Code edit (3 edits merged)
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Make the camera and game stand still and have the dollars, obstacles, and bonuses move instead of the arrow
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'game.container.x = this.container.x;' Line Number: 170
Code edit (10 edits merged)
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When I click on the Tap to Start screen, nothing is happening
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Please fix the bug: 'window.addEventListener is not a function' in or related to this line: 'window.addEventListener('mousedown', function () {' Line Number: 242
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Touch isn't registering on the Tap to Start screen
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No, the touch is still not being detected when the arrow and camera get further from the origin. Implement a replacement touch detection system that isn't affected by how far the arrow and camera are from the origin.
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LK.down is not being called when I click on the Tap to Start screen
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Use a screen-wide touch detection system that doesn't rely on coordinates. It needs to be able to register game.down no matter how far away from the origin the arrow and camera are.
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Implement a solution so that even when the camera moves far away, the game will still register touch events correctly.
Code edit (1 edits merged)
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Code edit (1 edits merged)
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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.
Code edit (3 edits merged)
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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
/**** 
* 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
		}
		// 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 () {
		// Bonuses are stationary, only 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 () {
		// Obstacles are stationary
	};
	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: 0x0066ff
});
/**** 
* 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("Stonk Market Cap: $0.00", {
	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();
	// Get visible screen bounds relative to arrow
	var screenRight = arrow.x + 1024; // Half screen width
	var screenTop = arrow.y - 1366; // Half screen height
	// Spawn obstacles just beyond the upper-right corner of visible screen
	var spawnRegion = Math.random();
	if (spawnRegion < 0.7) {
		// Spawn to the right
		obstacle.x = screenRight + Math.random() * 400; // Just off-screen to the right
		obstacle.y = arrow.y - Math.random() * 800; // Spread around arrow's height
	} else {
		// Spawn above
		obstacle.x = arrow.x + Math.random() * 800; // Spread to the right of arrow
		obstacle.y = screenTop - Math.random() * 300; // Just above the visible screen
	}
	obstacles.push(obstacle);
	game.addChild(obstacle);
}
// Generate bonuses
function createBonus() {
	var bonus = new Bonus();
	// Get visible screen bounds relative to arrow
	var screenRight = arrow.x + 1024; // Half screen width
	var screenTop = arrow.y - 1366; // Half screen height
	// Spawn bonuses just beyond the upper-right corner of visible screen
	var spawnRegion = Math.random();
	if (spawnRegion < 0.6) {
		// Spawn to the right
		bonus.x = screenRight + Math.random() * 500; // Just off-screen to the right
		bonus.y = arrow.y - Math.random() * 700; // Spread around arrow's height
	} else {
		// Spawn above
		bonus.x = arrow.x + Math.random() * 700; // Spread to the right of arrow
		bonus.y = screenTop - Math.random() * 300; // Just above the visible 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 + ".00");
	// Check if obstacles are completely off-screen relative to arrow position
	for (var i = obstacles.length - 1; i >= 0; i--) {
		// Only remove obstacles that are far behind the arrow (to the left)
		if (obstacles[i].x < arrow.x - 1500) {
			obstacles[i].destroy();
			obstacles.splice(i, 1);
		}
	}
	// Check for bonuses that are far behind the arrow
	for (var i = bonuses.length - 1; i >= 0; i--) {
		if (bonuses[i].x < arrow.x - 1500 || 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);
		}
	}
	// Objects don't move, so no need to increase difficulty by changing their speed
}; ===================================================================
--- original.js
+++ change.js
@@ -30,16 +30,8 @@
 			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,
@@ -113,64 +105,8 @@
 		});
 	};
 	return self;
 });
-var TiledBackground = Container.expand(function (imageId, width, height, tileSize) {
-	var self = Container.call(this);
-	self.width = width || 5000;
-	self.height = height || 5000;
-	self.tileSize = tileSize || 512;
-	// Calculate number of tiles needed in each direction
-	var tilesX = Math.ceil(self.width / self.tileSize);
-	var tilesY = Math.ceil(self.height / self.tileSize);
-	// Create tiles grid
-	for (var y = 0; y < tilesY; y++) {
-		for (var x = 0; x < tilesX; x++) {
-			var tile = LK.getAsset(imageId, {
-				anchorX: 0,
-				anchorY: 0,
-				x: x * self.tileSize,
-				y: y * self.tileSize
-			});
-			self.addChild(tile);
-		}
-	}
-	// Method to update tiles based on camera position
-	self.updateGrid = function (cameraX, cameraY) {
-		// Convert camera position to background local coordinates
-		var localX = -cameraX;
-		var localY = -cameraY;
-		// Determine visible region
-		var visibleLeft = Math.floor(localX / self.tileSize) * self.tileSize;
-		var visibleTop = Math.floor(localY / self.tileSize) * self.tileSize;
-		// Ensure tiles cover the visible area
-		var childIndex = 0;
-		for (var y = 0; y < tilesY; y++) {
-			for (var x = 0; x < tilesX; x++) {
-				var tileX = visibleLeft + x * self.tileSize;
-				var tileY = visibleTop + y * self.tileSize;
-				// Wrap tiles that would be outside the boundary
-				while (tileX >= self.width) {
-					tileX -= self.width;
-				}
-				while (tileX < 0) {
-					tileX += self.width;
-				}
-				while (tileY >= self.height) {
-					tileY -= self.height;
-				}
-				while (tileY < 0) {
-					tileY += self.height;
-				}
-				var tile = self.children[childIndex];
-				tile.x = tileX;
-				tile.y = tileY;
-				childIndex++;
-			}
-		}
-	};
-	return self;
-});
 
 /**** 
 * Initialize Game
 ****/ 
@@ -180,10 +116,10 @@
 
 /**** 
 * Game Code
 ****/ 
-// Track if the screen is being touched
 // 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;
@@ -217,10 +153,17 @@
 var lastObstacleTime = 0;
 var lastBonusTime = 0;
 var marketCap = 0;
 var gameActive = true;
-// Create tiled background
-var background = new TiledBackground('background', 10000, 10000, 512);
+// 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("Stonk Market Cap: $0.00", {
 	size: 60,
@@ -362,10 +305,8 @@
 		return;
 	}
 	// Update the camera to follow the arrow
 	camera.update();
-	// Update background tiles based on camera position
-	background.updateGrid(camera.container.x, camera.container.y);
 	// Create obstacles at regular intervals
 	if (game.ticks - lastObstacleTime > 60) {
 		createObstacle();
 		lastObstacleTime = game.ticks;
@@ -395,9 +336,8 @@
 			LK.showGameOver();
 		}, 1500);
 	}
 	marketCapText.setText("Stonk Market Cap: $" + marketCap + ".00");
-	// Background tiling handled by TiledBackground class
 	// Check if obstacles are completely off-screen relative to arrow position
 	for (var i = obstacles.length - 1; i >= 0; i--) {
 		// Only remove obstacles that are far behind the arrow (to the left)
 		if (obstacles[i].x < arrow.x - 1500) {
: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