User prompt
There shouldn't be any X-axis boundaries either
User prompt
There shouldn't be any boundaries for the arrow.
User prompt
The game needs to expand as the player goes northeast, so the arrow can continue rising.
Code edit (1 edits merged)
Please save this source code
User prompt
Create a square-shaped spawning zone for bonuses and obstacles with a width of 400 pixels and a lower-left corner origin located at 2048,0.
User prompt
The obstacles and bonuses themselves should not move, it should just be the arrow itself moving towards the obstacles and bonuses and the camera following the arrow.
User prompt
The obstacles and bonuses should randomly spawn relative to the position of the arrow just beyond the edge of the screen near the upper-right corner. Once they spawn, as the arrow moves in their general direction (northeast), the obstacles will be within the camera view where the arrow will need to maneuver around them.
User prompt
The obstacles and bonuses should move southwest (towards the lower-left corner of the screen).
User prompt
Randomly spawn obstacles and bonuses off-screen around the upper-right corner of the screen, so that as the arrow goes in that direction it will need to maneuver around them.
User prompt
Invert movement so that when the player is touching the screen the arrow goes northeast and when the player is not touching the screen the arrow goes southeast.
User prompt
Make the game end if the stonk market cap reaches -10.
User prompt
The score (the stonk market cap) should actually decrease if the player is going southeast.
User prompt
The game should only increase the score (the stonk market cap) when the player is going northeast or when grabbing a bonus, not when the player is going southeast.
User prompt
The game shouldn't begin until the first touch is registered. Before the game begins, a logo should be displayed with the name Stonks Go Up. Once the player touches the screen for the first time, it should immediately go into the game as you have it setup right now.
User prompt
Fix this bug: When I click to start the game, I don't see the arrow and the game doesn't start.
User prompt
Fix this bug: When I click to start the game, I don't see the arrow and the game doesn't start.
User prompt
The game shouldn't begin until the first touch is registered. Before the game begins, a logo should be displayed with the name Stonks Go Up
User prompt
Make the arrow draw a trail behind itself of rectangular dollar bills matching the arrow's orientation (northeast or southeast) every half second. If the arrow is facing northeast when the dollar bill is drawn, the dollar bill should be green. If the arrow is facing southeast when the dollar bill is drawn, the dollar bill should be red.
Code edit (1 edits merged)
Please save this source code
User prompt
Make it so that when the player is pressing on the screen, the arrow goes southeast, but if the player is not pressing on the screen, the arrow goes northeast.
Code edit (1 edits merged)
Please save this source code
User prompt
Add a grid pattern to the background to demonstrate movement
User prompt
Please fix the bug: 'camera is not defined' in or related to this line: 'camera.init(game);' Line Number: 187
User prompt
The screen should keep centered on the arrow in the middle of the screen as the arrow travels.
User prompt
The camera should follow the arrow in the center of the screen.
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
var Arrow = Container.expand(function () {
	var self = Container.call(this);
	var arrowGraphics = self.attachAsset('arrow', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.direction = "northeast"; // Starting direction
	self.speed = 8; // Movement speed
	self.path = []; // Track arrow's path
	self.update = function () {
		// Move based on current direction
		if (self.direction === "northeast") {
			self.x += self.speed;
			self.y -= self.speed;
			arrowGraphics.rotation = -Math.PI / 4; // 45 degrees up
		} else {
