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add logs to drawGraph
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Fix Bug: 'Uncaught ReferenceError: callback is not defined' in this line: 'updateWidth(callback);' Line Number: 201
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Fix Bug: 'Uncaught ReferenceError: callback is not defined' in this line: 'updateWidth(callback);' Line Number: 201
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Update drawGraph (and if needed drawSegment) function in order to draw the segments one after the other
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call drawGraph to draw a sample square
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create a drawGraph(gameRef, points) global function. It takes a list of coordinates (at least 2) and calls drawSegment to draw segments between the points. eg. drawGraph(gameRef, [{x:0,y:0}, {x:100,y:0}, {x:100,y:100}, {x:0,y:100}, {x:0,y:0}]) will draw a square
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call drawSegment to draw a sample segment
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create a drawSegment(gameRef, x1,y1,x2,y2, delay) global function. it adds a segment asset at position x1,y1 with a width of 1. It computes the rotation of the segment based on the coordinates x1,y1 and x2,y2. then it updates the width so that the segment to reach its full size at the end of the delay. eg. when I call drawSegment(gameRef, 0,0,100,0,3), a small segment (width 1, height 1) will be added at 0,0 and will grow to 100,0 within 3 seconds.
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create a drawSegment(x1,y1,x2,y2, delay) global function
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Fix Bug: 'Uncaught ReferenceError: startX is not defined' in this line: 'self.x = startX;' Line Number: 14
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Fix Bug: 'Uncaught ReferenceError: startX is not defined' in this line: 'var self = Container.call(this, startX, startY);' Line Number: 11
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SpecialGraphSegment constructor should take the start coordinates.
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Fix Bug: 'Uncaught ReferenceError: startY is not defined' in this line: 'self.startText.setText('Start: (' + startX.toFixed(2) + ',' + startY.toFixed(2) + ')');' Line Number: 29
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Fix Bug: 'Uncaught ReferenceError: startX is not defined' in this line: 'self.startText.setText('Start: (' + startX.toFixed(2) + ',' + startY.toFixed(2) + ')');' Line Number: 28
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startX and startY shouldn't change after the creation of the SpecialGraphSegment. They should be set at the x,y of ValueIndicator at the start and not change. Only the end x,y should be updated to follow the ValueIndicator
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Fix Bug: 'Uncaught ReferenceError: startX is not defined' in this line: 'self.startText.setText('Start: (' + startX.toFixed(2) + ',' + startY.toFixed(2) + ')');' Line Number: 28
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compute segment end x,y using segment's x,y width and its rotation angle
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update gameRef.specialSegment.startText.text and gameRef.specialSegment.endText.text to the position of specialSegment. compute segment start x,y using segment's x,y width and its rotation angle
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'updateSegment')' in this line: 'this.parent.specialSegment.updateSegment(nextX, nextY);' Line Number: 103
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Fix Bug: 'Uncaught ReferenceError: specialSegment is not defined' in this line: 'specialSegment.updateSegment(nextX, nextY);' Line Number: 103
/****
* Classes
****/
// ValueIndicator class to represent the current value of the stock on the graph
var ValueIndicator = Container.expand(function () {
var self = Container.call(this);
var indicatorGraphics = self.createAsset('valueIndicator', 'Current Stock Value Indicator', 0.5, 0.5);
self.updatePosition = function (price) {
// Position ValueIndicator based on the stock price
self.x = 0; // Start from the left side
self.y = 2732 / 2; // Start from the left side
var targetX = game.width / 2; // Center horizontally
var targetY = game.height / 2; // Center vertically
// Custom tween function to animate the ValueIndicator and update SpecialGraphSegment
var startTime = Date.now();
var duration = 3000; // Duration in milliseconds
var startX = self.x;
var endX = targetX;
var startY = self.y;
var endY = targetY;
var animateX = function animateX() {
var endTime = startTime + duration;
var currentTime = Date.now();
var timeRemaining = endTime - currentTime;
var nextX = startX + (endX - startX) * (1 - timeRemaining / duration);
var nextY = startY + (endY - startY) * (1 - timeRemaining / duration);
self.x = nextX;
if (currentTime < endTime) {
LK.setTimeout(animateX, 16);
} else {
// Removed the call to self.graphLine.updateGraph as it's undefined in this context
}
};
animateX();
// Function to animate the ValueIndicator based on stockValuesHistory
