmentsVertically = 0;
}
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);
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;
}
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];
// Links bug
//series = [1, 50, 100, 150, 200, 250, 300, 350, 400, 450, 500, 550, 500, 450, 400, 350, 300, 250, 200, 150, 100, 50, 1, 1, 1];
// Links bug Fast
series = [1, 50, 100, 150, 200, 250, 200, 150, 100, 50, 1, 1, 1];
// Accuracy test
//series = [1, 100, 1, 100, 1, 100, 1, 100, 1, 1, 100, 1, 100, 1, 100, 1, 100, 1, 1, 100, 1, 100, 1, 100, 1, 100, 1, 1, 100, 1, 100, 1, 100, 1, 100, 1, 100, 1, 100];
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 < 5; i++) {
var delta = Math.floor((Math.random() - 0.5) * beginingValueDelta); // Generate a delta between -beginingValueDelta/2 and beginingValueDelta/2
var newValue = Math.max(1, previousValue + (previousValue == 1 ? Math.abs(delta) : delta));
stockValuesHistory.push(newValue);
previousValue = newValue;
}
previousValue = stockValuesHistory[stockValuesHistory.length - 1];
for (var i = 5; i < nbTotalValues; i++) {
var delta = Math.floor((Math.random() - 0.5) * maxValueDelta); // Generate a delta between -maxValueDelta/2 and maxValueDelta/2
var newValue = Math.max(1, previousValue + (previousValue == 1 ? Math.abs(delta) : delta));
stockValuesHistory.push(newValue);
previousValue = newValue;
}
buyButton.updateButtonState();
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;
LK.setTimeout(function () {
stockValueText.alpha = 1;
}, 100);
// Set up a tick event to call drawNextSegment every second
segmentDrawInterval = LK.setInterval(drawNextSegment, 10);
// Set up a timer to update the timer text every second
var timerUpdateInterval = LK.setInterval(function () {
var currentTime = nbTotalValues - graphIndex - 1;
timerText.setText(currentTime.toString().padStart(3, '0'));
}, 1000);
}
// 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 + ' Mvt ' + moveSegmentsVertically);
}
});
var startTime = Date.now();
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.