			self.x += self.speed;
			self.y += self.speed;
			arrowGraphics.rotation = Math.PI / 4; // 45 degrees down
		}
		// Keep in bounds
		if (self.y < 100) {
			self.y = 100;
			self.direction = "southeast";
			arrowGraphics.rotation = Math.PI / 4;
		}
		if (self.y > 2732 - 100) {
			self.y = 2732 - 100;
			self.direction = "northeast";
			arrowGraphics.rotation = -Math.PI / 4;
		}
		// Record path for replay at game end
		if (game.ticks % 5 === 0) {
			self.path.push({
				x: self.x,
				y: self.y
			});
		}
	};
	self.changeDirection = function () {
		if (self.direction === "northeast") {
			self.direction = "southeast";
			arrowGraphics.rotation = Math.PI / 4;
		} else {
			self.direction = "northeast";
			arrowGraphics.rotation = -Math.PI / 4;
		}
	};
	return self;
});
var Bonus = Container.expand(function () {
	var self = Container.call(this);
	var bonusGraphics = self.attachAsset('bonus', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -8;
	self.collected = false;
	self.update = function () {
		self.x += self.speed;
		// Make bonus rotate
		bonusGraphics.rotation += 0.05;
	};
	self.collect = function () {
		self.collected = true;
		tween(bonusGraphics, {
			alpha: 0,
			scaleX: 2,
			scaleY: 2
		}, {
			duration: 300,
			easing: tween.easeOut
		});
	};
	return self;
});
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	var obstacleGraphics = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.speed = -10;
	self.update = function () {
		self.x += self.speed;
	};
	return self;
});
var StonksText = Container.expand(function (message, color) {
	var self = Container.call(this);
	var text = new Text2(message || "STONKS!", {
		size: 100,
		fill: color || "#00FF00"
	});
	text.anchor.set(0.5, 0.5);
	self.addChild(text);
	self.animate = function () {
		self.alpha = 1;
		tween(self, {
			alpha: 0,
			y: self.y - 200
		}, {
			duration: 1500,
			easing: tween.easeOut
		});
		tween(self.scale, {
			x: 2,
			y: 2
		}, {
			duration: 1500,
			easing: tween.easeOut
		});
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x87ceeb
});
/**** 
* Game Code
****/ 
// Game variables
var Camera = function Camera() {
	this.target = null;
	this.container = null;
	this.offsetX = 0;
	this.offsetY = 0;
	this.init = function (container) {
		this.container = container;
	};
	this.setTarget = function (target) {
		this.target = target;
	};
	this.setOffset = function (x, y) {
		this.offsetX = x;
		this.offsetY = y;
	};
	this.update = function () {
		if (!this.target || !this.container) {
			return;
		}
		// Move the container in the opposite direction of target
		this.container.x = this.offsetX - this.target.x;
		this.container.y = this.offsetY - this.target.y;
	};
};
var camera = new Camera();
var arrow;
var obstacles = [];
var bonuses = [];
var stonksTexts = [];
var lastObstacleTime = 0;
var lastBonusTime = 0;
var marketCap = 0;
var gameActive = true;
// Create background
var background = LK.getAsset('background', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2,
	width: 10000,
	height: 10000
});
game.addChild(background);
// Create GUI elements
var marketCapText = new Text2("Market Cap: 0", {
	size: 60,
	fill: 0xFFFFFF
});
marketCapText.anchor.set(0.5, 0);
LK.gui.top.addChild(marketCapText);
// Create arrow
arrow = new Arrow();
arrow.x = 300;
arrow.y = 2732 / 2;
game.addChild(arrow);
// Setup camera to follow arrow
camera.init(game);
camera.setTarget(arrow);
camera.setOffset(2048 / 2, 2732 / 2); // Center the camera on the arrow
// Play background music
LK.playMusic('bgMusic');
// Handle taps
game.down = function (x, y, obj) {
	if (gameActive) {
		arrow.changeDirection();
	}
};
// Generate obstacles
function createObstacle() {
	var obstacle = new Obstacle();
	obstacle.x = 2148; // Just off screen to the right
	obstacle.y = 200 + Math.random() * (2732 - 400);
	obstacles.push(obstacle);
	game.addChild(obstacle);
}
// Generate bonuses
function createBonus() {
	var bonus = new Bonus();
	bonus.x = 2148; // Just off screen to the right