var historyIndex = 0; // Start with the first value in the history
var updateYPosition = function updateYPosition() {
if (historyIndex < stockValuesHistory.length) {
var targetY = game.height / 2 - stockValuesHistory[historyIndex] * 10; // Scale the stock value for display
var startY = self.y;
var duration = 1000; // Duration in milliseconds for Y movement
var startTime = Date.now();
var animateY = function animateY() {
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
var newY = startY + (targetY - startY) * (timeElapsed / duration);
self.y = newY;
if (timeElapsed < duration) {
LK.setTimeout(animateY, 16);
} else {
self.y = targetY; // Ensure final position is set
}
};
animateY();
historyIndex++;
LK.setTimeout(function () {
updateYPosition();
}, 1000); // Update position every second and add a new segment
}
};
updateYPosition();
};
});
// 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({
// No need to set backgroundColor since we are adding a background asset
});
/****
* Game Code
****/
// Create and add background asset
var background = game.addChild(LK.getAsset('background', 'Game background', 0.5, 0.5));
background.x = 1024; // Center x position
background.y = 2732 - background.height / 2; // Center y position
// Initialize game elements
var player = new Player();
var stocks = [];
// Initialize stock values history with the first value of $10
var stockValuesHistory = [10];
// Add 10 other random stock values
for (var i = 0; i < 10; i++) {
stockValuesHistory.push(Math.floor(Math.random() * 100) + 1);
}
// Draw a sample square using drawGraph
var squareSize = 300;
var squareTopLeftX = 100;
var squareTopLeftY = 2732 / 2 - squareSize / 2;
var squarePoints = [{
x: squareTopLeftX,
y: squareTopLeftY
}, {
x: squareTopLeftX + squareSize,
y: squareTopLeftY
}, {
x: squareTopLeftX + squareSize,
y: squareTopLeftY + squareSize
}, {
x: squareTopLeftX,
y: squareTopLeftY + squareSize
}, {
x: squareTopLeftX,
y: squareTopLeftY
} // Closing the square by connecting to the start point
];
drawGraph(game, squarePoints);
var stockDisplay = []; // Array to hold stock display elements
var balanceText = new Text2('Balance: $' + player.getBalance(), {
size: 50,
fill: "#ffffff"
});
// Create and add ValueIndicator to the game
var valueIndicator = game.addChild(new ValueIndicator());
valueIndicator.updatePosition(100); // Example stock price
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();
}
// Main game loop
LK.on('tick', function () {
// Check for game over conditions (e.g., player runs out of money)
if (player.getBalance() <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
function drawSegment(gameRef, x1, y1, x2, y2, delay, callback) {
var segment = gameRef.addChild(LK.getAsset('segment', 'Graph Segment', 0, 0.5));
segment.x = x1;
segment.y = y1;
segment.width = 1;
segment.height = 5;
var deltaX = x2 - x1;
var deltaY = y2 - y1;
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
segment.rotation = Math.atan2(deltaY, deltaX);
var startTime = Date.now();
var endTime = startTime + delay * 1000;
var updateWidth = function updateWidth(callback) {
var currentTime = Date.now();
var timeElapsed = currentTime - startTime;
var newWidth = timeElapsed / (delay * 1000) * distance;
if (currentTime < endTime) {
segment.width = newWidth;
LK.setTimeout(function () {
updateWidth();
}, 16);
} else {
segment.width >= distance;
if (typeof callback === 'function') {
callback();
}
}
};
updateWidth();
}
function drawGraph(gameRef, points) {
console.log('Starting to draw graph');
if (points.length < 2) {
console.log('Not enough points to draw a graph segment.');
return;
} // Need at least two points to draw a segment
function drawNextSegment(index) {
if (index < points.length - 1) {
var pointA = points[index];
var pointB = points[index + 1];
console.log('Drawing segment from', pointA, 'to', pointB);
drawSegment(gameRef, pointA.x, pointA.y, pointB.x, pointB.y, 1, function () {
console.log('Segment drawn from', pointA, 'to', pointB);
drawNextSegment(index + 1);
});
} else {
console.log('Finished drawing graph');
}
}
drawNextSegment(0);
} ===================================================================
--- original.js
+++ change.js
@@ -191,27 +191,33 @@
LK.setTimeout(function () {
updateWidth();
}, 16);
} else {
- segment.width = distance;
+ segment.width >= distance;
if (typeof callback === 'function') {
callback();
}
}
};
updateWidth();
}
function drawGraph(gameRef, points) {
+ console.log('Starting to draw graph');
if (points.length < 2) {
+ console.log('Not enough points to draw a graph segment.');
return;
} // Need at least two points to draw a segment
function drawNextSegment(index) {
if (index < points.length - 1) {
var pointA = points[index];
var pointB = points[index + 1];
- drawSegment(gameRef, pointA.x, pointA.y, pointB.x, pointB.y, 3, function () {
+ console.log('Drawing segment from', pointA, 'to', pointB);
+ drawSegment(gameRef, pointA.x, pointA.y, pointB.x, pointB.y, 1, function () {
+ console.log('Segment drawn from', pointA, 'to', pointB);
drawNextSegment(index + 1);
});
+ } else {
+ console.log('Finished drawing graph');
}
}
drawNextSegment(0);
}
\ No newline at end of file
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.