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 = 10; // Movement speed will be used for object movement
	self.x = 2048 / 2; // Fixed position in center horizontally
	self.y = 2732 / 2; // Fixed position in center vertically
	self.path = []; // Track arrow's path
	self.update = function () {
		// Direction changes based on touch state, but arrow doesn't move
		if (!game.isTouching) {
			// Not touching - arrow faces northeast
			self.direction = "northeast";
			arrowGraphics.rotation = -Math.PI / 4; // 45 degrees up
		} else {
			// Touching - arrow faces southeast
			self.direction = "southeast";
			arrowGraphics.rotation = Math.PI / 4; // 45 degrees down
		}
		// Record fixed path for consistency
		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 now move towards the arrow (opposite direction)
		if (game.isTouching) {
			// Move opposite to southeast direction
			self.x -= arrow.speed;
			self.y -= arrow.speed;
		} else {
			// Move opposite to northeast direction
			self.x -= arrow.speed;
			self.y += arrow.speed;
		}
		// Spin the bonus
		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
	self.speed = 10; // Movement speed
	self.direction = direction; // Store direction for movement
	self.update = function () {
		// Move in the opposite direction of what the arrow would move
		if (self.direction === "northeast") {
			self.x -= self.speed;
			self.y += self.speed;
		} else {
			self.x -= self.speed;
			self.y -= self.speed;
		}
	};
	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 now move towards the arrow (opposite direction)
		if (game.isTouching) {
			// Move opposite to southeast direction
			self.x -= arrow.speed;
			self.y -= arrow.speed;
		} else {
			// Move opposite to northeast direction
			self.x -= arrow.speed;
			self.y += arrow.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: 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
// Camera functionality removed as the arrow now stays stationary
// and other objects move around it
var camera = {
	update: function update() {} // Empty function to prevent errors
};
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, 0.8);
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 in the center of the screen
arrow = new Arrow();
// Arrow position is set in the class constructor
game.addChild(arrow);
// No camera setup needed since we have a fixed view
// 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();
	// Since arrow is fixed in center, use fixed screen coordinates
	var screenWidth = 2048;
	var screenHeight = 2732;
	// Spawn obstacles at the upper-right corner of visible screen
	var spawnRegion = Math.random();
	if (spawnRegion < 0.7) {
		// Spawn to the right
		obstacle.x = screenWidth + Math.random() * 200; // Just off-screen to the right
		obstacle.y = screenHeight / 2 - Math.random() * 500; // Spread around middle height
	} else {
		// Spawn above
		obstacle.x = screenWidth / 2 + Math.random() * 500; // Spread to the right of center
		obstacle.y = -200 - Math.random() * 200; // Just above the visible screen
	}
	obstacles.push(obstacle);
	game.addChild(obstacle);
}
// Generate bonuses
function createBonus() {
	var bonus = new Bonus();
	// Since arrow is fixed in center, use fixed screen coordinates
	var screenWidth = 2048;
	var screenHeight = 2732;
	// Spawn bonuses at the upper-right corner of visible screen
	var spawnRegion = Math.random();
	if (spawnRegion < 0.6) {
		// Spawn to the right
		bonus.x = screenWidth + Math.random() * 300; // Just off-screen to the right
		bonus.y = screenHeight / 2 - Math.random() * 600; // Spread around middle height
	} else {
		// Spawn above
		bonus.x = screenWidth / 2 + Math.random() * 600; // Spread to the right of center
		bonus.y = -200 - Math.random() * 300; // Just above the visible screen
	}
	bonuses.push(bonus);
	game.addChild(bonus);
}
// Create dollar bill in appropriate direction
function createDollarBill() {
	if (!arrow || !gameActive) {
		return;
	}
	var dollarBill = new DollarBill(arrow.direction);
	// Position the dollar bill in front of the arrow based on direction
	// Since the arrow is stationary, we position relative to the center
	var offsetDistance = 100;
	if (arrow.direction === "northeast") {
		dollarBill.x = arrow.x + offsetDistance;
		dollarBill.y = arrow.y - offsetDistance;
		dollarBill.rotation = -Math.PI / 4; // 45 degrees up
	} else {
		dollarBill.x = arrow.x + offsetDistance;
		dollarBill.y = arrow.y + offsetDistance;
		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;
	}
	// No camera update needed with stationary arrow
	// 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 
	for (var i = obstacles.length - 1; i >= 0; i--) {
		// Remove obstacles that have moved off the left side of the screen
		if (obstacles[i].x < -200) {
			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 < -200 || 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 off-screen
	for (var i = dollarBills.length - 1; i >= 0; i--) {
		if (dollarBills[i].x < -200) {
			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
@@ -199,9 +199,9 @@
 var logoText = new Text2("Stonks Go Up", {
 	size: 150,
 	fill: 0x00FF00
 });
-logoText.anchor.set(0.5, 0.5);
+logoText.anchor.set(0.5, 0.8);
 logoText.x = 2048 / 2;
 logoText.y = 2732 / 2;
 game.addChild(logoText);
 // Add tap to start instruction
: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