	bonus.y = 200 + Math.random() * (2732 - 400);
	bonuses.push(bonus);
	game.addChild(bonus);
}
// Create stonks text popup
function createStonksText(isPositive, x, y) {
	var message = isPositive ? "STONKS!" : "NOT STONKS!";
	var color = isPositive ? "#00FF00" : "#FF0000";
	var stonksText = new StonksText(message, color);
	stonksText.x = x;
	stonksText.y = y;
	stonksText.animate();
	stonksTexts.push(stonksText);
	game.addChild(stonksText);
}
// Game update loop
game.update = function () {
	if (!gameActive) {
		return;
	}
	// Update the camera to follow the arrow
	camera.update();
	// Create obstacles at regular intervals
	if (game.ticks - lastObstacleTime > 60) {
		createObstacle();
		lastObstacleTime = game.ticks;
	}
	// Create bonuses less frequently
	if (game.ticks - lastBonusTime > 180) {
		createBonus();
		lastBonusTime = game.ticks;
	}
	// Update marketCap and distance
	marketCap += 1;
	marketCapText.setText("Market Cap: " + marketCap);
	// Ensure background is large enough
	var minBackgroundWidth = Math.max(10000, arrow.x * 2 + 2048);
	var minBackgroundHeight = Math.max(10000, arrow.y * 2 + 2732);
	if (background.width < minBackgroundWidth || background.height < minBackgroundHeight) {
		background.width = minBackgroundWidth;
		background.height = minBackgroundHeight;
	}
	// Check for obstacles that are off-screen
	for (var i = obstacles.length - 1; i >= 0; i--) {
		if (obstacles[i].x < -150) {
			obstacles[i].destroy();
			obstacles.splice(i, 1);
		}
	}
	// Check for bonuses that are off-screen
	for (var i = bonuses.length - 1; i >= 0; i--) {
		if (bonuses[i].x < -150 || bonuses[i].collected) {
			bonuses[i].destroy();
			bonuses.splice(i, 1);
		}
	}
	// Remove faded stonks texts
	for (var i = stonksTexts.length - 1; i >= 0; i--) {
		if (stonksTexts[i].alpha <= 0) {
			stonksTexts[i].destroy();
			stonksTexts.splice(i, 1);
		}
	}
	// Check for collisions with obstacles
	for (var i = 0; i < obstacles.length; i++) {
		if (arrow.intersects(obstacles[i])) {
			// Game over
			gameActive = false;
			createStonksText(false, arrow.x, arrow.y);
			LK.getSound('crash').play();
			// Flash screen red
			LK.effects.flashScreen(0xFF0000, 1000);
			// Show game over
			LK.setTimeout(function () {
				LK.setScore(marketCap);
				LK.showGameOver();
			}, 1500);
			break;
		}
	}
	// Check for collisions with bonuses
	for (var i = bonuses.length - 1; i >= 0; i--) {
		if (!bonuses[i].collected && arrow.intersects(bonuses[i])) {
			// Collect bonus
			bonuses[i].collect();
			LK.getSound('collect').play();
			// Add bonus score
			var bonusValue = Math.floor(Math.random() * 500) + 500;
			marketCap += bonusValue;
			// Show stonks text
			createStonksText(true, arrow.x, arrow.y);
			// Flash screen green
			LK.effects.flashScreen(0x00FF00, 300);
		}
	}
	// Increase difficulty over time
	if (game.ticks % 600 === 0) {
		for (var i = 0; i < obstacles.length; i++) {
			obstacles[i].speed -= 0.5;
		}
		for (var i = 0; i < bonuses.length; i++) {
			bonuses[i].speed -= 0.3;
		}
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -82,26 +82,8 @@
 		});
 	};
 	return self;
 });
-var GridLine = Container.expand(function (isHorizontal, position) {
-	var self = Container.call(this);
-	var lineGraphics = self.attachAsset('background', {
-		anchorX: 0.5,
-		anchorY: 0.5,
-		width: isHorizontal ? 20000 : 5,
-		height: isHorizontal ? 5 : 20000,
-		alpha: 0.3,
-		color: 0xCCCCCC
-	});
-	// Set position based on if horizontal or vertical
-	if (isHorizontal) {
-		self.y = position;
-	} else {
-		self.x = position;
-	}
-	return self;
-});
 var Obstacle = Container.expand(function () {
 	var self = Container.call(this);
 	var obstacleGraphics = self.attachAsset('obstacle', {
 		anchorX: 0.5,
@@ -173,13 +155,8 @@
 		}
 		// Move the container in the opposite direction of target
 		this.container.x = this.offsetX - this.target.x;
 		this.container.y = this.offsetY - this.target.y;
-		// Update grid position to match camera movement
-		if (gridContainer) {
