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Every 0.5 seconds, spawn a rectangular dollar bill behind the arrow matching the direction of the arrow. If the arrow is facing northeast, the spawned dollar bill should be green. If the arrow is facing southeast, the spawned dollar bill should be red.
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Use a continuous tiled background.
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Please fix the bug: 'tileSprite is not defined' in or related to this line: 'var background = tileSprite.create(backgroundTexture, 2048, 2732);' Line Number: 177
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Please fix the bug: 'tileSprite is not defined' in or related to this line: 'var background = tileSprite.create(backgroundTexture, 2048, 2732);' Line Number: 177
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Please fix the bug: 'LK.TilingSprite is not a constructor' in or related to this line: 'var background = new LK.TilingSprite(backgroundTexture, 2048, 2732);' Line Number: 177
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The background should repeat instead of being resized.
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Please fix the bug: 'TilingSprite is not defined' in or related to this line: 'var background = new TilingSprite(LK.getAsset('background', {}), 10000, 10000);' Line Number: 170
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Please fix the bug: 'TilingSprite is not defined' in or related to this line: 'var background = new TilingSprite(LK.getAsset('background', {}), 10000, 10000);' Line Number: 170
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The background should be tiled across instead of resizing.
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There shouldn't be any X-axis boundaries either
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There shouldn't be any boundaries for the arrow.
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The game needs to expand as the player goes northeast, so the arrow can continue rising.
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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.
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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.
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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.
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The obstacles and bonuses should move southwest (towards the lower-left corner of the screen).
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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.
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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.
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Make the game end if the stonk market cap reaches -10.
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The score (the stonk market cap) should actually decrease if the player is going southeast.
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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.
/**** * 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 touch state if (!game.isTouching) { // Not touching - go northeast self.direction = "northeast"; self.x += self.speed; self.y -= self.speed; arrowGraphics.rotation = -Math.PI / 4; // 45 degrees up } else { // Touching - go southeast self.direction = "southeast"; 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; } if (self.y > 2732 - 100) { self.y = 2732 - 100; } // Record path for replay at game end if (game.ticks % 5 === 0) { self.path.push({ x: self.x, y: self.y }); } }; // Direction is now controlled by touch state in update method 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 () { // Move southwest (towards lower-left corner) self.x += self.speed; self.y += Math.abs(self.speed * 0.6); // Add positive vertical movement to go downward // 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 () { // Move southwest (towards lower-left corner) self.x += self.speed; // Add positive vertical movement to go downward self.y += Math.abs(self.speed * 0.75); // 50% chance to move up or down slightly if (!self.verticalDir) { self.verticalDir = Math.random() < 0.5 ? 1 : -1; self.verticalSpeed = Math.random() * 2 + 1; } // Change direction occasionally if (Math.random() < 0.01) { self.verticalDir *= -1; } self.y += self.verticalDir * self.verticalSpeed; }; 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 // Track if the screen is being touched game.isTouching = false; var gameStarted = false; // Track if the game has been started by the first touch 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); marketCapText.visible = false; // Hide initially // Create startup logo var logoText = new Text2("Stonks Go Up", { size: 150, fill: 0x00FF00 }); logoText.anchor.set(0.5, 0.5); logoText.x = 2048 / 2; logoText.y = 2732 / 2; game.addChild(logoText); // Add tap to start instruction var startInstructionText = new Text2("Tap to Start", { size: 80, fill: 0xFFFFFF }); startInstructionText.anchor.set(0.5, 0.5); startInstructionText.x = 2048 / 2; startInstructionText.y = 2732 / 2 + 200; game.addChild(startInstructionText); // Make the text pulse tween(startInstructionText.scale, { x: 1.1, y: 1.1 }, { duration: 800, easing: tween.easeInOut, loop: -1, yoyo: true }); // 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 touch events game.down = function (x, y, obj) { if (!gameStarted) { // First touch - start the game gameStarted = true; // Hide the logo and instruction tween(logoText, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onComplete: function onComplete() { logoText.destroy(); } }); tween(startInstructionText, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onComplete: function onComplete() { startInstructionText.destroy(); } }); // Show the market cap text marketCapText.visible = true; // Set touch state game.isTouching = true; } else if (gameActive) { game.isTouching = true; } }; game.up = function (x, y, obj) { if (gameActive) { game.isTouching = false; } }; // Generate obstacles function createObstacle() { var obstacle = new Obstacle(); // Spawn obstacles around the upper-right corner with more variance var spawnRegion = Math.random(); if (spawnRegion < 0.7) { // Spawn to the right obstacle.x = 2148 + Math.random() * 500; // Spread out to the right obstacle.y = 100 + Math.random() * 800; // Upper part of the screen } else { // Spawn above obstacle.x = 1500 + Math.random() * 800; // Right part of the screen obstacle.y = -100 - Math.random() * 300; // Just above the screen } obstacles.push(obstacle); game.addChild(obstacle); } // Generate bonuses function createBonus() { var bonus = new Bonus(); // Spawn bonuses around the upper-right corner with more variance var spawnRegion = Math.random(); if (spawnRegion < 0.6) { // Spawn to the right bonus.x = 2148 + Math.random() * 600; // Spread out to the right bonus.y = 50 + Math.random() * 900; // Upper part of the screen } else { // Spawn above bonus.x = 1400 + Math.random() * 900; // Right part of the screen bonus.y = -100 - Math.random() * 400; // Just above the screen } 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 (!gameStarted || !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 - increase when going northeast, decrease when going southeast if (arrow.direction === "northeast") { marketCap += 1; } else if (arrow.direction === "southeast") { marketCap -= 1; } // Check if market cap has reached game-ending threshold of -10 if (marketCap <= -10 && gameActive) { // 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); } marketCapText.setText("Stonk 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].y > 2832 || obstacles[i].y < -250) { 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].y > 2832 || bonuses[i].y < -250 || 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
@@ -57,9 +57,11 @@
});
self.speed = -8;
self.collected = false;
self.update = function () {
+ // Move southwest (towards lower-left corner)
self.x += self.speed;
+ self.y += Math.abs(self.speed * 0.6); // Add positive vertical movement to go downward
// Make bonus rotate
bonusGraphics.rotation += 0.05;
};
self.collect = function () {
@@ -82,10 +84,12 @@
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
- // Add slight vertical movement for more challenge
+ // Move southwest (towards lower-left corner)
self.x += self.speed;
+ // Add positive vertical movement to go downward
+ self.y += Math.abs(self.speed * 0.75);
// 50% chance to move up or down slightly
if (!self.verticalDir) {
self.verticalDir = Math.random() < 0.5 ? 1 : -1;
self.verticalSpeed = Math.random() * 2 + 1;
arrow pointing to the right like on a stock market ticker. No shadows
cartoonish dollar bill. In-Game asset. 2d. High contrast. No shadows
green stock market chart candle. In-Game asset. 2d. High contrast. No shadows
red stock market chart candle. In-Game asset. 2d. High contrast. No shadows
screen-wrappable repeating blue grid on dark background. In-Game asset. 2d. High contrast. No shadows
white full moon. In-Game asset. 2d. High contrast. No shadows