Code edit (3 edits merged)
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I don't see stonksguy
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Add the stonksguy asset to display in the lower-left of the screen at all times
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Instead of the single background, make a grid of dark blue squares (outlined in lighter shade of blue) which covers the entire background but repeats like tiles behind everything else, and moves like everything else ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make the background repeat
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Make the background slide southwest when the arrow is facing northeast, and make the background slide northwest when the arrow is facing southeast. It should slide at the same speed as the rest of the objects.
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Make the arrow's hitbox smaller
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Make the obstacle hitbox even smaller
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Make the hitbox smaller for the obstacles and bonuses
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Make the hitbox even smaller for obstacles
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Make the hitboxes smaller for the obstacles
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Alongside the gradual speed increase, Increase the rate at which dollars, obstacles, and bonuses spawn.
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Randomly spawn an obstacle directly in the path of the arrow
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Start the arrow two thirds down on the screen and two thirds left on the screen
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Gradually increase movement speed as the stonk market cap increases
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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 (11 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
/**** * 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 = 10; // 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 DollarBill = Container.expand(function (direction) { var self = Container.call(this); var color = direction === "northeast" ? 0x00FF00 : 0xFF0000; var dollarGraphics = self.attachAsset('dollar', { anchorX: 0.5, anchorY: 0.5, tint: color }); //dollarGraphics.rotation = Math.random() * Math.PI * 2; // Random rotation dollarGraphics.scale.set(0.8, 0.5); // Make it more bill-shaped 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 ****/ // Track if the screen is being touched // Game variables 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 dollarBills = []; var lastObstacleTime = 0; var lastBonusTime = 0; var lastDollarTime = 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'); // Use LK event handling system that works independently of the camera system LK.on('down', function (obj) { handleTouchStart(); }); LK.on('up', function (obj) { handleTouchEnd(); }); // Unified touch handling functions function handleTouchStart() { if (!gameStarted) { // First touch - start the game gameStarted = true; gameActive = true; // Ensure game is active when starting // 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 regardless of camera position or transform if (gameActive) { game.isTouching = true; } } function handleTouchEnd() { // Update touch state regardless of camera position or transform if (gameActive) { game.isTouching = false; } } // Keep empty game.down and game.up methods for compatibility game.down = function (x, y, obj) { // This is intentionally empty as we're using LK.on('down') instead }; game.up = function (x, y, obj) { // This is intentionally empty as we're using LK.on('up') instead }; // 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() * 200; // Just off-screen to the right obstacle.y = arrow.y - Math.random() * 200; // Spread around arrow's height } else { // Spawn above obstacle.x = arrow.x + Math.random() * 200; // Spread to the right of arrow obstacle.y = screenTop - Math.random() * 200; // 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 dollar bill behind arrow function createDollarBill() { if (!arrow || !gameActive) { return; } var dollarBill = new DollarBill(arrow.direction); // Position the dollar bill behind the arrow based on direction if (arrow.direction === "northeast") { dollarBill.x = arrow.x - 50; dollarBill.y = arrow.y + 50; dollarBill.rotation = -Math.PI / 4; // 45 degrees up } else { dollarBill.x = arrow.x - 50; dollarBill.y = arrow.y - 50; dollarBill.rotation = Math.PI / 4; // 45 degrees down } dollarBills.push(dollarBill); game.addChild(dollarBill); } // 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 lastObstacleTime = lastObstacleTime + 1; if (lastObstacleTime > 60) { createObstacle(); lastObstacleTime = 0; } // Create bonuses less frequently lastBonusTime = lastBonusTime + 1; if (lastBonusTime > 180) { createBonus(); lastBonusTime = 0; } // Create dollar bills every 0.5 seconds (30 ticks) lastDollarTime = lastDollarTime + 1; if (lastDollarTime > 30) { createDollarBill(); lastDollarTime = 0; } // 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); } } // Clean up dollar bills that are far behind the arrow for (var i = dollarBills.length - 1; i >= 0; i--) { if (dollarBills[i].x < arrow.x - 1500) { dollarBills[i].destroy(); dollarBills.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() * 1000) + 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
@@ -225,19 +225,20 @@
camera.setOffset(2048 / 2, 2732 / 2); // Center the camera on the arrow
// Play background music
LK.playMusic('bgMusic');
// Use LK event handling system that works independently of the camera system
-LK.on('down', function () {
+LK.on('down', function (obj) {
handleTouchStart();
});
-LK.on('up', function () {
+LK.on('up', function (obj) {
handleTouchEnd();
});
// Unified touch handling functions
function handleTouchStart() {
if (!gameStarted) {
// First touch - start the game
gameStarted = true;
+ gameActive = true; // Ensure game is active when starting
// Hide the logo and instruction
tween(logoText, {
alpha: 0
}, {
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