-			gridContainer.x = this.offsetX - this.target.x;
-			gridContainer.y = this.offsetY - this.target.y;
-		}
 	};
 };
 var camera = new Camera();
 var arrow;
@@ -188,9 +165,8 @@
 var stonksTexts = [];
 var lastObstacleTime = 0;
 var lastBonusTime = 0;
 var marketCap = 0;
-var distance = 0;
 var gameActive = true;
 // Create background
 var background = LK.getAsset('background', {
 	anchorX: 0.5,
@@ -200,41 +176,15 @@
 	width: 10000,
 	height: 10000
 });
 game.addChild(background);
-// Create grid container
-var gridContainer = new Container();
-game.addChild(gridContainer);
-// Create grid lines
-var gridSpacing = 500;
-var gridSize = 10000;
-var gridLines = [];
-// Create horizontal grid lines
-for (var y = -gridSize / 2; y <= gridSize / 2; y += gridSpacing) {
-	var hLine = new GridLine(true, y);
-	gridContainer.addChild(hLine);
-	gridLines.push(hLine);
-}
-// Create vertical grid lines
-for (var x = -gridSize / 2; x <= gridSize / 2; x += gridSpacing) {
-	var vLine = new GridLine(false, x);
-	gridContainer.addChild(vLine);
-	gridLines.push(vLine);
-}
 // Create GUI elements
 var marketCapText = new Text2("Market Cap: 0", {
 	size: 60,
 	fill: 0xFFFFFF
 });
 marketCapText.anchor.set(0.5, 0);
 LK.gui.top.addChild(marketCapText);
-var distanceText = new Text2("Distance: 0", {
-	size: 60,
-	fill: 0xFFFFFF
-});
-distanceText.anchor.set(0.5, 0);
-distanceText.y = 80;
-LK.gui.top.addChild(distanceText);
 // Create arrow
 arrow = new Arrow();
 arrow.x = 300;
 arrow.y = 2732 / 2;
@@ -296,42 +246,15 @@
 		lastBonusTime = game.ticks;
 	}
 	// Update marketCap and distance
 	marketCap += 1;
-	distance += 1;
 	marketCapText.setText("Market Cap: " + marketCap);
-	distanceText.setText("Distance: " + distance);
 	// Ensure background is large enough
 	var minBackgroundWidth = Math.max(10000, arrow.x * 2 + 2048);
 	var minBackgroundHeight = Math.max(10000, arrow.y * 2 + 2732);
 	if (background.width < minBackgroundWidth || background.height < minBackgroundHeight) {
 		background.width = minBackgroundWidth;
 		background.height = minBackgroundHeight;
-		// Update grid if needed
-		var currentGridSize = Math.max(minBackgroundWidth, minBackgroundHeight);
-		while (gridSize < currentGridSize) {
-			gridSize *= 1.5;
-			// Add new horizontal grid lines
-			var lastY = gridLines[gridLines.length - 1].y;
-			for (var y = lastY + gridSpacing; y <= gridSize / 2; y += gridSpacing) {
-				var hLine = new GridLine(true, y);
-				gridContainer.addChild(hLine);
-				gridLines.push(hLine);
-				var hLine2 = new GridLine(true, -y);
-				gridContainer.addChild(hLine2);
-				gridLines.push(hLine2);
-			}
-			// Add new vertical grid lines
-			var lastX = gridLines[gridLines.length - 1].x;
-			for (var x = lastX + gridSpacing; x <= gridSize / 2; x += gridSpacing) {
-				var vLine = new GridLine(false, x);
-				gridContainer.addChild(vLine);
-				gridLines.push(vLine);
-				var vLine2 = new GridLine(false, -x);
-				gridContainer.addChild(vLine2);
-				gridLines.push(vLine2);
-			}
-		}
 	}
 	// Check for obstacles that are off-screen
 	for (var i = obstacles.length - 1; i >= 0; i--) {
 		if (obstacles[i].x < -150) {
:quality(85)/https://cdn.frvr.ai/6814dbc0bef1291d4e518ed5.png%3F3) 
 arrow pointing to the right like on a stock market ticker. No shadows
:quality(85)/https://cdn.frvr.ai/6814ed80fb90c04ce18c7318.png%3F3) 
 cartoonish dollar bill. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68196230c4a0c8bae9e84a2d.png%3F3) 
 green stock market chart candle. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68196255c4a0c8bae9e84a32.png%3F3) 
 red stock market chart candle. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/68196317c4a0c8bae9e84a49.png%3F3) 
 screen-wrappable repeating blue grid on dark background. In-Game asset. 2d. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/6819680330f9a3ca3143c3f5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/681a0c2c9fc525b9b52395c0.png%3F3) 
 white full moon. In-Game asset. 2d. High contrast. No shadows